example usage: 'Accepts ' - means this entity accepts waste water. example usage: 'Accepts ' - means this entity accepts waste water. "Accepts" = "Приймає"; setting for disabling sudden lightning flashes "AccessibilitySetting__Flashes" = "Вимкнути спалахи (напр. блискавку)"; title of accessibility settings (disable flashes, etc.) "AccessibilitySetting__Title" = "Спеціальні можливості"; title of a setting to change currently active display title of a setting to change currently active display display means monitor essentially "ActiveDisplay_Setting" = "Активний екран"; Tooltip on "Mods available" label file shown in the details panel of the load & save window Tooltip on "Mods available" label file shown in the details panel of the load & save window "AddableMods__Tooltip" = "Перевірте ці моди, щоб додати їх до файлу збереження."; 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" = "Перешкода - {0}"; could not place entity due overlap with a terrain designation could not place entity due overlap with a terrain designation "AdditionError__DesignationOverlap" = "Перетинається з ландшафтними роботами"; {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" = "Не можна розмістити на родовищі ({0})"; could not place entity due to invalid height, {0} and {1} are integers specifying min and max height could not place entity due to invalid height, {0} and {1} are integers specifying min and max height "AdditionError__InvalidHeight" = "Хибна висота розміщення, треба розміщувати в межах висот {0} і {1} (включно)."; 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" = "Частину будівлі має бути розташовано в океані"; {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" = "Немає покладів {0}"; could not place a paint / decal as the terrain does not contain a surface that can be painted could not place a paint / decal as the terrain does not contain a surface that can be painted "AdditionError__NotASurface" = "Потрібна тверда поверхня (наприклад бетон)"; could not place a farm as the terrain is not farmable could not place a farm as the terrain is not farmable "AdditionError__NotFarmable" = "Частина ділянки непридатна для фермерства"; could not place a tree as the terrain is not fertile could not place a tree as the terrain is not fertile "AdditionError__NotFertile" = "Частина ґрунту не є родючим"; 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" = "Треба розташовувати у виділеній ділянці"; 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" = "Частина ґрунту не є стійкою"; could not place a building as it has ocean access blocked could not place a building as it has ocean access blocked "AdditionError__OceanBlocked" = "Доступ до океану заблокований"; 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" = "'{0}' блокує сполучення із океаном - необхідно демонтувати цей об'єкт."; 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" = "Доступ до океану заблоковано у {0} місці, можливо доведеться розчищати кілька разів."; 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" = "Неможливо розмістити у воді"; 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" = "За межами зони будівництва"; 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" = "Щось заважає розміщенню"; could not place entity due terrain being too high could not place entity due terrain being too high "AdditionError__TerrainTooHigh" = "Рівень поверхні занадто високий"; could not place entity due terrain being too low could not place entity due terrain being too low "AdditionError__TerrainTooLow" = "Рівень поверхні занадто низький"; 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" = "Потрібний пласт ресурсу висотою більше {0}, а тут {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" = "Занадто близько до іншого дерева"; 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" = "Може бути тільки одна така будівля, і вона вже є"; Warning that a lift's port may be too high to connect to a transport. Warning that a lift's port may be too high to connect to a transport. "AdditionWarning__HighLift" = "Увага: Порт розташований вище за опори транспортера. Підключення може бути неможливим."; 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" = "Встановити компонент"; 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" = "Прийняти жителів"; 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" = "Люди в поселенні, які бажають приєднатися до вашого острова. Це число поповнюється природним чином з часом, поки не буде досягнуто ліміту. На кількість і швидкість поповнення впливає ваша репутація. У деяких поселеннях може не бути цієї опції."; button to adopt population from a village, example: 'Adopt 10 pops' button to adopt population from a village, example: 'Adopt 10 pops' "AdoptPopsAction" = "Додати {0} жителя"; short description of a machine short description of a machine "AirSeparator__desc" = "Виконує процес кріогенної дистиляції за температур, що досягають -200 °C, за для розділення атмосферного повітря на його основні складники - кисень та азот."; name of a machine name of a machine https://en.wikipedia.org/wiki/Air_separation "AirSeparator__name" = "Сепаратор повітря"; Map description Map description "AlphaStaticIslandMap__desc" = "Збалансована карта, чудово підходить для новачків або звичайних гравців. Початкова локація пропонує легкий доступ до всіх ресурсів і достатньо місця, щоб побудувати велику фабрику. Пізніше створіть пандуси на вищі платформи, щоб збільшити масштаби промислових і гірничодобувних операцій.\n\nЦе перша і найстаріша карта в Captain of Industry. Вперше вона була доступна в закритій альфа-версії в жовтні 2021 року. На той момент це була єдина ігрова мапа в грі.\n"; Map name Map name "AlphaStaticIslandMap__name" = "Нью-Хейвен"; 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} мешканець"; 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} робітник"; short description of a machine short description of a machine "AnaerobicDigester__desc" = "За допомогою мікроорганізмів розкладає біомаси анаеробним способом для отримання палива і добрив."; name of a machine name of a machine "AnaerobicDigester__name" = "Біоустановка"; 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" = "Переміщує тварин з інших ферм на цю ферму"; button to pause natural increase of animals in this farm button to pause natural increase of animals in this farm "AnimalFarm_PauseGrowth__Title" = "Зупинити ріст"; tooltip tooltip "AnimalFarm_PauseGrowth__Tooltip" = "Припиняється природний приріст поголів'я на цій фермі."; 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" = "Перемістити всіх"; 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" = "Перемістити тварин з цієї ферми на інші"; title of a panel showing animals in this farm title of a panel showing animals in this farm "AnimalFarm_Title" = "Тварини"; "AnimalFarm_TitleTooltip" = "На цій фермі утримуються тварини. Ви можете отримати нових тварин, торгуючи з іншими поселеннями. Досить декількох тварини, щоб їх кількість почала зростати природним чином. Тварин необхідно забезпечити їжею і водою, інакше вони можуть загинути."; notification notification "AnimalFarmMissingFood__name" = "{entity}: Недостатньо їжі"; notification notification "AnimalFarmMissingWater__name" = "{entity}: Недостатньо води"; see more details in AnimalSlaughtering__Tooltip see more details in AnimalSlaughtering__Tooltip "AnimalSlaughtering__Title" = "Увімкнути забій"; "AnimalSlaughtering__Tooltip" = "Коли ввімкнено, з’являється червоний повзунок. Якщо загальна кількість тварин на цій фермі перевищить червоний повзунок, то зайва кількість буде забита на такі продукти, як м’ясо. У випадку, якщо повзунок налаштований на повну потужність, він лише знищить народжений надлишок, який не поміститься на фермі. Якщо забій вимкнено, м’ясо не виробляється."; anti-aliasing mode, {0} is number of samples, for example 'x8' anti-aliasing mode, {0} is number of samples, for example 'x8' "AntiAliasingRenderingSetting__Msaa" = "Згладжування із множинною вибіркою (MSAA) {0}"; anti-aliasing mode, {0} is number of samples, for example 'x8' anti-aliasing mode, {0} is number of samples, for example 'x8' "AntiAliasingRenderingSetting__MsaaShort" = "MSAA {0}"; rendering setting name rendering setting name "AntiAliasingRenderingSetting__Name" = "Згладжування"; anti-aliasing mode anti-aliasing mode "AntiAliasingRenderingSetting__Smaa" = "Субпіксельне морфологічне згладжування (SMAA)"; anti-aliasing mode anti-aliasing mode "AntiAliasingRenderingSetting__SmaaShort" = "SMAA"; button to apply changes "ApplyChanges" = "Застосувати зміни"; 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" = "Застосувати налаштування з"; short description of a machine short description of a machine "ArcFurnace__desc" = "Плавить метали за допомогою потужної електричної дуги. Дуга утворюється за допомогою графітових анодів, які частково витрачаються під час процесу через високу температуру. Майте на увазі, що піч споживає значну кількість електроенергії. Переконайтесь, що вам вистачить електроенергії."; name of a machine name of a machine https://en.wikipedia.org/wiki/Electric_arc_furnace "ArcFurnace__name" = "Електродугова піч"; short description of a machine short description of a machine "ArcFurnace2__desc" = "Ця піч має систему охолодження для безпечного досягнення більш високих робочих температур. Це забезпечує збільшення пропускної здатності та можливість повторно використовувати частину надлишкового тепла. Вимоги до потужності також збільшуються."; name of a machine name of a machine "ArcFurnace2__name" = "Дугова піч ІІ"; Formats a numerical land area value of an island. Example of use: '2.1 km²' Formats a numerical land area value of an island. Example of use: '2.1 km²' "Area_Value" = "{0} км²"; notification notification "AreasWithoutForestryTowers__name" = "Деякі лісогосподарські прнизначення існують за межами територій лісничих веж"; notification notification "AreasWithoutTowers__name" = "Назначені кар'єрні роботи знаходяться за межами зон покриття диспетчерської вежі"; Map description Map description "ArmageddonMap__desc" = "Ласкаво просимо до Армагеддону - зруйнованих залишків минулого катаклізму. Удар, що утворив центральний кратер, розкидав дорогоцінні ресурси по всіх островах, пропонуючи прибуткові можливості для амбітних шахтарів і підприємців. Я просто радий, що не жив тут тоді! Це, мабуть, був справжній БУМ.\n\nЦей острів має більшу площу, ніж будь-які три інші острови, які ми досліджували, тому тут є значний простір для зростання. З чотирма стартовими локаціями, кожна з яких пропонує різний рівень складності, ця карта підходить як для нових гравців, які шукають легкі завдання, так і для досвідчених ветеранів, які бажають перевірити свої навички будівництва заводів.\n\nЦя карта була створена на честь редактора карт для Оновлення 2, оскільки вона демонструє, чого можна досягти з його допомогою.\n"; Map name Map name "ArmageddonMap__name" = "Армагеддон"; value of armor, e.g. `armor: 40` value of armor, e.g. `armor: 40` "Armor" = "Броня"; name: ship part upgrade name: ship part upgrade "ArmorT1__name" = "Бронеплити"; name: ship part upgrade name: ship part upgrade "ArmorT2__name" = "Бронеплити ІІ"; description of a machine description of a machine "AssemblyElectrified__desc" = "Швидша збиральна лінія, що може виробляти складніші вироби."; name of a machine name of a machine "AssemblyElectrified__name" = "Збиральний цех II"; name of a machine name of a machine "AssemblyElectrifiedT2__name" = "Збиральний цех III"; short description of a machine short description of a machine "AssemblyManual__desc" = "Виробнича лінія, що збирає базові вироби."; name of a machine name of a machine "AssemblyManual__name" = "Збиральний цех I"; description of a machine description of a machine "AssemblyRoboticT1__desc" = "Роботизований цех. Працює швидше та може виробляти просунуту продукцію."; 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" = "Цех (роботизований)"; 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" = "Цех (роботизований) II"; tooltip that explains what excavators do when assigned to a mine tower tooltip that explains what excavators do when assigned to a mine tower "AssignedExcavators__MineTower_Title" = "Призначені екскаватори автоматично будуть розкопувати породу в назначеній зоні, якою керує ця диспетчерська вежа. Не забудьте також призначити кілька вантажівок для вивозу матеріалу. В іншому випадку екскаватор копне ковшом і буде стояти."; 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" = "Призначені екскаватори"; shown when they are no routes assigned shown when they are no routes assigned "AssignedForLogistics__Empty" = "Немає призначенних маршрутів"; "AssignedForLogistics__ExportTooltipForestryTower" = "Дозволяє призначати контейнери для експорту деревини, яка була вирубана деревозаготівельними машинами, що працюють з цієї вежі. Якщо хоча б один контейнер призначений, деревину буде доставлятись тільки до визначених контейнерів і нікуди більше."; "AssignedForLogistics__ExportTooltipFuelStation" = "Заправники цієї станції будуть обслуговувати вказані диспетчерські вежі."; "AssignedForLogistics__ExportTooltipGeneral" = "Дозволяє налаштувати призначення спеціальних маршрутів експорту для вантажівок. Якщо склад налаштовано на проведення експорту до іншого складу (Б), то вантажівки можуть лише експортувати продукцію до іншого складу (Б). Ніякі інші вільні склади або машини не зможуть проводити експорт з цього складу. Це не впливає на налаштування імпорту. Призначення маршрутів не впливає на під'єднані конвеєри або трубопроводи. Склад може бути призначеним для шахтної вежі."; {0} - mine control tower {0} - mine control tower "AssignedForLogistics__ExportTooltipMineTower" = "Вказує допустимі маршрути вивезення матеріалу для кар'єрних вантажівок. Цілями можуть бути обрані такі будівлі як сховища або {0}, що контролює відвали, щоб видобуті матеріали відповідних типів звозилися тільки туди і нікуди більше."; "AssignedForLogistics__ImportTooltipForestryTower" = "Налаштовує спеціальні маршрути імпорту для вантажівок. Ви також можете призначити заправну станцію для обслуговування лісопосадкових та лісозаготівельних машин."; "AssignedForLogistics__ImportTooltipGeneral" = "Вказує допустимі маршрути імпортування товару вантажівками. Окрім як із зазначених цілей (інші сховища або диспетчерські вежі, що контролюють видобуток у кар'єрах), нізвідки більше товар сюди завозитися не буде. На експортовані товари, і навіть роботу підключених транспортерів маршрути імпорту впливають."; "AssignedForLogistics__ImportTooltipMineTower" = "Налаштовує спеціальні маршрути імпорту для вантажівок. Наприклад, якщо ви хочете, щоб матеріали з якогось сховища, були скинуті в зоні контрою певної башти, але нікуди більше, ви можете назначити цю {0} вибраному сховищу. Ви також можете призначити АЗС до вежі, щоб її вантажівки заправляли екскаватори цієї вежі."; example: 'assigned to Tree harvesting' example: 'assigned to Tree harvesting' "AssignedTo" = "призначення: {0}"; tooltip that explains what tree harvesters do when assigned to a forestry tower tooltip that explains what tree harvesters do when assigned to a forestry tower "AssignedTreeHarvesters__ForestryTower_Title" = "Назначені лісозаготівельники автоматично заготовлятимуть дерева у всіх призначених лісових зонах, якими керує ця вежа. Непризначені лісозаготівельники працюватимуть тут доти, доки не буде назначено жодного лісозаготівельника."; title of a panel that enables to assign tree planters to a building title of a panel that enables to assign tree planters to a building "AssignedTreeHarvesters__Title" = "Закріплені лісозаготівельні машини"; tooltip that explains what tree planters do when assigned to a forestry tower "AssignedTreePlanters__ForestryTower_Title" = "Призначені посадники дерев будуть автоматично висаджувати саджанці у всіх лісових зонах, що керуються цією вежею. Непризначені посадники будуть працювати тут, доки не буде призначений жоден посадник."; title of a panel that enables to assign tree planters to a building title of a panel that enables to assign tree planters to a building "AssignedTreePlanters__Title" = "Призначені лісопосадочні машини"; tooltip that explains what trucks do when assigned to a general building (e.g. storage) tooltip that explains what trucks do when assigned to a general building (e.g. storage) "AssignedTrucks__Building_Tooltip" = "Призначені вантажівки будуть обслуговувати виключно дану будівю. Це можна поєднати з призначенням маршрутів для формування виділених ліній постачання."; tooltip that explains what trucks do when assigned to a fuel station tooltip that explains what trucks do when assigned to a fuel station "AssignedTrucks__FuelStation_Tooltip" = "Призначені вантажівки автоматично заправлятимуть усі сусідні екскаватори та лісозаготовлюючі комбайни."; tooltip that explains what trucks do when assigned to a mine tower tooltip that explains what trucks do when assigned to a mine tower "AssignedTrucks__MineTower_Tooltip" = "Призначені вантажівки обслуговуватимуть усі екскаватори, призначені цій диспетчерській вежі."; 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" = "Призначені вантажівки"; tooltip that explains what trucks do when assigned to a tree harvesting vehicle tooltip that explains what trucks do when assigned to a tree harvesting vehicle "AssignedTrucks__TreeHarvester_Tooltip" = "Призначені вантажівки будуть слідувати за цим збирачем, який буде їх навантажувати деревиною. Вантажівки доставлятимуть деревину на фабрику та повертатимуться до збирача."; 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" = "Лише призначені"; "AssignedTrucksEnforce__Tooltip" = "Якщо ввімкнено, лише призначені нижче транспортні засоби зможуть збирати або доставляти вантаж сюди."; tooltip tooltip "AssignVehicleBtn__NotAvailable" = "Немає доступних транспортних засобів такого типу"; tooltip "AssignVehicleBtn__Tooltip" = "Натисніть, щоб призначити цей тип транспортного засобу"; label for ambient sounds volume slider used with a setting that requires restart. Example: 'Scale (restart required)' "AudioEffectsVolume__Ambient" = "Звуки навколишнього середовища (наприклад, погода)"; 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" = "Гучність ефектів"; label for entities volume slider used with a setting that requires restart. Example: 'Scale (restart required)' "AudioEffectsVolume__Entities" = "Суб'єкти (наприклад, машини, транспортні засоби)"; label for master volume of the game something is turned off - e.g. autosave: off "AudioEffectsVolume__Master" = "Загальна гучність"; label for music volume slider label for music volume slider "AudioEffectsVolume__Music" = "Гучність музики"; label for user interface volume slider used with a setting that requires restart. Example: 'Scale (restart required)' "AudioEffectsVolume__UI" = "Інтерфейс користувача"; 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" = "Інтервал автозбереження"; how often should we autosave, example: 'Every 10 minutes' how often should we autosave, example: 'Every 10 minutes' "Autosave__Interval_Minutes" = "Кожну {0} хвилину"; list of vehicles that available to be assigned to some buildings list of vehicles that available to be assigned to some buildings "AvailableToAssign" = "Доступні для призначення"; 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" = "Сер. виробництво"; average damage average damage "AvgDamage" = "Сер. шкода"; rendering setting name rendering setting name "BackgroundFpsLimitRenderingSetting__Name" = "Обмеження FPS у фоновому режимі"; short description of a machine short description of a machine "BakingUnit__desc" = "Випікає органічні продукти, такі як хліб."; name of a machine name of a machine "BakingUnit__name" = "Хлібопекарський агрегат"; title for a table showing latest transactions for a loan balance title for a table showing latest transactions for a loan balance "Balance_LatestTransactions" = "Останні операції"; 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" = "Пріоритет"; "BalancerPrioritization__Tooltip" = "Ви можете визначити пріоритет портів. Якщо ви ввімкнете пріоритетність виводу, усі продукти з будь-якого входу спочатку намагатимуться вивести через пріоритетний порт. Якщо цей порт не може приймати більше продуктів, буде використаний інший порт без пріоритету. Аналогічним чином працює й визначення пріоритетів введення."; "BalancerRatios__Inputs" = "Дотримуватись рівномірного вводу"; "BalancerRatios__Outputs" = "Дотримуватись рівномірного виведення"; title for balancer ratios configuration title for balancer ratios configuration "BalancerRatios__Title" = "Рівномірні співвідношення введення/виведення"; "BalancerRatios__Tooltip" = "Ви можете змусити дотримання строго рівномірного співвідношення вхідного/вихідного продукту. Якщо ввімкнути дотримання вихідного коефіцієнту, продукти будуть виведені на обидва вихідні порти рівномірно. Якщо порт не може прийняти більше продуктів, виведення буде призупинено, доки порт не буде звільнено. Вхідне суворе співвідношення працює аналогічним чином."; name name "BarrierCorner__name" = "Бар'єр (кутовий)"; name name "BarrierCross__name" = "Бар'єр (хрест)"; name name "BarrierEnd__name" = "Бар'єр (кінцевий)"; description of barrier wall description of barrier wall "BarrierStraight1__desc" = "Бар'єр, що перешкоджає проїзду транспортних засобів."; name name "BarrierStraight1__name" = "Бар'єр (прямий)"; name name "BarrierTee__name" = "Бар'єр (трійник)"; short description of a machine short description of a machine "BasicDieselDistiller__desc" = "Виробляє дизельне пальне низькотехнологічним методом із утворенням великої кількості відходів."; name of a machine name of a machine "BasicDieselDistiller__name" = "Базовий дистилятор"; 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" = "Базова стійка"; amount of damage the player / enemy did to enemy / player amount of damage the player / enemy did to enemy / player "BattleResult__DamageDone" = "Завдана шкода: {0}"; title showing that the player was defeated in a battle title showing that the player was defeated in a battle "BattleResult__Defeat" = "Поразка!"; title of player's ship in battle stats title of player's ship in battle stats "BattleResult__ShipTitle" = "Наш корабель"; title showing that the player won a battle title showing that the player won a battle "BattleResult__Victory" = "Перемога!"; 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" = "Бойова міць"; Map description "BeachStaticIslandMap__desc" = "Пляжна відпустка чекає! Бо, звісно, найкращі відпустки пов'язані з видобутком корисних копалин, важкою промисловістю та автоматизацією заводів. На цих піщаних берегах на вас чекають проблеми з сільським господарством і лісозаготівлею, але велика кількість сирої нафти буде підтримувати вашу інфраструктуру так само, як сонячне світло підтримує ваших робітників."; Map name Map name "BeachStaticIslandMap__name" = "Пляж"; short description short description "Beacon__desc" = "Потужне світло допомагає іншим біженцям знайти ваш острів і приєднатися до вас."; building or machine building or machine "Beacon__name" = "Маяк"; displayed in beacon when there is no more refugees available displayed in beacon when there is no more refugees available "Beacon__NoMoreRefugees" = "Біженців більше не буде!"; "Beacon__Notice" = "Примітка: процес буде скинуто, якщо перервати роботу маяка"; example: 'Expecting 12 refugees in less than: 2 months' example: 'Expecting 12 refugees in less than: 2 months' "Beacon__Status" = "Очікується {0} біженець у менше ніж:"; {0} = Beacon, {1} = Power generator, {2} - Unity {0} = Beacon, {1} = Power generator, {2} - Unity "BeaconTip" = "{0} дозволяє залучати більше людей ( і збільшує працівників) на ваш острів. Він потребує постійного живлення від {1}. Працюючий {0} споживає {2}. Біженці, які знайдуть вас через {0}, також принесуть із собою додаткові ресурси. Також переконайтеся, що у вас достатньо житла для нових біженців, оскільки бездомність може негативно вплинути на {2}."; disclaimer explaining localization is performed by the community and may not be complete disclaimer explaining localization is performed by the community and may not be complete "BestEffortLocalized" = "Зверніть увагу, що локалізацією наразі займається наша чудова спільнота, і ми надаємо її в міру можливості."; "BirchTree__desc" = "Береза"; "BirchTreeDry__desc" = "Береза (суха)"; name name "BirthRateCategoryCat_Base__name" = "База"; name name "BirthRateCategoryCat_Disease__name" = "Хвороба"; name name "BirthRateCategoryCat_Edicts__name" = "Накази"; name name "BirthRateCategoryCat_Health__name" = "Здоров'я"; name name "BirthRateCategoryCat_Radiation__name" = "Радіація"; name name "BirthRateCategoryCat_Starvation__name" = "Голод"; tooltip to inform the player that there are backup files of the blueprint library located in the same folder as the main file 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} файл резервної копії, розташований у тому ж каталозі"; tooltip of a button that allows to export a blueprint tooltip of a button that allows to export a blueprint "Blueprint_ExportToStringTooltip" = "Експортувати поточний вибраний проєкт або папку як рядок до буферу обміну."; 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" = "Створити нове креслення що включатиме обрані структури."; 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" = "Додати новий проєкт використовуючи вміст буферу обміну."; tooltip of a button that creates a new folder "Blueprint_PlaceItTooltip" = "Розмістити поточну схему."; 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" = "Деякі елементи не завантажено. Проєкт або занадто старий, або був створений з модами, які відсутні."; 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" = "Відсутні:"; title of a button that deletes a blueprint or folder title of a button that deletes a blueprint or folder "BlueprintDelete__Action" = "Видалити"; confirmation text of a dialog to delete a blueprint "BlueprintDelete__Confirmation" = "Ви впевнені, що бажаєте видалити '{0}'? Скасувати цю операцію буде неможливо."; tooltip of a button that deletes a blueprint or folder tooltip of a button that deletes a blueprint or folder "BlueprintDelete__Tooltip" = "Видалити вибране."; status explaining that the blueprint library failed to save (keep short) status explaining that the blueprint library failed to save (keep short) "BlueprintLibStatus__FailedToBackup" = "Невдале створення резервної копії"; tooltip for blueprint library backup save failure tooltip for blueprint library backup save failure "BlueprintLibStatus__FailedToBackupTooltip" = "Бібліотеку було збережено, але виникла проблема зі створенням резервної копії (перевірте, чи має гра дозвіл на доступ до файлів)."; status explaining that the blueprint library failed to load (keep short) status explaining that the blueprint library failed to load (keep short) "BlueprintLibStatus__FailedToLoad" = "Невдале завантаження"; tooltip explaining that the blueprint library failed to load tooltip explaining that the blueprint library failed to load "BlueprintLibStatus__FailedToLoadOnFormat" = "Не вдалося завантажити бібліотеку через некоректний формат. Зауважте, що будь-які зміни у змісті бібліотеки призведуть до її перезапису."; tooltip explaining that the blueprint library failed to load tooltip explaining that the blueprint library failed to load "BlueprintLibStatus__FailedToLoadOnPermission" = "Не вдалося завантажити бібліотеку, оскільки доступ до файлу було заборонено."; status explaining that the blueprint library failed to save (keep short) status explaining