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