"#LOADING_HINT_1","Post-apocalyptic world is harsh and people will die, don't let it demoralize you"
"#LOADING_HINT_2","The Colony cannot thrive without efficient use of the World Map"
"#LOADING_HINT_3","Basic survival requires water, food and shelter"
"#LOADING_HINT_4","Exploring the World Map makes your Colony known to others in the wasteland, so expect visitors with requests or demands"
"#LOADING_HINT_5","Make sure your colony can support new survivors before letting them in"
"#LOADING_HINT_6","All Catastrophes have different effects and different preparations to counter those effects"
"#LOADING_HINT_7","Don't rely on just one form of food production"
"#LOADING_HINT_8","Specialists are the most effective on the World Map"
"#LOADING_HINT_9","Bandits controlling entire sectors must be defeated before the sector can be exploited"
"#LOADING_HINT_10","Societies around the World Map can be valued trading partners and sources of hard-to-find resources"
"#LOADING_HINT_11","New types of Crops yield more bountiful harvests or endure the elements, so keep an eye out for seeds"
"#LOADING_HINT_12","A large stockpile of food and meds helps the colony survive through catastrophes"
"#LOADING_HINT_13","Fertile soil is invaluable for food and water production, so build other structures elsewhere"
"#LOADING_HINT_14","Pollution deposits must be cleared to remove their effect on people and buildings"
"#LOADING_HINT_15","Children grow up slowly, so you can't rely on just them to keep the colony expanding"
"#LOADING_HINT_16","Harvest fields in advance to avoid losing the crops before a catastrophe withers them"
"#LOADING_HINT_17","Dehydration is a serious condition, so have enough water sources and storages built at all times"
"#LOADING_HINT_18","People will sleep on the ground if there are no shelters available"
"#LOADING_HINT_19","Carriers build and repair structures and carry resources, whereas workers are assigned to a specific building"
"#LOADING_HINT_20","Science Points can be found on the World Map"
"#LOADING_HINT_21","Trappers and fishers provide a slow but stable source of food"
"#LOADING_HINT_22","You can demolish unused buildings for extra resources"
"#LOADING_HINT_23","The campsite is the center of the Colony"
"#LOADING_HINT_24","Roads help Colonists move faster"
"#LOADING_HINT_25","Resource deposits are scattered around the Colony, so explore the environment to find good locations to expand production"
"#LOADING_HINT_26","Many events have no right or wrong answers, so choose what you think is best for your Colony"
"#LOADING_HINT_27","Exploring and exploiting the world around the Colony is the only way to succeed in the wasteland"
"#LOADING_HINT_28","Medics can heal serious conditions much quicker with the right meds"
"#LOADING_HINT_29","Improve your Colony to reach milestones and gain prestige points"
"#LOADING_HINT_30","Bigger Colonies also attract larger groups of enemies"
"#LOADING_HINT_31","Pollution can be cleared from the ground to remove harmful effects"
"#LOADING_HINT_32","Burying the dead is the right thing to do but also smart, as corpses spread disease and cause unhappiness"
"#LOADING_HINT_33","Winter can be harsh and long, so build Burners and stock up on Firewood to keep everyone warm"
"#LOADING_HINT_34","All Specialist tasks require Action Points (AP) to perform"
"#LOADING_HINT_35","A badly damaged building catches fire and stops working, so have it repaired quickly"
"#LOADING_HINT_36","Keep some building materials in reserve for repairs"
"#LOADING_HINT_37","You can use both Silver and your resources to trade with other Societies"
"#LOADING_HINT_38","Building Outposts is the most efficient way of exploiting the World Map"
"#LOADING_HINT_39","Happiness is the key to a thriving Colony"
"#LOADING_HINT_40","Colonists need a balanced diet with enough Meat and Vegetables to avoid malnutrition"
"#LOADING_HINT_41","Specialists are not easy to come by, so use them wisely"
"##LOADING_HINT_33","Play the game with your preferred method, be it mouse & keyboard or a controller"
"##LOADING_HINT_33_NX","Play the game with your preferred method, be it Joy-Con™ or Pro Controller"
"##LOADING_HINT_33_PS","Play the game with your preferred method, be it a wireless controller or mouse & keyboard"
"##LOADING_HINT_33_XBOX","Play the game with your preferred method, be it a controller or mouse & keyboard"
"#GAME_TITLE","Surviving the Aftermath"
"#GAME_TITLE_TITLE","SURVIVING THE AFTERMATH"
"#DIALOG_OK","OK"
"#DIALOG_CANCEL","CANCEL"
"#BUTTON_SELECT","SELECT"
"#BUTTON_CONFIRM","CONFIRM"
"#BUTTON_CHANGE_USER","CHANGE PROFILE"
"#BUTTON_BACK","BACK"
"#BUTTON_CANCEL","CANCEL"
"#BUTTON_SUBMIT","SUBMIT"
"#BUTTON_MAIN_MENU","MAIN MENU"
"#TOPIC_PLAY","START GAME"
"#TOPIC_SELECT","SELECT"
"#TOPIC_ACTION","ACTION"
"#TOPIC_CONTINUE","CONTINUE"
"#BUTTON_NAVIGATE","NAVIGATE"
"#BUTTON_TABS","BROWSE TABS"
"#BUTTON_OK","CONFIRM"
"#BUTTON_DELETE","DELETE"
"#BUTTON_LOAD","LOAD GAME"
"#BUTTON_SAVE","SAVE GAME"
"#RADIO_CHANNEL_DEFAULT","RADIO ARMAGEDDON"
"#RADIO_CHANNEL_NO_RADIO","NO RADIO"
"#NAVIGATE","NAVIGATE"
"#BUTTON_CLOSE","CLOSE"
"#BUTTON_ROTATE","ROTATE"
"#BUTTON_PLACE_MANY","PLACE MULTIPLE"
"#RADIO_CHANNEL_WILD_FRONTIER","WILD FRONTIER"
"#RADIO_VISION_TRAIN","VISION TRAIN"
"#RADIO_SKYLIGHTS","SKYLIGHTS"
"#RADIO_AFTERLIGHT","AFTERLIGHT"
"#BUTTON_OPTION_POSITIVE","GOOD"
"#BUTTON_OPTION_NEGATIVE","BAD"
"#TOPIC_NAVIGATE","NAVIGATE"
"#POPUP_QUIT_GAME_TITLE","QUIT GAME"
"#POPUP_QUIT_GAME","Quit Game"
"#POPUP_QUIT_CONTENT","Are you sure you want to exit the game?"
"#EVENT_RESULT_RECEIVE_RESOURCES","+ {0}"
"#EVENT_RESULT_GIVE_RESOURCES","- {0}"
"#EVENT_RESULT_RECEIVE_COLONISTS","+ {0} Colonist(s)"
"#EVENT_RESULT_GIVE_COLONISTS","- {0} colonist(s)"
"#EVENT_RESULT_SET_CONDITION","{0} colonist(s) {1}"
"#TOPIC_CONFIRM","Confirm"
"#TOPIC_CANCEL","Cancel"
"#NOTIFICATION_GAME_SAVED","Game Saved"
"#NOTIFICATION_GAME_SAVED_TITLE","GAME SAVED"
"#NOTIFICATION_GAME_LOADED","Game Loaded"
"#NOTIFICATION_GAME_LOADED_TITLE","GAME LOADED"
"#NOTIFICATION_SAVED","Saved"
"#BUTTON_SKIP","SKIP"
"#COMING_SOON","Coming Soon"
"#LOAD_VERSION_NOT_MATCH_TITLE","OUTDATED SAVE FILE VERSION"
"#LOAD_VERSION_NOT_MATCH_HEADLINE","Sorry, but there is a mismatch with the save file and current game version, or the file is corrupted.\nLoading the game might not work as intended. Proceed anyway?"
"#POPUP_EARLY_ACCESS_TITLE","Important information"
"#POPUP_EARLY_ACCESS_CONTENT","This game is a work in progress. It may or may not change over time or release as a final product. In its unfinished state, the game might not work correctly and can contain issues. Full details on the latest status of the game, how you can give feedback and report issues can be found at survivingtheaftermath.com."
"#TOPIC_BUTTON_CHANGE","CHANGE"
"#WRITE_SOMETHING","Type here"
"#LOAD_NO_FILE_SELECTED_TITLE","No file selected"
"#LOAD_NO_FILE_SELECTED_CONTENT","Loading failed. Select a save file before loading."
"#ERROR_LOADING_TASKS_HEADLINE","Save Game Error"
"#ERROR_LOADING_TASKS_MESSAGE","There were errors while loading the save game. Some values have been reset to their default values. The game should be able to recover from this, but it is possible this has caused additional issues."
"#LOGGING_IN_WAIT","Logging in, please wait"
"#LOAD_FILE_OUTDATED","Sorry, but this save file is no longer compatible with the new game version."
"#LOAD_GAME_OLD","The save file you are loading is from a newer version of the game. Please update the game before loading this file."
"#TOPIC_VOTE_NOW","VOTING IN PROGRESS"
"#TOPIC_VOTE_NOW_2","VOTE NOW!"
"#TOPIC_VOTING_COMPLETE","VOTING COMPLETE"
"#TOPIC_VOTE_NEXT_CATASTROPHE","VOTE FOR THE NEXT CATASTROPHE"
"#TOPIC_VOTE_EVENT_SELECTION","VOTE FOR EVENT SELECTION"
"#TOPIC_VOTE_RESULT","VOTE RESULT"
"#TOPIC_VOTE_SKIP","SKIP"
"#TOPIC_VOTE_IGNORE","IGNORE"
"#TOPIC_VOTE_TIME_LEFT","TIME LEFT"
"#VOTE_HELP_DESC","Write command into Twitch chat to vote for an option."
"#VOTE_RESULT_DESC","Results are in and the option has been selected."
"#BUTTON_READ_MORE","READ MORE"
"#TOPIC_READ_MORE","Read more"
"#BUTTON_FILTER_CATEGORIES","RESOURCE FILTER"
"#BUTTON_CYCLE_PANELS","CHANGE PANEL"
"#SAVE_BLOCK_REASON_EVENT_ACTIVE","CAN'T SAVE DURING AN EVENT"
"#TOPIC_LOADING","Loading.."
"#SAVE_BLOCK_REASON_WORLD_MAP_ACTION","CANNOT SAVE DURING ACTION"
"#BUTTON_LEARN","GOT IT"
"#BUTTON_DO_NOT_ASK","Do not ask again"
"#BUTTON_ACTIVATE_OVERLAY","ACTIVATE"
"#BUTTON_CONFIRM_TRADE","CONFIRM TRADE"
"#BUTTON_REMOVE_SELECTED_TRADE_RESOURCE","REMOVE RESOURCE"
"#SAVE_BLOCK_REASON_INGAME_INTRO","CANNOT SAVE DURING INTRO"
"##POPUP_CONTROLLER_DISCONNECTED_TITLE_NX","CONTROLLER DISCONNECTED"
"##POPUP_CONTROLLER_DISCONNECTED_TITLE_NX_PRO","CONTROLLER DISCONNECTED"
"##POPUP_CONTROLLER_DISCONNECTED_TITLE","DEVICE DISCONNECTED"
"##POPUP_CONTROLLER_DISCONNECTED_TITLE_XBOX","CONTROLLER DISCONNECTED"
"##POPUP_CONTROLLER_DISCONNECTED_TITLE_PS","WIRELESS CONTROLLER DISCONNECTED"
"##POPUP_CONTROLLER_DISCONNECTED_CONTENT","Connection has been lost. Please reconnect the lost control method."
"##POPUP_CONTROLLER_DISCONNECTED_CONTENT_NX","Connection has been lost. Please reconnect the Controller."
"##POPUP_CONTROLLER_DISCONNECTED_CONTENT_NX_PRO","Connection has been lost. Please reconnect the Controller."
"##POPUP_CONTROLLER_DISCONNECTED_CONTENT_XBOX","Connection has been lost. Please reconnect the controller."