that the blueprint library failed to save (keep short) "BlueprintLibStatus__FailedToSave" = "Не вдалося зберегти"; tooltip for blueprint library save failure tooltip for blueprint library save failure "BlueprintLibStatus__FailedToSaveTooltip" = "Не вдалося зберегти бібліотеку (перевірте, чи має гра дозвіл на доступ до файлів)."; 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" = "Синхронізовано"; "BlueprintProtosLocked__CanDowngrade" = "Недосліджені елементи будуть замінені доступними аналогами:"; "BlueprintProtosLocked__NotAvailable" = "Наступні елементи ще не доступні:"; title of a window containing blueprints title of a window containing blueprints "Blueprints" = "Креслення"; 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" = "Схеми недоступні, оскільки {0} не працює"; short description of a machine short description of a machine "BoilerCoal__desc" = "Виробляє пару високого тиску, доводячи воду до кипіння шляхом спалення сипучого палива (такого як вугілля)."; name of a machine name of a machine "BoilerCoal__name" = "Котел"; short description of a machine short description of a machine "BoilerElectric__desc" = "Виробляє пар високого тиску шляхом кип'ятіння води. Такий собі гігантський чайник. Але не рекомендується для приготування чаю."; name of a machine name of a machine "BoilerElectric__name" = "Котел (електричний)"; short description of a machine short description of a machine "BoilerGas__desc" = "Виробляє пару високого тиску шляхом спалювання газу."; name of a machine name of a machine "BoilerGas__name" = "Котел (газовий)"; removes current active unity boost applied to a machine' removes current active unity boost applied to a machine' "BoostMachine__Disable" = "Скасувати прискорення"; button that enables continuous machine boost that costs button that enables continuous machine boost that costs "BoostMachine__Enable" = "Прискорення"; tooltip that explains what machine unity boost does' tooltip that explains what machine unity boost does' "BoostMachine__Tooltip" = "Подвоює пропускну здатність, споживаючи Єдність. Також ігнорує вимоги щодо електроенергії"; name: Surface that can be placed on the ground outside. "Bricks_TerrainSurface__name" = "Цегляна поверхня"; short description of a machine short description of a machine "BricksMaker__desc" = "Виготовляє цеглу з глини, яка входить до складу ґрунту."; name of a machine name of a machine "BricksMaker__name" = "Цегляний завод"; name name "BridgeT1__name" = "Корабельний місток"; short description short description "BridgeT2__desc" = "Покращує можливості радара."; name name "BridgeT2__name" = "Корабельний місток II"; short description short description "BridgeT3__desc" = "Покращує можливості радара."; name name "BridgeT3__name" = "Корабельний місток 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" = "Побудуйте {0} та переконайтеся, що {1} буде доставлено до {2}"; name: toolbar category name name: toolbar category name "buildingsCategory__name" = "Будівлі"; name: toolbar category name name: toolbar category name "buildingsForVehiclesCategory__name" = "Будівлі(для транспортних засобів)"; category for key bindings used during build mode (when players builds / places stuff on the ground) "BuildMode" = "Будівництво"; short description of a machine short description of a machine "Burner__desc" = "Утилізує тверді відходи спалюючи їх"; name of a machine name of a machine "Burner__name" = "Твердопаливний котел"; category for key bindings affecting camera "Camera" = "Камера"; title for vertical field of view title for vertical field of view "CameraSettings__Fov" = "Вертикальне поле огляду"; title for camera settings title for camera settings "CameraSettings__Title" = "Камера"; button to cancel something in the progress (construction for instance) button to cancel something in the progress (construction for instance) "Cancel" = "Скасувати"; notification notification "CannotDeliverFromMineTower__name" = "Немає доступного місця для відвантаження продукції"; 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" = "Головний офіс не працює"; name "CaptainOfficeT1__name" = "Кабінет капітана I"; name "CaptainOfficeT2__name" = "Кабінет капітана IІ"; tooltip for a button that allows to discard truck's cargo tooltip for a button that allows to discard truck's cargo "Cargo__DiscardTooltip" = "Миттєво прибрати вантаж з ціїє вантажівки (в будь-яке доступне сховище або верф)"; cargo depot description cargo depot description "CargoDepotBase__desc" = "Після побудови, відремонтоване вантажне судно може пришвартуватися тут і розвантажуватись у приєднані буферні склади."; notification notification "CargoDepotHasNoModule__name" = "До вантажного причалу не прибудовано буферні сховища"; notification notification "CargoDepotHasNoShip__name" = "Депо не має вантажного судна"; notification notification "CargoDepotModuleContractNotMatching__name" = "Тип буферного сховища не підходить для обраного контракту"; 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" = "Рідинний буферний склад (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" = "Рідинний модуль (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" = "Рідинний буферний склад (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" = "Модуль-бункер (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" = "Модуль-бункер (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" = "Модуль-бункер (L)"; notification notification "CargoDepotModuleNoProductAssigned__name" = "Буферне сховище без товарної спеціалізації"; building or machine building or machine "CargoDepotModuleUnitT1__name" = "Проміжний склад (S)"; building or machine building or machine "CargoDepotModuleUnitT2__name" = "Проміжний склад (M)"; building or machine building or machine "CargoDepotModuleUnitT3__name" = "Проміжний склад (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" = "Вантажний причал"; 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" = "Товар на експорт"; 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" = "Товар на імпорт"; building or machine building or machine "CargoDepotT1__name" = "Вантажний причал (2)"; building or machine building or machine "CargoDepotT2__name" = "Вантажний причал (4)"; building or machine building or machine "CargoDepotT3__name" = "Вантажний причал (6)"; building or machine building or machine "CargoDepotT4__name" = "Вантажний причал (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" = "Укласти договір"; 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" = "Імпорт з шахти/нафтової вишки"; 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" = "Як ви хочете використати цей вантажний причал?"; 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" = "Вантажний склад може використовуватися як для імпорту продукції з ваших шахт і нафтових вишок, так і для виконання контракту. Вантажний склад може бути закріплений тільки за одним контрактом, як тільки він буде призначений, його корабель автоматично виконає договір, якщо є правильні модулі з правильною призначеною продукцією. Коли на вантажний склад присвоюється контракт, він не може виконувати будь-які інші обов'язки, такі як імпорт продукції з шахт і нафтових вишок."; cargo depot module description, {0} is e.g. '50%' cargo depot module description, {0} is e.g. '50%' "CargoModuleFluid__descUpgraded" = "Модуль вантажного депо для розвантаження рідких матеріалів (наприклад, нафти). Його можна вбудувати в будь-який порожній слот вантажного депо. Розвантажує вантаж {0} швидше порівнянно з базовим модулем."; cargo depot module description cargo depot module description "CargoModuleFluidCommon__desc" = "Модуль вантажного депо для розвантаження рідких матеріалів (наприклад, нафти). Його можна вбудувати в будь-який порожній слот вантажного депо."; cargo depot module description, {0} is e.g. '50%' cargo depot module description, {0} is e.g. '50%' "CargoModuleLoose__descUpgraded" = "Модуль вантажного депо для розвантаження сипучих матеріалів (наприклад, бокситів). Його можна вбудувати в будь-який порожній слот вантажного депо. Розвантажує вантаж {0} швидше в порівнянні з базовим модулем."; cargo depot module description cargo depot module description "CargoModuleLooseCommon__desc" = "Модуль вантажного причалу для розвантаження сипучих матеріалів (наприклад, вугілля). Його можна вбудувати в будь-який порожній слот вантажного причалу."; cargo depot module description, {0} is e.g. '50%' cargo depot module description, {0} is e.g. '50%' "CargoModuleUnit__descUpgraded" = "Відділ депо для переміщення виробів (наприклад, будматеріали). Можна збудувати у вільному місці вантажного сховища. Розвантаження проходить швидше на {0} від початкового відділу."; cargo depot module description "CargoModuleUnitCommon__desc" = "Відділ депо для переміщення виробів (наприклад, будматеріали). Можна збудувати у вільному місці вантажного сховища."; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__NoModulesBuilt" = "Модулі вантажного депо не побудовані."; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__NotEnoughToPickUp" = "Очікує достатньої кількості вантажу."; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__NothingToPickUp" = "Відсутні товари для погрузки."; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__ShipIsBeingUnloaded" = "Корабель розвантажується."; 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" = "Зменшити швидкість для економії палива"; {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" = "Знижує швидкість судна на {0} та витрату пального на {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" = "Налаштування судна"; 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" = "Часу на рейс"; tooltip for CargoShip_TripDuration tooltip for CargoShip_TripDuration "CargoShip_TripDuration__Tooltip" = "Не враховує часу загрузки та розгрузки в порту."; 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" = "Недоступно"; reason why 'ship depart now' action is not available reason why 'ship depart now' action is not available "CargoShipCannotDepartNow__WasRequested" = "Наказ вже віддано"; notification notification "CargoShipContractLacksUpoints__name" = "Не вистачає єдності для виконання цього контракту"; more info on this in CargoShipDepartNow__Tooltip more info on this in CargoShipDepartNow__Tooltip "CargoShipDepartNow__Action" = "Вирушити зараз"; 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" = "Відправити вантажне судно негайно, не чекаючи, коли судно буде повністю завантаженим"; notification notification "CargoShipMissingFuel__name" = "{entity} потребує палива"; explains what something like this '1/2' means explains what something like this '1/2' means "CargoShipsLimitTooltip" = "Кількість наявних (відремонтованих) / виявлених кораблів."; description of a cargo ship description of a cargo ship "CargoShipT1__desc" = "Вантажне судно відправляється автоматично коли на карті світу достатньо ресурсів для збору. Кожна подорож використовує фіксовану кількість палива в залежності від розміру судна. Великі суда більш ефективні у використанні палива (вони покращуються автоматично разом з покращенням вантажної пристані). Немає необхідності назначати їх до шахти чи нафтової скважини, вони збирають вантаж автоматично. Може перевозити різні типи продкуції за один раз."; ship name ship name "CargoShipT1__name" = "Вантажне судно"; ship name ship name "CargoShipT2__name" = "Вантажне судно"; ship name ship name "CargoShipT3__name" = "Вантажне судно"; ship name "CargoShipT4__name" = "Вантажне судно"; name name "CargoShipWreckCost1__name" = "Пошкоджене вантажне судно"; title for panel that shows cargo stored / transported title for panel that shows cargo stored / transported "CargoTitle" = "Вантаж"; description of a machine short description of a machine "Caster__desc" = "Відливає розплавлений матеріал в злитки."; name of a machine name of a machine "Caster__name" = "Ливарня"; description of a machine short description of a machine "CasterCooled__desc" = "Відливає розплавлений матеріал в злитки. Ця машина використовує воду для охолодження."; name of a machine name of a machine "CasterCooled__name" = "Ливарня з охолодженням"; name of a machine name of a machine "CasterCooledT2__name" = "Ливарня з охолодженням II"; name of a machine name of a machine "CasterT2__name" = "Ливарня 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 Title of the confirmation dialog shown when saving difficulty changes "ChangeHistory__ConfirmTitle" = "Ви впевнені?"; 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" = "Історія змін ({0})"; shows number of characters in a string, e.g. '1254 chars' shows number of characters in a string, e.g. '1254 chars' "CharactersCount" = "{0} символ"; short description of a machine short description of a machine "CharcoalMaker__desc" = "Використовує деревину для виробництва вугілля, проте це досить неефективно."; name of a machine name of a machine https://en.wikipedia.org/wiki/Charcoal_burner "CharcoalMaker__name" = "Випалювач вугілля"; description of a machine short description of a machine "ChemicalPlant__desc" = "Виробляє хімікати."; name of a machine name of a machine "ChemicalPlant__name" = "Хімічний завод"; name of a machine name of a machine "ChemicalPlant2__name" = "Хімічний завод II"; short description "ChickenFarm__desc" = "Дозволяє порати курей задля яєць та м'яса. Необхідне забезпечення: вода та корм. Курей можна придбати, торгуючи с іншими поселеннями на карті світу."; name name "ChickenFarm__name" = "Птахофабрика"; 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} щоб дізнатись більше"; 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" = "Копіювати налаштування"; button to close a dialog button to close a dialog "Close" = "Закрити"; name: describes the current weather name: describes the current weather "CloudyWeather__name" = "Хмарно"; name name "CoalMine__name" = "Вугільна шахта"; name: Surface that can be placed on the ground outside. "Cobblestone_TerrainSurface__name" = "Бруківка"; button to view the captain of industry community site "COIHub" = "COIHub"; "Cold__desc" = "Ця хвороба виникає природно і запобігти її виникненю не можливо. Однак її вплив можливо значно зменшити, якщо побудована лікарня забезпечена медикаментами."; name name "Cold__name" = "Застуда"; Action to collect / claim a reward. Keep short Action to collect / claim a reward. Keep short "Collect" = "Забрати"; label of a panel showing how much waste was collected from the attached settlement so far "Collected" = "Зібрано"; short description of a machine "Compactor__desc" = "Спресовує сипучі продукти в компактні блоки для полегшення транспортування. Подрібнювач можна використовувати для відновлення ущільнених продуктів до їхнього вихідного стану."; name of a machine "Compactor__name" = "Ущільнювач"; Computing power in peta-flops Computing power in peta-flops "Computing__PFlop" = "{0} Петафлопс"; 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} ПФ"; Computing power in terra-flops Computing power in terra-flops "Computing__TFlop" = "{0} Терафлопс"; 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} ТФ"; 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" = "поточний попит / поточне виробництво | Максимальна виробнича потужність"; title of a window that shows computing production & demands title of a window that shows computing production & demands "ComputingStats" = "Обчислювальна статистика"; short description of a machine short description of a machine "ConcreteMixer__desc" = "Потужний змішувач для виробництва бетону."; name of a machine name of a machine "ConcreteMixer__name" = "Бетонозмішувач"; description of a machine description of a machine "ConcreteMixerT2__desc" = "Потужний змішувач для виробництва бетону. Також надає альтернативні рецепти бетону."; name of a machine name of a machine "ConcreteMixerT2__name" = "Бетонозмішувач II"; name of a machine name of a machine "ConcreteMixerT3__name" = "Бетонозмішувач 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" = "Модифікації"; 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" = "Ура!"; 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" = "Будівництво"; title of a panel showing a construction progress that is paused title of a panel showing a construction progress that is paused "ConstrType_ConstructionPaused" = "Будівництво призупинено"; title of a panel showing a deconstruction progress title of a panel showing a deconstruction progress "ConstrType_Deconstructing" = "Знесення"; title of a panel showing a deconstruction progress that is paused title of a panel showing a deconstruction progress that is paused "ConstrType_DeconstructionPaused" = "Демонтаж призупиненно"; title of a panel showing an upgrade progress title of a panel showing an upgrade progress "ConstrType_PreparingUpgrade" = "Підготовка до модернізації"; title of a panel showing an upgrade progress title of a panel showing an upgrade progress "ConstrType_Upgrading" = "Модернізація"; 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" = "Ціна:"; status of construction progress - construction is going fine status of construction progress - construction is going fine "ConstructionState__InProgress" = "Виконується"; status of construction progress - construction was paused status of construction progress - construction was paused "ConstructionState__Paused" = "Призупинено"; status of construction progress - construction is ready status of construction progress - construction is ready "ConstructionState__Ready" = "Готово"; status of construction progress - blocked until more materials is delivered status of construction progress - blocked until more materials is delivered "ConstructionState__WaitingForDelivery" = "Очікує доставки матеріалів"; status of deconstruction progress - blocked until material is removed status of deconstruction progress - blocked until material is removed "ConstructionState__WaitingForRemoval" = "Очікує вивезення матеріалів"; "ConsumedLastMonth" = "Спожито минулого місяця"; "ConsumedThisMonth" = "Спожито цього місяця"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "ConsumerElectronicsConsumptionIncrease__desc" = "Споживання побутової електроніки збільшилося на {0}, приріст єдності складає {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" = "Більше побутової електроніки"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "ConsumerElectronicsNeed__name" = "Побутова електроніка"; text for a checkbox, keep short. More info on this in ConsumeSurplusPower__Tooltip "ConsumeSurplusPower__Toggle" = "Використовувати лише надлишкову потужність"; option for electricity consumption for machines and buildings "ConsumeSurplusPower__Tooltip" = "Якщо увімкнено, цей споживач працюватиме лише на енергії, виробленій генераторами, які дозволяють живити надлишкові споживачі (наприклад, сонячні батареї). Також, якщо цей параметр увімкнено, нестача електроенергії у цій будівлі не буде звітуватись як проблема."; "Consumption" = "Споживання"; button to request to continue some operation button to request to continue some operation "Continue" = "Продовжити"; {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" = "Вибраний файл збереження потребує модифікаціїї, які недоступні. Для додаткової інформації тисніть '{0}' в меню загрузки."; button to assign a contract to a specific cargo depot button to assign a contract to a specific cargo depot "Contract__Assign" = "Призначити"; 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" = "Укласти"; tooltip explaining a button that establishes a new contract tooltip explaining a button that establishes a new contract "Contract__EstablishTooltip" = "Сплатіть вказану ціну Єдності і укладіть цей договір, щоб він міг бути виконаний вашим вантажним кораблем."; Used in statistics to denote Unity fees for contracts that are calculated from products that were exchanged "Contract__ExchangeCost" = "Вартість обміну"; Used in statistics to denote monthly Unity fees for contracts Used in statistics to denote monthly Unity fees for contracts "Contract__MonthlyCost" = "Щомісячна вартість"; button to unassign a contract from a cargo depot button to unassign a contract from a cargo depot "Contract__Unassign" = "Скасувати призначення"; 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" = "Деякі модулі містять несумісний продукт - {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" = "Деякі модулі не підтримуються - {0}"; title of a panel showing the currently assigned contract to a selected cargo depot module (do not mix with established contracts) "ContractAssigned__Title" = "Призначений контракт"; 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" = "Вказує поточний призначений контракт. Продукт з лівого боку - це той, який ви експортуєте (продаєте), а той, що праворуч, імпортується. Обсяги торгів, що відображаються, розраховуються на основі всіх сховищ вантажного причалу, яким призначені відповідні продукти. Якщо для обох продуктів немає відповідного модуля вантажного причалу, оцінки будуть позначені знаком питання."; tooltip explaining why the current contract cannot be canceled tooltip explaining why the current contract cannot be canceled "ContractCancelStatus__IsAssigned" = "Не можна скасувати, доки вантажний причал виконує контракт"; tooltip explaining why the current contract cannot be established - because some of its traded products is not researched yet "ContractCancelStatus__ProductNotResearched" = "Деякі з товарів, що продаються, ще не досліджені"; "Contracts__NoneEstablished" = "Нема укладених контрактів. Ви можете укласти їх, а потім призначити їх вантажним причалам."; 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" = "Розмір корабля:"; 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} відсік"; title of a panel listing contracts that are available - either globally or in a settlement. "Contracts__Title" = "Контракти"; tooltip for contracts tooltip for contracts "Contracts__Tooltip" = "Список доступних контрактів. Зліва від стрілки товар, що продається, справа - купований. Контракти призначені для постійного товарообігу (на відміну обміну). Контракт має бути призначений вантажному причалу (а не торговому причалу, що використовується під час обмінів). Щоб призначити контракт, спочатку необхідно укласти його за Єдність. Контракти також мають щомісячну вартість Єдності. До того ж ви платите комісію за кожен вантаж, що обмінюється (залежить від обмінюваних обсягів). Щоб побачити кількість вантажу, яку можна перевезти за один рейс, виберіть розмір судна в списку, що розкривається. У разі більш складних продуктів ви можете навести курсор на жовту піктограму «діаманта», щоб побачити вартість виробництва. Контракти, як правило, прибуткові (особливо коли ви експортуєте високотехнологічні продукти), але це залежить від ефективності вашого виробництва."; title of controls (key-bindings & mouse) settings title of controls (key-bindings & mouse) settings "ControlsSettings_Title" = "Керування"; description of a machine description of a machine "CoolingTowerT1__desc" = "Підвищує ефективність використання води електростанцією за рахунок рекуперації деякої кількості пари назад у воду."; name of a machine "CoolingTowerT1__name" = "Градирня"; name of a machine name of a machine "CoolingTowerT2__name" = "Градирня (велика)"; short description of a machine short description of a machine "CopperElectrolysis__desc" = "Очищає мідь шляхом електролізу до чистоти 99,95%."; name of a machine name of a machine "CopperElectrolysis__name" = "Електролізер міді"; tooltip tooltip "CopySettings__Tooltip" = "Натисніть на конструкцію, щоб скопіювати її налаштування, тоді натисніть знову щоб їх застосувати. Можливо також протягнути курсор над кількома конструкціями, щоб застосувати конфігурацію до них усіх."; title of a button to copy string into the clipboard title of a button to copy string into the clipboard "CopyString__Action" = "Копіювати"; text shown after a string was successfully copied to the clipboard text shown after a string was successfully copied to the clipboard "CopyString__Success" = "Скопійовано в буфер!"; tooltip tooltip "CopyString__Tooltip" = "Натисніть, щоб скопіювати у буфер обміну."; 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" = "Копіювати"; tooltip "CopyTool__NoCopyTooltip" = "Утримуйте гарячу клавішу, якщо не бажаєте копіювати настройки при плануванні нових будівель"; tooltip tooltip "CopyTool__Tooltip" = "Копіює будівлі або групу бідівель у виділеній області."; title of settings affecting costs (construction, research), consumption of resources, etc. "Costs" = "Costs"; Map description Map description "CraterStaticIslandMap__desc" = "Ходять чутки, що цей кратер утворився не природним шляхом, а є давно занедбаною урановою копальнею. Незважаючи на те, що урану більше немає, багато цінних ресурсів все ще залишаються незахищеними. Вам потрібно бути дуже обережним, щоб не порушити зовнішній периметр, інакше океан затопить весь кратер!"; Map name "CraterStaticIslandMap__name" = "Кратер"; button to open credits of the game "Credits" = "Розробники"; name "Crop_Canola__name" = "Рапс"; name "Crop_Corn__name" = "Кукурудза"; 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" = "Збір за {0} місяць"; tooltip tooltip "Crop_DurationLeft__Tooltip" = "Час, що залишився до збирання цієї культури, за умови що буде достатньо води. Інакше виникнуть затримки."; name "Crop_Flowers__name" = "Квіти"; name "Crop_Fruits__name" = "Фрукти"; name "Crop_GreenManure__name" = "Сидерати"; 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" = "Без посівів"; name "Crop_Poppy__name" = "Мак"; name "Crop_Potato__name" = "Картопля"; name "Crop_Soybeans__name" = "Соя"; name "Crop_SugarCane__name" = "Цукрова тростина"; name "Crop_TreeSapling__name" = "Саджанець дерева"; name "Crop_Vegetables__name" = "Овочі"; name "Crop_Wheat__name" = "Пшениця"; 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" = "Ферма: не вдалося зберегти весь урожай - {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 "CropDiedNoFertility__name" = "Ферма: {0} втрачена через відсутність родючості"; 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" = "Ферма: {0} втрачено через брак працівників"; 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" = "Ферма: {0} втрачено через брак води"; button to harvests the current crop ASAP instead of waiting for harvest time "CropHarvestNow__Action" = "Зібрати врожай"; tooltip tooltip "CropHarvestNow__Tooltip" = "Зібрати врожай достроково. Очікувана кількість : {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" = "Статистика врожаю"; title of a window with statistics from the last crop harvest title of a window with statistics from the last crop harvest "CropHarvestStats__Title" = "Статистика попереднього врожаю"; 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" = "Ферма: {0} недостатньо працівників"; 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" = "Затримка врожаю на {0} місяці(в)"; tooltip tooltip "CropOverdue__Tooltip" = "Загальна затримка росту врожаю через недостатню кількість води. Зазвичай це не є страшним для ранніх ферм та посухостійких культур. Але більш вологолюбні рослини можуть загинути."; 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" = "Потрібна теплиця"; title for farm's crop schedule title for farm's crop schedule "CropSchedule" = "Сівозміна"; tooltip explaining crop schedule tooltip explaining crop schedule "CropSchedule__Tooltip" = "Для кожної ферми є можливість налаштувати сівозміну до 4-х сезонів. Культури будуть вирощуватись по черзі зліва направо. Пропущені слоти будуть ігноруватись. Наприклад: щоб налаштувати сівозміну для двох культур - вкажіть їх в двох слотах - решту слотів залиште порожніми. Сівозміна важлива для родючості грунтів."; tooltip explaining what a skip button in crop schedule does tooltip explaining what a skip button in crop schedule does "CropScheduleSkip__Tooltip" = "Натисніть, щоб змусити ферму перейти до наступного слота в розкладі; будь-який прогрес, досягнутий на поточному врожаї, буде втрачено."; crop died out due to lack of fertility crop died out due to lack of fertility "CropState__DeadNoFertility" = "Врожай загинув: низька родючість"; 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" = "Врожай втрачено: недостатньо робітників"; crop died out due to lack of water crop died out due to lack of water "CropState__DeadNoWater" = "Врожай загинув. Відсутня вода"; 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" = "Підготовка до нового посіву"; 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" = "Затримка на {0} через нестачу води"; 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" = "На {0} меньше через достроковий збір врожаю"; 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" = "На {0} менше через низьку родючість"; 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" = "На {0} менше через брак води"; 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" = "Був {0} без води"; 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" = "Зростання результатів на {0} завдяки бонусам, таким як укази"; 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" = "На {0} більше завдяки родючості"; 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" = "В очікуванні кращої родючості"; explaining that crop is not planted yet but reason is unknown explaining that crop is not planted yet but reason is unknown "CropWaiting__NoReason" = "Не може почати, очікування"; 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" = "В очікуванні води або дощу"; 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" = "Ферма: Врожай {0} засохне через відсутність води"; short description of a machine short description of a machine "Crusher__desc" = "Подрібнює руду до більш дрібних матеріалів, щоб їх можна було використовувати в подальшій переробці."; name of a machine name of a machine "Crusher__name" = "Дробарка"; short description of a machine "CrusherLarge__desc" = "Велика дробарка для кращої ефективності та збільшення пропускної здатності."; name of a machine "CrusherLarge__name" = "Дробарка (велика)"; Map description Map description "CurlandMap__desc" = "Гарний острів, багатий на природні ресурси, але його вигнута форма ускладнює будівництво великих заводів. Ви навіть можете спробувати з'єднати два кінці, щоб вийшло коло!"; 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" = "Керленд"; 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" = "Залишилося місяців: {0} | Здоров'я: {1} | Смертність: {2}"; explaining that there is no disease active explaining that there is no disease active "CurrentDisease__NoDisease" = "Немає активного захворювання"; title of a panel showing current disease (sickness) in the settlement title of a panel showing current disease (sickness) in the settlement "CurrentDisease__Title" = "Поточне захворювання"; tooltip tooltip "CurrentDisease__Tooltip" = "Іноді у вашому поселенні виникають хвороби. Деякі хвороби виникають через відсутність зручностей у вашому поселенні. Деякі з них просто сезонні захворювання, на які не можна сильно вплинути. Коли ваш корабель відправляється на розвідку, його команда може принести на острів важкі форми сезонних захворювань."; 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" = "Поточне дослідження"; 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 short! "CutTool" = "Вирізати"; tooltip "CutTool__Tooltip" = "Клікніть або протягніть над розміщеними але не непобудованими структурами для того, щоб їх вирізати. Це дасть змогу розмістити їх на новому місці"; example: The ship (damaged) example: The ship (damaged) "DamagedSuffix" = "{0} (пошкоджений)"; short description "DataCenter__desc" = "Датацентр необхідний для розміщення серверів у стійках, які можна додавати до нього. Кожна така серверна стійка забезпечує певний ресурс обчислювальної потужності, що може бути використана у межах острову для організації роботи вдосконалених виробництв - таких як роботизовані верстати та цехи, або виробництво мікрочіпів. Варто зауважити, що кожна стійка із серверами має певні вимоги для функціонування - потребує живлення, охолодження, та сервісного обслуговування. Втім, деяки люди кажуть, що насправді весь корисний функціонал цієї споруди обмежується лише тим, що воно займає певний обсяг пространства, та допомагає у пошуку фото котиків, або мемів. І цю думку не вдалося спростувати."; building or machine building or machine "DataCenter__name" = "Дата центр"; {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" = "Зменшити пріоритет"; 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" = "Не вдалось видалити {0}!"; {0} is name of the file that was deleted {0} is name of the file that was deleted "DeleteSave__SuccessMessage" = "Збереження {0} було видалене."; tooltip "DeleteTool__EntireTransport" = "Утримуйте клавішу натиснутою, щоб знести транспортер або трубу повністю"; tooltip tooltip "DeleteTool__QuickRemoveTooltip" = "Утримуйте клавішу при зносі, щоб швидко перемістити ресурси на склад (за Єдність)"; tooltip "DeleteTool__Tooltip" = "Тицніть або перетягніть площу зі спорудами для їх знищення"; "Demand" = "Вимога"; 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" = "Знести"; title/tooltip of a button that opens dumping designation tool title/tooltip of a button that opens dumping designation tool "Designation__Dumping" = "Розмітка місця скидання"; title/tooltip of a button that opens forestry designation tool "Designation__Forestry" = "Розмітка лісництва"; title/tooltip of a button that opens leveling designation tool "Designation__Leveling" = "Планування ландшафту"; title/tooltip of a button that opens mining designation tool title/tooltip of a button that opens mining designation tool "Designation__Mining" = "Розмітка місця видобутку"; title/tooltip of a button that opens tree harvesting designation tool title/tooltip of a button that opens tree harvesting designation tool "Designation__TreeHarvesting" = "Розмітка лісозаготовки"; shown when designation is at invalid position shown when designation is at invalid position "DesignationError__Invalid" = "Недопустиме розміщення."; player can click & drag with their mouse to removes existing designation player can click & drag with their mouse to removes existing designation "DesignationRemovalTooltip" = "Натисніть допоміжну кнопку миші (зазвичай права) та виділіть зону, щоб зняти розмітку"; category for key bindings affecting designations "Designations" = "Розмітки"; 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" = "Вантажівки невзмозі добратися до зони скидання породи - зависоко над поверхнею."; 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" = "Наразі неможливо розпочати лісництво на цій ділянці через недостатню родючість ґрунту."; shown when leveling designation is not yet usable due to its edges being too high/deep "DesignationWarning__CannotStartLeveling" = "Неможливо змінити рельєф, краї розташовані занадто низько/високо над рельєфом місцевості."; 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" = "Неможливо розпочати видобуток породи - зона добутку занизько під поверхнею."; shown when forestry designation is not contained by any forestry tower area and cannot be forested. "DesignationWarning__NoForestryTower" = "Нове лісництво повинне знаходитись на території диспетчерської вежі лісництва."; 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" = "Кар'єрні роботи повинні керуватися з диспетчерської вежі."; short description short description "DieselGenerator__desc" = "Спалює дизпаливо - виробляє електроенергію. Магія"; name name "DieselGenerator__name" = "Дизель-генератор"; short description "DieselGeneratorT2__desc" = "Більш потужний генератор. Також може слугувати резервним електроживленням."; name "DieselGeneratorT2__name" = "Дизельний генератор II"; example: 'Difficulty: Hard' example: 'Difficulty: Hard' "Difficulty" = "Складність: {0}"; Difficulty impact on construction Difficulty impact on construction "DifficultyConstruction__Easy" = "Стандартна вартість будівництва"; 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" = "У разі нестачі матеріалу {0} можна облаштувати його видобуток у додатковому кар'єрі."; used when some option is disabled used when some option is disabled "Disabled" = "Відключено"; button to discard / destroy all products button to discard / destroy all products "DiscardAllProducts__Action" = "Знищити все"; {0} - title of a product to discard, e.g. Coal {0} - title of a product to discard, e.g. Coal "DiscardAllProducts__Confirmation" = "Ви впевнені що необхідно остаточно знищити весь обсяг матеріалу {0}, що зберігається тут?"; "DiscardAllProducts__NotSupported" = "Цей продукт неможливо знищити."; button to discard changes button to discard changes "DiscardChanges" = "Відміна"; 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" = "Спочатку потрібно виявити на карті світу"; disease disease "Disease1__name" = "Грип"; 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} (слабка форма)"; 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} (середня форма)"; 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} (тяжка форма)"; 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} (дуже тяжка форма)"; 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} (смертельна форма)"; button to dismiss a dialog button to dismiss a dialog "Dismiss" = "Відміна"; short description of a machine short description of a machine "DistillationTowerT1__desc" = "Початковий етап нафтопереробки. Розділяє нафту на два компоненти для подальшої переробки на корисні ресурси."; name of a machine name of a machine "DistillationTowerT1__name" = "Перегонка (етап I)"; description of a distillation tower description of a distillation tower "DistillationTowerT2__desc" = "Додає ще один етап перегонки для розширення можливостей по перегонці нафти."; name of a machine name of a machine "DistillationTowerT2__name" = "Перегонка (етап II)"; name of a machine name of a machine "DistillationTowerT3__name" = "Перегонка (етап 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" = "Вантажні пристані"; label for a checkbox to toggle to avoid seeing some dialog again "DoNotShowAgain" = "Не показувати знову"; tooltip explaining dumping height selection "DropDepth__OrderingExplanation" = "Визначає на яку максимальну висоту буде скинуто матеріали."; explains that there are currently no products selected for dumping explains that there are currently no products selected for dumping "DumpingFilter__Empty" = "Пусто"; 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" = "Що тут можливо скидати"; 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" = "Налаштовує, які матеріали та ресурси можливо скидати в зону скидання диспетчерської вежі."; 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" = "Що можна вивантажувати вантажівкам"; 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" = "DumpingFilterGlobal__Tooltip"; 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" = "Скинути можна лише в районі диспетчерської вежі з встановленим фільтром скидання або увімкнувши цей продукт у глобальному фільтрі скидання."; title of a panel that enabled to configure the depth offset a stacker should dump to "DumpOffset" = "Висота скидання"; title of settings affecting economy - loans, contracts "Economy" = "Economy"; name name "EdictCategory_Industry__name" = "Промислові накази"; name "EdictCategory_Population__name" = "Адміністративні накази"; 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" = "Здоров'я дуже низьке (є: {0}, треба: {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" = "Житло заповнене"; shown when edict cannot be activated as it requires more advanced captain office "EdictRequiresAdvancedOffice" = "Потрібна ратуша"; Electricity in giga-watts Electricity in giga-watts "Electricity__Gw" = "{0} ГВт"; Electricity in kilo-watts Electricity in kilo-watts "Electricity__Kw" = "{0} КВт"; Electricity in mega-watts Electricity in mega-watts "Electricity__Mw" = "{0} МВт"; 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" = "поточне споживання / поточне виробництво | Загальна виробнича спроможність"; title of a window that shows electricity production & demands title of a window that shows electricity production & demands "ElectricityStats" = "Статистика електромережі"; description of a machine short description of a machine "Electrolyzer__desc" = "Розкладає продукт на простіші речовини, пропускаючи через нього електричний струм."; name of a machine name of a machine Performer water electrolysis to split it to oxygen and hydrogen. "Electrolyzer__name" = "Електролізер"; name of a machine "ElectrolyzerT2__name" = "Електролізер 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" = "Пусто"; used when some option is enabled used when some option is enabled "Enabled" = "Дозволено"; name of a toggle button that turns on/off mods name of a toggle button that turns on/off mods "EnableMods__ToggleLabel" = "Дозволити модифікації (потрібен перезапуск)"; tooltip that explains what mods do and their potential danger tooltip that explains what mods do and their potential danger "EnableMods__Tooltip" = "УВАГА! Моди можуть запускати любий код на вашому компухтері, взаємодіяти з любими файлами та виходити в інтернет. Запускайте тільки ті моди, яким ви довіряєте. Використання модів - ваший ризик. Ніколи не запускайте гру з модами від імені адміністратора - моди мають ті ж права, що і гра."; enemy ship(s) enemy ship(s) "Enemy" = "Ворог"; name name "EngineT1__name" = "Двигун судна"; short description short description "EngineT2__desc" = "Збільшує швидкість ходу та дальність плавання судна."; name name "EngineT2__name" = "Двигун судна II"; short description short description "EngineT3__desc" = "Збільшує швидкість та дальність судна."; name name "EngineT3__name" = "Двигун судна III"; example: 'breakdown chance: 20%' example: 'breakdown chance: 20%' "EntityBreakdownChance" = "шанс поломки: {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" = "Обчислювальні витрати під час роботи"; tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__Consuming" = "Поточне споживання обчислювальних ресурсів"; tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__NotConsuming" = "Обчислювальна техніка, яка використовується під час роботи (наразі не використовується)"; tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__NotEnough" = "Обчислювальна техніка, яка потрібна для роботи (наразі недостатньо)"; tooltip for the computing production status in machine / building inspector tooltip for the computing production status in machine inspector "EntityComputingProductionTooltip" = "Обчислення, що створюється під час роботи"; tooltip for the electricity consumption status in machine / building inspector tooltip for the electricity consumption status in machine inspector "EntityElectricityConsumptionTooltip" = "Споживання електроенергії під час роботи"; tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__Consuming" = "Електроенергія, що споживається на цю мить"; tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__NotConsuming" = "Електроенергія яка використовується під час роботи (наразі не споживається)"; tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__NotEnough" = "Електроенергія яка необхідна для роботи (зараз не вистачає)"; tooltip for the electricity production status in power generator inspector tooltip for the electricity production status in power generator inspector "EntityElectricityProductionTooltip" = "Максимальний вихід"; notification notification "EntityMayCollapseUnevenTerrain__name" = "Будівля {entity} може обвалитися через нерівну місцевість"; 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" = "Споживання Єдності за місяць"; 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" = "Екстренний ремонт за рахунок Єдності"; 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" = "Статус"; status of a nuclear reactor (temperature exceeded operational threshold) (keep it short!) status of a nuclear reactor (temperature exceeded operational threshold) (keep it short!) "EntityStatus___NuclearReactor_Overheated" = "Перегрів"; 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" = "Немає тварин"; animal farm is missing food to feed its animals "EntityStatus__AnimalFarm_NoFood" = "Недостатньо корму для тварин"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__Broken" = "Зламаний"; 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" = "Очистка"; 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" = "Немає серверів"; farm is doing fine and growing something (keep it short!) farm is doing fine and growing something (keep it short!) "EntityStatus__Farm_Growing" = "Ріст"; farm's fertility is too low (keep it short!) farm's fertility is too low (keep it short!) "EntityStatus__Farm_LowFertility" = "Мало добрив"; 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" = "Не обрано культуру"; farm lack water so can't work (keep it short!) farm lack water so can't work (keep it short!) "EntityStatus__Farm_NoWater" = "Без води"; 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" = "Переповнено"; storage is full - status of a selected entity (keep it short!) storage is full - status of a selected entity (keep it short!) "EntityStatus__FullStorage" = "Повний"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__Idle" = "Простій"; status of a machine that cannot continue because its placement is invalid (keep it short!) "EntityStatus__InvalidPlacement" = "Невірне розміщення"; not enough electricity - status of a selected entity (keep it short!) not enough electricity - status of a selected entity (keep it short!) "EntityStatus__LowPower" = "Мало електрики"; status of a selected data center when it lacks coolant (keep it short!) "EntityStatus__MissingCoolant" = "Відсутня охолоджуюча рідина"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__MissingInput" = "Відсутні ресурси на вході"; 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" = "Потрібне паливо"; 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" = "Бракує обчислень"; means that vehicle has no jobs to do means that vehicle has no jobs to do "EntityStatus__NoJobs" = "Немає завдань"; 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" = "Немає рецепту"; not connected to mechanical shaft (keep it short!) not connected to mechanical shaft (keep it short!) "EntityStatus__NoShaft" = "Не підключено через вал"; 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" = "Не підключено"; not enough Unity to run this entity (keep it short!) not enough Unity to run this entity (keep it short!) "EntityStatus__NoUnity" = "Немає Єдності"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__NoWorkers" = "Відсутні Працівники"; 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" = "Пауза"; 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" = "Не вдається дослідити"; shown when entity such as mine has run out of a deposit to mine shown when entity such as mine has run out of a deposit to mine "EntityStatus__ResourceDepleted" = "Ресурс вичерпано"; ship is arriving from the world (keep it short!) ship is arriving from the world (keep it short!) "EntityStatus__Ship_Arriving" = "Прибуває"; ship is departing to the world (keep it short!) ship is departing to the world (keep it short!) "EntityStatus__Ship_Departing" = "Відправляється"; ship is docked at the shipyard (keep it short!) ship is docked at the shipyard (keep it short!) "EntityStatus__Ship_Docked" = "Пришвартований"; ship is exploring a location (keep it short!) ship is exploring a location (keep it short!) "EntityStatus__Ship_Exploring" = "Розвідка"; ship is in battle (keep it short!) ship is in battle (keep it short!) "EntityStatus__Ship_InBattle" = "У бою"; ship is traveling somewhere (keep it short!) ship is traveling somewhere (keep it short!) "EntityStatus__Ship_Moving" = "В дорозі"; ship is waiting for orders (keep it short!) ship is waiting for orders (keep it short!) "EntityStatus__Ship_NoOrders" = "Без наказів"; status of a selected entity, means that it is waiting to more input products in order to work (keep it short!) "EntityStatus__WaitingForProducts" = "Очікування матеріалів"; prefix for list of products missing in a machine, used like this: 'Products missing: iron ore, coal' "EntityStatus__WaitingForProductsTooltip" = "Відсутні матеріали"; all cool! - Status of a selected entity (keep it short!) all cool! - Status of a selected entity (keep it short!) "EntityStatus__Working" = "Працює"; {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" = "Працює ({0})"; button that toggles navigation overlay, keep short "EntityToggleNavigationOverlay" = "Показати карту доріг"; explanation of what navigation overlay toggle does "EntityToggleNavigationOverlay__Tooltip" = "Показує де транспорт може проїхати (зеленим), а де ні (червоним)."; 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" = "Кількість необхідних працівників"; tooltip that explains the panel that shows the number of required workers in a machine / building' "EntityWorkersNeededTooltip_Assigned" = "Призначені працівники"; tooltip that explains the panel that shows the number of required workers in a machine / building' "EntityWorkersNeededTooltip_NotAssigned" = "Кількість працівників, необхідних для роботи (на цю мить не призначено)"; 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" = "Звіт про помилку"; tooltip that explains what is error reporting tooltip that explains what is error reporting "ErrorReporting__Tooltip" = "Дозволяє відправляти анонімні? звіти про помилки, які виникають під час гри. Це допомагає нам швидше хнаходити проблеми та робити гру кращою для всих."; 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" = "Немає укладених договорів. Час укласти нову угоду?"; 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" = "Укладені контракти"; tooltip for EstablishedContracts__Title "EstablishedContracts__Tooltip" = "Перераховуються всі укладені контракти. Такі контракти можуть щомісяця коштувати певної кількості Єдності. Укладений контракт може бути розірвано тільки в тому випадку, якщо він не закріплений за якимось вантажним складом."; title of a panel showing an estimate of water yield for rainwater harvester "EstimatedWaterYieldTitle" = "Середній збір води"; short description of a machine short description of a machine "EvaporationPond__desc" = "Виробляє сіль шляхом випарювання залишкової води із россолу."; name of a machine name of a machine "EvaporationPond__name" = "Випарний ставок"; short description of a machine short description of a machine "EvaporationPondHeated__desc" = "Виробляє сіль шляхом випарювання залишкової води із россолу. Процес пришвидшується за допомогою електронагрівачів."; name of a machine name of a machine "EvaporationPondHeated__name" = "Випарний ставок (з підігрівом)"; notification "ExcavatorHasNoValidTruck__name" = "{entity} не має сумісної вантажівки"; vehicle description, for instance {0}=6 "ExcavatorT1__desc" = "Підходить для роботи у будь-якій місцевості з максимальною місткістю ковша {0}. Він занадто високий і не може проїхати під конвеєрами чи трубами, використовуйте пандуси, щоб перетнути їх."; vehicle "ExcavatorT1__name" = "Малий екскаватор"; vehicle description, for instance {0}=18 "ExcavatorT2__desc" = "Це серйозна машина для видобування з максимальною місткістю ковша {0}! Він занадто високий і не може проїхати під конвеєрами чи трубами, використовуйте пандуси, щоб перетнути їх."; vehicle "ExcavatorT2__name" = "Екскаватор"; vehicle "ExcavatorT2H__name" = "ExcavatorT2H__name"; vehicle description, for instance {0}=60 "ExcavatorT3__desc" = "Надзвичайно великий екскаватор, який може легко розробляти будь-яку місцевість. Ємність ковша становить {0}. Він не може пройти під транспортерами через свої розміри, для перетину використовуйте пандуси."; vehicle "ExcavatorT3__name" = "Мега екскаватор"; 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" = "Фільтрує {0}% шкідливих викидів від гарячих вихлопних газізв шляхом вилучення корисних ресурсів."; name of a machine name of a machine "ExhaustScrubber__name" = "Вихлопний фільтр"; exits the current gameplay session back to game's main menu exits the current gameplay session back to game's main menu "ExitToMainMenu" = "Вихід до головного меню"; example: 'Our ship has discovered Settlement!' example: 'Our ship has discovered Settlement!' "ExplorationResult__Entity" = "Наше судно виявило {0}!"; "ExplorationResult__Loot" = "Знайшли ресурси!"; "ExplorationResult__Nothing" = "Нічого незнайдено!"; "ExplorationResult__Title" = "Територія досліджена!"; title of a dialog that allows to export blueprint into a string "ExportBlueprint__Title" = "Експорт в рядок"; 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" = "Розгрузка"; tooltip tooltip "ExportPriority__ShipFuelTooltip" = "Пріоритет для вантажівок: вигрузка палива."; tooltip for export of cargo stored in shipyard tooltip for export of cargo stored in shipyard "ExportPriority__ShipyardCargo" = "Пріоритет для вантажівок: вигрузка вантажу."; tooltip tooltip "ExportPriority__StorageTooltip" = "Пріоритет для вантажівок: вигрузка продукції."; title of a panel configuring custom export routes for trucks "ExportRoutesTitle" = "Шляхи експорту"; 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" = "С/г культура"; tooltip explaining average farm production rate tooltip "FarmAvgProduction__Tooltip" = "Розрахункова середня продуктивність ферми за місяць базується на родючості. Затримки через недостатню кількість води не враховуються, але сезони вирощування сидерату враховуються. Щоб знати скільки провізії потрібно для робітників - перевір звіт з продовольчого ринку."; title of a window providing farm crop selection title of a window providing farm crop selection "FarmCropSelector" = "Вибір культури"; shorter version of FarmFertilityTitle used in recipes that affect fertility title for farm fertility panel "FarmFertility" = "Родючість"; more info in FarmFertility__EquilibriumTooltip, example use: 'Fertility equilibrium: 40%' "FarmFertility__Equilibrium" = "Рівновага родючості: {0}"; describes fertility equilibrium "FarmFertility__EquilibriumTooltip" = "Рівновага родючості - це значення, до якої родючість ґрунту природним чином наближається. У рівновазі, споживання родючості рослинами, дорівнює природній нормі поповнення. Якщо в сівозміні встановлено кілька культур, це значення є приблизним, оскільки кожна культура може мати своє значення рівноваги. Зверніть увагу, що рівновага не враховує внесення добрив. Простими словами: При заданих культурах родючість не опуститься нижче цього значення."; describes percentage with which farm's fertility gets naturally replenished (without fertilizer or other player's actions) "FarmFertility__NaturalReplenish" = "Природне відновлення"; describes natural fertility replenish rate display "FarmFertility__NaturalReplenishTooltip" = "Щомісячна швидкість заповнення родючості ґрунту природним шляхом (без добрив). Чим менш родючий ґрунт, тим вища швидкість заповнення. Коли родючість ґрунту вище 100%, природне поповнення буде негативним, і родючість повільно знижуватиметься."; more info in FarmFertility__NeedTooltip, example use: 'Fertility needed: 4% / 60' "FarmFertility__Need" = "Необхідна