# English localization strings for UI, HUD, actions, and game messages locale: en ui: general: game_title: "RTS Civilization" pause: "Pause" resume: "Resume" speed_1x: "1x Speed" speed_2x: "2x Speed" speed_4x: "4x Speed" menu: "Menu" settings: "Settings" quit: "Quit" hud: gold: "Gold" science: "Science" culture: "Culture" faith: "Faith" food: "Food" production: "Production" population: "Population" turn_time: "Time" minimap: "Minimap" actions: move: "Move" attack: "Attack" found_city: "Found City" build_farm: "Build Farm" build_mine: "Build Mine" build_lumber_mill: "Build Lumber Mill" build_road: "Build Road" cancel: "Cancel" units: settler: "Settler" builder: "Builder" warrior: "Warrior" slinger: "Slinger" archer: "Archer" scout: "Scout" galley: "Galley" unit: moving: "Moving" move_queued: "Movement queued" queue_cleared: "Queued actions cancelled" queue_full: "Action queue full!" action_queued: "Action queued: %1" action_queued_count: "%1 added to queue (#%2)" action_scheduled_after_current: "%1 scheduled after current action" action_cancelled: "%1 cancelled" farm_queued: "Build Farm queued" farm_started: "Constructing Farm... (%1 ticks)" farm_completed: "Farm completed!" farm_completed_consumed: "Farm completed! (Builder consumed)" farm_completed_charges: "Farm completed! (%1 %2 remaining)" moving_to_build_farm: "Moving to build Farm at (%1, %2)..." moving_to_build_city: "Moving to found City at (%1, %2)..." moving_to_attack: "Moving into attack range..." road_queued: "Build Road queued" road_started: "Constructing %1... (%2 ticks)" road_completed: "%1 completed!" road_already_here: "Tile already has a road!" cannot_build_road_water: "Roads cannot be built on water!" city_queued: "Found City queued" city_founded: "%1 founded!" already_building: "Already busy building!" busy: "Unit is busy!" cannot_act_busy: "Unit cannot perform action while busy!" tile_occupied: "Tile already has an improvement!" cannot_build_here: "Cannot build here! Allowed on: %1" cannot_build_destination: "Cannot build on target terrain! Allowed on: %1" no_build_charges: "No build charges remaining!" charge_singular: "charge" charge_plural: "charges" impassable_terrain: "Impassable terrain!" naval_only_water: "Ships can only sail on water!" no_path: "No reachable path!" tile_purchased: "Tile purchased! (-%1 Culture)" out_of_range: "Out of range!" no_enemy_on_tile: "Select a tile with an enemy unit!" defeated: "Defeated!" city_already_here: "A city already exists here!" unsuitable_terrain: "Unsuitable terrain!" civilian_unit: "Civilian unit" military_unit: "Military unit" speed_format: "Speed: %1 hex/tick" cost_format: "Cost: %1 pts" combat_format: "Attack: %1 | Range: %2 hex" building_pct: "Building... %1%" charges_format: "Charges: %1" status_queued: "Queue (%1): %2" btn_move: "Move [M]" btn_attack: "Attack [A]" btn_build_city: "Settle [B]" btn_build_farm: "Farm [F]" btn_farm_queued: "Farm [F]" btn_farm_building: "Building %1%" btn_build_road: "Road [R]" btn_road_queued: "Road [R]" btn_road_building: "Building %1%" tip_move: "Move (M) - Click target tile (Shift+Click to queue)" tip_attack: "Attack (A) [Range: %1] - Click enemy (Shift+Click to queue)" tip_build_city: "Found City (B) - Click target tile (Shift+Click to queue)" tip_build_farm: "Build Farm (F) - Click target tile (Shift+Click to queue)" tip_farm_building: "Busy building... %1% (Click to plan next target)" tip_farm_queued: "Build Farm (Queued - Click to plan target)" tip_build_road: "Build Road (R) - Click target tile (Shift+Click to queue)" tip_road_building: "Busy building road... %1% (Click to plan next target)" tip_road_queued: "Build Road (Queued - Click to plan target)" road_route_started: "Building road route to (%1, %2)..." road_route_completed: "Road route completed!" road_route_cancelled: "Road route cancelled" status_road_route: "Road Route: %1/%2" btn_road_route: "Route (%1/%2)" preview_move: "Move (%1 hexes)" preview_farm: "Build Farm" preview_farm_move: "Build Farm (%1 hexes)" preview_city: "Found City" preview_city_move: "Found City (%1 hexes)" preview_road: "Road Route (%1 hexes)" preview_road_here: "Build Road" preview_attack: "Attack" preview_attack_move: "Attack (%1 hexes)" preview_queue_prefix: "+Queue: %1" queue_badge_move: "#%1 Move" queue_badge_farm: "#%1 Farm" queue_badge_city: "#%1 Settle" queue_badge_road: "#%1 Road" queue_badge_attack: "#%1 Attack" improvement: farm: "Farm" road: "Road" city: center: "City Center" produce_unit: "Produce Unit" build_district: "Construct District" population_growth: "Growth in {turns}s" management_title: "%1 - CITY MANAGEMENT" close_btn: "[X] Close" local_info: "Local: Population: %L1 (%2 Pop: %3 working, %4 free) | Labor: %L5" national_info: "National: Culture: %L1 | Science: +%L2/tick | Gold: %L3 | Faith: %L4" help_text: "Click a slot to assign/free Pop | Hold a slot to choose resource | Buy tile with Culture." current_production: "CURRENT PRODUCTION" production_panel_title: "CITY PRODUCTION" no_project: "No active project" select_prompt: "Select an item below to construct" ticks_remaining: "%1 ticks remaining (%2 / %3 Labor)" cancel_btn: "Cancel" queue_header: "QUEUE (%1 / %2)" queue_empty: "Queue is empty" districts_header: "DISTRICT: CITY CENTER" no_buildings: "No extensions built yet" choose_project: "AVAILABLE PROJECTS" tab_buildings: "Buildings" tab_units: "Units" btn_build: "Build" btn_train: "Train" btn_queue: "+ Queue" status_built: "BUILT" status_in_progress: "ACTIVE" status_queued: "QUEUED #%1" status_full: "FULL" queue_full_float: "Production queue is full! (Max %1)" labor_cost_label: "%1 Labor (%2 ticks)" unit_trained: "%1: %2 trained!" building_completed: "%1: %2 completed in %3!" project_started: "%1: Started %2" project_queued: "%1: Added %2 to queue (#%3)" project_cancelled: "%1: Cancelled %2" queued_item_removed: "%1: Removed %2 from queue" already_built: "%1 already built in this city!" already_queued: "%1 is already in the production queue!" requires_tech: "%1 requires technology: %2!" obsolete_item: "%1 is obsolete and can no longer be built!" growth_float: "+%1 Inhabitants | +%2 Culture" not_enough_culture: "Not enough Culture! (%1 needed)" worker_freed: "Pop worker freed" worker_assigned: "+1 Pop working" no_free_pop: "No free Pop!" buy_tile: "BUY" occupied: "OCCUPIED" select_resource: "SELECT RESOURCE" best_yield: "BEST" resource_switched: "Producing %1 (+%2)" worker_assigned_res: "+1 Pop: %1 (+%2)" resource_preferred: "Slot set to %1 (+%2)" resources: voedsel: "Food" arbeid: "Production" goud: "Gold" kennis: "Science" cultuur: "Culture" geloof: "Faith" action_needed: header_title: "ACTIONS" header_tip: "Queue of items awaiting action (oldest first). Left-click to focus, Right-click to dismiss." unit_idle_desc: "Needs orders" city_no_production_desc: "No production" city_free_pop_desc: "+%1 Free Pop" no_research_title: "RESEARCH" no_research_desc: "Choose technology" dismiss_tip: "Right-click to dismiss" more_items: "+%1" tech_tree: title: "TECHNOLOGY TREE" close_btn: "[X] Close" btn_open: "Tech [T]" no_research: "No Research" choose_research: "Choose Tech [T]" science_rate: "+%L1/tick" active_research: "ACTIVE RESEARCH: %1" no_active_research: "No active research - Click any technology node below to start researching" queue_label: "QUEUE (%1):" clear_queue_btn: "Clear Queue" status_researched: "RESEARCHED" status_researching: "ACTIVE #1" status_queued: "QUEUED #%1" status_available: "AVAILABLE" status_locked: "LOCKED" cost_format: "%L1 Science (~%2 %3)" progress_format: "%L1 / %L2 (%3%)" remaining_format: "%L1 left (~%2 %3)" tick_singular: "tick" tick_plural: "ticks" prereqs_label: "Req: %1" prereqs_none: "Base Technology" unlocks_label: "Unlocks: %1" obsoletes_label: "Obsoletes: %1" help_text: "Left-click a tech to research (prerequisites auto-queued by least remaining work) | Shift+Click to append | Right-click to remove | Drag/Scroll to pan" tech_completed_float: "Technology Researched: %1!" tech_started_float: "Researching: %1" tech_queued_float: "Research Queue Updated (%1 techs, target: %2)" tech_already_researched: "%1 has already been researched!" tech_cancelled_float: "Research queue cleared" tech_removed_float: "Removed %1 from research queue"