"##POPUP_CONTROLLER_DISCONNECTED_CONTENT_PS","Connection has been lost. Please reconnect the wireless controller."
"#SWITCH_CONTROLLER_DL","Left Button"
"#SWITCH_CONTROLLER_DR","Right Button"
"#SWITCH_CONTROLLER_DU","Up Button"
"#SWITCH_CONTROLLER_DD","Down Button"
"#SWITCH_CONTROLLER_DLR","Left or Right Button"
"#SWITCH_CONTROLLER_DUD","Up or Down Button"
"#SWITCH_CONTROLLER_D","Directional Buttons"
"#SWITCH_CONTROLLER_LS","Left Stick"
"#SWITCH_CONTROLLER_RS","Right Stick"
"#SWITCH_CONTROLLER_SUBMIT","A Button"
"#SWITCH_CONTROLLER_CANCEL","B Button"
"#SWITCH_CONTROLLER_TOP_ACTION_1","Y Button"
"#SWITCH_CONTROLLER_TOP_ACTION_2","X Button"
"#SWITCH_CONTROLLER_LB","L Button"
"#SWITCH_CONTROLLER_RB","R Button"
"#SWITCH_CONTROLLER_LT","ZL Button"
"#SWITCH_CONTROLLER_RT","ZR Button"
"#SWITCH_CONTROLLER_CENTER","HOME Button"
"#SWITCH_CONTROLLER_CENTER_LEFT","- Button"
"#SWITCH_CONTROLLER_CENTER_RIGHT","+ Button"
"#PS4_CONTROLLER_DL","Left"
"#PS4_CONTROLLER_DR","Right"
"#PS4_CONTROLLER_DU","Up"
"#PS4_CONTROLLER_DD","Down"
"#PS4_CONTROLLER_DLR","Left or Right"
"#PS4_CONTROLLER_DUD","Up or Down"
"#PS4_CONTROLLER_D","Directional Buttons"
"#PS4_CONTROLLER_LS","L3"
"#PS4_CONTROLLER_RS","R3"
"#PS4_CONTROLLER_SUBMIT","Cross Button"
"#PS4_CONTROLLER_CANCEL","Circle Button"
"#PS4_CONTROLLER_TOP_ACTION_1","Square Button"
"#PS4_CONTROLLER_TOP_ACTION_2","Triangle Button"
"#PS4_CONTROLLER_LB","L1"
"#PS4_CONTROLLER_RB","R1"
"#PS4_CONTROLLER_LT","L2"
"#PS4_CONTROLLER_RT","R2"
"#PS4_CONTROLLER_CENTER","Touch Pad"
"#PS4_CONTROLLER_CENTER_LEFT","SHARE"
"#PS4_CONTROLLER_CENTER_RIGHT","OPTIONS"
"#XBOX_CONTROLLER_DL","Left"
"#XBOX_CONTROLLER_DR","Right"
"#XBOX_CONTROLLER_DU","Up"
"#XBOX_CONTROLLER_DD","Down"
"#XBOX_CONTROLLER_DLR","Left or Right"
"#XBOX_CONTROLLER_DUD","Up or Down"
"#XBOX_CONTROLLER_D","D-pad"
"#XBOX_CONTROLLER_LS","Left Stick Button"
"#XBOX_CONTROLLER_RS","Right Stick Button"
"#XBOX_CONTROLLER_SUBMIT","A Button"
"#XBOX_CONTROLLER_CANCEL","B Button"
"#XBOX_CONTROLLER_TOP_ACTION_1","X Button"
"#XBOX_CONTROLLER_TOP_ACTION_2","Y Button"
"#XBOX_CONTROLLER_LB","Left Bumper"
"#XBOX_CONTROLLER_RB","Right Bumper"
"#XBOX_CONTROLLER_LT","Left Trigger"
"#XBOX_CONTROLLER_RT","Right Trigger"
"#XBOX_CONTROLLER_CENTER","Guide"
"#XBOX_CONTROLLER_CENTER_LEFT","Back"
"#XBOX_CONTROLLER_CENTER_RIGHT","Start"
"#POPUP_CONTROLLER_DISCONNECTED_TITLE","CONTROLLER DISCONNECTED"
"#POPUP_CONTROLLER_DISCONNECTED_CONTENT","Connection to controller has been lost. Please reconnect the controller."
"#TOPIC_OTHER_NEEDS","Other"
"#TOPIC_RATE_GAME","WHAT DO YOU THINK?"
"#POPUP_RATE_GAME_QUESTION","The game will continue to improve constantly, but how would you rate the game in its current condition?"
"#FEEDBACK_TOPIC_1","Bugs"
"#FEEDBACK_TOPIC_2","Performance"
"#FEEDBACK_TOPIC_3","Suggestion"
"#FEEDBACK_TOPIC_4","Other"
"#FEEDBACK_CATEGORY_1","Colony"
"#FEEDBACK_CATEGORY_2","World Map"
"#FEEDBACK_CATEGORY_3","Visuals and Sounds"
"#FEEDBACK_CATEGORY_4","Gameplay"
"#FEEDBACK_CATEGORY_5","Tech tree"
"#FEEDBACK_CATEGORY_6","Catastrophes"
"#FEEDBACK_CATEGORY_7","Other Feedback"
"#FEEDBACK_CATEGORY_1_SUB_1","Building"
"#FEEDBACK_CATEGORY_1_SUB_2","Colonists"
"#FEEDBACK_CATEGORY_1_SUB_3","Jobs and professions"
"#FEEDBACK_CATEGORY_1_SUB_4","Resources"
"#FEEDBACK_CATEGORY_1_SUB_5","Other"
"#FEEDBACK_CATEGORY_2_SUB_1","Movement"
"#FEEDBACK_CATEGORY_2_SUB_2","Locations and exploration"
"#FEEDBACK_CATEGORY_2_SUB_3","Specialists"
"#FEEDBACK_CATEGORY_2_SUB_4","Bandits and societies"
"#FEEDBACK_CATEGORY_2_SUB_5","Other"
"#FEEDBACK_CATEGORY_3_SUB_1","Buildings and people"
"#FEEDBACK_CATEGORY_3_SUB_2","Colony and map terrain"
"#FEEDBACK_CATEGORY_3_SUB_3","User Interface and Icons"
"#FEEDBACK_CATEGORY_3_SUB_4","Sound effects"
"#FEEDBACK_CATEGORY_3_SUB_5","Music"
"#FEEDBACK_CATEGORY_3_SUB_6","Other"
"#FEEDBACK_CATEGORY_4_SUB_1","General gameplay"
"#FEEDBACK_CATEGORY_4_SUB_2","Food and Water"
"#FEEDBACK_CATEGORY_4_SUB_3","Energy"
"#FEEDBACK_CATEGORY_4_SUB_4","Events"
"#FEEDBACK_CATEGORY_4_SUB_5","Other"
"#FEEDBACK_CATEGORY_5_SUB_1","Science Points"
"#FEEDBACK_CATEGORY_5_SUB_2","Scientists"
"#FEEDBACK_CATEGORY_5_SUB_3","Progression"
"#FEEDBACK_CATEGORY_5_SUB_4","Other"
"#FEEDBACK_CATEGORY_6_SUB_1","Fallout"
"#FEEDBACK_CATEGORY_6_SUB_2","Magnetic Storm"
"#FEEDBACK_CATEGORY_6_SUB_3","Meteor Shower"
"#FEEDBACK_CATEGORY_6_SUB_4","Pandemic"
"#FEEDBACK_CATEGORY_6_SUB_5","Other"
"#FEEDBACK_CATEGORY_7_SUB_1","Other"
"#IMPORTANCE","Severity:"
"#USER_FEEDBACK_TITLE","Feedback"
"#USER_FEEDBACK_BUTTON_TITLE","User Feedback"
"#USER_FEEDBACK_BUTTON_DESC","Send us your thoughts!"
"#USER_FEEDBACK_QUESTION_RATE_EXPERIENCE","How would you rate your experience so far?"
"#USER_FEEDBACK_QUESTION_EARLY_GAME_FUN_LONG","You've taken the first step forward by building the Gate. Have you enjoyed the beginning of the game?"
"#USER_FEEDBACK_QUESTION_EARLY_GAME_FUN","Have you enjoyed the beginning of the game?"
"#USER_FEEDBACK_QUESTION_WORLDMAP_INTERESTING","Does the world map feel interesting?"
"#USER_FEEDBACK_QUESTION_EVENTS_INTERESTING","Are the game's Events interesting?"
"#USER_FEEDBACK_QUESTION_DIFFICULTY","How does the game's difficulty feel?"
"#USER_FEEDBACK_ANSWER_DIFFICULTY_TOO_EASY","TOO EASY"
"#USER_FEEDBACK_ANSWER_DIFFICULTY_JUST_RIGHT","JUST RIGHT"
"#USER_FEEDBACK_ANSWER_DIFFICULTY_TOO_HARD","TOO HARD"
"#USER_FEEDBACK_ANSWER_SKIP","SKIP"
"#USER_FEEDBACK_ANSWER_YES","YES"
"#USER_FEEDBACK_ANSWER_NO","NO"
"#BUTTON_GIVE_FEEDBACK","User Feedback"
"#USER_FEEDBACK_INFO_GIVE_FEEDBACK_TO_IMPROVE_GAME","Help us improve the game by giving feedback. Let us know about the bugs you find and what you liked or disliked. All feedback is greatly appreciated!"
"#TOPIC_FEEDBACK_CATEGORIES","Choose a category..."
"#FEEDBACK_TOPIC_DETAILS","Details"
"#FEEDBACK_WRITE_DETAILS","Give feedback"
"#FEEDBACK_LABEL_NOT_INTERESTING","Boring"
"#FEEDBACK_LABEL_VERY_INTERESTING","Interesting"
"#FEEDBACK_LABEL_VERY_DIFFICULT","Difficult"
"#FEEDBACK_LABEL_EASY","Easy"
"#FEEDBACK_LABEL_POOR","Poor"
"#FEEDBACK_LABEL_MEDIOCRE","Mediocre"
"#FEEDBACK_LABEL_FAIR","Fair"
"#FEEDBACK_LABEL_GOOD","Good"
"#FEEDBACK_LABEL_EXCELLENT","Excellent"
"#USER_FEEDBACK_QUESTION_COLONY_1","How would you rate colony building in the game so far?"
"#USER_FEEDBACK_QUESTION_WORLD_MAP_1","How would you rate the world map part of the game so far?"
"#USER_FEEDBACK_QUESTION_VISUALS_AND_SOUNDS_1","How would you rate the game's visuals and audio so far?"
"#USER_FEEDBACK_QUESTION_GAMEPLAY_1","How would you rate the overall gameplay so far?"
"#USER_FEEDBACK_QUESTION_TECH_TREE_1","How would you rate the Tech Tree in the game so far?"
"#USER_FEEDBACK_QUESTION_CATASTROPHES_1","How would you rate the game's catastrophes so far?"
"#FEEDBACK_TOPIC_OPTIONAL","(Optional)"
"#FEEDBACK_TOPIC_INFO_OPTIONAL","Optional"
"#FEEDBACK_SENT_TOPIC","Feedback sent!"
"#FEEDBACK_THANK_YOU_MESSAGE","Thank you for your comments, they'll help us make the game better for you and everyone else."
"#FEEDBACK_ERROR_TOPIC","Cannot submit feedback"
"#FEEDBACK_ERROR_CATEGORY_REQUIRED","No category chosen, please choose one."
"#FEEDBACK_ERROR_WRITE_SOMETHING","No message written, please type one."
"#BUTTON_ADJUST_RATING","ADJUST RATING"
"#BUTTON_FEEDBACK_WRITE_DETAILS","WRITE FEEDBACK"
"#TOPIC_FEEDBACK_QUESTIONS","Choose a question..."
"#FEEDBACK_ERROR_QUESTION_REQUIRED","No question selected, please select one."
"#FEEDBACK_CATEGORY_1_QUESTION_1","How would you rate the colony building part of the game so far?"