родючість: {0}"; tooltip explaining farm fertility need display "FarmFertility__NeedTooltip" = "Величина додаткової родючості, необхідна в середньому (для поточної сівозміни) для досягнення цільового рівня родючості. Ця додаткова родючість має бути забезпечена добривами."; target fertilization on farm, example use: 'TARGET: 120%'. Please keep capitalized if you can and keep this super short. "FarmFertility__Target" = "ЦІЛЬ: {0}"; tooltip explaining farm fertility tooltip explaining farm fertility "FarmFertility__Tooltip" = "Деякі культури знижують родючість грунту після кожного збору врожаю. Процент родючості застосовується до кінцевого врожаю. Тобто 50% родючості дасть 50% розрахункового врожаю. Родючість підвищується шляхом внесенням добрив, або вирощуванням сидератів. Вирощування однієї культури кілька сезонів підряд виснажує грунти, тому вигідніше робити сівозміну."; 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" = "Витрата родючості збільшується через відсутність ротації."; title for farm fertility panel "FarmFertilityTitle" = "Родючість ґрунту"; describes fertilizer to fertility conversion, example use: '1 fertilizer -> 1%' "FarmFertilizer__FertilizerConversion" = "1 добриво -> {0}"; describes fertilizer to fertility conversion "FarmFertilizer__FertilizerConversionTooltip" = "Наскільки родючість ґрунту збільшится за одиницю добрива, що вносится."; describes maximum achievable fertilization of current fertilizer, example use: 'Max fertilization: 100%' "FarmFertilizer__MaxFertility" = "Макс. родючості: {0}"; describes maximum fertilization target "FarmFertilizer__MaxFertilityTooltip" = "Максимальний рівень родючості, який можливо досягти при внесенні наявних добрив."; title for farm's stored fertilizer "FarmFertilizer__Title" = "Наявні добрива"; describes fertilizers function and storage "FarmFertilizer__Tooltip" = "Добрива потрібні для підвищення родючості. Деякі добрива можуть підняти родючість ґрунту вище 100%. Використовуйте зелений повзунок, щоб налаштувати бажаний рівень. Добрива можна доставляти по трубах. При доставці декількох добрив на одне поле їх властивості пропорційно об'єднуються."; 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" = "Огляд добрив"; title of a window showing overview of all the existing fertilizers title of a window showing overview of all the existing fertilizers "FarmFertilizersOverview__Title" = "Огляд добрив"; title for farm irrigation tank title for farm irrigation tank "FarmIrrigation__Title" = "Резервуар для поливу"; tooltip explaining farm irrigation tooltip explaining farm irrigation "FarmIrrigation__Tooltip" = "Кількість води, готової до поливу. Ферма буде автоматично проводити полив при низькому рівні вологості ґрунту. Полив буде автоматично вимкнений під час дощу."; info text that points the player to click the plus button to plant new crop and start growing something in the farm "FarmPlantCropHelp" = "Клікніть '+' щоб висадити культуру"; short description short description "FarmT1__desc" = "Тут вирощують с/г культури. Ця ферма зрошується тільки дощем. Для продвинутих систем поливу її необхідно покращити."; name name "FarmT1__name" = "Ферма"; short description short description "FarmT2__desc" = "Зрошувальна ферма, що підключається до джерела води та добрив. Варто спробувати."; name name "FarmT2__name" = "Ферма ІІ"; example values: {0}=30%, {1}=15% short description "FarmT3__desc" = "Підвищує врожайність на {0} порівняно зі звичайною плантацією. Проте потребує на {1} більше води і добрив."; name name "FarmT3__name" = "Теплиця"; name name "FarmT4__name" = "Теплиця II"; title showing average water need of the farm title showing average water need of the farm "FarmWater__AvgNeed" = "Сер. потреба"; 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" = "Вологість ґрунту"; tooltip explaining how water works on farms "FarmWater__Tooltip" = "Кожен посів на фермі для нормального розвитку потребує певної кількості вологи, відповідно до потреби певного типу рослин. Якщо землю зволожувати у недостатньому обсязі - посіви перестають рости та починають в'янути. Якщо зволоження не відбувається протягом тривалого періоду - посіви можуть висохнути та загинути, що призведе до передчасного збирання врожаю. Кількість вологи у грунті поповнюється під час дощів. Згодом, на пізніших етапах, ферми можна буде вдосконалити із використанням систем автоматичного поливу, які здатні будуть постачати воду на поля у будь-який час. Якщо на фермі відсутні посіви - волога у грунті буде повільно випаровуватися. Посіви зможуть почати сходити лише за необхідного рівня зволоженості грунту."; policy / edict which can enabled by the player in their Captain's office. {0}=15% "FarmYieldIncrease__desc" = "Урожайність ферми +{0}, потреба у воді +{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" = "Збільшення врожаю"; example usage of {0}: 'provide up to 12 MW of electricity' "FastBreederReactor__desc" = "Реактор прискорених часток — це ядерний реактор, у якому ланцюгова реакція поділу підтримується прискореними нейтронами. Цей процес потребує високозбагаченого палива та виділяє велику кількість тепла. Активна зона, що містить збагачене паливо, оточена оболонкою з матеріалу, що розщеплюється, який піддається бомбардуванню прискореними нейтронами та перетворюється на паливо, що розщеплюється. Цей процес також дозволяє спалювати трансуранові ізотопи, на розпад яких зазвичай потрібні тисячі років. У цьому реакторі не використовуються твердопаливні стрижні, натомість його паливо розчиняється в розплавленій солі. Він працює при вищих робочих температурах для виробництва пари під надвисоким тиском (800 °C). Якщо активна зона перегріта, а аварійне охолодження недоступне, реактор автоматично вимкнеться шляхом зливу розплавленого палива з реактора, усе паливо буде втрачено, а реактор буде пошкоджено. Цю станцію можна налаштувати для ефективного забезпечення до {0} МВт електроенергії при роботі на повній потужності."; name "FastBreederReactor__name" = "Реактор прискорених часток"; short description of a machine "FermentationTank__desc" = "Використовує мікроорганізми для перетворення цукрів в інші корисні продукти, такі як етанол. Мікроорганізми, які тут працюють, не отримують зарплати (вони просто люблять цукор)."; name of a machine "FermentationTank__name" = "Ферментаційний бак"; shows a location of a file, {0} is replaced with the location "FileLocation" = "Шлях: {0}"; caption for a table header displaying file sizes "FileSize_Title" = "FileSize_Title"; "FirTree__desc" = "Дерево ялини"; short description of a machine short description of a machine https://en.wikipedia.org/wiki/Gas_flare "Flare__desc" = "Дозволяє спалювати горючі рідини та гази але виробляє забруднення."; name of a machine name of a machine https://en.wikipedia.org/wiki/Gas_flare "Flare__name" = "Факел"; description of transport description of transport "FlatConveyorFormattedFirst__desc" = "Переміщує тверді продукти."; description of transport, '{0} times' used as '2 times' for instance. description of transport, '{0} times' used as '2 times' for instance. "FlatConveyorFormattedNext__desc" = "Переміщує тверді предмети. Пропускна здатність у {0} рази вища за попередній рівень."; 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" = "Дозволяє сортувати продукцію."; name: small machine that allows sorting of products building or machine "FlatConveyorSorter__name" = "Сортувальник"; name name "FlatConveyorT1__name" = "Конвеєр"; name name "FlatConveyorT2__name" = "Конвеєр II"; name name "FlatConveyorT3__name" = "Конвеєр III"; name: default name of the main ship name "Fleet__name" = "Корабель"; tooltip "FlipShortcut__Tooltip" = "Натиснть гарячу клавішу, щоб віддзеркалити"; description of flywheel, {0} = '120 MW-seconds' "Flywheel__desc" = "Маховик накопичує до {0} кінетичної енергії . Він поступово втрачає енергію, якщо на тому ж валу відсутня нагрузка (турбіни та генератори простоюють)."; name name "Flywheel__name" = "Маховик"; tooltip for a button that enables vehicle camera following "FollowVehicleTooltip" = "Камера рухається за обраним транспортом. Щоб скасувати, посуньте камеру або натисніть цю кнопку."; title of a panel showing information about food in a settlement "Food" = "Їжа"; number of food categories satisfied, example use: '2 categories' "FoodCategoriesSatisfied" = "{0} Тип в наявності"; name name "FoodCategory_Carbs__name" = "Вуглеводи"; name name "FoodCategory_Protein__name" = "Протеїни"; name name "FoodCategory_Treats__name" = "Ласощі"; name name "FoodCategory_Vitamins__name" = "Вітаміни"; 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" = "Підвищити споживання їжі на {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" = "Достаток їжі"; 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" = "Знизити споживання їжі на {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" = "Економний режим споживання"; used as information for a food item, example use: '1 [icon of food] feeds 14 people / month' used as information for a food item, example use: '1 [icon of food] feeds 14 people / month' "FoodFeedInfo" = "годує {0} людину"; tooltip for a food category that informs that players might receive health bonus for it, if they provide it tooltip for a food category that informs that players might receive health bonus for it, if they provide it "FoodHealth__CategoryTooltip" = "Цей тип їжі дає бонус до здоров'я."; title of a panel showing information about health bonus from the food provided to the settlement title of a panel showing information about health bonus from the food provided to the settlement "FoodHealth__Title" = "Бонус до здоров'я"; tooltip tooltip "FoodHealth__Tooltip" = "Надання їжі з кількох категорій підвищує здоров'я населення. Тип їжі, що бере участь у підвищенні здоров'я, позначений іконкою. Потрібно щонайменше два типи їжі для активації бонусу."; title of a panel showing information about food in the currently selected settlement "FoodInSettlement__Title" = "Їжа у поселенні"; tooltip "FoodInSettlement__Tooltip" = "Показує всю їжу доступну в селищі, разом з інформацією про споживання та користь. Їжа розділена на категорії. Постачання їжі з різних категорій сприяє покращенню здоровʼя. Якщо ви надаєте різноманітну їжу, загальне споживання розподіляється по всіх видах їжі. Різноманітність їжі також може бути чудовим джерелом єдності."; tooltip "FoodLeftMainPanel__Tooltip" = "Показує, на скільки часу вистачить поточного запасу їжі. Враховує лише запаси, що зберігаються на продовольчих ринках, прилеглих до населених пунктів."; short description of a machine short description of a machine "FoodMill__desc" = "Подрібнює органічні продукти в дрібний порошок або масло."; name of a machine name of a machine "FoodMill__name" = "Подрібнювач"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "FoodNeed__name" = "Харчування"; short description of a machine short description of a machine "FoodProcessor__desc" = "Може виробляти різні види їжі з зазначених інгредієнтів."; name of a machine name of a machine "FoodProcessor__name" = "Харчовий комбайн"; title of a panel displaying a food supply (keep it short) title of a panel displaying a food supply (keep it short) "FoodSupplyTitle" = "Запаси їжі"; 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" = "Харчове забезпечення доступне для цього поселення. Розрахунок на основі запасів харчів на продовольчих ринках."; Description of forestry tower. "ForestryTower__desc" = "ForestryTower__desc"; name "ForestryTower__name" = "Диспетчерська вежа лісництва"; 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" = "Паливо"; 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" = "Доступно палива"; keep it as general fuel keep it as general fuel "FuelForShip__Title" = "Паливо для судна"; "FuelForShip__Tooltip" = "Перемістіть лівий зелений повзунок вправо, щоб паливо з будівлі використалось для заправки судна. Вантажівки також будуть підвозити паливо для підтримки його на рівні зеленої відмітки."; 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" = "за одну подорож"; 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" = "Зменшення витрат палива автопарком на {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" = "Економія палива транспортними засобами"; building or machine "FuelStationHydrogenT1__name" = "FuelStationHydrogenT1__name"; notification notification "FuelStationNotConnected__name" = "{entity}: не під'єднано паливного трубопроводу"; notification notification "FuelStationOutOfFuel__name" = "{entity}: відсутнє паливо"; short description "FuelStationT1__desc" = "Назначені вінтажівки автоматично заправлять екскаватори в кар'єрах."; building or machine building or machine "FuelStationT1__name" = "АЗС"; advanced fuel station description "FuelStationT2__desc" = "Назначені вінтажівки автоматично заправлять екскаватори в кар'єрах. Більші баки та швидкість заправки в порівнянні з попереднім рівнем."; building or machine building or machine "FuelStationT2__name" = "АЗС II"; building or machine building or machine "FuelStationT3__name" = "АЗС 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" = "Паливний бак"; name: ship part upgrade name: ship part upgrade "FuelTankT1__name" = "Додатковий паливний бак"; 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. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__BaseHealthDiff" = "Базове здоров'я"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__BaseHealthDiff_Tooltip" = "Впливає на початковий рівень здоров'я вашого населення."; 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. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ConstructionCostsDiff" = "Вартість будівництва"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ConstructionCostsDiff_Tooltip" = "Впливає на вартість будівництва машин, будівель та механізмів."; 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" = "Рентабельність контрактів"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ExtraContractsProfit_Tooltip" = "Додаткові безплатні товари, отримані при торгівлі через контракти."; 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" = "Дадаткові матеріали при старті"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ExtraStartingMaterial_Tooltip" = "Визначає кількість додаткових матеріалів на початку гри, а також кількість матеріалів що можна буде отримувати під час демонтажу зруйнованих будівель. Також впливає на обсяги родовищ нафти на острові."; 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__FarmsYieldDiff" = "Врожайність ферм"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__FarmsYieldDiff_Tooltip" = "Впливає на врожайність усіх ферм та теплиць."; 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" = "Споживання палива"; 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" = "Впливає на витрату палива автопарку та вантажних суден."; 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" = "Споживання запчастин"; 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" = "Енергія для конвеєрів і складів"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. {0} - PowerSetting__ConsumeAlways, {1} - PowerSetting__ConsumeIfCan "GameDiff__PowerSetting_Tooltip" = "Визначає, чи споживатимуть конвеєри та склади електроенергію та як. Якщо живлення встановлено на \"{0}\", ремені та накопичувачі НЕ працюватимуть, коли заряд низький. Якщо встановлено значення \"{1}\", енергія споживається з найвищим пріоритетом, але конвеєри та склади працюватимуть, попри відсутність живлення. Нарешті, споживання електроенергії для конвеєрів та складів можна повністю вимкнути."; 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" = "Швидкий ремонт"; 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" = "Опади"; 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" = "Скільки води збирається під час опадів."; 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" = "Видобуток руди"; 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" = "Збільшує або зменшує кількість видобутої руди та піску. Якщо збільшити, екскаватори будуть видобувати більше руди з такого ж розміру родовища, порівняно з тим, що вони видобували при стандартних налаштуваннях."; 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" = "Споживання поселенням"; 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" = "Впливає на те скільки їжі, послуг та товарів використовується твоїми жителями."; 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" = "Швидкість росту дерев"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__TreesGrowthDiff_Tooltip" = "Впливає на швидкість росту дерев."; 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" = "Єдність"; 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" = "Яка кількість Єдності виробляється у поселеннях."; 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" = "Погода"; 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" = "Запаси ресурсів на карті світу"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__WorldMinesReservesDiff_Tooltip" = "Впливає на розмір корисних копалин на карті світу (наприклад, кварцу або нафти)."; 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" = "Для досвідчених гравців"; title of game difficulty setting (this is hard difficulty) title of game difficulty setting (this is hard difficulty) "GameDifficulty__AdmiralTitle" = "Адмірал"; title of a custom game difficulty setting, in this setting the player can customize many game settings individually title of a custom game difficulty setting "GameDifficulty__CustomTitle" = "Користувацький"; 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" = "Для новачків. Водять за ручку - все показують, розказують, дають спробувати"; title of game difficulty setting (this is easy difficulty) title of game difficulty setting (this is easy difficulty) "GameDifficulty__EasyTitle" = "Матрос"; 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" = "Для нових гравців та тих хто шукає нові пригоди"; title of game difficulty setting (this is standard difficulty) title of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalTitle" = "Капітан"; rendering setting name "GameFpsLimitRenderingSetting__Name" = "Ліміт FPS в грі"; message when game initialization failed on generic failure message when game initialization failed on generic failure "GameInitFail" = "Нам дуже шкода, але гра не ініціювалась. Будь-ласка, відправте нам звіт про помилку."; 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 title of the game over message "GameOver__Message" = "Все скінчено! На цьому острові більше не лишилося людей. Хотів би я знати, що могло б цьому запобігти..."; title of the game over message title of the game over message "GameOver__Title" = "Кінець!"; shown when save file cannot be loaded. Example: 'Cannot load someFile' "GameSaveLoad__CannotLoadFile" = "Неможливо завантажити"; 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" = "Вказаний файл зберігання стану гри не може бути завантажений - він або порожній, або його не існує: {0}."; message when game failed to load due to missing mod message when game failed to load due to missing mod "GameSaveLoad__MissingMod" = "Неможливо загрузити збережену гру - відсутні моди '{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" = "Якщо ви все ще бажаєте завантажити цей файл збереження, вийдіть із гри, перейдіть у Steam > Властивості > Бета-версії та виберіть {0} версію у спадному списку. Тоді Steam завантажить для вас старішу версію гри. Будь-які функції, додані в цю версію, не будуть доступні в попередніх."; 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" = "Цей файл збереження створено у новішій версії гри ({0}), тому він не може бути використаний у Вашій версії гри ({1}). Перевірте будь ласка із якої причини Вашу гру не оновлено - чи не залишились Ви на старій гілці у 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" = "Неможливо загрузити збережену гру. Файл створений у старішій версії гри ({0}), яка вже не підтримується."; 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" = "Випадкове \"зерно\""; tooltip explaining how is seed used in the game tooltip explaining how is seed used in the game "GameSeed__Tooltip" = "Впливає на випадкову генерацію погоди і розміщення локацій на світовій карті. На рельєф карти острова не впливає"; category for key bindings affecting game speed "GameSpeed" = "Швидкість гри"; short description of a machine "GasInjectionPump__desc" = "Пристрій забезпечує постійну утилізацію газів, таких як вуглекислий газ - шляхом насичення рідини таким газом, та подальшого закачування цього розчину під тиском під землю. Такий пристрій може бути побудовано лише над родовищем вапняку."; pump name "GasInjectionPump__name" = "GasInjectionPump__name"; 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" = "Головна"; category for general key bindings "GeneralShortcuts" = "Загальне"; short description of a machine short description of a machine "GlassMakerT1__desc" = "Відливає розплавлене скло"; name of a machine name of a machine "GlassMakerT1__name" = "Машина для виробництва скла"; short description of a machine short description of a machine "GlassMakerT2__desc" = "Відливає розплавлене скло більш ефективно"; name of a machine name of a machine "GlassMakerT2__name" = "Машина для виробництва скла ІІ"; title of a panel that shows global maintenance status title of a panel that shows global maintenance status "GlobalMaintenanceStatus__Title" = "Запчастини"; title of a panel that shows global maintenance status title of a panel that shows global maintenance status "GlobalMaintenanceStatus__Tooltip" = "Відображає статистику по запчастинах. Надлишки зберігаються в загальний буфор. Якщо він переповнений - їх виробництво припиняється. Якщо ж він пустий - станції техобслуговування припиняють свою роботу по обслуговуванню."; 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" = "Загальна потреба:"; goal text, {0} - name of edict (e.g. fuel saver), {1} - Captain office "Goal__ActivateEdict" = "Активуйте указ {0} у своєму {1}"; title for set of goals "Goal__AdvancedDiesel__name" = "Вдосконалена переробка нафти"; goal text, {0} = assembly, {1} = construction parts "Goal__AnotherCpAssembly" = "Побудуй ще один {0}, щоб виготовляти {1}"; goal text, {0} - (0/2), {1} - Tree harvester "Goal__AssignTrucksToTreeHarvester" = "Призначити вантажівки {0} до {1}"; goal text, {0} - fuel station, {1} - name of storage, {2} - diesel "Goal__AssignTruckToFuelStation" = "Призначте {0} до {1} щоб організувати автоматичну заправку всіх екскаваторів"; text for a goal, {0} replaced with title of a building / machine "Goal__Build" = "Побудуйте {0}"; text for a goal, {0} replaced with title of a building / machine "Goal__BuildAndConnect" = "Побудуйте та приєднайте {0}"; text for a goal, {0}, {1} - machine / building names "Goal__BuildAndConnect2" = "Побудуйте {0} та приєднайте до {1}"; text for a goal, {0}, {1}, {2} - machine / building names "Goal__BuildAndConnect3" = "Побудуйте {0} та приєднайте {1} та {2}"; text for a goal, {0}, {1} - machine / building names "Goal__BuildAndConnectViaPipe" = "Побудуйте {0}, та приєднайте до {1} за допомогою труби"; text for a goal, {0} and {2} are machine/building names, {1} is a product "Goal__BuildAndEnsureDeliveriesFrom" = "Побудуйте {0} і переконайтеся, що {1} доставляється з {2}"; text for a goal, {0} replaced with title of a building / machine "Goal__BuildAnother" = "Побудуйте ще {0}"; title for set of goals "Goal__BuildCaptainOffice__name" = "Ратуша"; 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" = "Goal__BuildCoalStorage"; goal text, {0} - storage, {1} - diesel, {2} - distiller "Goal__BuildDieselStorage" = "Goal__BuildDieselStorage"; goal text, {0} - farm "Goal__BuildFarm" = "Goal__BuildFarm"; goal text, {0} - fuel station, {1} - name of storage, {2} - diesel "Goal__BuildFuelStation" = "Goal__BuildFuelStation"; text for a goal, {0} replaced with the name of a housing unit "Goal__BuildHousing" = "Goal__BuildHousing"; goal text, {0} - waste dump, {1} - waste water "Goal__BuildLiquidDump" = "Побудуйте {0} на березі та виберіть рецепт, щоб зливати {1}"; goal text, {0} oil pump, {1} basic distiller "Goal__BuildOilPump" = "Побудуйте {0} над покладами нафти. Подайте нафту в {1} по трубі"; goal text "Goal__BuildPowerGenerator" = "Розпочніть виробництво електроенергії, побудувавши {0}"; title for set of goals "Goal__BuildResearchLab2__name" = "Goal__BuildResearchLab2__name"; title for set of goals "Goal__BuildSlagStorage__name" = "Goal__BuildSlagStorage__name"; 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" = "Goal__BuildStorage"; goal text "Goal__BuildWasteCollection" = "Goal__BuildWasteCollection"; text for a goal, example use: 'Construct new Excavator' "Goal__ConstructVehicle" = "Goal__ConstructVehicle"; title for set of goals "Goal__ConveyorBelts__name" = "Встановлення конвеєрів"; goal text "Goal__Conveyors" = "З'єднайте декілька машин чи будівель із використанням конвеєрів"; title for set of goals "Goal__CopperProduction__name" = "Виробництво міді"; title for set of goals "Goal__CpIProduction__name" = "Будівельні матеріали"; title for set of goals "Goal__CrudeOilImport__name" = "Автоматизувати імпорт сироі нафти"; text for a goal, {0} replaced with name of product (e.g. slag) "Goal__DesignateDumping" = "Визначте місце для відвалу {0}"; goal text, {0} - diesel "Goal__DisableImportToDieselStorage" = "Goal__DisableImportToDieselStorage"; title for set of goals "Goal__DiscoverOilRig__name" = "Знайти нафтовидобувну платформу"; text for a goal to dump a loose product (on the ground), {0} replaced with title of a product "Goal__Dump" = "Goal__Dump"; text for a goal to dump a liquid product (into ocean), {0} replaced with title of a product "Goal__DumpLiquid" = "Goal__DumpLiquid"; goal text, {0} replaced with ore name such as limestone or iron ore "Goal__EstablishMine" = "Goal__EstablishMine"; goal text "Goal__ExploreWithShip" = "Дослідити за допомогою корабля локацію на мапі світу"; title for set of goals "Goal__ExploreWithShip__name" = "Відремонтувати верф та відправитись у морську подорож"; goal text, {0} - name of storage, {1} - slag "Goal__ExportFromSlagStorage" = "Goal__ExportFromSlagStorage"; goal text, {0} - product name, {1} - storage "Goal__FillStorage" = "Розмістити продукт {0} на складі {1} "; goal text, {0} - Light oil, {1} - Flare "Goal__FlareOff" = "Спалити надлишковий продукт {0} використовуючи {1}"; title for set of goals "Goal__FoodProduction__name" = "Виробнитво продовольства"; title for set of goals "Goal__FoodProduction2__name" = "Виробництво продовольства ІІ"; 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" = "Goal__ForTower"; title for set of goals "Goal__FuelStation__name" = "Заправна станція"; goal text "Goal__GrowPotatoes" = "Дочекатися першого врожаю картоплі"; goal text "Goal__HarvestTrees" = "Почати заготовляти деревину"; goal text, {0} - cargo ship, {1} - oil, {2} - oil rig "Goal__ImportCrudeOil" = "Організувати импорт продукту {1} із {2} за допомогою {0}"; goal text, {0} - storage name, {1} - coal "Goal__ImportToCoalStorage" = "Goal__ImportToCoalStorage"; title for set of goals "Goal__IronOreMining__name" = "Goal__IronOreMining__name"; title for set of goals "Goal__IronProduction__name" = "Goal__IronProduction__name"; goal text "Goal__LoadCrew" = "Goal__LoadCrew"; title for set of goals "Goal__Maintenance__name" = "Goal__Maintenance__name"; text for a goal, {0} replaced with title of a product "Goal__Mine" = "Goal__Mine"; title for set of goals "Goal__MineCoal__name" = "Goal__MineCoal__name"; goal text, {0} - beacon "Goal__PauseBeacon" = "Goal__PauseBeacon"; title for set