Translation

ContractAssignCheck__IncompatibleProduct
English 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.
Context English Greek
ConsumedThisMonth Consumed this month
ConsumerElectronicsConsumptionIncrease__desc Consumer electronics consumption increased by {0}, unity given for it increased by {1}
ConsumerElectronicsConsumptionIncrease__name More consumer electronics
ConsumerElectronicsNeed__name Consumer electronics
ConsumeSurplusPower__Toggle Use surplus power only
ConsumeSurplusPower__Tooltip When enabled, this consumer will become a surplus consumer and will only be using power made by generators that allow to supply surplus consumers (e.g. solar panels). Also, in case this is enabled, lack of power is not reported as an issue.
Consumption Consumption
Continue Continue
ContinueDisabled__NeedsModConfig The selected save file requires mods that are not available. Go to the load menu and click the '{0}' button to learn more.
Contract__Assign Assign
Contract__Establish Establish
Contract__EstablishTooltip Will pay the Unity cost shown and establish this contract so it can be performed by your cargo ship.
Contract__ExchangeCost Exchange cost
Contract__MonthlyCost Monthly cost
Contract__Unassign Unassign
ContractAssignCheck__IncompatibleProduct Some modules contain incompatible product - {0}
ContractAssignCheck__ModuleNotSupported Some modules are not supported - {0}
ContractAssigned__Title Assigned contract
ContractAssigned__Tooltip Shows the currently assigned contract. Product on the left side is the one you are exporting (selling) and the one on the right side is being imported. The displayed traded volumes are calculated based on all the cargo depot's modules that are assigned with corresponding products. If there isn't any corresponding cargo depot module for both the products then the estimates will show a question mark.
ContractCancelStatus__IsAssigned Cannot be canceled as it is currently assigned to at least one cargo depot
ContractCancelStatus__ProductNotResearched Some of the traded products are not researched yet
Contracts__NoneEstablished There isn't any contract established. You can establish one and then assign it to one of your cargo depots.
Contracts__ShipSize Ship size:
Contracts__ShipSizeModules {0} module
Contracts__Title Contracts
Contracts__Tooltip Lists all the contracts available. Product on the left side is the one you are exporting (selling) and the one on the right side is being imported. Contracts are meant to be used on a more permanent basis (when compared to quick trade). A contract has to be assigned to your cargo depot (not to a trading dock like in case of quick trade). In order to assign a contract, it has to be established first which has one-time Unity cost. Established contract also costs a smaller monthly Unity fee and you also pay a Unity fee for every cargo exchanged (depends on the amounts exchanged). To see the maximum amount of quantities that can be transferred in one ship journey, use the dropdown to select the size of a ship you are going to use. In case of more complex products, you can hover over the yellow 'diamond' icon to see their production value. Contracts are generally lucrative (especially when you're exporting complex products) but it highly depends on the efficiency of your factory - so they are generally recommended for advanced factories.
ControlsSettings_Title Controls
CoolingTowerT1__desc Improves water efficiency of a power plant by recovering some steam back to water.
CoolingTowerT1__name Cooling tower
CoolingTowerT2__name Cooling tower (large)
CopperElectrolysis__desc Purifies copper by electrolytic refining to over 99.95% purity.
Context English Greek
ConstructionState__InProgress Working
ConstructionState__Paused Paused
ConstructionState__Ready Ready
ConstructionState__WaitingForDelivery Waiting for materials delivery
ConstructionState__WaitingForRemoval Waiting for materials removal
ConsumedLastMonth Consumed last month
ConsumedThisMonth Consumed this month
ConsumerElectronicsConsumptionIncrease__desc Consumer electronics consumption increased by {0}, unity given for it increased by {1}
ConsumerElectronicsConsumptionIncrease__name More consumer electronics
ConsumerElectronicsNeed__name Consumer electronics
ConsumeSurplusPower__Toggle Use surplus power only
ConsumeSurplusPower__Tooltip When enabled, this consumer will become a surplus consumer and will only be using power made by generators that allow to supply surplus consumers (e.g. solar panels). Also, in case this is enabled, lack of power is not reported as an issue.
Consumption Consumption
Continue Continue
ContinueDisabled__NeedsModConfig The selected save file requires mods that are not available. Go to the load menu and click the '{0}' button to learn more.
ContractAssignCheck__IncompatibleProduct Some modules contain incompatible product - {0}
ContractAssignCheck__ModuleNotSupported Some modules are not supported - {0}
ContractAssigned__Title Assigned contract
ContractAssigned__Tooltip Shows the currently assigned contract. Product on the left side is the one you are exporting (selling) and the one on the right side is being imported. The displayed traded volumes are calculated based on all the cargo depot's modules that are assigned with corresponding products. If there isn't any corresponding cargo depot module for both the products then the estimates will show a question mark.
ContractCancelStatus__IsAssigned Cannot be canceled as it is currently assigned to at least one cargo depot
ContractCancelStatus__ProductNotResearched Some of the traded products are not researched yet
Contracts__NoneEstablished There isn't any contract established. You can establish one and then assign it to one of your cargo depots.
Contracts__ShipSize Ship size:
Contracts__ShipSizeModules {0} module
Contracts__Title Contracts
Contracts__Tooltip Lists all the contracts available. Product on the left side is the one you are exporting (selling) and the one on the right side is being imported. Contracts are meant to be used on a more permanent basis (when compared to quick trade). A contract has to be assigned to your cargo depot (not to a trading dock like in case of quick trade). In order to assign a contract, it has to be established first which has one-time Unity cost. Established contract also costs a smaller monthly Unity fee and you also pay a Unity fee for every cargo exchanged (depends on the amounts exchanged). To see the maximum amount of quantities that can be transferred in one ship journey, use the dropdown to select the size of a ship you are going to use. In case of more complex products, you can hover over the yellow 'diamond' icon to see their production value. Contracts are generally lucrative (especially when you're exporting complex products) but it highly depends on the efficiency of your factory - so they are generally recommended for advanced factories.
Contract__Assign Assign
Contract__Establish Establish
Contract__EstablishTooltip Will pay the Unity cost shown and establish this contract so it can be performed by your cargo ship.
Contract__ExchangeCost Exchange cost

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English Greek
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String information

Context
ContractAssignCheck__IncompatibleProduct
Source string comment
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.
String age
a year ago
Source string age
a year ago
Translation file
el.po, string 343