"#FEEDBACK_CATEGORY_1_QUESTION_2","How would you rate the colonists so far?"
"#FEEDBACK_CATEGORY_1_QUESTION_3","How would you rate the difficulty of managing workplaces?"
"#FEEDBACK_CATEGORY_1_QUESTION_4","How would you rate the difficulty of collecting and managing resources?"
"#FEEDBACK_CATEGORY_1_QUESTION_5","Other colony related feedback?"
"#FEEDBACK_CATEGORY_2_QUESTION_1","How would you rate the world map part of the game so far?"
"#FEEDBACK_CATEGORY_2_QUESTION_2","How would you rate the difficulty of moving around the world map?"
"#FEEDBACK_CATEGORY_2_QUESTION_3","How would you rate the exploration part of the game so far?"
"#FEEDBACK_CATEGORY_2_QUESTION_4","How would you rate the specialists so far?"
"#FEEDBACK_CATEGORY_2_QUESTION_5","How satisfying would you say the encounters with bandits and societies in the world map have been so far?"
"#FEEDBACK_CATEGORY_2_QUESTION_6","Other world map related feedback?"
"#FEEDBACK_CATEGORY_3_QUESTION_1","How would you rate the visuals and sounds of the game so far?"
"#FEEDBACK_CATEGORY_3_QUESTION_2","How would you rate the visuals of the buildings and people in the game?"
"#FEEDBACK_CATEGORY_3_QUESTION_3","How would you rate the visuals of the environment in the game?"
"#FEEDBACK_CATEGORY_3_QUESTION_4","How would you rate the user interface in the game?"
"#FEEDBACK_CATEGORY_3_QUESTION_5","How would you rate the user icons in the game?"
"#FEEDBACK_CATEGORY_3_QUESTION_6","How would you rate the sound effects in the game?"
"#FEEDBACK_CATEGORY_3_QUESTION_7","How would you rate the music in the game?"
"#FEEDBACK_CATEGORY_3_QUESTION_8","Other visuals and sound related feedback?"
"#FEEDBACK_CATEGORY_4_QUESTION_1","How would you rate the overall gameplay so far?"
"#FEEDBACK_CATEGORY_4_QUESTION_2","How would you rate the difficulty of managing food and water in the game?"
"#FEEDBACK_CATEGORY_4_QUESTION_3","How would you rate the difficulty of managing energy in the game?"
"#FEEDBACK_CATEGORY_4_QUESTION_4","How would you rate the events in the game so far?"
"#FEEDBACK_CATEGORY_4_QUESTION_5","Other gameplay related feedback?"
"#FEEDBACK_CATEGORY_5_QUESTION_1","How would you rate the tech tree in the game so far?"
"#FEEDBACK_CATEGORY_5_QUESTION_2","How would you rate the difficulty of collecting and managing science points?"
"#FEEDBACK_CATEGORY_5_QUESTION_3","How would you rate the scientists so far?"
"#FEEDBACK_CATEGORY_5_QUESTION_4","How would you rate the sense of progression the tech tree gives you?"
"#FEEDBACK_CATEGORY_5_QUESTION_5","Other tech tree related feedback?"
"#FEEDBACK_CATEGORY_6_QUESTION_1","How would you rate the catastrophes part of the game so far?"
"#FEEDBACK_CATEGORY_6_QUESTION_2","How interesting would you say your experience with fallout catastrophes has been so far?"
"#FEEDBACK_CATEGORY_6_QUESTION_3","How interesting would you say your experience with magnetic storm catastrophes has been so far?"
"#FEEDBACK_CATEGORY_6_QUESTION_4","How interesting would you say your experience with meteor shower catastrophes has been so far?"
"#FEEDBACK_CATEGORY_6_QUESTION_5","How interesting would you say your experience with pandemic catastrophes has been so far?"
"#FEEDBACK_CATEGORY_6_QUESTION_6","How interesting would you say your experience with heat wave catastrophes has been so far?"
"#FEEDBACK_CATEGORY_6_QUESTION_7","Other catastrophe related feedback?"
"#FEEDBACK_LABEL_DIFFICULT","Very difficult"
"#FEEDBACK_LABEL_VERY_EASY","Very easy"
"#FEEDBACK_LABEL_NOT_AT_ALL_INTERESTING","Not at all interesting"
"#FEEDBACK_LABEL_EXTREMELY_INTERESTING","Extremely interesting"
"#FEEDBACK_LABEL_NOT_SATISFYING","Not satisfying"
"#FEEDBACK_LABEL_SATISFYING","Very satisfying"
"#FEEDBACK_LABEL_NEUTRAL","Neutral"
"#FEEDBACK_LABEL_CHALLENGING","Challenging"
"#FEEDBACK_LABEL_LOW_IMPORTANCE","Not important"
"#FEEDBACK_LABEL_HIGH_IMPORTANCE","Very important"
"#FEEDBACK_LABEL_LOW_SERIOUSNESS","Low seriousness"
"#FEEDBACK_LABEL_HIGH_SERIOUSNESS","High seriousness"
"#FEEDBACK_CATEGORY_8","Other Feedback"
"#FEEDBACK_CATEGORY_BUG","Bugs"
"#FEEDBACK_CATEGORY_COLONY","Colony"
"#FEEDBACK_CATEGORY_WM","World Map"
"#FEEDBACK_CATEGORY_TUTORIAL","Tutorial"
"#FEEDBACK_CATEGORY_INTERFACE_AND_CONTROLS","Interface & Controls"
"#FEEDBACK_CATEGORY_VISUALS_AND_SOUND","Visuals & Sounds"
"#FEEDBACK_CATEGORY_DEPTH_AND_CHALLENGE","Depth & Challenge"
"#FEEDBACK_CATEGORY_TECH_TREE","Tech Tree"
"#FEEDBACK_CATEGORY_EVENTS_AND_QUESTS","Events & Quests"
"#FEEDBACK_CATEGORY_OTHER","Other"
"#FEEDBACK_QUESTION_COLONY_BUILDING","How would you rate the colony building part of the game so far?"
"#FEEDBACK_QUESTION_WORKPLACES","How would you rate managing workplaces?"
"#FEEDBACK_QUESTION_RESOURCE_MANAGEMENT","How would you rate managing resources?"
"#FEEDBACK_QUESTION_HAPPINESS","How would you rate managing happiness in the colony?"
"#FEEDBACK_QUESTION_FOLLOWING_COLONISTS","How would you rate your understanding of what your colonists are doing at any given moment?"
"#FEEDBACK_QUESTION_INTEREST_IN_COLONISTS","How would you rate your interest in individual colonists?"
"#FEEDBACK_QUESTION_EXPLORATION","How would you rate the exploration part of the game so far?"
"#FEEDBACK_QUESTION_TRADE","How would you rate trading in the game so far?"
"#FEEDBACK_QUESTION_COMBAT","How would you rate combat in the game so far?"
"#FEEDBACK_QUESTION_DIPLOMACY","How would you rate diplomacy in the game so far?"
"#FEEDBACK_QUESTION_SPECIALISTS","How would you rate the specialists so far?"
"#FEEDBACK_QUESTION_OUTPOSTS","How useful would you say the outposts are?"
"#FEEDBACK_QUESTION_TUTORIAL","How well did the tutorial prepare you for playing the game?"
"#FEEDBACK_QUESTION_SENSE_OF_DIRECTION","How well did the game do in giving you a sense of direction?"
"#FEEDBACK_QUESTION_UI","How would you rate the user interface in the game?"
"#FEEDBACK_QUESTION_ICONS","How would you rate the use of icons in the game?"
"#FEEDBACK_QUESTION_CONTROLS","How would you rate the controls of the game?"
"#FEEDBACK_QUESTION_VISUALS","How would you rate the visuals of the game so far?"
"#FEEDBACK_QUESTION_SOUND_EFFECTS","How would you rate the sound effects in the game?"
"#FEEDBACK_QUESTION_MUSIC","How would you rate the music in the game?"
"#FEEDBACK_QUESTION_DEPTH_OF_MECHANICS","How would you rate the depth of gameplay mechanics in the game?"
"#FEEDBACK_QUESTION_DIFFICULT_CHOICES","How successful is the game at giving you difficult choices?"
"#FEEDBACK_QUESTION_FOOD_AND_WATER","How would you rate the difficulty of managing food and water in the game?"
"#FEEDBACK_QUESTION_ENERGY","How would you rate the difficulty of managing energy in the game?"
"#FEEDBACK_QUESTION_DIFFICULTY_SETTING","How well does the challenge you've encountered so far match your difficulty settings?"
"#FEEDBACK_QUESTION_THINGS_TO_DO","How would you rate the level of variety of things to do in the game?"
"#FEEDBACK_QUESTION_ENOUGH_RESOURCES","Do you feel that the game provides enough resources?"
"#FEEDBACK_QUESTION_ENOUGH_SPECIALISTS","Do you feel that the game provides enough specialists?"
"#FEEDBACK_QUESTION_ENOUGH_COLONISTS","Do you feel that the game provides enough colonists?"
"#FEEDBACK_QUESTION_TECH_TREE","How would you rate the Tech Tree in the game so far?"
"#FEEDBACK_QUESTION_SCIENCE_POINTS","How would you rate the collection and management of science points?"
"#FEEDBACK_QUESTION_TECH_TREE_OPTIONS","How would you rate the amount of options you have in the Tech Tree so far?"
"#FEEDBACK_QUESTION_CATASTROPHES","How would you rate the catastrophes in the game so far?"
"#FEEDBACK_QUESTION_CATASTROPHES_CHALLENGE","How challenging would you say the catastrophes are for you?"
"#FEEDBACK_QUESTION_ANTI_CATASTROPHE","How would you rate the usefulness of the anti-catastrophe buildings in the game?"
"#FEEDBACK_QUESTION_COLONY_EVENTS","How would you rate the events that happen in your colony?"
"#FEEDBACK_QUESTION_QUESTS","How would you rate the quests in the game so far?"
"#FEEDBACK_QUESTION_OTHER","Other feedback about the game?"
"#FEEDBACK_LABEL_LOW","Low"
"#FEEDBACK_LABEL_HIGH","High"
"#PARADOX_REGION","Region"
"#ACCOUNT_INVALID_REGION","Please select your region from the dropdown."
"#RADIO_OUTBACK","OUTBACK"
"#SENTENCE_END_SYMBOL","."