of goals "Goal__PauseBeacon__name" = "Goal__PauseBeacon__name"; goal text, {0} - coal maker, {1} - wood "Goal__PauseCoalMaker" = "Goal__PauseCoalMaker"; title for set of goals "Goal__PopulationGrowth__name" = "Goal__PopulationGrowth__name"; title for set of goals "Goal__PowerFromCoal__name" = "Goal__PowerFromCoal__name"; text for a goal, {0} replaced with title of a product "Goal__Process" = "Goal__Process"; 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" = "Goal__ProduceCp2"; 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" = "Goal__Research"; text for a goal, {0} replaced with title of a building / machine "Goal__ResearchAndBuild" = "Goal__ResearchAndBuild"; 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" = "Goal__SetupBricks__name"; title for set of goals "Goal__SetupCp2__name" = "Goal__SetupCp2__name"; 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__Trade" = "Goal__Trade"; 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" = "Goal__WorldMine"; 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" = "GoalTip__Maintenance"; "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" = "Назад"; 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" = "Плавильня золота"; 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" = "Показує загальний стан запасу підземних вод. Під час дощу ґрунтові води поповнюються і можуть тимчасово закінчитися, якщо їх відкачати занадто багато."; tooltip tooltip "GroundReserveTooltip__Oil" = "Показує загальний стан підземних запасів сирої нафти в цьому родовищі. Це обмежений ресурс. Потрібно знайти новий, перш ніж вичерпати його. Довгострокове джерело сирої нафти можливо знайти на карті світу."; 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" = "Гармата (проста)"; name: ship part upgrade name: ship part upgrade "Gun1__name" = "Гармата I (Ніс)"; name: ship part upgrade name: ship part upgrade "Gun1Rear__name" = "Гармата I (Корма)"; name: ship part upgrade name: ship part upgrade "Gun2__name" = "Гармата II (Ніс)"; name: ship part upgrade name: ship part upgrade "Gun2Rear__name" = "Гармата ІІ (Корма)"; name: ship part upgrade name: ship part upgrade "Gun3__name" = "Гармата ІІІ (Ніс)"; name: ship part upgrade name: ship part upgrade "Gun3Rear__name" = "Гармата ІІІ (Корма)"; "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" = "HealthCareNeed__name"; 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" = "Початкове"; 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" = "Злива"; amount of hit points amount of hit points "HitPoints" = "Очки здоров'я"; notification notification "Homeless__name" = "Житла не вистачає, селище переповнене"; 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} бездомних залишили острів через брак їжі."; short description "Hospital__desc" = "Hospital__desc"; name "Hospital__name" = "Клініка"; 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" = "Господарські товари"; housing description, for instance {0}=60 housing description, for instance {0}=60 "Housing__desc" = "Примітивне житло для {0} людей із транспортних контейнерів."; building or machine building or machine "Housing__name" = "Житло"; 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" = "Житло та послуги"; 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" = "Підвищені вимоги"; tooltip tooltip "HousingDemandIncrease__Tooltip" = "Крім регулярного споживання, потреби в житлі зросли. Це характерно для більш просунутих видів житла."; housing description, for instance {0}=120 housing description, for instance {0}=120 "HousingT2__desc" = "Розширене житло для {0} осіб, що забезпечує більше комфорту. Також може забезпечити щомісячне підвищення Єдності, якщо житлу надаються необхідні послуги."; building or machine building or machine "HousingT2__name" = "Житло II"; building or machine building or machine "HousingT3__name" = "Житло III"; title of a panel listing unity bonus of a housing title of a panel listing unity bonus of a housing "HousingUnityBonus" = "Бонус єдності"; tooltip tooltip "HousingUnityBonus__Tooltip" = "Якщо всі потреби, перелічені нижче, будуть задоволені, це житло надаватиме бонус Єдності на додаток до звичайної Єдності, яке воно генерує з усіх наданих йому послуг."; short description of a machine short description of a machine "HydroCrackerT1__desc" = "Перетворює різні типи палива між собою, щоб допомогти з дизбалансом споживання."; name of a machine name of a machine "HydroCrackerT1__name" = "Крекінг-установка"; name of a machine name of a machine "HydrogenReformer__name" = "Воднева установка"; "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" = "Доставка"; tooltip tooltip "ImportPriority__ShipCargoTooltip" = "Пріоритет вантажівок для доставки матеріалів, які необхідно завантажити на судно."; tooltip tooltip "ImportPriority__ShipFuelTooltip" = "Пріоритет вантажівок для доставки палива."; tooltip tooltip "ImportPriority__ShipRepairTooltip" = "Пріоритет вантажівок для доставки матеріалів, необхідних для ремонту та модифікації суден."; tooltip tooltip "ImportPriority__StorageTooltip" = "Пріоритет вантажівок для доставки призначеного товару."; 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" = "Пріоритет"; tooltip tooltip "IncreasedPriority__ConstructionTooltip" = "Вантажівки нададуть пріоритет цій операції, щоб завершити її якнайшвидше"; 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" = "Потужний міксер для змішування матеріалів."; name of a machine name of a machine "IndustrialMixer__name" = "Міксер"; 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" = "Дозволити доставку"; temporarily disables any material deliveries temporarily disables any material deliveries "Input__Pause" = "Призупинити доставку"; 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" = "Поставка"; 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" = "Вхід"; Short label for output, keep it short! "IoLabel__OUT" = "Вихід"; 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" = "Важка"; 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" = "IslandMapDifficulty__Medium"; 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" = "Kb_Flip__label"; label for a key-binding "Kb_FreeLookMode__label" = "Kb_FreeLookMode__label"; label for a key-binding "Kb_IncreaseGameSpeed__label" = "Kb_IncreaseGameSpeed__label"; 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" = "Kb_LowerDown__label"; label for a key-binding "Kb_MoveDown__label" = "Kb_MoveDown__label"; label for a key-binding "Kb_MoveLeft__label" = "Kb_MoveLeft__label"; label for a key-binding "Kb_MoveRight__label" = "Kb_MoveRight__label"; label for a key-binding "Kb_MoveUp__label" = "Kb_MoveUp__label"; label for a key-binding "Kb_PanCamera__label" = "Kb_PanCamera__label"; label for a key-binding "Kb_PanSpeedBoost__label" = "Kb_PanSpeedBoost__label"; label for a key-binding "Kb_PauseGame__label" = "Kb_PauseGame__label"; 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" = "Kb_PhotoModeRotation__label"; label for a key-binding "Kb_PhotoModeTakePicture__label" = "Kb_PhotoModeTakePicture__label"; label for a key-binding "Kb_PlaceMultiple__label" = "Kb_PlaceMultiple__label"; label for a key-binding "Kb_PrimaryAction__label" = "Kb_PrimaryAction__label"; label for a key-binding "Kb_RaiseUp__label" = "Kb_RaiseUp__label"; 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" = "Kb_ToggleMiningTool__label"; 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" = "Kb_ToggleResearchWindow__label"; 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" = "Поточні дослідження занадто просунуті для нашої лабораторії"; 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" = "Відкачує ґрунтові води, які поповнюються під час дощу. Повинна бути побудована над запасами підземних вод."; pump name pump name "LandWaterPump__name" = "Водяна помпа"; label for a dropdown that provides language setting for the game label for a dropdown that provides language setting for the game "Language" = "Мова"; 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" = "В порівнянні з минулим місяцем: {0}"; "LastMonthUnityChanges__Title" = "В порівнянні з минулим місяцем"; "LastMonthUnityChanges__Tooltip" = "Підсумок поточних прибутків та витрат Єдності за останній місяць. Не містить одноразових дій (ремонт) чи доходів від розрахункових послуг."; 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" = "LaunchPad_UnityPerLaunch"; 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" = "Шари"; 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" = "Завантажити"; 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" = "Завантажити гру"; 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" = "Заблоковано"; 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" = "Авто"; "LogisticsControl__Auto_InputTooltip" = "Вантажівки будуть доставляти товар. Як тільки продукт буде успішно прийнятий через конвеєр/трубу, вантажівки більше не зможуть доставити його. Якщо згодом конвеєр/труба від’єднується, поставки вантажівок відновлюються."; "LogisticsControl__Auto_OutputTooltip" = "Вантажівкам буде дозволено забирати товар. Але як тільки продукт буде успішно відправлений через конвеєр/трубу, вантажівки більше не будуть його забирати. Якщо згодом конвеєр/труба від’єднується, відбір вантажівками відновиться."; title of a panel allowing to configure truck import title of a panel allowing to configure truck import "LogisticsControl__InputTitle" = "Поставки вантажівками"; 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" = "Ні"; "LogisticsControl__Off_InputTooltip" = "Вантажівкам НЕ дозволять доставити вантажі сюди."; "LogisticsControl__Off_OutputTooltip" = "Вантажівкам НЕ дозволять забирати вантажі тут."; 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" = "Так"; "LogisticsControl__On_InputTooltip" = "Вантажівкам дозволено доставити сюди вантаж, якщо це можливо."; "LogisticsControl__On_OutputTooltip" = "Вантажівкам дозволять забрати вантаж тут, якщо це можливо."; title of a panel allowing to configure truck export title of a panel allowing to configure truck export "LogisticsControl__OutputTitle" = "Вивезення вантажівками"; 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" = "LogisticsStatus__Tooltip"; 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" = "Транспортує сипучі продукти."; description of transport, '{0} times' used as '2 times' for instance. description of transport, '{0} times' used as '2 times' for instance. "LooseConveyorFormattedNext__desc" = "Переміщує сипучі продукти. Його пропускна здатність у {0} рази збільшена порівняно з попереднім рівнем."; 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" = "U-подібний конвеєр"; name name "LooseMaterialConveyorT2__name" = "U-подібний конвеєр II"; name name "LooseMaterialConveyorT3__name" = "U-подібний конвеєр 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" = "Отримані ресурси"; notification notification "LowFarmFertility__name" = "Родючість грунту надто низька"; notification "LowFoodSupply__name" = "LowFoodSupply__name"; notification notification "LowGroundwater__name" = "Рівень підземних запасів води низький"; notification notification "MachineIsBroken__name" = "Обладнання пошкоджене - немає запчастин"; name: toolbar category name name: toolbar category name "machinesCategory__name" = "Промисловість"; name: toolbar category name name: toolbar category name "machinesElectricityCategory__name" = "Енергетика"; name: toolbar category name name: toolbar category name "machinesFoodCategory__name" = "Виробництво їжі"; name: toolbar category name name: toolbar category name "machinesMetallurgyCategory__name" = "Металургія та Виплавка"; name: toolbar category name name: toolbar category name "machinesOilCategory__name" = "Переробка нафти"; name: toolbar category name name: toolbar category name "machinesWaterCategory__name" = "Видобуток і переробка води"; 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" = "Судно"; represents general maintenance for machine, vehicle or anything else represents general maintenance for machine, vehicle or anything else "Maintenance" = "Технічне обслуговування"; tooltip explaining why entity needs to be maintained tooltip explaining why entity needs to be maintained "Maintenance__EntityTooltip" = "Потребує регулярного технічного обслуговування для функціонування. Подробиці дивіться в депо технічного обслуговування."; name name "MaintenanceDepotT0__name" = "Станція ТО (базова)"; description of a maintenance depot description of a maintenance depot "MaintenanceDepotT1__desc" = "Виготовляє запчастини, які використовуються машинами, будівлями та транспортними засобами для роботи. Важливо: якщо запчастин недостатньо, транспортні засоби та машини можуть тимчасово вийти з ладу."; name name "MaintenanceDepotT1__name" = "Станція ТО"; name name "MaintenanceDepotT2__name" = "Станція ТО II"; 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" = "Знизити використання запчастин на {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" = "Економія запчастин"; 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" = "Стандарт"; tooltip tooltip "MakeDefault__ConstructionTooltip" = "Встановіть цей пріоритет, як пріоритет за замовчуванням для будівництва та оновлень."; tooltip tooltip "MakeDefault__DeconstructionTooltip" = "Встановіть цей пріоритет за замовчуванням для демонтажних робіт."; 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" = "Редагувати зону"; 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" = "Контрольована зона: {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" = "Макс. дальність зброї"; 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" = "Автобаланс"; tooltip explaining auto-balancing toggle tooltip explaining auto-balancing toggle "MechPowerGenerator__AutoBalanceTooltip" = "Якщо ввімкнено, турбіна буде автоматично призупинена, як вийде на максимальні оберти. Робота відновиться, як тільки оберти валу стануть низьким. Майте на увазі, що коли турбіна запускається, потрібен деякий час, щоб вийти на повну потужність."; efficiency title for mech power generators efficiency title for mech power generators "MechPowerGenerator__EfficiencyTitle" = "Ефективність"; efficiency tooltip for mech power generators efficiency tooltip for mech power generators "MechPowerGenerator__EfficiencyTooltip" = "Ефективність - це відношення виробленої потужності до використаного вхідного продукту. Вона показує, наскільки ефективно вхідний продукт перетворюється в механічну енергію. Якщо вал перевантажений, частина виробленої потужності буде витрачатися даремно, а ефективність відповідно знизиться. Також значна втрата ефективності під час запуску машини. Щоб уникнути втрат при запуску, ця машина повинна працювати безперервно без перерв."; button to leave the menu and continue playing button to leave the menu and continue playing "Menu__Continue" = "Продовжити"; 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" = "Завантажити"; 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" = "Нова гра"; button to click on to open a settings window button to click on to open a settings window "Menu__OpenSettings" = "Налаштування"; 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" = "Зберегти"; 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" = "Повідомлення"; title of a window containing messages to the player title of a window containing messages to the player "MessageCenter__Title" = "Центр повідомлень"; 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" = "Ласкаво просимо!"; "MessageWelcome__part1" = "Капітане, схоже це той острів що ми шукали - його не було нанесено на мапу! Наш корабель отримав істотні пошкодження та потребує складного ремонту, щоб можна було знов виходити у море - проте на острові ми будемо у безпеці."; {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" = "Цех мікроелектроніки"; name of a machine "MicrochipMachineT2__name" = "MicrochipMachineT2__name"; short description short description "MineTower__desc" = "Дозволяє призначати екскаватори та вантажівки у визначені зони видобутку. Видобуток поза зоною впливу диспетчерської вежі не буде виконуватись."; building or machine building or machine "MineTower__name" = "Диспетчерська вежа"; 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" = "Пріоритетний ресурс"; tooltip tooltip "MiningPriority__Tooltip" = "Екскаватор надасть пріоритет зонам, що містять більше обраного ресурсу."; small box that allows splitting and merging of transports small box that allows splitting and merging of transports "MiniZip_all" = "З'єднання"; title of other / misc settings title of other / misc settings "MiscellaneousSettings_Title" = "Додатково"; 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" = "Транспортує розплавлені продукти."; name name "MoltenMetalChannel__name" = "Термоканал"; explains how long is 1 month. E.g. '*1 months = 60' explains how long is 1 month. E.g. '*1 months = 60' "MonthDurationLegend" = "1 місяць = {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} МВт*сек"; 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" = "Споживання:"; {0} = damaged cargo ship {0} = damaged cargo ship "NeedsRepairsDesc__Parametrized" = "{0} потрібно відремонтувати, перш ніж ми зможемо його використовувати."; 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} потрібен конвеєр або труба для відводу {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" = "Нове досліджкення!"; notification, any strings in curly braces { } must be preserved and non-translated notification "NewErrorOccurred__name" = "Сталася нова помилка"; 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" = "Складність"; 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" = "Розпочати нову гру"; 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" = "Вибір карти"; 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" = "Нова гра"; "NewRefugees" = "Населення збільшилося!"; "NewRefugees__Beacon" = "Біженці приєдналися до нашого острова!"; notification notification "NoAvailableMineDesignInTowerArea__name" = "{entity}: завершені всі карєрні роботи"; notification notification "NoCropToGrow__name" = "Ферма не має назначеної культури для вирощування. Перевірте сівозміну"; 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" = "Відсутня лабораторія"; notification notification "NoMineDesignInTowerArea__name" = "{entity} в зоні кервуання немає роботи"; 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" = "Жодного"; Message shown in empty dropdowns "NoOptions" = "NoOptions"; notification "NoProductAssignedToEntity__name" = "NoProductAssignedToEntity__name"; notification notification Example: Blast furnace has no recipe selected "NoRecipeSelected__name" = "{entity} без рецепту"; status shown when there is no research active (keep it short!) status shown when there is no research active (keep it short!) "NoResearchSelected" = "Без досліджень"; example: 'Groundwater pump has no resource to extract' example: 'Groundwater pump has no resource to extract' "NoResourceToExtract__name" = "{entity} не має ресурсу для добування"; notification notification "NotEnoughFuelToRefuel__name" = "Недостатньо палива для заправки транспорту"; 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" = "Недостатньо {0}"; notification notification "NotEnoughPower__name" = "Не вистачає електроенергії"; 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" = "Не вистачає Єдності"; notification notification "NotEnoughUpointsForEntity__name" = "{entity} недостатньо Єдності"; notification notification "NotEnoughWorkers__name" = "Не вистачає працівників"; 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" = "За запитом \"{0}\" нічого не знайдено"; 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" = "Транспортних засобів не призначено"; 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" = "Підтримує ядерну ланцюгову реакцію зі збагаченого урану. В результаті реакції виділяється велика кількість тепла, яке використовується для виробництва пари. Реактор може виробляти до {0} МВт електроенергії при роботі на повній потужності. Відпрацьоване ядерне паливо радіоактивне і може завдати шкоди населенню. Його необхідно зберігати в спеціалізованому приміщенні."; 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" = "Аварійне охолодження"; "NuclearReactor__EmergencyCoolingTooltip" = "Аварійне охолодження розгортається на випадок, якщо реактор починає перегріватися, це зазвичай відбувається, коли вода подається недостатньо швидко. Аварійне охолодження не є обов’язковим, але настійно рекомендується, оскільки воно забезпечує додатковий захист і допомагає уникнути будь-якого потенційного перегріву."; 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" = "Тепловіддача"; "NuclearReactor__HeatLevelTooltip" = "Поточна кількість теплоти, яка накопичилася в реакторі. Тепло необхідне для виробництва пари з води. Пара необхідня для роботи турбін. Темпи виділення тепла залежать від поточного рівня потужності реактора. Коли тепло досягає вище червоного маркера, аварійне охолодження намагатиметься зменшити надлишок тепла в реакторі. Якщо рівень тепла вийде за межі максимуму, реактор критично перегріється. Далі ти сам знаєш - Чорнобиль, зона, сталкери, артефакти всі діла...(сарказм)"; name name "NuclearReactor__name" = "Ядерний реактор"; explanation of nuclear reactor state when it has low maintenance explanation of nuclear reactor state when it has low maintenance "NuclearReactor__NotEnoughMaintenance" = "УВАГА: Ядерний реактор не може запуститися, якщо він не підтримується належним чином. Збільште технічне обслуговування, щоб безпечно запустити його."; explanation of nuclear reactor overheating state explanation of nuclear reactor overheating state "NuclearReactor__Overheated" = "УВАГА: Ядерний реактор критично перегрівся і зупиняється. Залежно від тяжкості, це може призвести до втрати завантаженого палива, пошкодження будівлі (втрата технічного обслуговування) та витоку радіоактивності."; 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" = "Режим роботи"; "NuclearReactor__PowerLevelTooltip" = "Перетягуючи помаранчевий повзунок вправо, ви визначаєте потрібний рівень потужності, який підтримується в реакторі. Це впливає на кількість пари, яку виробляє реактор, і на те, наскільки швидко прогорає паливо. Усе вироблене тепло необхідно використати. Будь-яке додаткове тепло може повільно накопичуватися, що в кінцевому підсумку призведе до перегріву реактора. Базові реактори не мають автоматичного регулювання потужності, що робить їх тепловіддачу фіксованою. Удосконалені реактори можуть використовувати обчислювальну техніку для автоматизованого регулювання рівня їх потужності, знижуючи споживання палива та води."; notification notification "NuclearReactorInMeltdown__name" = "Ядерний реактор досяг КРИТИЧНОЇ ТЕМПЕРАТУРИ і зупиняється!"; 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 short description "NuclearWasteStorage__desc" = "Спеціальне підземне сховище, яке дозволяє безпечно поводитися з будь-якими радіоактивними відходами, не створюючи небезпеки для населення острова. Такий собі презент для наступних поколінь."; name name "NuclearWasteStorage__name" = "Сховище відпрацьованого ядерного палива"; example: '1 day', '2 days' "NumberOfDays" = "NumberOfDays"; example: '1 month', '2 months' example: '1 month', '2 months' "NumberOfMonths" = "{0} місяць"; e.g. 1 settlement, 2 settlements e.g. 1 settlement, 2 settlements "NumberOfSettlements" = "{0} поселення"; 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" = "Жителі"; 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" = "Поточна чисельність жителів в усіх поселеннях на острові та наявна житлова площа. Перевищення місткості призводить до переповненого острова, за який накладається щомісячний штраф в Єдності."; 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" = "Поточна чисельність жителів в цьому населеному пункті та його наявна житлова потужність. Щоб побачити все населення острова, перейдіть до огляду острова."; 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" = "Насос більшої потужності, який може закачувати воду вище, але для роботи потрібно більше енергії."; name name of a machine "OceanWaterPumpLarge__name" = "Насос морської води (L)"; short description: {0} is an integer specifying max height such as '5' short description of a machine "OceanWaterPumpT1__desc" = "Качає воду з океану."; name name of a machine "OceanWaterPumpT1__name" = "Насос морської води"; something is turned off - e.g. autosave: off something is turned off - e.g. autosave: off "Off_Option" = "ВИКЛ"; short description of a machine short description of a machine "OilPump__desc" = "Викачує сиру нафту з-під землі."; pump name pump name "OilPump__name" = "Нафтова скважина"; short description short description "OilRigCost1__desc" = "Тут можливий видобуток нафти при наявності робочих рук."; name name "OilRigCost1__name" = "Бурова установка"; used as for instance: / month used as for instance: / month "OneMonth" = "місяць"; 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" = "Відкрити статистику"; action to open a window with a tutorial (shown as a tooltip of an icon button) "OpenTutorial" = "OpenTutorial"; checkbox to enable vehicles to refuel at this building checkbox to enable vehicles to refuel at this building "Option_AllowRefuelInEntity" = "Дозволити будь-якому транспорту заправитися тут"; 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" = "Необмежений"; title for options (to configure machine or building) title for options (to configure machine or building) "Options" = "Налаштувати"; used as value in configuration, example usage: 'Fuel consumption: 20% increased' used as value in configuration, example usage: 'Fuel consumption: 20% increased' "OptionValIncreased" = "на {0} більше"; example usages: '-4 meters' or '+1 meter' example usages: '-4 meters' or '+1 meter' "OptionValMeters" = "{0} метер"; used as value in configuration, example usage: 'Fuel consumption: 20% reduced' used as value in configuration, example usage: 'Fuel consumption: 20% reduced' "OptionValReduced" = "на {0} меше"; 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" = "Норма"; 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" = "Завдання"; 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" = "Продукція"; 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" = "Гірництво та Відвали"; 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" = "Ресурси"; title for window that shows overlays like resources, designations. title for window that shows overlays like resources, designations. "Overlays__Title" = "Огляд"; highlights trees that are prioritized for harvest highlights trees that are prioritized for harvest "Overlays__Trees" = "Заготівля дерев"; button to overwrite an already existing save file button to overwrite an already existing save file "OverwriteSave__Action" = "Перезаписати"; 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" = "Наявні"; description of a machine short description of a machine "OxygenFurnace__desc" = "Виготовляє сталь із чавуну шляхом продування чистим киснем під високим тиском, знижуючи вміст в ньому вуглецю."; name of a machine name of a machine https://en.wikipedia.org/wiki/Basic_oxygen_steelmaking "OxygenFurnace__name" = "Конвертер"; name of a machine name of a machine "OxygenFurnaceT2__name" = "Конвертер 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" = "Список змін"; 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" = "Пауза"; displayed on the screen when the game is paused displayed on the screen when the game is paused "Paused" = "Призупинено"; 