# 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_cancelled: "%1 cancelled" farm_queued: "Build Farm queued on arrival" farm_started: "Constructing Farm..." farm_completed: "Farm completed!" farm_completed_consumed: "Farm completed! (Builder consumed)" farm_completed_charges: "Farm completed! (%1 %2 remaining)" road_queued: "Build Road queued on arrival" 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 on arrival" 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 destination 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!" 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: "Queued: %1" btn_move: "Move [M]" btn_attack: "Attack [A]" btn_build_city: "Settle [B]" btn_build_farm: "Farm [F]" btn_farm_queued: "Farm (Queued)" btn_farm_building: "Building %1%" btn_build_road: "Road [R]" btn_road_queued: "Road (Queued)" btn_road_building: "Building %1%" tip_move: "Move (M)" tip_attack: "Attack (A) [Range: %1]" tip_build_city: "Found City (B)" tip_build_farm: "Build Farm (F)" tip_farm_building: "Busy building... %1%" tip_farm_queued: "Build Farm (Queued on arrival - click to cancel)" tip_build_road: "Build Road (R)" tip_road_building: "Busy building road... %1%" tip_road_queued: "Build Road (Queued on arrival - click to cancel)" road_started: "Constructing %1... (%2 ticks)" road_completed: "%1 completed!" road_queued: "Build Road queued on arrival" road_already_here: "Tile already has a road!" cannot_build_road_water: "Roads cannot be built on water!" 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 | 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" no_project: "No active project" select_prompt: "Select a unit or building to construct" ticks_remaining: "%1 ticks remaining (%2 / %3 Labor)" cancel_btn: "Cancel" districts_header: "DISTRICT: CITY CENTER" no_buildings: "No extensions built yet" choose_project: "CHOOSE CITY PROJECT" tab_buildings: "Buildings & Extensions" tab_units: "Units" btn_build: "Build" btn_train: "Train" status_built: "BUILT" status_in_progress: "ACTIVE" 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_cancelled: "%1: Project cancelled" already_built: "%1 already built in this city!" 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"