"#TOPIC_SETTINGS_WEB_MANUAL","Web manual"
"#LOAD_DLCS_NOT_MATCH_TITLE","DLC NOT FOUND"
"#LOAD_DLCS_NOT_MATCH_CONTENT","Required DLCs for this save file not found. Missing DLCs: {0}"
"#DLC_TITLE_FOUNDERS_PACK","Founder's Pack"
"#DLC_TITLE_TWITCH_DLC","Twitch DLC"
"#METADATA_DLCCOUNT","DLCs enabled"
"#RADIO_ACTIVE","RADIO ACTIVE"
"##TOPIC_CONTROLLER_LAYOUT_NX_DEFAULT","CONTROLLER"
"#MENU_NEW_GAME","NEW GAME"
"#MENU_LOAD","LOAD"
"#MENU_SAVE","SAVE"
"#MENU_SETTINGS","SETTINGS"
"#MENU_MODS","MODS"
"#MENU_PARADOX","PARADOX ACCOUNT"
"#MENU_PARADOX_CREATE_ACCOUNT","CREATE ACCOUNT"
"#MENU_PARADOX_LOGIN","LOGIN"
"#MENU_PARADOX_LOGOUT","LOGOUT"
"#MENU_PARADOX_LINK","LINK"
"#MENU_PARADOX_UNLINK","UNLINK"
"#MENU_CREDITS","CREDITS"
"#MENU_BACK","BACK"
"#MENU_EXIT","EXIT"
"#MENU_QUIT","QUIT"
"#MENU_QUICK_GAME","QUICK GAME"
"#MENU_TUTORIAL","TUTORIAL"
"#MENU_CONTINUE","CONTINUE"
"#BUTTON_RESTORE_DEFAULTS","Restore Defaults"
"#TOPIC_SETTINGS","SETTINGS"
"#TOPIC_SETTINGS_SMALL","Settings"
"#SETTINGS_OPTIONS","Options"
"#SETTINGS_OPTIONS_TITLE","OPTIONS"
"#SETTINGS_GENERAL_TAB","GENERAL"
"#SETTINGS_LANGUAGE","Language"
"#BUTTON_QUIT","QUIT"
"#SETTINGS_CONTROLS_TAB","CONTROLS"
"#SETTINGS_KEYBOARD","Keyboard"
"#SETTINGS_MOUSE","Mouse"
"#TOPIC_PRESS_ANY_KEY_TO_START","Press any key to start"
"#TOPIC_PRESS_ANY_BUTTON_TO_START","Press any button to start"
"#TOPIC_PRESS","Press"
"#TOPIC_TO_START","to start"
"#TOPIC_CLOSE","CLOSE"
"#TOPIC_DIFFICULTY_BONUS","Difficulty"
"#SETTINGS_WINDOW_MODE_FULL_SCREEN_WINDOW","Fullscreen Window"
"#SETTINGS_WINDOW_MODE_MAXIMIZED_WINDOW","Maximized Window"
"#SETTINGS_WINDOW_MODE_EXCLUSIVE_FULL_SCREEN","Fullscreen"
"#SETTINGS_WINDOW_MODE_WINDOWED","Windowed"
"#SETTINGS_QUALITY_LEVEL_OFF","Off"
"#SETTINGS_QUALITY_LEVEL_LOW","Low"
"#SETTINGS_QUALITY_LEVEL_MEDIUM","Medium"
"#SETTINGS_QUALITY_LEVEL_HIGH","High"
"#SETTINGS_QUALITY_LEVEL_CUSTOM","Custom"
"#COLONY_NAME_TOO_LONG_ERROR_CONTENT","Colony names can have a maximum of 10 characters."
"#SETTINGS_KEY_BINDING_PAN_UP","Pan Up"
"#SETTINGS_KEY_BINDING_PAN_DOWN","Pan Down"
"#SETTINGS_KEY_BINDING_PAN_LEFT","Pan Left"
"#SETTINGS_KEY_BINDING_PAN_RIGHT","Pan Right"
"#SETTINGS_KEY_BINDING_CENTER_TO_COLONY","Center to Colony"
"#SETTINGS_KEY_BINDING_ROTATE_CAMERA_LEFT","Rotate Camera Left"
"#SETTINGS_KEY_BINDING_ROTATE_CAMERA_RIGHT","Rotate Camera Right"
"#SETTINGS_KEY_BINDING_ZOOM_IN","Zoom In"
"#SETTINGS_KEY_BINDING_ZOOM_OUT","Zoom Out"
"#SETTINGS_KEY_BINDING_RESET_CAMERA","Reset Camera"
"#SETTINGS_KEY_BINDING_PAUSE_GAME","Pause Game"
"#SETTINGS_KEY_BINDING_BUILD_MENU","Build Menu"
"#SETTINGS_KEY_BINDING_WORLD_MAP","World Map"
"#SETTINGS_KEY_BINDING_COLONY_STATISTICS","Statistics"
"#SETTINGS_KEY_BINDING_RADIO_CHANNEL_MENU","Radio"
"#SETTINGS_KEY_BINDING_TECH_TREE","Tech Tree"
"#SETTINGS_AUDIO_TAB","AUDIO"
"#SETTINGS_MASTER_VOLUME","Master Volume"
"#SETTINGS_SFX_VOLUME","SFX Volume"
"#SETTINGS_MUSIC_VOLUME","Music Volume"
"#SETTINGS_GRAPHICS_TAB","GRAPHICS"
"#SETTINGS_OPTION_LEVEL_LOW","Low"
"#SETTINGS_OPTION_LEVEL_MEDIUM","Medium"
"#SETTINGS_OPTION_LEVEL_HIGH","High"
"#SETTINGS_OPTION_LEVEL_ULTRA","Ultra"
"#SETTINGS_OPTION_LEVEL_CUSTOM","Custom"
"#SETTINGS_USE_VSYNC","Use VSync"
"#SETTINGS_RESOLUTION","Resolution"
"#SETTINGS_WINDOW_MODE","Window Mode"
"#SETTINGS_SELECT_DISPLAY","Select Display"
"#SETTINGS_DISPLAY","Display {0}"
"#SETTINGS_REFRESH_RATE","Refresh Rate"
"#SETTINGS_FRAME_RATE_LIMIT","Frame Rate Limit"
"#SETTINGS_ASPECT_RATIO","Aspect Ratio"
"#SETTINGS_BRIGHTNESS","Brightness"
"#SETTINGS_CONTRAST","Contrast"
"#SETTINGS_ADVANCED OPTIONS","Advanced Options"
"#SETTINGS_TEXTURE_QUALITY","Texture Quality"
"#SETTINGS_SHADOW_QUALITY","Shadow Quality"
"#SETTINGS_LEVEL_OF_DETAIL","Level of Detail"
"#SETTINGS_WATER_REFLECTIONS","Water Reflections"
"#SETTINGS_FOLIAGE_QUALITY","Foliage Quality"
"#SETTINGS_VIEW_DISTANCE","View Distance"
"#SETTINGS_ANISOTROPY","Anisotropy"
"#SETTINGS_ANTIALIASING","Antialiasing"
"#SETTINGS_SSAO","SSAO"
"#SETTINGS_OPTION_ON","On"
"#SETTINGS_OPTION_OFF","Off"
"#SETTINGS_ENABLE_EDGE_SCROLLING","Edge Scrolling"
"#SETTINGS_CAPTURE_MOUSE","Capture Mouse"
"#SETTINGS_INVERT_CAMERA_ROTATION","Invert Camera Rotation"
"#SETTINGS_AUTOSAVE_FREQUENCY","Autosave Frequency"
"#SETTINGS_INVERT_MOUSE_WHEEL","Invert Mouse Wheel"
"#SETTINGS_KEY_BINDING_ROTATE_BUILDING_RIGHT","Rotate Building Right"
"#SETTINGS_KEY_BINDING_ROTATE_BUILDING_LEFT","Rotate Building Left"
"#SETTINGS_KEY_BINDING_PAUSE_MENU","Pause Menu"
"#SETTINGS_KEY_BINDINGS","Key Bindings"
"#SETTINGS_MOUSE_PANNING","Mouse Panning"
"#SETTINGS_KEY_BINDING_QUICK_SAVE","Quick Save"
"#SETTINGS_KEY_BINDING_QUICK_LOAD","Quick Load"
"#SETTINGS_AMBIENT_VOLUME","Ambient Volume"
"#SETTINGS_MUTE_ALL","Mute"
"#SETTINGS_SUBTITLES","Subtitles"
"#SETTINGS_FULL_SCREEN","Full Screen"
"#SETTINGS_WINDOWED","Windowed"
"#SETTINGS_BORDERLESS_WINDOW","Borderless Window"
"#SETTINGS_EXCLUSIVE_FULL_SCREEN","Exclusive Full Screen"
"#SETTINGS_MAXIMIZED_WINDOW","Maximized Window"
"#SETTINGS_FULL_SCREEN_WINDOW","Full Screen Window"
"#POPUP_EXIT_DESKTOP_TITLE","EXIT TO DESKTOP"
"#POPUP_EXIT_DESKTOP_CONTENT","Are you sure you want to exit the game?"
"#COLOR","Color"
"#TOPIC_COLOR","COLOR"
"#FLAG_ICON","Icon"
"#TOPIC_FLAG_ICON","ICON"
"#BUTTON_START_MODDING","START MODDING"
"#TOPIC_SETTINGS_KEY_BINDINGS","KEY BINDINGS"
"#SETTINGS_CLOUDS","Disable Clouds"
"#SETTINGS_AMBIENT_OCCLUSION","Ambient Occlusion"
"#SETTINGS_TERRAIN_QUALITY","Terrain Quality"
"#SETTINGS_PARTICLE_QUALITY","Particle Quality"
"#SETTINGS_POST_PROCESSING_QUALITY","Post-processing Quality"
"#SETTINGS_SAFE_AREA_SIZE","Safe Area Size"
"#ACCOUNT_TERMS_OF_USE_TITLE","Terms of use"
"#ACCOUNT_PRIVACY_POLICY_TITLE","Privacy policy"
"#BUTTON_SETTINGS_RESTORE_DEFAULTS_PROMPT","RESTORE DEFAULTS"
"#SETTINGS_APPLY_CHANGES_TEXT","Do you wish to apply the changes you made to the settings?"
"#TOPIC_SAVE_VERSION_NUMBER","Version"
"#SETTINGS_APPLY_CHANGES_TITLE","APPLY CHANGES"
"#SETTINGS_SOFT_PARTICLES","Soft Particles"
"#SETTINGS_REALTIME_REFLECTIONS","Realtime Reflections"
"#SETTINGS_TERRAIN","Terrain"
"#SETTINGS_EFFECTS","Effects"
"#SETTINGS_BLOOM","Bloom"
"#SETTINGS_POSTPROCESSING","Postprocessing"
"#SETTINGS_MESH_QUALITY","Mesh Quality"
"#SETTINGS_LIGHTING_QUALITY","Lighting Quality"
"#SETTINGS_SAFE_AREA","Safe Area"
"#SETTINGS_COLORBLIND_MODE","Colorblind Mode"
"#SETTINGS_KEY_BINDING_NEXT_BUILDING","Next Building"
"#SETTINGS_KEY_BINDING_PREVIOUS_BUILDING","Previous Building"
"#SETTINGS_KEY_BINDING_NEXT_COLONIST","Next Colonist"
"#SETTINGS_KEY_BINDING_PREVIOUS_COLONIST","Previous Colonist"
"#SETTINGS_KEY_BINDING_NEXT_SPECIALIST","Next Specialist"
"#SETTINGS_KEY_BINDING_PREVIOUS_SPECIALIST","Previous Specialist"
"#SETTINGS_KEY_BINDING_PIN_UNPIN_SELECTED","Pin/Unpin Selected"
"#SETTINGS_KEY_BINDING_CLEAR_PINNED","Clear Pins"
"#SETTINGS_KEY_BINDING_RENAME_SELECTED","Rename Selected"
"#SETTINGS_KEY_BINDING_FOLLOW_SELECTED","Follow Selected"
"#SETTINGS_TUTORIAL","Tutorial"
"#TOPIC_MOUSE1","Mouse 1"
"#TOPIC_MOUSE_LEFT","Mouse Left"
"#TOPIC_MOUSE2","Mouse 2"
"#TOPIC_MOUSE_RIGHT","Mouse Right"
"#TOPIC_MOUSE3","Mouse 3"
"#TOPIC_MOUSE_MIDDLE","Mouse Middle"
"#SETTINGS_QUICK_WM_ACTIONS","Quick World Map Actions"
"#SETTINGS_QUICK_WM_MOVEMENT","Quick World Map Movement"
"#SETTINGS_AUTOSAVE","Autosave"
"#SETTINGS_MINUTES_SHORT","mins"
"#SETTING_MINUTES","minutes"
"#SETTINGS_ZOOM_SPEED","Zoom Speed"
"#SETTINGS_CAMERA_PAN_SPEED","Camera Pan Speed"
"#SETTINGS_SCROLL_OUTSIDE_WINDOW","Scroll Outside Window"
"#SETTINGS_CAMERA_MOVEMENT_SPEED","Camera Movement Speed"
"#SETTINGS_KEY_BINDING_ROTATE_CAMERA_UP","Rotate Camera Up"
"#SETTINGS_KEY_BINDING_ROTATE_CAMERA_DOWN","Rotate Camera Down"
"#SETTINGS_KEY_BINDING_SPEED_UP","Speed Up"
"#SETTINGS_KEY_BINDING_SPEED_DOWN","Speed Down"
"#SETTINGS_KEY_BINDING_TOGGLE_MAX_SPEED","Toggle Max Speed"
"#SETTINGS_KEY_BINDING_SPECIALIST_MENU","Specialist Menu"
"#SETTINGS_KEY_BINDING_COLONY_LOG","Colony Log"
"#SETTINGS_KEY_BINDING_INCREASE_PRIORITY","Increase Priority"
"#SETTINGS_KEY_BINDING_DECREASE_PRIORITY","Decrease Priority"
"#SETTINGS_KEY_BINDING_PAUSE_SELECTED","Pause Selected"
"#SETTINGS_KEY_BINDING_SALVAGE_SELECTED","Demolish Selected Building"
"#SETTINGS_KEY_BINDING_REPAIR_SELECTED","Repair Selected Building"
"#SETTINGS_KEY_BINDING_ADD_WORK_SLOT","Add Work Slot"
"#SETTINGS_KEY_BINDING_REMOVE_WORK_SLOT","Remove Work Slot"
"#SETTINGS_KEY_BINDING_SELECT_TARGET","Select Target"
"#SETTINGS_KEY_BINDING_SELECT_GATE","Select the Gate"
"#SETTINGS_KEY_BINDING_ASSIGN_TO_BUILDING","Assign to Building"
"#SETTINGS_KEY_BINDING_ATTACK_TARGET","Attack Target"
"#SETTINGS_KEY_BINDING_PLACE_PRIMARY_WORK_AREA","Place Primary Work Area"
"#SETTINGS_KEY_BINDING_PLACE_SECONDARY_WORK_AREA","Place Secondary Work Area"
"#SETTINGS_KEY_BINDING_PLACE_TERTIARY_WORK_AREA","Place Tertiary Work Area"
"#SETTINGS_KEY_BINDING_TOGGLE_SOIL_OVERLAY","Toggle Soil Overlay"
"#SETTINGS_KEY_BINDING_TOGGLE_RESOURCE_ICONS","Toggle Resource Icons"
"#SETTINGS_KEY_BINDING_CHALLENGES","Challenges"
"#SETTINGS_MUTE_WHEN_MINIMIZED","Mute when Minimized"
"#SETTINGS_MUTE_MENU_MUSIC","Mute Menu Music"
"#SETTINGS_BRIGHTNESS_CONTENT","Adjust the brightness level until the image is barely visible."