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" = "Призупинити"; 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" = "Транспортує рідини і гази. Труби не можуть транспортувати більше ніж один тип продукту одночасно."; description of transport, '{0} times' used as '2 times' for instance. description of transport, '{0} times' used as '2 times' for instance. "PipeFormattedNext__desc" = "Транспортує рідини і гази. Пропускна здатність у {0} рази більша порівняно з попереднім рівнем."; name name "PipeT1__name" = "Труба"; name name "PipeT2__name" = "Труба II"; name name "PipeT3__name" = "Труба 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" = "Забруднення"; name of a machine name of a machine "PolymerizationPlant__name" = "Завод полімерів"; title for population growth information / stats title for population growth information / stats "PopGrowth" = "Приріст населення"; 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" = "Зростання населення збільшилося на {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" = "Прискорення зростання"; 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" = "Населення"; 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" = "Ріст"; "PopulationGrowth__Tooltip" = "Населення може збільшуватися, якщо є хороші умови та достатньо житла. Зростання може знизитись через хвороби та забруднення."; button that opens a window that shows the global population overview button that opens a window that shows the global population overview "PopulationOverview__OpenAction" = "Показати статистику населення"; title of a window that shows the global population overview title of a window that shows the global population overview "PopulationOverview__Title" = "Статистика населення"; title of settings affecting electricity "Power" = "Power"; tooltip explaining how power production priority assignment works tooltip explaining how power production priority assignment works "PowerGenerationPriorityTooltip" = "Пріоритет для виробництва електроенергії. У разі надлишку потужності генератор з більш високим пріоритетом (меншим числом) вироблятиме електроенергію, тоді як генератор з нижчим пріоритетом (більше число) буде в режимі очікування."; tooltip describing how electricity generation works tooltip describing how electricity generation works "PowerGenerator__AutoScalingTooltip" = "Виробництво електроенергії автоматично масштабується на основі поточного попиту. Непотрібна електроенергія не виробляється. Зверніть увагу, що ефективність виробництва може бути нижчою, якщо генератор не працює на 100% потужності."; example: 'Utilization: 20%' example: 'Utilization: 20%' "PowerGenerator__Utilization" = "Використовується на {0}"; short description short description "PowerGeneratorT1__desc" = "Перетворює механічну енергію в електричну. Чим повільніше він обертається, тим нижча його ефективність."; name name "PowerGeneratorT1__name" = "Електрогенератор"; short description short description "PowerGeneratorT2__desc" = "Оптимізований генератор з меншим тертям і кращою ефективністю. Потребує додаткового планування."; name name "PowerGeneratorT2__name" = "Електрогенератор II"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "PowerNeed__name" = "Електрика"; 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 title of a panel that enabled to configure a priority "Priority" = "Пріоритетність"; tooltip tooltip "Priority__ConstructionTooltip" = "Пріоритет на доставку матеріалів, необхідних для цього будівництва."; tooltip tooltip "Priority__DeconstructionTooltip" = "Пріоритет на вивіз матеріалів з демонтажу."; suffix added into each priority tooltip suffix added into each priority tooltip "Priority__OrderingExplanation" = "Чим менше число, тим вище пріоритет."; tooltip tooltip "PriorityGeneral__Tooltip" = "Загальний пріоритет для призначення працівників, електроенергії, обслуговування та споживання Єдності."; tooltip tooltip "PriorityGeneral__TooltipWithCargo" = "Загальний пріоритет для призначення працівників, електроенергії, обслуговування та споживання Єдності. Також визначає пріоритет доставки та вивезення продукції при використанні вантажівок."; "ProducedLastMonth" = "Виготовлено минулого місяця"; "ProducedThisMonth" = "Виготовлено цього місяця"; fluid product fluid product "Product_Acid__name" = "Кислота"; fluid product fluid product "Product_Ammonia__name" = "Аміак"; name: unit product "Product_Anesthetics__name" = "Анестетики"; name: loose product "Product_AnimalFeed__name" = "Product_AnimalFeed__name"; name: unit product "Product_Antibiotics__name" = "Антибіотики"; 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" = "Product_Bricks__name"; fluid product fluid product "Product_Brine__name" = "Розсіл"; 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 fluid product "Product_CarbonDioxide__name" = "Вуглекислий газ"; name: virtual product "Product_CargoShip__name" = "Product_CargoShip__name"; name: unit product unit product "Product_Cement__name" = "Цемент"; 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" = "Охолоджена вода"; fluid product fluid product "Product_Chlorine__name" = "Хлор"; name: loose product loose product "Product_Coal__name" = "Вугілля"; name: loose product "Product_Compost__name" = "Product_Compost__name"; name: unit product unit product "Product_ConcreteSlab__name" = "Бетонні плити"; name: unit product unit product "Product_ConstructionParts__name" = "Будматеріали"; name: unit product unit product "Product_ConstructionParts2__name" = "Будматеріали II"; name: unit product unit product "Product_ConstructionParts3__name" = "Будматеріали III"; name: unit product unit product "Product_ConstructionParts4__name" = "Будматеріали 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" = "Мідь"; name: loose product loose product "Product_CopperOre__name" = "Мідна руда"; name: loose product loose product "Product_CopperOreCrushed__name" = "Подрібнена Мідна руда"; 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" = "Сира нафта"; fluid product fluid product "Product_Diesel__name" = "Дизельне паливо"; name: loose product loose product "Product_Dirt__name" = "Бруд"; name: unit product "Product_Disinfectant__name" = "Антисептик"; name: unit product "Product_Eggs__name" = "Яйця"; name: unit product unit product "Product_Electronics__name" = "Електроніка"; name: unit product unit product "Product_Electronics2__name" = "Електроніка 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" = "Вихлопні гази"; fluid product fluid product "Product_Fertilizer__name" = "Добриво"; fluid product "Product_Fertilizer2__name" = "Product_Fertilizer2__name"; fluid product "Product_FertilizerOrganic__name" = "Product_FertilizerOrganic__name"; name: loose product loose product "Product_FilterMedia__name" = "Фільтри"; 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" = "Квіти"; name: unit product "Product_FoodPack__name" = "Product_FoodPack__name"; name: unit product "Product_Fruit__name" = "Product_Fruit__name"; fluid product fluid product "Product_FuelGas__name" = "Паливний газ"; name: unit product unit product "Product_Glass__name" = "Скло"; name: loose product loose product "Product_GlassMix__name" = "Скляна суміш"; name: unit product unit product "Product_Gold__name" = "Золото"; name: loose product loose product "Product_GoldOre__name" = "Золота руда"; name: loose product loose product "Product_GoldOreConcentrate__name" = "Золоторудний концентрат"; name: loose product loose product "Product_GoldOreCrushed__name" = "Дроблена Золота руда"; name: loose product loose product "Product_GoldOrePowder__name" = "Порошок золотої руди"; name: loose product "Product_GoldScrap__name" = "Product_GoldScrap__name"; name: unit product "Product_GoldScrapPressed__name" = "Product_GoldScrapPressed__name"; name: unit product unit product "Product_Graphite__name" = "Графіт"; name: loose product loose product "Product_Gravel__name" = "Гравій"; fluid product fluid product "Product_HeavyOil__name" = "Важка фракція нафти"; name: unit product "Product_HouseholdAppliances__name" = "Product_HouseholdAppliances__name"; name: unit product unit product "Product_HouseholdGoods__name" = "Господарські товари"; fluid product fluid product "Product_Hydrogen__name" = "Водень"; fluid product "Product_HydrogenFluoride__name" = "Product_HydrogenFluoride__name"; name: unit product unit product "Product_ImpureCopper__name" = "Неочищена мідь"; name: unit product unit product "Product_Iron__name" = "Чавун"; name: loose product loose product "Product_IronOre__name" = "Залізна руда"; name: loose product loose product "Product_IronOreCrushed__name" = "Подрібнена Залізна руда"; 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" = "Легка фракція нафти"; name: loose product loose product "Product_Limestone__name" = "Вапняк"; 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" = "Медичне обладнання"; 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" = "Середня фракція нафти"; name: unit product unit product "Product_Microchips__name" = "Мікрочіпи"; name: unit product unit product "Product_MicrochipsStage1A__name" = "Мікрочіпи крок 1 а"; name: unit product unit product "Product_MicrochipsStage1B__name" = "Мікрочіпи крок 1 б"; name: unit product unit product "Product_MicrochipsStage1C__name" = "Мікрочіпи крок 1 в"; name: unit product unit product "Product_MicrochipsStage2A__name" = "Мікрочіпи крок 2 а"; name: unit product unit product "Product_MicrochipsStage2B__name" = "Мікрочіпи крок 2 б"; name: unit product unit product "Product_MicrochipsStage2C__name" = "Мікрочіпи крок 2 в"; name: unit product unit product "Product_MicrochipsStage3A__name" = "Мікрочіпи крок 3 а"; name: unit product unit product "Product_MicrochipsStage3B__name" = "Мікрочіпи крок 3 б"; name: unit product unit product "Product_MicrochipsStage3C__name" = "Мікрочіпи крок 3 в"; name: unit product unit product "Product_MicrochipsStage4A__name" = "Мікрочіпи крок 4 а"; name: unit product unit product "Product_MicrochipsStage4B__name" = "Мікрочіпи крок 4 б"; molten product molten product "Product_MoltenCopper__name" = "Розплавлена мідь"; molten product molten product "Product_MoltenGlass__name" = "Розплавлене скло"; molten product molten product "Product_MoltenIron__name" = "Розплавлений чавун"; molten product molten product "Product_MoltenSilicon__name" = "Розплавлений кремній"; molten product molten product "Product_MoltenSteel__name" = "Розплавлена сталь"; 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 fluid product "Product_Naphtha__name" = "Лігроїн"; fluid product fluid product "Product_Nitrogen__name" = "Азот"; fluid product fluid product "Product_Oxygen__name" = "Кисень"; name: unit product "Product_Paper__name" = "Product_Paper__name"; name: unit product unit product "Product_PCB__name" = "Монтажна плата"; name: unit product unit product "Product_Plastic__name" = "Пластик"; name: unit product "Product_Plutonium__name" = "Product_Plutonium__name"; name: high purity polycrystalline form of silicon, keep short unit product "Product_PolySilicon__name" = "Кремній (полі)"; 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" = "Кварц"; 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" = "Камінь"; name: unit product unit product "Product_Rubber__name" = "Гума"; name: loose product loose product "Product_Salt__name" = "Сіль"; name: loose product loose product "Product_Sand__name" = "Пісок"; name: unit product "Product_Sausage__name" = "Product_Sausage__name"; fluid product fluid product "Product_Seawater__name" = "Морська вода"; name: unit product "Product_Server__name" = "Product_Server__name"; name: unit product unit product "Product_SiliconWafer__name" = "Силіконова пластина"; name: by-product of smelting ores in furnace loose product "Product_Slag__name" = "Шлак"; name: loose product loose product "Product_SlagCrushed__name" = "Шлак подрібнений"; name: loose product loose product "Product_Sludge__name" = "Осад"; name: unit product "Product_Snack__name" = "Product_Snack__name"; name: unit product unit product "Product_SolarCell__name" = "Сонячна панель"; name: unit product "Product_SolarCellMono__name" = "Product_SolarCellMono__name"; fluid product fluid product "Product_SourWater__name" = "Кисла вода"; name: loose product "Product_Soybean__name" = "Product_Soybean__name"; name: spent nuclear fuel, radioactive, keep short unit product "Product_SpentFuel__name" = "Відпрацьоване паливо"; 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" = "Відпрацьована пара"; high pressure steam, keep short! fluid product High pressure steam. "Product_SteamHi__name" = "Пара ВТ"; low pressure steam, keep short! fluid product Low pressure steam. "Product_SteamLP__name" = "Пара НТ"; 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" = "Сталь"; name: loose product unit product "Product_Sugar__name" = "Цукор"; name: loose product "Product_SugarCane__name" = "Product_SugarCane__name"; name: loose product loose product "Product_Sulfur__name" = "Сірка"; name: unit product "Product_Tofu__name" = "Тофу"; fluid product fluid product "Product_ToxicSlurry__name" = "Токсичні відходи"; 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" = "Уранова руда"; name: loose product loose product "Product_UraniumOreCrushed__name" = "дроблена Уранова руда"; name: Recycled uranium created from partially spent fuel "Product_UraniumReprocessed__name" = "Product_UraniumReprocessed__name"; name: unit product unit product "Product_UraniumRod__name" = "Урановий стрижень"; name: unit product "Product_Vegetables__name" = "Овочі"; 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" = "Обчислювальна потужність"; name: virtual product name: virtual product "Product_Virtual_Electricity__name" = "Електроенергія"; name name "Product_Virtual_Groundwater__name" = "Грунтові води"; name: virtual product "Product_Virtual_Heat__name" = "Product_Virtual_Heat__name"; name: virtual product name: virtual product "Product_Virtual_MaintenanceT1__name" = "Запчастини I"; name: virtual product name: virtual product "Product_Virtual_MaintenanceT2__name" = "Запчастини II"; name: virtual product "Product_Virtual_MaintenanceT3__name" = "Product_Virtual_MaintenanceT3__name"; name: virtual product name: virtual product "Product_Virtual_MechPower__name" = "Механічна потужність"; name: virtual product name: virtual product "Product_Virtual_PollutedAir__name" = "Забруднення повітря"; name: virtual product name: virtual product "Product_Virtual_PollutedWater__name" = "Забруднення води"; 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" = "Стічні води"; fluid product fluid product "Product_Water__name" = "Вода"; name: loose product "Product_Wheat__name" = "Пшениця"; name: unit product unit product "Product_Wood__name" = "Деревина"; 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" = "Виробництво"; 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" = "Продукція"; 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" = "Виберіть продукт"; 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" = "Продукти для фільтрації"; "ProductsToFilter__None" = "Не обрано продуктів для фільтрації"; 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" = "Виготовляє"; 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' "QuantityPerMonth" = "QuantityPerMonth"; name name "QuartzMine__name" = "Кварцова шахта"; button to instantly deliver some materials for unity button to instantly deliver something for unity "QuickBuild__Action" = "Моментальна доставка"; error popup shown when quick delivery is not allowed "QuickBuild__NotAllowed" = "QuickBuild__NotAllowed"; tooltip that explains quick deliver for unity tooltip that explains quick deliver for unity "QuickBuild__Tooltip" = "Значно прискорює будівництво - моментально доставляючи на обє'кт всі необхідні для завершення будівництва матеріали, тобто виключається очікування на доставку будматеріалів транспортом. Проте всі такі необхідні матеріали мають бути в наявності на складі або на верфі."; button to instantly remove some materials something for unity "QuickRemove__Action" = "QuickRemove__Action"; tooltip that explains quick remove for unity "QuickRemove__Tooltip" = "QuickRemove__Tooltip"; exits the game entirely (back to windows) exits the game entirely (back to windows) "QuitGame" = "Вийти"; shown when player click a button to quit the game shown when player click a button to quit the game "QuitGame__ConfirmationQuestion" = "Ви впевнені, що хочете вийти? Незбережений прогрес буде втрачено."; range of a ship radar range of a ship radar "RadarRange" = "Радіус дії радара"; tooltip "RadiationLevel__Tooltip" = "RadiationLevel__Tooltip"; short description short description "RainwaterHarvester__desc" = "Збирає дощову воду. Має вбудований невеликий резервуар для води."; building or machine building or machine "RainwaterHarvester__name" = "Водозбірник"; name: describes the current weather name: describes the current weather "RainyWeather__name" = "Дощ"; 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" = "Рецепти"; 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" = "Нові рецепти"; "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" = "Рецепти"; button to recover stuck vehicle, see 'RecoverVehicle__Tooltip' for more details on what this does "RecoverVehicle__Action" = "RecoverVehicle__Action"; vehicle recovery button tooltip "RecoverVehicle__Tooltip" = "RecoverVehicle__Tooltip"; 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" = "Не можна видалити"; 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 "RemovalError__HasShipAssigned" = "RemovalError__HasShipAssigned"; 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" = "Неможливо видалити поселення до якого приєднані службові будівлі."; 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" = "Поселення має залишатися безперервним"; 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" = "Спочатку потрібно видалити проміжні склади"; 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" = "Потрібно утилізувати"; 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" = "Судно не закінчило розвантаження"; button to request products removal from a transport (comes with a trash icon as well) button to request products removal from a transport "RemoveProducts" = "Вивезти продукцію"; button to stop products removal from a conveyor belt "RemoveProducts__Stop" = "RemoveProducts__Stop"; tooltip tooltip "RemoveProducts__Tooltip" = "Перекинути продукцію на вантажівки та розвести по складах."; 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" = "Ремонт"; 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" = "Замінити деталь"; 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" = "Повідомити про проблему"; button to donate products to a settlement to increase player's reputation, will be deliver by ship "ReputationIncrease__DonateAction" = "Пожертвувати"; 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" = "Вимоги"; title or tooltip of a button that opens research tree "Research" = "Дослідження"; 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" = "Додаткові можливості управління логістикою та відсипкою."; title of a research node in the research tree title of a research node in the research tree "ResearchAdvancedLogisticsControl__name" = "Розширена логістика"; description of a research node in the research tree description of a research node in the research tree "ResearchAdvancedSmelting__desc" = "Вдосконалена виплавка металів, із збільшеною продуктивністю та ефективнішим використанням подрібнених руд."; title of a research node in the research tree title of a research node in the research tree "ResearchAdvancedSmelting__name" = "Вдосконалена виплавка"; title of a research node in the research tree "ResearchArcFurnace2__name" = "ResearchArcFurnace2__name"; title of a research node in the research tree title of a research node in the research tree "ResearchAssembler3__name" = "Цех (роботизований) 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" = "Дозволяє викачувати обмежений запас нафти острова та перетворювати його на дизельне паливо. Не дуже ефективно."; title of a research node in the research tree title of a research node in the research tree "ResearchBasicDiesel__name" = "Базове виробництво палива"; description of a research node in the research tree description of a research node in the research tree "ResearchBasicFarming__desc" = "Просте вирощування бульби. Треба лише сподіватися, що буде дощ."; title of a research node in the research tree title of a research node in the research tree "ResearchBasicFarming__name" = "Основи сільського господарства"; title of a research node in the research tree title of a research node in the research tree "ResearchBeacon__name" = "Маяк"; 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" = "Біопаливо"; 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" = "Електричний котел"; title of a research node in the research tree "ResearchBricksProduction__name" = "ResearchBricksProduction__name"; 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" = "Ваш власний офіс! Тут приймаються всі важливі рішення."; title of a research node in the research tree title of a research node in the research tree "ResearchCaptainsOffice__name" = "Captain's office"; description of a research node in the research tree "ResearchCaptainsOffice2__desc" = "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" = "Дозволяє автоматизувати процес транспортування ресурсів, які знаходяться за межами острова (наприклад, сирої нафти)."; title of a research node in the research tree title of a research node in the research tree "ResearchCargoDepot__name" = "Вантажна пристань"; title of a research node in the research tree title of a research node in the research tree "ResearchCargoDepot2__name" = "Вантажна пристань 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" = "Хімічний завод і добрива"; 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" = "ResearchConsumerElectronics__name"; description of a research node in the research tree description of a research node in the research tree "ResearchConveyorBelts__desc" = "Забезпечує можливість сполучати потоки ресурсів та матеріалів напряму між будівлями, машинами, складами тощо - задля безперервної та стабільної операційної діяльності."; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorBelts__name" = "Конвеєри"; description of a research that provides advanced conveyor belts description of a research that provides advanced conveyor belts "ResearchConveyorBeltsT2__desc" = "Конвеєри з підвищеною пропускною здатністю."; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorBeltsT2__name" = "Конвеєри II"; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorBeltsT3__name" = "Конвеєри III"; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorRouting__name" = "Розумна конвеєрна маршрутизація"; description of a research node in the research tree description of a research node in the research tree "ResearchCopperRefinement__desc" = "Використання електролізу дозволяє виробляти мідь із чистотою 99%. Застосовувати настільки високоякісний метал можна буде із найвищою ефективністю."; title of a research node in the research tree title of a research node in the research tree "ResearchCopperRefinement__name" = "Очистка міді"; description of a research node in the research tree description of a research node in the research tree "ResearchCopperRefinement2__desc" = "Більш ефективний процес очищення міді за допомогою кислоти."; title of a research node in the research tree title of a research node in the research tree "ResearchCopperRefinement2__name" = "Очистка міді II"; description of a research node in the research tree description of a research node in the research tree "ResearchCornCrop__desc" = "Дозволяє вирощувати та збирати кукурудзу на фермах."; title of a research node in the research tree title of a research node in the research tree "ResearchCornCrop__name" = "Вирощування кукурудзи"; description of a research that provides advanced construction parts description of a research that provides advanced construction parts "ResearchCp2Packing__desc" = "Виробництво вдосконалених будівельних матеріалів."; title of a research node in the research tree title of a research node in the research tree "ResearchCp2Packing__name" = "Будівництво II"; title of a research node in the research tree title of a research node in the research tree "ResearchCp3Packing__name" = "Будівництво III"; title of a research node in the research tree title of a research node in the research tree "ResearchCp4Packing__name" = "Будівництво IV"; description of a research node in the research tree description of a research node in the research tree "ResearchCpPacking__desc" = "Виробництво основних будматеріалів."; title of a research node in the research tree title of a research node in the research tree "ResearchCpPacking__name" = "Будівництво"; 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" = "Ефективніший процес виробництва дизельного палива та багато іншого."; title of a research node in the research tree title of a research node in the research tree "ResearchCrudeOilDistillation__name" = "Вдосконалена нафтопереробка"; 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" = "Деякі дійсно корисні укази, які ви можете застосувати у своєму офісі."; title of a research node in the research tree title of a research node in the research tree "ResearchEdicts1__name" = "Накази"; description of a research node in the research tree description of a research node in the research tree "ResearchEdicts2__desc" = "Ще один набір корисних наказів."; title of a research node in the research tree title of a research node in the research tree "ResearchEdicts2__name" = "Накази 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 title of a research node in the research tree "ResearchElectrolysis__name" = "Електроліз"; 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" = "Після встановлення корабель зможе подорожувати далі."; title of a research node in the research tree title of a research node in the research tree "ResearchEngine2__name" = "Двигун судна II"; title of a research node in the research tree title of a research node in the research tree "ResearchEngine3__name" = "Двигун судна III"; title of a research node in the research tree title of a research node in the research tree "ResearchExhaustFiltration__name" = "Фільтрація вихлопних газів"; title of a research node in the research tree title of a research node in the research tree "ResearchFarmingT2__name" = "Зрошувані ферми"; title of a research node in the research tree title of a research node in the research tree "ResearchFarmingT3__name" = "Теплиця"; title of a research node in the research tree title of a research node in the research tree "ResearchFarmingT4__name" = "Теплиця II"; title of a research node in the research tree "ResearchFermentation__name" = "ResearchFermentation__name"; 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" = "Втомилися від екскаваторів, які їздять туди-сюди на заправку? Побудуйте цю станцію і призначте їй кілька вантажівок."; title of a research node in the research tree title of a research node in the research tree "ResearchFuelStation__name" = "АЗС"; title of a research node in the research tree title of a research node in the research tree "ResearchFuelStation2__name" = "АЗС II"; title of a research node in the research tree "ResearchFuelStation3__name" = "ResearchFuelStation3__name"; title of a research node in the research tree title of a research node in the research tree "ResearchGasCombustion__name" = "Спалювання газів"; description of a research