"#SETTINGS_APPLY","Apply"
"#SETTINGS_OK","OK"
"#SETTINGS_CANCEL","Close"
"#PAUSE_SETTINGS","Settings"
"#SETTINGS_DISCARD_TITLE","Discard Settings"
"#SETTINGS_DISCARD_CONTENT","Are you sure you want to close settings? You have unsaved changes which will be discarded."
"#SETTINGS_CHANGE_TAB_TITLE","Unsaved Changes"
"#SETTINGS_CHANGE_TAB_CONTENT","You have unchanged changes. Do you want to discard changes and change the tab?"
"#SAVE_ERROR_TITLE","Error while Saving"
"#SAVE_NO_NAME_CONTENT","You have to give name to the save file"
"#SAVE_OVERWRITE_TITLE","Save File Exists"
"#SAVE_OVERWRITE_CONTENT","Do you want to overwrite existing save file?"
"#SAVE_OK","Save"
"#SAVE_CLOSE","Close"
"#TOPIC_SAVE","Save game"
"#SAVE_GAME","SAVE GAME"
"#TOPIC_LOAD_GAME","LOAD GAME"
"#SAVE_NEW","New save"
"#SAVE_NEW_SAVE_CONTENT","Input a name for this new save file."
"#SAVE_NAME","Name"
"#SAVE_VERSION","Version {0}"
"#SAVE_ERROR_NOT_FULL_PATH","The provided save file path is a relative path. Please use a full path instead."
"#SAVE_ERROR_NO_FILE_NAME","The file name is empty or it contains only white space"
"#SAVE_ERROR_ILLEGAL_CHARACTERS","The save file path contains illegal characters."
"#SAVE_ERROR_NO_PERMISSION","You don't have permission to save to the selected path. Use other path instead."
"#SAVE_ERROR_SEMICOLON","The save file path contains a semicolon in an illegal position."
"#SAVE_ERROR_PATH_TOO_LONG","The save file path is too long. Please use a shorter save file name."
"#SAVE_ERROR_UNKNOWN","Unknown error while saving the game."
"#SAVE_DELETE_TITLE","Delete Saved Game"
"#SAVE_DELETE_MESSAGE","You are about to delete a saved game. Are you sure?"
"#SAVE_DELETE_FAILED_TITLE","Delete Failed"
"#SAVE_DELETE_FAILED_MESSAGE","Deleting a saved game failed."
"#BUTTON_SETTINGS_RESTORE_DEFAULTS","Restore Defaults"
"#POPUP_CONFIRM_ARE_YOU_SURE","ARE YOU SURE?"
"#POPUP_CONFIRM_ARE_YOU_SURE_CONTENT","This will reset ALL options to their default values.\n\nReset options?"
"#PARADOX_NOT_LINKED","Account linking currently unavailable"
"#PARADOX_LINKED","Not linked - account linking currently unavailable"
"#PARADOX_LOGIN_TITLE","Log in to your Paradox Account"
"#PARADOX_EMAIL","Email address"
"#PARADOX_PASSWORD","Password"
"#PARADOX_FORGOT","Forgot?"
"#PARADOX_REMEMBER_ME","Remember me"
"#PARADOX_LOGIN","Login"
"#PARADOX_NO_ACCOUNT","Don't have an account?"
"#PARADOX_CREATE_ACCOUNT","Create Account"
"#PARADOX_CREATE_ACCOUNT_TITLE","Create Paradox Account"
"#PARADOX_COUNTRY","Region"
"#PARADOX_BIRTHDAY","Date of birth"
"#PARADOX_YEAR","Year"
"#PARADOX_MONTH","Month"
"#PARADOX_DAY","Day"
"#PARADOX_TERMS","I have read and accept the Terms of use"
"#PARADOX_PRIVACY","I have read and understood the Privacy policy"
"#PARADOX_NEWSLETTER","I want to receive news and offers from {0} and Paradox Interactive"
"#PARADOX_ALREADY_ACCOUNT","Already have an account?"
"#PARADOX_READ_TERMS","READ TERMS OF USE"
"#PARADOX_READ_PRIVACY","Read Privacy Policy"
"#PARADOX_YOU_CONFIRM","By clicking ""Create Account"" you hereby confirm that you have read, understood, and accepted our Terms of Use and Privacy Policy."
"#ACCOUNT_NOT_LOGGED_IN","Not logged in"
"#ACCOUNT_INVALID_EMAIL","The email is in invalid format."
"#ACCOUNT_INVALID_PASSWORD","The passwork is not valid. It should have at least 6 characters (128 max)."
"#ACCOUNT_INVALID_COUNTRY","Please select your region from the dropdown."
"#ACCOUNT_INVALID_DATE","Please select your date of birth from dropdowns."
"#ACCOUNT_ERROR_HEADLINE","Account Creation Error"
"#ACCOUNT_LOGGED_IN_TITLE","Successfully Logged In"
"#ACCOUNT_LOGGED_IN","Logged in as {0}"
"#ACCOUNT_LOGIN_FAILED_TITLE","Login Failed"
"#ACCOUNT_LOGIN_FAILED_MESSAGE","Login failed. Check your email and password."
"#ACCOUNT_LOGOUT_TITLE","Logout"
"#ACCOUNT_LOGOUT_MESSAGE","Do you wish to logout?"
"#ACCOUNT_CREATE_FAILED_TITLE","Creating Account Failed"
"#ACCOUNT_CREATE_FAILED_MESSAGE","Error while creating account."
"#ACCOUNT_NOT_LINKED","Your account is currently not linked"
"#ACCOUNT_LINKED","Your account is linked"
"#ACCOUNT_LINK_TITLE","Linking Account"
"#ACCOUNT_LINK_MESSAGE","Do you wish to link your account?"
"#ACCOUNT_UNLINK_TITLE","Unlinking Account"
"#ACCOUNT_UNLINK_MESSAGE","Do you wish to unlink your account?"
"#ACCOUNT_CONFIRM_LINK_STEAM","This Steam account is already linked to a different Paradox Account. Would you like to overwrite the link?"
"#ACCOUNT_OVERWRITE_LINK_STEAM","This Paradox Account is already linked to a different Steam account. Would you like to overwrite the link?"
"#ACCOUNT_SUCCESS_LINK_STEAM","Success! Your Paradox Account has been linked to you Steam account."
"#ACCOUNT_LINK_ERROR","Error linking the account"
"#PREGAME_CATEGORY_HEADER_00","ENVIRONMENT"
"#PREGAME_CATEGORY_HEADER_01","CATASTROPHES"
"#PREGAME_CATEGORY_HEADER_02","RESOURCES"
"#PREGAME_CATEGORY_HEADER_03","SURVIVORS"
"#PREGAME_CATEGORY_HEADER_04","CHALLENGE"
"#PREGAME_CATEGORY_HEADER_05","GATEKEEPER"
"#PREGAME_CATEGORY_HEADER_06","SUMMARY"
"#PREGAME_CATEGORY_HEADER_07","VISUALS"
"#PREGAME_SUMMARY_TITLE","SUMMARY"
"#PREGAME_SUMMARY_FIELD_00","Environment"
"#PREGAME_SUMMARY_FIELD_01","Catastrophes"
"#PREGAME_SUMMARY_FIELD_02","Resources"
"#PREGAME_SUMMARY_FIELD_03","Survivors"
"#PREGAME_SUMMARY_FIELD_04","Challenge"
"#PREGAME_SUMMARY_FIELD_05","Gatekeeper"
"#PREGAME_FLAG_CUSTOMIZATION","The group is ready to settle down and unite under a new flag."
"#PREGAME_COLONY_NAME_CUSTOMIZATION","Your group is ready to settle down and unite under a new flag in the colony named"
"#PREGAME_ENTER_NAME","Enter colony name. Certain special characters may not be allowed."
"#PREGAME_COLONY_NAME_SUGGESTION_01","Hawford"
"#PREGAME_COLONY_NAME_SUGGESTION_02","Zhonvale"
"#PREGAME_COLONY_NAME_SUGGESTION_03","Arechester"
"#PREGAME_COLONY_NAME_SUGGESTION_04","Egopolis"
"#PREGAME_COLONY_NAME_SUGGESTION_05","Eyshire"
"#PREGAME_COLONY_NAME_SUGGESTION_06","Grumdiff"
"#PREGAME_COLONY_NAME_SUGGESTION_07","Vlantol"
"#PREGAME_COLONY_NAME_SUGGESTION_08","Uryset"
"#PREGAME_COLONY_NAME_SUGGESTION_09","Kheving"
"#PREGAME_COLONY_NAME_SUGGESTION_10","Dunbridge"
"#PREGAME_COLONY_NAME_SUGGESTION_11","Pliawood"
"#PREGAME_COLONY_NAME_SUGGESTION_12","Wrebury"
"#PREGAME_COLONY_NAME_SUGGESTION_13","Somewhere"
"#PREGAME_COLONY_NAME_SUGGESTION_14","Inwell"
"#PREGAME_COLONY_NAME_SUGGESTION_15","Adenaport"
"#PREGAME_COLONY_NAME_SUGGESTION_16","Pingustan"
"#PREGAME_COLONY_NAME_SUGGESTION_17","Rockbottom"
"#PREGAME_COLONY_NAME_SUGGESTION_18","New Caledonia"
"#PREGAME_COLONY_NAME_SUGGESTION_19","Edgeburn"
"#PREGAME_COLONY_NAME_SUGGESTION_20","Whitemere"
"#PREGAME_COLONY_NAME_SUGGESTION_21","Ashford"
"#PREGAME_COLONY_NAME_SUGGESTION_22","Valentine"
"#PREGAME_COLONY_NAME_SUGGESTION_23","Olyra"
"#PREGAME_COLONY_NAME_SUGGESTION_24","Skylight"
"#PREGAME_COLONY_NAME_SUGGESTION_25","Fourmile"
"#PREGAME_BACK_BUTTON_TITLE","RETURN TO MAIN MENU"
"#PREGAME_BACK_BUTTON_CONTENT","All unsaved progress will be lost. Are you sure you want to return to main menu?"
"#COLONY_NAME_TOO_LONG_ERROR","Your colony name is too long"
"#MODS_TOPIC","Select Mods"
"#MODS_TOPIC_TITLE","SELECT MODS"
"#MODS_VERSION","Version: {0}"
"#MODS_ACTIVATE","Activate"
"#MODS_DEACTIVATE","Deactivate"
"#MODS_EXIT","Exit"
"#BUTTON_RENAME","Rename"
"#BUTTON_RANDOMIZE_NAME","Randomize Name"
"#SETTINGS_ACCOUNT_INFO","ACCOUNT INFO"
"#TOPIC_SELECT_MAP_SEED","Select Map Seed"
"#TOPIC_TYPE_IN_YOUR_MAP_SEED_CONTENT","Type in your own map seed."
"#SETTINGS_SHOW_TUTORIAL","Show Tutorial"
"#SETTINGS_AUTO_SAVE","Autosave"
"#SETTINGS_AUTO_SAVE_FREQUENCY","Autosave Frequency"
"#SETTINGS_DAYS","days"
"#SETTINGS_LANGUAGE_ENGLISH","English"
"#SETTINGS_LANGUAGE_FRENCH","French"
"#SETTINGS_LANGUAGE_GERMAN","German"
"#SETTINGS_LANGUAGE_SPANISH","Spanish"
"#SETTINGS_LANGUAGE_PORTUGUESE","Portuguese"
"#SETTINGS_LANGUAGE_RUSSIAN","Russian"
"#SETTINGS_LANGUAGE_POLISH","Polish"
"#SETTINGS_LANGUAGE_CHINESE","Chinese"
"#SETTINGS_GRAPHIC_QUALITY","Graphics Quality"
"#SETTINGS_OPTION_UNLIMITED","Unlimited"
"#PREGAME_TUTORIAL_HEADER","TUTORIAL"
"#PREGAME_TUTORIAL_OPTION_1","Yes"
"#PREGAME_TUTORIAL_OPTION_2","No"
"#PREGAME_TUTORIAL_EFFECT_1","Show tutorial messages"
"#PREGAME_TUTORIAL_EFFECT_2","Hide tutorial messages"
"#PREGAME_TUTORIAL_SUMMARY_HEADER","Tutorial"
"#PREGAME_SUMMARY_COLONY_NAME","Colony Name"
"#PREGAME_SUMMARY_COLONY_MOTTO","Colony Motto"
"#PREGAME_COLONY_MOTTO_SUGGESTION_01","Rather death than dishonor"
"#PREGAME_COLONY_MOTTO_SUGGESTION_02","Under the shade, we flourish"
"#PREGAME_COLONY_MOTTO_SUGGESTION_03","Never conquered, always feared"
"#PREGAME_COLONY_MOTTO_SUGGESTION_04","Unity equals strength"
"#PREGAME_COLONY_MOTTO_SUGGESTION_05","Endure and overcome"
"#PREGAME_COLONY_MOTTO_SUGGESTION_06","Divide and conquer"
"#PREGAME_COLONY_MOTTO_SUGGESTION_07","Haven for all"
"#PREGAME_COLONY_MOTTO_SUGGESTION_08","Rebuild and prosper"
"#PREGAME_COLONY_MOTTO_SUGGESTION_09","Good luck, have fun"
"#PREGAME_COLONY_MOTTO_SUGGESTION_10","Adapt and overcome"
"#PREGAME_COLONY_MOTTO_SUGGESTION_11","For a better tomorrow"
"#PREGAME_COLONY_MOTTO_SUGGESTION_12","Survive and thrive"
"#PREGAME_COLONY_MOTTO_SUGGESTION_13","Cats won't go quietly into the night"
"#BUTTON_RANDOMIZE_MOTTO","Randomize Motto"
"#PREGAME_CHALLENGE_HEADER","CHALLENGE"
"#SLOGAN","Slogan"
"#TOPIC_SLOGAN","SLOGAN"
"#ACCOUNT_CREATE_SUCCESS_TITLE","Account Created Successfully"
"#ACCOUNT_CREATE_SUCCESS_MESSAGE","Thanks for creating a Paradox Account."
"#SETTINGS_GAMEPAD_BUILD_MODE","Build Mode"
"#SETTINGS_GAMEPAD_BUILD_MENU","Build Menu"
"#SETTINGS_GAMEPAD_WORLD_MAP","World Map"
"#SETTINGS_GAMEPAD_NAVIGATE_TABS","Navigate Tabs"
"#SETTINGS_GAMEPAD_ROTATE_BUILDING","Rotate Building"
"#SETTINGS_GAMEPAD_NAVIGATE_MENU","Navigate Active Menu"
"#SETTINGS_GAMEPAD_SPEED_UP","RIGHT: Game Speed Up"
"#SETTINGS_GAMEPAD_SPEED_DOWN","LEFT: Game Speed Down"
"#SETTINGS_GAMEPAD_GAME_MENU","DOWN: Open Game Menu"
"#SETTINGS_GAMEPAD_TOP_BAR","UP: Activate Top Bar"
"#SETTINGS_GAMEPAD_OPTIONS","Options"
"#SETTINGS_GAMEPAD_PAN","Pan View"
"#SETTINGS_GAMEPAD_ROTATE_ZOOM","Rotate/Zoom View"
"#SETTINGS_GAMEPAD_SELECT","Select/Confirm"
"#SETTINGS_GAMEPAD_DESELECT","Deselect"
"#SETTINGS_GAMEPAD_BUILD","Build"
"#SETTINGS_GAMEPAD_BACK","Back"
"#SETTINGS_GAMEPAD_CANCEL","Cancel/Close"
"#SETTINGS_GAMEPAD_DISMISS","Dismiss Notification"
"#SETTINGS_GAMEPAD_BUILD_MANY","Build and Keep Selected"
"#SETTINGS_GAMEPAD_NOTIFICATIONS","Notifications"
"#SETTINGS_GAMEPAD_SPECIALIST_INFO","Specialist Info"
"#SETTINGS_GAMEPAD_COLONY_VIEW","Colony View"
"#SETTINGS_GAMEPAD_SPECIALIST_BROWSE","Browse Specialists"
"#COLONY_HAS_NO_NAME_ERROR","Invalid colony name"
"#COLONY_HAS_NO_NAME_ERROR_CONTENT","Colony must have a name"
"#COLONY_HAS_NO_MOTTO_ERROR","Invalid colony motto"
"#COLONY_HAS_NO_MOTTO_ERROR_CONTENT","Colony must have a motto"
"#COLONY_MOTTO_TOO_LONG_ERROR","Colony motto is too long"
"#COLONY_MOTTO_TOO_LONG_ERROR_CONTENT","Colony motto has too many characters"
"#PREGAME_ENTER_MOTTO","Enter motto. Certain special characters may not be allowed."
"#SETTINGS_DEADZONE","Deadzone"
"#SETTINGS_RESTORE_DEFAULTS_TITLE","RESTORE DEFAULTS"
"#SETTINGS_RESTORE_DEFAULTS_TEXT","This will reset all settings to their default values. Are you sure you want to continue?"
"#SETTINGS_REQUIRE_RELOAD","Reload the game to apply some of the changes."
"#SETTINGS_KEY_BINDING_SPEED_NORMAL","Normal Speed"
"#SETTINGS_KEY_BINDING_SPEED_FAST","Fast Speed"
"#SETTINGS_KEY_BINDING_SPEED_FASTEST","Fastest Speed"
"#SETTINGS_KEY_BINDING_TILT","Tilt Camera"
"#KEYBINDING_CONFLICT_TITLE","Conflict found"
"#KEYBINDING_CONFLICT_DESC","Conflicting keybinds found. Replace existing keybind?"
"#KEYBINDING_NOT_ALLOWED","Requested key conflicts with protected keybinds. Keybinding not allowed."
"#PROMPT_NAVIGATE_HYPERLINKS","NAVIGATE LINKS"
"#PROMPT_TOGGLE_HYPERLINK_MODE","TOGGLE LINK MODE"
"#PROMPT_OPEN_HYPERLINK","OPEN LINK"
"#ANNOUNCEMENT_PDX_INCENTIVE_TITLE","Paradox Account Rewards Unlocked!"
"#ANNOUNCEMENT_PDX_INCENTIVE_TEXT","Thank you for connecting your Paradox Account to Surviving the Aftermath! Here are a couple of exclusive in-game rewards for Paradox Account holders."
"#ANNOUNCEMENT_PDX_INCENTIVE_SUBTITLE_1","Platypus colony flag symbol"
"#ANNOUNCEMENT_PDX_INCENTIVE_SUBTEXT_1","A cute flag symbol of one of the most paradoxical creatures on this planet."
"#ANNOUNCEMENT_PDX_INCENTIVE_SUBTITLE_2","Exclusive Specialist: ""Platy"""
"#ANNOUNCEMENT_PDX_INCENTIVE_SUBTEXT_2","A great Nordic adventurer who claims to have been the Empress of Sweden before the apocalypse. She is an enthusiastic city planner who would not mind taking her troops into great wars. She also claims to have been part of a wizarding cult and to have helped aliens dominate the galaxy. A very talented person indeed."
"#ANNOUNCEMENT_SM_INCENTIVE_TITLE","Surviving Mars rewards unlocked!"
"#ANNOUNCEMENT_SM_INCENTIVE_TEXT","Congratulations for owning both Surviving Mars and Surviving the Aftermath! Here's a token of our appreciation and a way to bring a bit of the red planet into this game."
"#ANNOUNCEMENT_SM_INCENTIVE_SUBTITLE_1","Custom Wind Turbine"
"#ANNOUNCEMENT_SM_INCENTIVE_SUBTEXT_1","A familiar-looking wind turbine for your entry-level energy generation needs."
"#ANNOUNCEMENT_SM_INCENTIVE_SUBTITLE_2","Surviving Mars colony flag symbols"
"#ANNOUNCEMENT_SM_INCENTIVE_SUBTEXT_2","Three space-travel themed symbols for your colony flag."
"#ANNOUNCEMENT_SM_INCENTIVE_SUBTITLE_3","Exclusive Specialist: ""Martian"""
"#ANNOUNCEMENT_SM_INCENTIVE_SUBTEXT_3","Infatuated with the idea of turning the red planet green, he went to the deep end and beyond. Fungi experiments, atmospheric nuclear pollen detonations and a questionable amounts of caffeine ingestion made Marsonaut persona non grata. All this and a degree in Advanced Propulsion is largely wasted when your materials consist of plumbing pipes and black gunpowder in the Aftermath."
"#ANNOUNCEMENT_CITIES_INCENTIVE_TITLE","Cities: Skylines rewards unlocked!"
"#ANNOUNCEMENT_CITIES_INCENTIVE_TEXT","Three cheers (or chirps?) for the proud owner of both Cities: Skylines and Surviving the Aftermath! Here's a selection of goodies for you to enjoy."
"#ANNOUNCEMENT_CITIES_INCENTIVE_SUBTITLE_1","Skylines Statue"
"#ANNOUNCEMENT_CITIES_INCENTIVE_SUBTEXT_1","Diorama-like statue of a skyscraper, a plane and a construction crane with the familiar blue bird. Cosmetic building."
"#ANNOUNCEMENT_CITIES_INCENTIVE_SUBTITLE_2","Cities: Skylines colony flag symbols"
"#ANNOUNCEMENT_CITIES_INCENTIVE_SUBTEXT_2","Three symbols for your colony flag reminiscent of the awesome city-builder."