node in the research tree description of a research node in the research tree "ResearchGlassSmelting__desc" = "Виробництво скла та використання його в побутових товарах."; title of a research node in the research tree title of a research node in the research tree "ResearchGlassSmelting__name" = "Виробництво скла"; title of a research node in the research tree title of a research node in the research tree "ResearchGlassSmeltingT2__name" = "Виготовлення скла II"; title of a research node in the research tree title of a research node in the research tree "ResearchGoldSmelting__name" = "Виплавка золота"; title of a research node in the research tree title of a research node in the research tree "ResearchHeavyOilCracking__name" = "Крекінг важкої нафти"; title of a research node in the research tree "ResearchHospital__name" = "ResearchHospital__name"; 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" = "Житло II"; title of a research node in the research tree title of a research node in the research tree "ResearchHousing3__name" = "Житло 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" = "Виробництво водню"; 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" = "Виробництво чавуну з металобрухту."; title of a research node in the research tree title of a research node in the research tree "ResearchIronSmeltingScrap__name" = "Виплавка чавуну (з брухту)"; short description short description "ResearchLab1__desc" = "Проводить дослідження. Чим більше у вас лабораторій, тим швидше ви досліджуєте."; building or machine building or machine "ResearchLab1__name" = "Дослідницька лабораторія"; description of a research lab short description "ResearchLab2__desc" = "Надає доступ до більш передових технологій. Важливо: для роботи ця лабораторія повинна бути забезпечена лабораторним обладнанням на постійній основі. Чим більше у вас лабораторій, тим швидше йдуть дослідження. Лабораторія може повернути спожиту продукцію у вигляді вторинної сировини, якщо технологія переробки розблокована. "; building or machine building or machine "ResearchLab2__name" = "Дослідницька лабораторія II"; building or machine building or machine "ResearchLab3__name" = "Дослідницька лабораторія III"; building or machine building or machine "ResearchLab4__name" = "Дослідницька лабораторія IV"; building or machine building or machine "ResearchLab5__name" = "Дослідницька лабораторія 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" = "Станція ТО II"; description of a research node in the research tree description of a research node in the research tree "ResearchMechPowerStorage__desc" = "Механічне накопичення енергії та автоматичне балансування турбін."; title of a research node in the research tree title of a research node in the research tree "ResearchMechPowerStorage__name" = "Механічний накопичувач енергії"; 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" = "Виробництво мікрочіпів"; 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" = "Переробка нафти"; title of a research node in the research tree title of a research node in the research tree "ResearchNuclearReactor__name" = "Ядерний реактор"; 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" = "Труби чудові. Уявіть, як возити все це на вантажівках?"; title of a research node in the research tree title of a research node in the research tree "ResearchPipeTransports__name" = "Труби"; description of a research node in the research tree description of a research node in the research tree "ResearchPipeTransportsT2__desc" = "Виявляється, якщо збільшити діаметр труби, то вона має більшу пропускну здатність."; title of a research node in the research tree title of a research node in the research tree "ResearchPipeTransportsT2__name" = "Труби II"; description of a research node in the research tree description of a research node in the research tree "ResearchPipeTransportsT3__desc" = "Ще одне збільшення пропускної здатності."; title of a research node in the research tree title of a research node in the research tree "ResearchPipeTransportsT3__name" = "Труби III"; title of a research node in the research tree title of a research node in the research tree "ResearchPlasticProduction__name" = "Пластик"; title of a research node in the research tree title of a research node in the research tree "ResearchPolySiliconProduction__name" = "Кремній"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerAndMaintenance__name" = "Енергія та обслуговування"; description of a research node in the research tree description of a research node in the research tree "ResearchPowerGeneration2__desc" = "Розблокує виробництво електроенергії шляхом спалювання вугілля."; title of a research node in the research tree title of a research node in the research tree "ResearchPowerGeneration2__name" = "Генерація електроенергії II"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerGeneration3__name" = "Генерація електроенергії III"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerGeneration4__name" = "Генерація електроенергії IV"; button to add the current research into the queue button to add the current research into the queue "ResearchQueue__Add" = "Додати до черги"; button to remove the current research from the queue button to remove the current research from the queue "ResearchQueue__Remove" = "Видалити з черги"; shows what place in the queue a research node has, e.g. 'in queue (3)' "ResearchQueue__Status" = "ResearchQueue__Status"; title of a research node in the research tree "ResearchRecycling__name" = "Переробка"; 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" = "Дозволяє відремонтувати пристань, щоб ми могли почати роботу з ремонту судна."; title of a research node in the research tree title of a research node in the research tree "ResearchRepairDock__name" = "Ремонт пристані"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab2__name" = "Дослідницька лабораторія ІІ"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab3__name" = "Дослідницька лабораторія ІІІ"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab4__name" = "Дослідницька лабораторія IV"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab5__name" = "Дослідницька лабораторія IV"; 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" = "Синтетична гума"; title of a research node in the research tree title of a research node in the research tree "ResearchSaltProduction__name" = "Виробництво солі"; title of a research node in the research tree "ResearchSausageProduction__name" = "ResearchSausageProduction__name"; 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" = "Електрифікація"; 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" = "Водопостачання"; description of a research node in the research tree description of a research node in the research tree "ResearchShipArmor__desc" = "Корабель зможе успішно витримати більшу кількість влучень ворожої артилерії. Здається, команда з нетерпінням чекає на практичну перевірку, еге?"; title of a research node in the research tree title of a research node in the research tree "ResearchShipArmor__name" = "Корабельна броня"; title of a research node in the research tree title of a research node in the research tree "ResearchShipArmor2__name" = "Корабельна броня II"; title of a research node in the research tree title of a research node in the research tree "ResearchShipFuelTankUpgrade__name" = "Покращення паливного бака"; description of a research of a ship bridge upgrade description of a research of a ship bridge upgrade "ResearchShipRadar__desc" = "Вдосконалена ходова рубка корабля. Також має у своєму складі вдосконалений радар для дослідження оточення."; title of a research node in the research tree title of a research node in the research tree "ResearchShipRadar__name" = "Вдосконалена ходова рубка корабля II"; title of a research node in the research tree title of a research node in the research tree "ResearchShipRadar2__name" = "Вдосконалена ходова рубка корабля III"; description of a research node in the research tree description of a research node in the research tree "ResearchShipWeapons__desc" = "Після встановлення на корабель нарешті відпаде необхідність уникати будь-яких збройних сутичок."; title of a research node in the research tree title of a research node in the research tree "ResearchShipWeapons__name" = "Корабельна зброя"; description of ship weapons description of ship weapons "ResearchShipWeapons2__desc" = "Корабельні гармати. Далеко стріляють, сильніше б'ють."; title of a research node in the research tree title of a research node in the research tree "ResearchShipWeapons2__name" = "Корабельна зброя II"; title of a research node in the research tree title of a research node in the research tree "ResearchShipWeapons3__name" = "Корабельна зброя 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" = "Сонячні панелі"; 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" = "Процес перетворення чавуну в більш міцну сталь."; title of a research node in the research tree title of a research node in the research tree "ResearchSteelSmelting__name" = "Виплавка сталі"; title of a research node in the research tree title of a research node in the research tree "ResearchStorage2__name" = "Склади 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" = "Склади"; 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" = "Обробка сірки"; 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" = "Термальне опріснення"; 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 "ResearchTradeDock__name" = "ResearchTradeDock__name"; description of a research node in the research tree description of a research node in the research tree "ResearchTransportsBalancing__desc" = "Ви вже можете розділити/об'єднати конвеєри. Але це дає вам можливість встановлювати пріоритети входу/виходу та їх співвідношення."; title of a research node in the research tree title of a research node in the research tree "ResearchTransportsBalancing__name" = "Балансування транспорту"; 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" = "Комбайн для лісозаготовки II"; 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" = "Указ про перевантаження вантажівок"; title of a research node in the research tree title of a research node in the research tree "ResearchUndergroundWater__name" = "Водяна помпа"; 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" = "Збагачення урану"; description of a research node in the research tree description of a research node in the research tree "ResearchVacuumDesalination__desc" = "Дозволяє використовувати залишкову пару для опріснення."; title of a research node in the research tree title of a research node in the research tree "ResearchVacuumDesalination__name" = "Вакуумне опріснення"; 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" = "Екскаватор і диспетчерська вежа для видобутку сировини. І більше вантажівок для посилення нашої логістики."; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleAndMining__name" = "Транспортні засоби та видобуток корисних копалин"; 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" = "Великі вантажівки"; 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 "ResearchVehicleCapIncrease__desc" = "ResearchVehicleCapIncrease__desc"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease__name" = "Розширення автопарку"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease2__name" = "Розширення автопарку II"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease3__name" = "Розширення автопарку III"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease4__name" = "Розширення автопарку 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" = "Пандус для транспортних засобів"; title of a research node in the research tree title of a research node in the research tree "ResearchWaterRecovery__name" = "Рекуперація води"; title of a research node in the research tree title of a research node in the research tree "ResearchWaterTreatment__name" = "Очищення стічних вод"; description of a research node in the research tree description of a research node in the research tree "ResearchWaterTreatment2__desc" = "Більш ефективний процес очищення стічних вод. Частина відходів також може бути використана повторно, як джерело палива та добрива."; title of a research node in the research tree title of a research node in the research tree "ResearchWaterTreatment2__name" = "Очищення стічних вод II"; title of a research node in the research tree title of a research node in the research tree "ResearchWheatCrop__name" = "Вирощування пшениці і її обробка"; 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" = "Reserve status"; title for screen resolution setting title for screen resolution setting "Resolution" = "Роздільна здатність"; example: 'Groundwater resource is getting low' example: 'Groundwater resource is getting low' "ResourceIsLow__name" = "{0} - запаси вичерпуються"; title of settings affecting resources - mining, starting resources "Resources" = "Resources"; used with a setting that requires restart. Example: 'Scale (restart required)' "RestartRequiredSuffix" = "RestartRequiredSuffix"; 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" = "Цех по виробництву ракет"; short description "RocketLaunchPad__desc" = "RocketLaunchPad__desc"; name name "RocketLaunchPad__name" = "Стартовий майданчик"; name "RockMine__name" = "RockMine__name"; description of a machine short description of a machine "RotaryKiln__desc" = "Виконує процес прожарювання при високих температурах. Використовується для виробництва цементу."; name of a machine name of a machine "RotaryKiln__name" = "Барабанна піч"; name of a machine "RotaryKilnGas__name" = "RotaryKilnGas__name"; tooltip "RotateShortcut__Tooltip" = "RotateShortcut__Tooltip"; short description short description "Ruins__desc" = "Здається будівлею, яка давно занедбана і вже не придатна. Ми можемо розібрати цю будівлю на бетон і металобрухт, які можна переробляти на нашому заводі."; building or machine building or machine "Ruins__name" = "Покинута станція зв'язку"; starts recycling a building for metal scraps starts recycling a building for metal scraps "RuinsRecycle__Action" = "Почати переробку"; 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" = "Файл {0} збережено!"; 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" = "Зберегти"; 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" = "Зберегти гру"; 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" = "+ Нове збереження"; UI scaling option. Example: 'Scale: 120%' UI scaling option. Example: 'Scale: 120%' "Scale" = "Масштаб"; 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" = "Розібрати"; vehicle scrap button tooltip "ScrapVehicle__InProgress" = "ScrapVehicle__InProgress"; vehicle scrap button tooltip vehicle scrap button tooltip "ScrapVehicle__Tooltip" = "Відправляє транспортний засіб на автобазу для розбору на запчастини"; title of graphical settings (resolution, quality, etc.) title of graphical settings (resolution, quality, etc.) "ScreenSetting_Title" = "Screen"; placeholder used in a search text box placeholder used in a search text box "Search" = "Пошук"; 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" = "Налаштування"; 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" = "Забезпечує харчування прикріпленого поселення. Поселення має мати принаймні один продовольчий ринок, інакше його населення голодуватиме."; name building or machine "SettlementFoodModule__name" = "Продовольчий ринок"; 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" = "У поселенні немає продовольчого ринку!"; short description "SettlementHouseholdAppliancesModule__desc" = "SettlementHouseholdAppliancesModule__desc"; building or machine "SettlementHouseholdAppliancesModule__name" = "SettlementHouseholdAppliancesModule__name"; short description short description "SettlementHouseholdGoodsModule__desc" = "Надає господарські товари для прикріпленого поселення. Забезпечення поселення господарськими товарами створює додаткову Єдність."; building or machine building or machine "SettlementHouseholdGoodsModule__name" = "Магазин господарських товарів"; notification notification "SettlementIsStarving__name" = "Поселення голодує!"; short description "SettlementLandfillModule__desc" = "SettlementLandfillModule__desc"; name "SettlementLandfillModule__name" = "SettlementLandfillModule__name"; name "SettlementPillar__name" = "SettlementPillar__name"; short description short description "SettlementPowerModule__desc" = "Забезпечує електрикою прикріплене поселення, яке при цьому створюватиме додаткову кількість Єдності."; name building or machine "SettlementPowerModule__name" = "Електропідстанція"; {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" = "Послуги"; 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" = "Статус послуг, що надаються даному поселенню."; name name "SettlementSmall1__name" = "Поселення"; 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" = "Поселення"; 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" = "Забезпечує прикріплене поселення прісною водою та відводить стічні води, що потребують утилізації. Постачання свіжої води у поселення призводить до створення додаткової кількості Єдності, а також зменшує ризики для здоров'я людей у поселенні."; building or machine building or machine "SettlementWaterModule__name" = "Станція водозабезпечення"; name of a machine name of a machine Used to extract gold ore concentrate from gold ore powder. "SettlingTank__name" = "Відстійник"; rendering setting name "ShadowsQualityRenderingSetting__Name" = "ShadowsQualityRenderingSetting__Name"; name name "Shaft__name" = "Вал"; shaft status, currently showing maximum output percentage "Shaft__Status" = "Shaft__Status"; title for section that shows connected shaft overview title for section that shows connected shaft overview "ShaftOverview" = "З'єднаний вал"; tooltip explaining shafts, {0} = throughput in MW "ShaftOverview__Tooltip" = "ShaftOverview__Tooltip"; 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} зміна"; 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" = "Розвантаження неможливе! Склад переповнено."; 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" = "Корабель модифікується"; 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" = "Корабель на ремонті"; 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" = "Корабель занадто пошкоджений"; 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" = "Корабель прибуває до пристані."; 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" = "Корабель немає доступу"; 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" = "Не вистачає екіпажу"; 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" = "Не вистачає палива"; 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" = "Відправити корабель в це місце"; 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" = "Вже прибув або в дорозі"; 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" = "{0} - вантаж доставлено"; 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" = "Матеріали завантажені. {0} - очікує доставку"; ship crew label ship crew label "ShipCrew" = "Екіпаж"; button to request to load a crew onto the ship button to request to load a crew onto the ship "ShipCrew__Load" = "Набрати екіпаж"; ship crew tooltip ship crew tooltip "ShipCrew__Tooltip" = "Для повноцінного функціоналу корабель потребує команду з людей. Проте команда не зможе зійти на борт, якщо корабель у пошкодженому стані."; button to request to unload the crew from the ship button to request to unload the crew from the ship "ShipCrew__Unload" = "Розпустити екіпаж"; title of a window that provides ship modifications & upgrades title of a window that provides ship modifications & upgrades "ShipDesigner" = "Обладнання корабля"; shown when modifications cannot proceed because the ship is being repaired shown when modifications cannot proceed because the ship is being repaired "ShipDesigner_ShipBeingRepaired" = "Корабель ремонтується!"; shown when modifications cannot proceed because the ship needs repairs first shown when modifications cannot proceed because the ship needs repairs first "ShipDesigner_ShipNeedsRepairs" = "Корабель потрібно відремонтувати!"; 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" = "Внести зміни?"; 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" = "Заплановані зміни"; 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" = "Розвантажити паливо"; tooltip of a button that performs this action tooltip of a button that performs this action "ShipFuelUnload__Tooltip" = "Вивантажує паливо з судна назад на верф."; "ShipHealth__Title" = "Стан корабля"; "ShipHealth__Tooltip" = "Поточний стан ремонту судна. Якщо значення нижче зеленої позначки, це означає, що його потрібно відремонтувати, щоб відправитися до нових пригод."; requests to start loading material onto the ship requests to start loading material onto the ship "ShipLoading__Action" = "Почати завантаження судна"; "ShipLoading__CancelProject" = "ShipLoading__CancelProject"; tooltip tooltip "ShipLoading__Desc" = "Список усіх місць на карті світу, які заплановано на ремонт або покращення. Після того, як ви попросите завантажити матеріали, вантажівки доставлять усі необхідні продукти на верф, а верф завантажить їх на корабель. Коли всі необхідні матеріали будуть завантажені, ви можете відправити свій корабель для доставки вантажу на місце, щоб можна було почати роботи на об'єкті."; "ShipLoading__Done" = "Весь необхідний вантаж завантажено! Ми можемо відправити корабель у дорогу."; "ShipLoading__InProgress" = "Завантаження необхідних матеріалів..."; "ShipLoading__NotStarted" = "Натисніть, щоб доставити необхідні матеріали на корабель."; lists all the world map repairs and upgrades in progress lists all the world map repairs and upgrades in progress "ShipLoading__Title" = "Ремонт та покращення обєктів на карті світу"; notification notification Notification that the player gets after ship modifications are done. "ShipModified__name" = "Модифікація корабля завершена"; notification notification "ShipRepaired__name" = "Корабель повністю відремонтовано"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupArmor__name" = "Armor"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupBridge__name" = "Місток"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupEngine__name" = "Engine"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupFuelTank__name" = "Паливний бак"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupGunsFront__name" = "Гармати (ніс)"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupGunsRear__name" = "Гармати (корма)"; properties / stats of a ship properties / stats of a ship "ShipStats" = "Характеристики корабля"; modifications are being performed modifications are being performed "ShipUpgrade_Performing" = "Проводяться модифікації"; tooltip - modifications are being performed tooltip - modifications are being performed "ShipUpgrade_Performing__Tooltip" = "Проводяться модифікації"; 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" = "Підготовка до переобладнання"; 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" = "Поки триває підготовка до переобладнання, корабель може бути використано у звичайному режимі"; 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" = "Очікуємо на корабель"; 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" = "Підготовку до переобладнання завершено, очікуємо на корабель для виконання робіт із переобладнання"; short description short description "Shipyard__desc" = "Цю верф пошкоджено, і ці пошкодження мають бути усунені для того щоб мати можливість ремонтувати тут наш корабель."; name name "Shipyard__name" = "Верф (пошкоджена)"; short description short description "Shipyard2__desc" = "Заправка, ремонт, модифікація, завантаження та розвантаження корабля. Іноді, якщо на складах не буде вільного місця, вантажівки доставлять свій вантаж сюди."; name name "Shipyard2__name" = "Верф"; 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" = "Весь обсяг вантажу, який тимчасово перебуває на верфі. Якщо верф опиняється заповнена вантажем повністю - сюди не може бути розвантажено корабель. Вантажівки завжди намагатимуться активно розвозити вантаж із верфи до будь-якого іншого складу де є вільне місце."; 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" = "Верф переповнена вантажем!"; tooltip explaining full shipyard tooltip "ShipyardFullMessage__Tooltip" = "На верфі не може бути розвантажено корабель, допоки з неї не буде вивезено принаймні частину вантажу. Розвантаженню верфі можна посприяти за допомогою розбудови додаткових зовнішніх складів для того типу продукції, що зберігається наразі на верфі."; truck will prioritize products remove to keep this building empty truck will prioritize products remove to keep this building empty "ShipyardKeepEmpty" = "Розвантажувати"; tooltip tooltip "ShipyardKeepEmpty__Tooltip" = "Встановлює для вантажівок пріоритетним завданням вивезення вантажу звідси."; button to set the current shipyard as primary, more is explained in ShipyardMakePrimary__Tooltip "ShipyardMakePrimary" = "ShipyardMakePrimary"; tooltip "ShipyardMakePrimary__Tooltip" = "ShipyardMakePrimary__Tooltip"; tooltip "ShipyardMakePrimary__TooltipInProgress" = "ShipyardMakePrimary__TooltipInProgress"; 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" = "show"; 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" = "Кристалізатор кремнію"; short description of a machine short description of a machine "SiliconReactor__desc" = "Очищає кремній за допомогою водню. Очищений кремній використовується в електроніці."; name of a machine name of a machine "SiliconReactor__name" = "Кремнієвий реактор"; Action to skip something (e.g. skip a task) "Skip" = "Skip"; short description of a machine short description of a machine "SmeltingFurnaceT1__desc" = "Виплавляє різні матеріали, такі як чавун або мідь. Вихідним продуктом є розплавлений матеріал, що відводиться за допомогою термоканалу - наприклад, до ливарної машини для подальшої обробки. Для транспортування розплавлених матеріалів не можна використовувати вантажівки."; name of a machine name of a machine "SmeltingFurnaceT1__name" = "Доменна піч"; short description of a machine short description of a machine "SmeltingFurnaceT2__desc" = "Виплавляє різні матеріали, такі як чавун або мідь. Вихідним продуктом є розплавлений матеріал, що відводиться за допомогою термоканалу - наприклад, до ливарної машини для подальшої обробки. Для транспортування розплавлених матеріалів не можна використовувати вантажівки."; name of a machine name of a machine "SmeltingFurnaceT2__name" = "Доменна піч II"; description of a smoke stack short description of a machine "SmokeStack__desc" = "Дозволяє викидати гази в атмосферу. Деякі гази, наприклад вихлопні, викликають забруднення."; name of a machine name of a machine "SmokeStack__name" = "Димова труба"; name of a machine "SmokeStackLarge__name" = "SmokeStackLarge__name"; short description short description "SolarPanel__desc" = "Converts sunlight to electricity. Surprisingly, the efficiency depends on how sunny it is."; name name "SolarPanel__name" = "Сонячна панель"; 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" = "Робить кислу воду корисною, перетворюючи її на кислоту. Кислоту можна використовувати, наприклад, у виробництві міді"; 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" = "Sour water stripper"; 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" = "Почати нове дослідження"; requests to start repairs requests to start repairs "StartRepairs" = "Почати