"#ANNOUNCEMENT_CITIES_INCENTIVE_SUBTITLE_3","Exclusive Specialist: ""Skyliner"""
"#ANNOUNCEMENT_CITIES_INCENTIVE_SUBTEXT_3","This Finn seems to think the floor really is lava. Skyliner wants to always go higher, to reach the absolute pinnacle of whatever she's climbing. She seems to spend more time in the treetops and collapsed skyscraper penthouses than on actual terra firma. Several old cuts and bruises tell tales of less-than-successful descents from her vantage points."
"#TARGET_DESC","Help us by giving a bit more information. Thank you!"
"#ACCOUNT_LOGGED_IN_NO_NAME","Logged in"
"#SETTINGS_KEY_BINDING_TUTORIALS_MENU","Tutorials Menu"
"#SETTINGS_KEY_BINDING_RADIO_MENU","Radio Menu"
"#SETTINGS_KEY_BINDING_RESEARCH_MENU","Research Menu"
"#SETTINGS_KEY_BINDING_SPECIALISTS_MENU","Specialists Menu"
"#SETTINGS_KEY_BINDING_STATISTICS_MENU","Statistics Menu"
"#SETTINGS_FOG_QUALITY","Fog Quality"
"#SETTINGS_ENABLE_GAMEPAD","Enable Controller"
"#SETTINGS_CHANGE_VIEW_WITH_ZOOM","Change Views with Zoom"
"#TOPIC_UPDATE_NOTES","Update Notes"
"#ANNOUNCEMENT_WHATSNEW_TOPIC","What's New"
"#PARADOX_THANKS","Thank you for creating a Paradox Account! We have sent you a link to confirm your email address."
"#TOPIC_CHANGELOG_HISTORY","CHANGELOG"
"#BUTTON_CHANGELOG_HISTORY","OPEN CHANGELOG"
"#BUTTON_ANNOUNCEMENT_EA_INCENTIVE","Pathfinder Rewards Unlocked!"
"#BUTTON_ANNOUNCEMENT_PDX_INCENTIVE","Paradox Account Rewards Unlocked!"
"#SETTINGS_ENABLE_TWITCH_INTEGRATION","Enable Twitch Integration"
"#SETTINGS_DISABLE_TWITCH_INTEGRATION","Disable Twitch Integration"
"#TOPIC_INPUT_TWITCH_USERNAME","Twitch Username"
"#INPUT_TWITCH_USERNAME_DESC","Type your Twitch username to proceed."
"#SETTINGS_KEY_BINDING_TRADE_MENU","Trade Menu"
"#SETTINGS_KEY_BINDING_ROTATE_LEFT","Rotate Left (Building Mode)"
"#SETTINGS_KEY_BINDING_ROTATE_RIGHT","Rotate Right (Building Mode)"
"#SETTINGS_TWITCH_VOTING_COUNTDOWN","Twitch Voting Countdown"
"#SETTINGS_TWITCH_CHANNEL_NAME","Twitch Channel"
"#SETTINGS_TWITCH_INTEGRATION_ENABLED","Twitch Integration Enabled"
"#PREGAME_IDEOLOGY_TITLE","IDEOLOGY"
"#PREGAME_IDEOLOGY_HEADER","IDEOLOGY"
"#SETTINGS_KEY_BINDING_HIGHLIGHT_ENTITIES","Highlight Living Creatures"
"#SETTINGS_KEY_BINDING_TOGGLE_POLLUTION_MAP","Toggle Pollution Map"
"#BUTTON_AUTO_SELECT","RANDOMIZE"
"#PREGAME_SPECIALISTS_SELECT_DESC","Select your starting group of specialists."
"#TOPIC_PREGAME_SPECIALISTS","SPECIALISTS"
"#PREGAME_COLONY_NAME_SUGGESTION_26","Zhoria"
"#PREGAME_COLONY_NAME_SUGGESTION_27","Thorncliffe"
"#PREGAME_COLONY_NAME_SUGGESTION_28","Baymoor"
"#PREGAME_COLONY_NAME_SUGGESTION_29","Elderford"
"#PREGAME_COLONY_NAME_SUGGESTION_30","Oxmire"
"#PREGAME_COLONY_NAME_SUGGESTION_31","Brightway"
"#PREGAME_COLONY_NAME_SUGGESTION_32","Bitter Springs"
"#PREGAME_COLONY_NAME_SUGGESTION_33","Cassadaga"
"#PREGAME_COLONY_NAME_SUGGESTION_34","Leadsville"
"#PREGAME_COLONY_NAME_SUGGESTION_35","Alexandria"
"#PREGAME_COLONY_NAME_SUGGESTION_36","Armadillo"
"#PREGAME_COLONY_NAME_SUGGESTION_37","Radscliffe"
"#PREGAME_COLONY_NAME_SUGGESTION_38","New Albion"
"#PREGAME_COLONY_NAME_SUGGESTION_39","Kruger Falls"
"#PREGAME_COLONY_NAME_SUGGESTION_40","Meridian"
"#PREGAME_COLONY_NAME_SUGGESTION_41","Earlcaster"
"#SETTINGS_CRASH_REPORTING","Crash Reporting"
"#SETTINGS_RENDERING_QUALITY","Rendering Quality"
"#SETTINGS_RENDERING_RESOLUTION_SCALE","Rendering Resolution Scale"
"#SETTINGS_PLATFORM_SWITCH","Switch"
"#SETTINGS_PLATFORM_XBOX","XBOX"
"#SETTINGS_PLATFORM_PS4","PS4"
"#PREGAME_TUTORIAL_DESC_1_WARNING","Due to major gameplay changes, all players are encouraged to enable tutorials."
"#METADATA_TIMESTAMP","Time and date"
"#METADATA_DAYCOUNT","Day"
"#METADATA_POPULATION","Population"
"#METADATA_MODCOUNT","Mods enabled"
"#METADATA_NO_METADATA","No data to show"
"#SETTINGS_KEY_BINDING_OVERLAY_MENU","Overlay Menu"
"#METADATA_VERSION","Version"
"#SETTINGS_KEY_BINDING_TOGGLE_OVERLAY","Toggle Last Used Overlay"
"#SETTINGS_GAMEPAD_OVERLAY","Toggle Overlay"
"#SETTINGS_GAMEPAD_CYCLE_LAYOUT","Cycle Layouts"
"#ACCOUNT_FETCH_DOCUMENT_FAILED_TITLE","Fetching document failed"
"#ACCOUNT_ERROR_NO_INTERNET_CONNECTION","Connection error"
"#ACCOUNT_CREATE_FAILED_ALREADY_EXISTS","A user with this email address already exists."
"#SAVE_MAX_SAVE_DATA_REACHED_CONTENT","Maximum amount of save data reached."
"#SETTINGS_LANGUAGE_JAPANESE","Japanese"
"#SETTINGS_LANGUAGE_KOREAN","Korean"
"#SETTINGS_LANGUAGE_CHINESE_TRADITIONAL","Traditional Chinese"
"#PRIVACY_POLICY","PRIVACY POLICY"
"#SETTINGS_STICK_LAYOUT","Stick Layout"
"#PREGAME_EFFECT_COLONISTS","{0} Adults, {0} Children"
"#SETTINGS_CONTROLLER_PROMPT_TYPE","Controller Prompt Style"
"#TOPIC_CONTROLLER_LAYOUT","CONTROLLER LAYOUT"
"#SETTINGS_CONTROLLER_ON_OR_OFF","Controller"
"#SETTINGS_CONTROLLER_LAYOUT","Controller Layout"
"#SETTINGS_CONTROLLER_VIBRATION","Controller Vibration"
"##ACCOUNT_CONFIRM_LINK_XBOX","This Xbox account is already linked to a different Paradox Account. Would you like to overwrite the link?"
"##ACCOUNT_OVERWRITE_LINK_XBOX","This Paradox Account is already linked to a different Xbox account. Would you like to overwrite the link?"
"##ACCOUNT_SUCCESS_LINK_XBOX","Success! Your Paradox Account has been linked to you Xbox account."
"##PARADOX_LINK_XBOX","Paradox Interactive will link your Microsoft account to allow you to get automatically logged in to your Paradox Account when starting the game. Should you no longer wish to use this feature, go to the Paradox account screen and unlink."
"##PARADOX_LINK_SUCCESS","Success! Your Paradox Account has been linked to your Xbox account."
"##TOPIC_CONTROLLER_LAYOUT","CONTROLLER LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_XBOX","CONTROLLER LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_PS","WIRELESS CONTROLLER LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_NX","JOY-CON™ LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_NX_PRO","PRO CONTROLLER LAYOUT"
"##SETTINGS_CONTROLLER_ON_OR_OFF_PC","Controller"
"##SETTINGS_CONTROLLER_ON_OR_OFF_NX","Joy-Con™"
"##SETTINGS_CONTROLLER_ON_OR_OFF_NX_PRO","Pro Controller"
"##SETTINGS_CONTROLLER_LAYOUT","Controller Layout"
"##SETTINGS_CONTROLLER_LAYOUT_XBOX","Controller Layout"
"##SETTINGS_CONTROLLER_LAYOUT_PS","Wireless Controller Layout"
"##SETTINGS_CONTROLLER_LAYOUT_NX","Joy-Con™ Layout"
"##SETTINGS_CONTROLLER_LAYOUT_NX_PRO","Pro Controller Layout"
"##SETTINGS_CONTROLLER_VIBRATION_","Controller Vibration"
"##SETTINGS_CONTROLLER_VIBRATION_XBOX","Controller Vibration"
"##SETTINGS_CONTROLLER_VIBRATION_PS","Wireless Controller Vibration"
"##SETTINGS_CONTROLLER_VIBRATION_NX","Joy-Con™ Rumble"
"##SETTINGS_CONTROLLER_VIBRATION_NX_PRO","Pro Controller Vibration"
"##SETTINGS_ENABLE_GAMEPAD","Enable Controller"
"##SETTINGS_CONTROLLER_PROMPT_TYPE","Controller Prompt Style"
"##SETTINGS_CONTROLLER_PROMPT_TYPE_XBOX","Controller Prompt Style"
"##SETTINGS_CONTROLLER_PROMPT_TYPE_PS","Wireless Controller Prompt Style"
"##SETTINGS_CONTROLLER_PROMPT_TYPE_NX","Joy-Con™ Controller Prompt Style"
"##SETTINGS_CONTROLLER_PROMPT_TYPE_NX_PRO","Pro Controller Prompt Style"
"##SETTINGS_GAMEPAD_SPEED_UP_NX","Right Button: Game Speed Up"
"##SETTINGS_GAMEPAD_SPEED_DOWN_NX","Left Button: Game Speed Down"
"##SETTINGS_GAMEPAD_GAME_MENU_NX","Down Button: Open Game Menu"
"##SETTINGS_GAMEPAD_TOP_BAR_NX","Up Button: Activate Top Bar"
"##PARADOX_LINK_NX","Paradox Interactive will link your Nintendo account to allow you to get automatically logged in to your Paradox Account when starting the game. Should you no longer wish to use this feature, go to the Paradox account screen and unlink."
"##PARADOX_LINK_SUCCESS_NX","Success! Your Paradox Account has been linked to your Nintendo Account."
"##ACCOUNT_CONFIRM_LINK_NX","This Nintendo Account is already linked to a different Paradox Account. Would you like to overwrite the link?"
"##ACCOUNT_OVERWRITE_LINK_NX","This Paradox Account is already linked to a different Nintendo Account. Would you like to overwrite the link?"
"##PARADOX_LINK_PS","Paradox Interactive will link your Account for PlayStation™Network to allow you to get automatically logged in to your Paradox Account when starting the game. Should you no longer wish to use this feature, go to the Paradox account screen and unlink."
"##ACCOUNT_CONFIRM_LINK_PS","This Account for PlayStation™Network is already linked to a different Paradox Account. Would you like to overwrite the link?"
"##ACCOUNT_OVERWRITE_LINK_PS","This Paradox Account is already linked to a different account. Would you like to overwrite the link?"