ремонт"; tooltip tooltip "StartRepairs__Tooltip" = "Нам потрібно завантажити всі необхідні матеріали на наш корабель і доставити їх до цього місця."; button to start researching the currently selected research node button to start researching the currently selected research node "StartResearch_Action" = "Почати дослідження"; "StarvationMode__Death" = "StarvationMode__Death"; "StarvationMode__ReducedWorkers" = "StarvationMode__ReducedWorkers"; title of a window containing statistics title of a window containing statistics "Statistics" = "Статистика"; 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" = "За {0} рік"; 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" = "Цистерна"; description for storage "StorageFluidFormattedBase__desc" = "StorageFluidFormattedBase__desc"; building or machine building or machine "StorageFluidT2__name" = "Цистерна II"; building or machine "StorageFluidT3__name" = "StorageFluidT3__name"; building or machine "StorageFluidT4__name" = "StorageFluidT4__name"; building or machine building or machine "StorageLoose__name" = "Склад сипучих матеріалів"; description for storage "StorageLooseFormattedBase__desc" = "StorageLooseFormattedBase__desc"; building or machine building or machine "StorageLooseT2__name" = "Склад сипучих матеріалів 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" = "Склади"; description for storage "StorageSolidFormattedBase__desc" = "StorageSolidFormattedBase__desc"; 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" = "Склад"; building or machine building or machine "StorageUnitT2__name" = "Склад 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" = "Натисніть, щоб змінити продукцію для зберігання в даному складі. Якщо склад не порожній, вантажівки вивезуть, що залишилося."; tooltip tooltip "StoredProduct__ClearActive_Tooltip" = "Зараз склад розвантажують вантажівки."; 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" = "Empty"; 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" = "Keep full"; explains that no product was assigned to a storage so far explains that no product was assigned to a storage so far "StoredProduct__NothingStored" = "Продукт не призначено"; 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" = "Запаси"; storage tooltip storage tooltip "StoredProduct__Tooltip" = "Moving the green slider (left) to the right will inform trucks to prioritize their deliveries to make the storage filled up to the green slider. This is useful when storage is connected to machines that need the products. Moving the red slider (right) to the left will request trucks to actively remove the products from storage until its cargo is below the red marker. This is useful when the storage needs to be emptied or is used as a temporary storage, for example for slag that needs to be dumped on the terrain."; world mine tooltip world mine tooltip "StoredProduct__WorldMapTooltip" = "Ресурси, що видобуті тут. Щоб перевезти їх на острів, нам потрібно відправити наш корабель або автоматизувати постачання спеціальними вантажними судами."; button to open a page for posting suggestions "Suggestions" = "Suggestions"; name name "SulfurMine__name" = "Сірчана шахта"; name: describes the current weather name: describes the current weather "SunnyWeather__name" = "Сонячно"; 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" = "Supported products"; title of a panel showing icons of trucks that are supported by this vehicle / compatible with this vehicle. E.g. trucks that are supported by an excavator. As some excavators require small trucks and some require bigger trucks. "SupportedTrucks__Title" = "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" = "We need to discover a cargo ship in the world map to understand how to design this building."; name name "TechnologyCargoShip__name" = "Технологія вантажних суден"; name name "TechnologyCornSeeds__name" = "Насіння кукурудзи"; short description "TechnologyCropRotation__desc" = "TechnologyCropRotation__desc"; name "TechnologyCropRotation__name" = "TechnologyCropRotation__name"; {0}=list of buildings "TechnologyCustomRoutes__desc" = "TechnologyCustomRoutes__desc"; name name "TechnologyCustomRoutes__name" = "Custom routes"; 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" = "Once manually enabled for a steam turbine, it prevents it from wasting steam by automatically shutting it off in case there is a large excess of mechanical power on the shaft. Once the power on the shaft gets low, the turbine gets restarted. However restarts are not instant so shaft should be accompanied with a mechanical power storage to achieve stable supply of energy."; name name "TechnologyMechPowerAutoBalance__name" = "Turbine control"; name "TechnologyMicrochip__name" = "TechnologyMicrochip__name"; name name "TechnologyNuclearPower__name" = "Nuclear energy"; short description short description "TechnologyOilDrilling__desc" = "Щоб отримати цю технологію, нам потрібно знайти на карті світу нафтову платформу."; name name "TechnologyOilDrilling__name" = "Технологія буріння в океані"; name "TechnologyPoppySeeds__name" = "TechnologyPoppySeeds__name"; short description "TechnologyRecycling__desc" = "TechnologyRecycling__desc"; name "TechnologyRecycling__name" = "TechnologyRecycling__name"; name name "TechnologyShipRadar__name" = "Radar system"; name name "TechnologyShipRadarT2__name" = "Radar system 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" = "Heats saline water into vapor to collect it as clean water. Produces brine as a byproduct. Not really efficient but does the job."; name of a machine name of a machine "ThermalDesalinator__name" = "Тепловий опріснювач"; 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%' "ThroughputWithParam" = "ThroughputWithParam"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__BuildClose" = "Розміщуйте переробку матеріалів ближче до зони видобутку - це заощадить паливо для вантажівок."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__BuildTransports" = "Якщо ваша логістична мережа перевантажена, створіть більше вантажівок або підключіть цехи конвеєрами."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Diesel" = "Слідкуйте за запасами дизельного палива. Якщо воно скінчиться, - ваші вантажівки та екскаватори перестануть працювати."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Food" = "Стежте, щоб у вас завжди було достатньо їжі, інакше ваші люди помруть з голоду."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__OilRig" = "Якщо у вас закінчується сира нафта на острові, ви можете знайти віддалені нафтові вишки."; tip displayed on the loading screen, example: 'Tip #2: have fun!' tip displayed on the loading screen, example: 'Tip #2: have fun!' "TipOnLoad__Prefix" = "Tip #{0}: {1}"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__TransportStraight" = "When building transports, hold SHIFT to only allow straight transports, or hold CTRL for alternative route."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__TransportUX" = "Під час розміщення конвеєрів, замість вибору конкретного з меню, ви можете почати побудову, просто навівши курсор і натиснувши стрілки відповідного порту будівлі або ж натиснувши по вже побудовному конвеєру."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Unity" = "Єдність генерується поселеннями, коли людям добре і весело. Вона використовується в багатьох ситуаціях, але тримати запас на екстренні випадки є мудрою ідеєю."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Unity2" = "Єдність також можна використовувати для швидкого ремонту, навіть якщо частини для обслуговування повністю відсутні."; button to flip transport - conveyor belt, pipe, etc. button to flip transport - conveyor belt, pipe, etc. "ToggleDirection" = "Змінити напрямок"; 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" = "Total"; label of a chart showing total population "TotalPopulation" = "TotalPopulation"; 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" = "Загальна потреба поселенням"; used like this 'Total settlement production: 40 / month' used like this 'Total settlement production: 40 / month' "TotalSettlementOutput" = "Виробляється поселенням"; 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" = "В процесі демонтажу"; could not place an entity because it is blocked by other entity, {0} = name of blocked entity "TrAdditionError__Blocked" = "TrAdditionError__Blocked"; could not place reverse a transport could not place reverse a transport "TrAdditionError__CannotReverse" = "Неможливо змінити напрямок"; 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" = "Підключення виходу до виходу або входу до входу"; 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" = "Несумісний порт на кінці"; 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" = "Несумісний порт на початку"; could not connect a transport could not connect a transport "TrAdditionError__InvalidConnection" = "Invalid connection"; generic message for invalid transport generic message for invalid transport "TrAdditionError__InvalidTransport" = "Невірний конвеєр"; 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" = "Конвеєр утворює петлю"; transport of this type cannot be split/merged transport of this type cannot be split/merged "TrAdditionError__NoMiniZipper" = "Не можна розділити чи об’єднати"; 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" = "Не вдається розмістити опори"; could not merge a transport due to not being flat could not merge a transport due to not being flat "TrAdditionError__NotFlat" = "Cannot join to a ramp"; could not find a valid transport to selected position could not find a valid transport to selected position "TrAdditionError__PathNotFound" = "Шлях не знайдено."; could not place a transport because it is self-colliding could not place a transport because it is self-colliding "TrAdditionError__SelfColliding" = "Self-collision"; could not place a transport because of collision with terrain could not place a transport because of collision with terrain "TrAdditionError__TerrainCollision" = "Зіткнення з місцевістю"; could not create a connector because it is too close to other connector, {0} is translated name of the connector "TrAdditionError__TooCloseToOtherMiniZipper" = "TrAdditionError__TooCloseToOtherMiniZipper"; 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" = "Несумісний тип"; performs a trade with another settlement performs a trade with another settlement "Trade__Action" = "Торгувати"; displayed when trade action is no longer available displayed when trade action is no longer available "Trade__SoldOut" = "Sold out"; short description "TradeDock__desc" = "TradeDock__desc"; name "TradeDock__name" = "TradeDock__name"; tooltip of a panel showing all the cargo stored in a trade dock "TradeDockCargo__Tooltip" = "TradeDockCargo__Tooltip"; shown after player makes a trade that the products were delivered shown after player makes a trade that the products were delivered "TradeOfferDelivered" = "Products were delivered to our shipyard!"; 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" = "Торгові пропозиції"; 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" = "У вас недостатньо товарів для торгівлі"; tooltip explaining how trade works tooltip explaining how trade works "TradeStatus__Info" = "We will get products delivered to our shipyard immediately"; 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 "TradeStatus__NoTradeDock" = "TradeStatus__NoTradeDock"; player lack unity to afford the current trade or feature player lack unity to afford the current trade "TradeStatus__NoUnity" = "Не вистачає Єдності"; trade is 'sold out' trade is 'sold out' "TradeStatus__SoldOut" = "Sold out - come back later"; 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" = "Вміст"; height of the current transport that is being build - e.g. 'Height: 2' "TransportHeightTooltip" = "TransportHeightTooltip"; 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" = "Transports"; label showing that transport snapping is currently disabled (we show it as it can confuse players), please be consistent with TransportTool__PortSnapTooltip "TransportSnappingOff__Title" = "TransportSnappingOff__Title"; tooltip, be consistent with TransportTool__PortSnapTooltip "TransportSnappingOff__Tooltip" = "TransportSnappingOff__Tooltip"; short description short description "TransportsPillar__desc" = "Pillar that supports transports."; name name "TransportsPillar__name" = "Опора"; 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" = "Truck cannot deliver {0}. No valid destination"; 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" = "Trucks can get overloaded by {0} but they require extra {1} maintenance"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. "TruckCapacityIncrease__name" = "Перевантажені вантажівки"; 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 description of a high pressure turbine "TurbineHighPress__desc" = "Використовує пару високого тиску для створення кінетичної енергії."; name name "TurbineHighPress__name" = "Турбіна високого тиску"; name name "TurbineHighPressT2__name" = "Турбіна високого тиску II"; description of a low pressure turbine description of a low pressure turbine "TurbineLowPress__desc" = "Підвищує ефективність вироблення механічної енергії за рахунок повторного використання пари низького тиску."; name name "TurbineLowPress__name" = "Турбіна низького тиску"; name name "TurbineLowPressT2__name" = "Турбіна низького тиску 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" = "Advanced logistics"; title of message or tutorial name: message for player "TutorialOnCargoShip__name" = "Вантажне судно"; {0} = Cargo depot "TutorialOnCargoShip__part1" = "TutorialOnCargoShip__part1"; "TutorialOnCargoShip__part2" = "The number of ships available (repaired) and the number of ships discovered is shown in the top status bar (image below)."; {0} = Cargo depot "TutorialOnCargoShip__part3a" = "TutorialOnCargoShip__part3a"; {0} = Cargo depot "TutorialOnCargoShip__part3b" = "TutorialOnCargoShip__part3b"; "TutorialOnCargoShip__part4Heading" = "Транспортування судами"; "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" = "Виробництво палива"; {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" = "Iron smelting"; 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" = "Кар'єрні роботи"; "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" = "Дослідження світу"; "TutorialOnShipRepair__part1" = "You can use your ship to explore the world map. You can find loot, refugees, oil rigs, and more."; {0} -> key-binding that opens the map, {1} = 'Explore' {0} = key-binding that opens the map, {1} = 'Explore' "TutorialOnShipRepair__part2" = "To start exploring, open the world map ({0}), select a destination, and click {1}. Once the ship arrives, it will start exploring. Exploration takes some time and you will be notified when it is complete."; "TutorialOnShipRepair__part2Heading" = "Розвідка"; {0} = Shipyard, {1} = Keep empty (ShipyardKeepEmpty) "TutorialOnShipRepair__part3V2" = "TutorialOnShipRepair__part3V2"; "TutorialOnShipRepair__part4Heading" = "Дальність подорожі та паливо"; {0} = Shipyard "TutorialOnShipRepair__part4V2" = "TutorialOnShipRepair__part4V2"; "TutorialOnShipRepair__part5" = "Деякі території можуть бути зайняті ворогами або піратами. Ви не можете пройти через ці області або досліджувати їх, якщо спочатку не перемогти піратів. Якщо на вашому кораблі немає зброї, він автоматично спробує втекти, інакше розпочнеться бій."; "TutorialOnShipRepair__part5Heading" = "Пірати"; {0} - Shipyard "TutorialOnShipRepair__part6" = "TutorialOnShipRepair__part6"; "TutorialOnShipRepair__part6Heading" = "Оновлення корабля та гармати"; {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" = "Труби та конвеєри"; {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" = "Заготовка деревини"; 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" = "Unassign"; tooltip explaining what unassign does tooltip explaining what unassign does "Unassign__VehicleTooltip" = "Знімає транспортний засіб з поточного призначення."; 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" = "Максимум Єдності"; "UnityCap__Tooltip" = "Максимальна кількість Єдності, яку можна накопичити. Зазвичай збільшується з кількістю житла та його якістю."; 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} Єдність"; 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" = "Розблокує"; 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" = "Покращити"; 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" = "Utilizes a large set of centrifuges to concentrate uranium-235 isotope out of natural uranium (a process called isotope separation). The resulting product is fissile uranium pellets, ready to undergo a chain reaction in a nuclear reactor. The pellets are not radioactive yet and can be handled manually."; name of a machine name of a machine "UraniumEnrichmentPlant__name" = "Збагачувальна установка"; name name "UraniumMine__name" = "Уранова шахта"; short description of a machine short description of a machine "VacuumDistillationTower__desc" = "Виробляє синтетичну гуму."; name of a machine name of a machine "VacuumDistillationTower__name" = "Вулканізатор гуми"; notification "VehicleGoalStruggling__name" = "VehicleGoalStruggling__name"; notification "VehicleGoalStrugglingCannotGoUnder__name" = "VehicleGoalStrugglingCannotGoUnder__name"; notification "VehicleGoalUnreachable__name" = "VehicleGoalUnreachable__name"; notification "VehicleGoalUnreachableCannotGoUnder__name" = "VehicleGoalUnreachableCannotGoUnder__name"; notification notification "VehicleIsBroken__name" = "Транспортний засіб зламаний, відсутні запчастини"; 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 "VehicleJob__SearchingForDesignation" = "VehicleJob__SearchingForDesignation"; 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} одиниця техніки"; 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} потребує палива"; notification "VehicleNoReachableDesignations__name" = "VehicleNoReachableDesignations__name"; description for vehicle ramps short description "VehicleRamp__desc" = "Allows vehicles to cross low obstacles such as transports. It's an interesting piece of tech."; name name "VehicleRamp__name" = "Vehicle ramp"; 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" = "Tree harvesting"; list of vehicles assigned to buildings - fuel station, storage "VehiclesAssignedToBuildings" = "VehiclesAssignedToBuildings"; list of vehicles assigned to mining list of vehicles assigned to mining "VehiclesAssignedToMining" = "Призначені для робіт в карєрах"; list of vehicles assigned to tree harvesting "VehiclesAssignedToTreeHarvesting" = "VehiclesAssignedToTreeHarvesting"; description of a machine short description "VehiclesDepot__desc" = "Дозволяє будувати транспортні засоби, такі як вантажівки та екскаватори."; building or machine building or machine "VehiclesDepot__name" = "Автозавод"; 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" = "Транспортні засоби"; shows how many drivers are in use for a group of vehicles, {0} = number, e.g. '2 drivers' "VehiclesManagement__Drivers" = "VehiclesManagement__Drivers"; shows how many vehicles are idle, {0} = number, e.g. 'idle: 5' "VehiclesManagement__IdleCount" = "VehiclesManagement__IdleCount"; 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" = "Малий запас палива!"; "WarningLowDiesel__part1" = "Global supply of diesel is critically low! You are at high risk of running out of diesel. When all your diesel supplies are depleted, all vehicles and diesel generators will stop working. Without working logistics and electricity generation your economy will halt."; {0} = Oil Pump "WarningLowDiesel__part2" = "WarningLowDiesel__part2"; title of message or tutorial name: message for player "WarningLowMaintenanceNoDepot__name" = "Мало запчастин!"; "WarningLowMaintenanceNoDepot__part1" = "Some entities are running out of maintenance and they may start breaking down soon."; {0} = Maintenance depot "WarningLowMaintenanceNoDepot__part2" = "WarningLowMaintenanceNoDepot__part2"; "WarningLowMaintenanceNoDepot__part3" = "Тим часом ви можете витратити Єдність на швидкий ремонт, щоб полагодити будівлі чи транспортні засоби, які найбільше потрібні."; title of message or tutorial name: message for player "WarningNoWorkersNoBeacon__name" = "Брак працівників!"; "WarningNoWorkersNoBeacon__part1" = "У вас більше немає вільних працівників на вашому острові. Усі вже зайняті роботою. Деякі будівлі або транспортні засоби не зможуть працювати."; {0} = Beacon "WarningNoWorkersNoBeacon__part2" = "WarningNoWorkersNoBeacon__part2"; "WarningNoWorkersNoBeacon__part3" = "In the meantime, you can pause some buildings that you need the least to free up some workers."; "WarningPrefix" = "Увага:"; name: toolbar category name "wasteCategory__name" = "wasteCategory__name"; short description: {0} is an integer specifying max height such as '5' short description of a machine Dumps liquids into the ocean. "WasteDump__desc" = "Allows liquid dumping into ocean. Some liquid will cause water pollution which can affect health and happiness of your people."; name name of a machine Dumps liquids into the ocean. "WasteDump__name" = "Зливна труба"; "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" = "Охолоджувач води"; 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" = "Зібрана вода"; 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" = "Водозабезпечення"; short description of a machine short description of a machine "WaterTreatmentPlant__desc" = "Перетворює не дуже привабливу воду в привабливу. Просто не говоріть це людям,які споживають її."; name of a machine name of a machine https://en.wikipedia.org/wiki/Sewage_treatment "WaterTreatmentPlant__name" = "Очищення стічних вод"; short description short description "WaterWell__desc" = "Ця станція може добувати прісну воду."; name name "WaterWell__name" = "Водокачка"; sets weather configuration to be dry sets weather configuration to be dry "WeatherOption_Dry" = "Засуха"; sets weather configuration to be less dry than it normally is sets weather configuration to be less dry than it normally is "WeatherOption_LessDry" = "Менш посушливо"; option in WindowMode__Title setting option in WindowMode__Title setting "WindowMode__Option_Borderless" = "Віконний без рамки"; option in WindowMode__Title setting option in WindowMode__Title setting "WindowMode__Option_Fullscreen" = "Повноекранний"; option in WindowMode__Title setting option in WindowMode__Title setting "WindowMode__Option_Windowed" = "Windowed"; title for window mode (options are: Fullscreen, Borderless, Windowed) title for window mode (options are: Fullscreen, Borderless, Windowed) "WindowMode__Title" = "Віконний режим"; 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" = "доступно"; used like this '4 workers needed' used like this '4 workers needed' "Workers__Needed" = "необхідно"; 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} було повністю відремонтовано"; title of a location in the world map title of a location in the world map "WorldLocation__BeingExplored_Title" = "Дослідження в процесі!"; description of a location in the world map description of a location in the world map "WorldLocation__Explored_Desc" = "Вже розвідано."; title of a location in the world map title of a location in the world map "WorldLocation__Explored_Title" = "Повністю розвідано"; description of a location in the world map description of a location in the world map "WorldLocation__Home_Desc" = "Це наш рідний острів!"; title of a location in the world map title of a location in the world map "WorldLocation__Home_Title" = "Home island"; description of a location in the world map description of a location in the world map "WorldLocation__Unknown_Desc" = "Нам потрібно це дослідити!"; title of a location in the world map title of a location in the world map "WorldLocation__Unknown_Title" = "Невідома місцевість"; description of a location in the world map description of a location in the world map "WorldLocation__UnknownOnWay_Desc" = "Наш корабель на шляху, щоб дослідити це!"; description of a location in the world map description of a location in the world map "WorldLocation__WithEnemy_Desc" = "Є ворог, якого потрібно перемогти!"; title of a location in the world map title of a location in the world map "WorldLocation__WithEnemy_Title" = "Тут є вороги"; description of a location in the world map description of a location in the world map "WorldLocation__WithEnemyOnWay_Desc" = "Наш корабель на шляху до битви!"; button to request ship to visit an already explored location button to request ship to visit an already explored location "WorldLocation_EnemyFound" = "Знайдено ворога"; title for ship orders title for ship orders "WorldLocation_Orders" = "Завдання для корабля"; 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" = "В бій"; 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" = "Доставити вантаж"; button to request ship to explore a selected location button to request ship to explore a selected location "WorldLocation_Orders__Explore" = "Explore"; 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" = "Go home"; 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" = "Завантажити вантаж"; button to request ship to visit an already explored location button to request ship to visit an already explored location "WorldLocation_Orders__Visit" = "Відвідати"; button to request ship to visit an already explored location button to request ship to visit an already explored location "WorldLocation_StructureFound" = "Structure found"; title/tooltip of a button that opens the world map "WorldMap" = "WorldMap"; 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 for a bar that displays the total reserve left in a deposit. For instance how much uranium is left to extract in a uranium mine. "WorldMine_ReserveTooltip" = "Shows the overall status of the reserve available in this deposit. This is a limited resource."; example use: {0} = Oil rig | Mine "WorldMineInfo__NeedsRepair" = "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" = "This is a peaceful settlement we can trade with. We can also invest in their infrastructure to motivate some of their people to join our island."; 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" = "Allows distributing and prioritizing products using any of its two input and output ports."; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_FlatConveyor__name" = "Flat balancer"; short description: small machine that allows splitting and merging of transports short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_LooseMaterialConveyor__desc" = "Allows distributing and prioritizing products using any of its two input and output ports."; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_LooseMaterialConveyor__name" = "U-shape balancer"; short description: small machine that allows splitting and merging of transports short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_MoltenMetalChannel__desc" = "Allows distributing and prioritizing products using any of its two input and output ports."; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_MoltenMetalChannel__name" = "Molten balancer"; short description: small machine that allows splitting and merging of transports short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_Pipe__desc" = "Дозволяє балансувати розподіл рідин та газів по трубам, використовуючи порти введення та виведення."; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_Pipe__name" = "Гідророзподільник";