"##PARADOX_LINK_SUCCESS_PS","Success! Your Paradox Account has been linked to your account."
"##SETTINGS_GAMEPAD_SPEED_UP_PS","RIGHT BUTTON: Game Speed Up"
"##SETTINGS_GAMEPAD_SPEED_DOWN_PS","LEFT BUTTON: Game Speed Down"
"##SETTINGS_GAMEPAD_GAME_MENU_PS","DOWN BUTTON: Open Game Menu"
"##SETTINGS_GAMEPAD_TOP_BAR_PS","UP BUTTON: Activate Top Bar"
"#ACCOUNT_ERROR_PSN_REQUIRED","Signing in to PlayStation™Network required."
"#ANNOUNCEMENT_STEAM_INCENTIVE_TITLE","Steam Rewards Unlocked!"
"#ANNOUNCEMENT_STEAM_INCENTIVE_TEXT","Thank you for joining us on Steam Early Access! Have fun with the game and if able, help us improve it more by sending your feedback and bug reports to us via the in-game bug tracker!"
"#ANNOUNCEMENT_STEAM_INCENTIVE_SUBTITLE_1","Reward: Steam Flag symbol"
"#ANNOUNCEMENT_STEAM_INCENTIVE_SUBTEXT_1","Raise this vaguely familiar symbol high above your colony to let the people know you've joined Steam Early Access."
"#ANNOUNCEMENT_BARON_INCENTIVE_SUBTITLE_2","Reward: Specialist ""Baron"""
"#ANNOUNCEMENT_BARON_INCENTIVE_SUBTEXT_2","Our 1st Year Anniversary Specialist ""Baron"" will help you smite down your enemies. He's available right at the start of a new game."
"#ANNOUNCEMENT_EPIC_INCENTIVE_TITLE","Epic Rewards Unlocked!"
"#ANNOUNCEMENT_EPIC_INCENTIVE_TEXT","Thank you for being a part of the Early Access on Epic Store! Help us improve the game even more by sending your feedback and bug reports to us via the in-game bug tracker and enjoy Surviving the Aftermath!"
"#ANNOUNCEMENT_EPIC_INCENTIVE_SUBTITLE_1","Reward: Epic Flag symbol"
"#ANNOUNCEMENT_EPIC_INCENTIVE_SUBTEXT_1","Raise this ""inspired"" flag symbol above your colony to let the people know you've joined Early Access on Epic Store."
"#ANNOUNCEMENT_XBOX_INCENTIVE_TITLE","Xbox Reward Unlocked!"
"#ANNOUNCEMENT_XBOX_INCENTIVE_TEXT","Thank you for being a part of the Xbox Game Preview with us! Help improve the game even more by sending your feedback via the in-game tool and enjoy Surviving the Aftermath!"
"#ANNOUNCEMENT_EA_INCENTIVE_TITLE","Pathfinder Rewards Unlocked!"
"#ANNOUNCEMENT_EA_INCENTIVE_TEXT","Thank you for joining the Game Preview! We hope you'll enjoy the game and help us improve it even further! Here's a selection of exclusive goodies to show off your trailblazing spirit."
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTITLE_1","Pathfinder Statue"
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTEXT_1","This all-metal statue represents the enduring spirit in the face of the adversity the first colonists must face. Cosmetic building."
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTITLE_2","Pathfinder Flag Symbols"
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTEXT_2","Three symbols of courage and perseverance to adorn your colony flag with."
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTITLE_3","Surviving the Aftermath Wallpaper"
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTEXT_3","A striking image of the Gate and your colonists as a high-quality wallpaper."
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTITLE_4","Forum avatar and icon"
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTEXT_4","A novel crest-type avatar for Paradox forums in the theme of the game + icon."
"#SAVE_NO_DISK_SPACE_AVAILABLE","Save failed – Not enough free space"
"#PREGAME_TUTORIAL_DESC_1","You are entering a post-apocalyptic world where building a new beginning certainly has its challenges. The tutorial guides you to survive and thrive in this hostile environment and helps to learn the basic gameplay, interface and game concepts. Would you like to enable it?"
"#PREGAME_DESCRIPTION_01","There are only few who remember the spark that started it all. A chain reaction of global catastrophes wiped out most of the planet’s population and made people turn against each other. Those who are left must now survive the aftermath in this post-apocalyptic world."
"#PREGAME_OPTION_01","Cities are demolished, but nature prevailed"
"#PREGAME_OPTION_02","The world is desolate and unforgiving"
"#PREGAME_OPTION_03","The planet is a barren wasteland"
"#PREGAME_EFFECT_00","Temperate and humid"
"#PREGAME_EFFECT_02","Avg. temp. and humidity"
"#PREGAME_EFFECT_04","Hot and dry climate"
"#PREGAME_EFFECT_ENVIRONMENT_1_B","Fertile soil: 40%"
"#PREGAME_EFFECT_ENVIRONMENT_2_B","Fertile soil: 25%"
"#PREGAME_EFFECT_ENVIRONMENT_3_B","Fertile soil: 10%"
"#PREGAME_DESCRIPTION_02","In the wake of the events, resulting extreme weather conditions and other calamities became a normal part of everyday life."
"#PREGAME_OPTION_04","The worst has passed, time to rebuild"
"#PREGAME_OPTION_05","It's a dangerous world, but we'll get there"
"#PREGAME_OPTION_06","Push forward, the apocalypse never ends"
"#PREGAME_EFFECT_06","Occasional catastrophes"
"#PREGAME_EFFECT_08","Common catastrophes"
"#PREGAME_EFFECT_10","Frequent catastrophes"
"#PREGAME_EFFECT_CATASTROPHES_1_B","Contamination level: 20%"
"#PREGAME_EFFECT_CATASTROPHES_2_B","Contamination level: 35%"
"#PREGAME_EFFECT_CATASTROPHES_3_B","Contamination level: 60%"
"#PREGAME_DESCRIPTION_03","Slowly but surely modern civilizations crumbled as catastrophes kept swooping across the continents. Cities were destroyed and the planet itself suffered permanent damage."
"#PREGAME_OPTION_04_ALT1","The worst has passed, time to rebuild"
"#PREGAME_OPTION_05_ALT1","It's still a dangerous world, but we’ll prevail"
"#PREGAME_OPTION_06_ALT1","It feels like the apocalypse never ended"
"#PREGAME_DESCRIPTION_05_STARTING_RESOURCES","Some had prepared well for the upcoming apocalypse, stockpiling resources for the aftermath. Others scavenged what they could while travelling through hostile lands. The most unfortunate left the ruined cities with nothing but the clothes on their back."
"#PREGAME_OPTION_07_PLENTY_RESOURCES","The group had prepared well in advance"
"#PREGAME_OPTION_08_AVERAGE_RESOURCES","Everyone scrounged together what they could"
"#PREGAME_OPTION_09_SCARCE_RESOURCES","People left with barely anything on them"
"#PREGAME_EFFECT_12","Plentiful starting resources"
"#PREGAME_EFFECT_14","Average starting resources"
"#PREGAME_EFFECT_16","Scarce starting resources"
"#PREGAME_IDEOLOGY_DESCRIPTION","There is no survival guide for a post-apocalypse like this. Different folk have different ideas on how to survive, with none being more right than the other. People need guidance upon which path to focus on. What kind of a leader are you?"
"#PREGAME_IDEOLOGY_OPTION_0","Survivalist"
"#PREGAME_IDEOLOGY_OPTION_1","Industrialist"
"#PREGAME_IDEOLOGY_OPTION_2","Protector"
"#PREGAME_EFFECT_IDEOLOGY_0","Tech focus: survival and efficiency"
"#PREGAME_EFFECT_IDEOLOGY_1","Tech focus: large scale production"
"#PREGAME_EFFECT_IDEOLOGY_2","Tech focus: health and safety"
"#PREGAME_DESCRIPTION_08","Life is unfair, yet sometimes it feels like you are not alone. Whether it is an invisible guardian, or just pure fate, but it sure feels like someone is watching over us."
"#PREGAME_OPTION_16","Few challenges can be expected"
"#PREGAME_OPTION_17","It's a tough road to walk, but never unfair"
"#PREGAME_OPTION_18","Suffering can't be avoided"
"#PREGAME_EFFECT_30","Easy—lenient experience"
"#PREGAME_EFFECT_32","Medium—challenging but fair"
"#PREGAME_EFFECT_34","Difficult—never-ending hardships"
"#PREGAME_SUMMARY_FIELD_00_TEXT_01","Temperate and humid, Plenty of fertile soil"
"#PREGAME_SUMMARY_FIELD_00_TEXT_02","Avg. temp. and humidity, Small patches of fertile soil"
"#PREGAME_SUMMARY_FIELD_00_TEXT_03","Hot and dry climate, Very little fertile soil"
"#PREGAME_SUMMARY_FIELD_01_TEXT_01","Occasional, Contamination: Low"
"#PREGAME_SUMMARY_FIELD_01_TEXT_02","Common, Contamination: Average"
"#PREGAME_SUMMARY_FIELD_01_TEXT_03","Frequent, Contamination: High"
"#PREGAME_IDEOLOGY_SUMMARY_FIELD","Ideology"
"#PREGAME_IDEOLOGY_SUMMARY_FIELD_TEXT_0","Survivalist"
"#PREGAME_IDEOLOGY_SUMMARY_FIELD_TEXT_1","Industrialist"
"#PREGAME_IDEOLOGY_SUMMARY_FIELD_TEXT_2","Protector"
"#PREGAME_SUMMARY_FIELD_05_TEXT_01","Easy"
"#PREGAME_SUMMARY_FIELD_05_TEXT_02","Medium"
"#PREGAME_SUMMARY_FIELD_05_TEXT_03","Hard"
"#SETTINGS_KEY_BINDING_MILESTONE_MENU","Milestone Menu"
"#PREGAME_CATEGORY_PROLOGUE","PROLOGUE"
"#PREGAME_PROLOGUE_DESC","Continue"
"#PREGAME_PROLOGUE","Modern civilization is gone. It fell apart in a time when rivaling superpowers fought over power and ideology. Too focused on themselves, no one noticed what was coming—until it was too late.\n\nSkies rained down fire, as thousands of comets and massive objects pummeled the inner Solar System. On Earth, cities were levelled and replaced by vast wastelands. As nations vanished, the remaining factions waged decade-long wars over scraps until there were no armies left to command.\n\nNow, we are all that remains. Looking for a new home, looking for a way to start over in this age we call the Aftermath."
"#PREGAME_PREPARATIONS","SURVIVORS"
"#PREGAME_TUTORIAL_SHORT_1","Tutorial on"
"#PREGAME_TUTORIAL_SHORT_2","Tutorial off"
"#PREGAME_CHALLENGE_SHORT_1","The worst has passed"
"#PREGAME_CHALLENGE_SHORT_2","Perilous road ahead"
"#PREGAME_CHALLENGE_SHORT_3","Ongoing apocalypse"
"#PREGAME_SUMMARY_PREPARATIONS","Preppers"
"#PREGAME_DESCRIPTION_ENVIRONMENT","Destruction of unimaginable scale can be seen throughout the planet. Nature's delicate cycle was broken as the bombardment of different catastrophes never stopped. Once lush areas turned to dry, irradiated dust bowls that now cover the scarred land. It is the same everywhere we've been."
"#PREGAME_TOPIC_QUICK_START","Quick start"
"#PREGAME_COLONISTS_01","Plenty of survivors"
"#PREGAME_COLONISTS_02","Some survivors"
"#PREGAME_COLONISTS_03","Few survivors"
"#PREGAME_EFFECT_FERTILE_HIGH","Plenty of fertile soil"
"#PREGAME_EFFECT_FERTILE_MID","Balance between fertile and barren"
"#PREGAME_EFFECT_FERTILE_LOW","Land is mostly barren and dry"
"#BUTTON_RANDOMIZE_NAME_02","RANDOMIZE NAME"
"#BUTTON_RANDOMIZE_MOTTO_02","RANDOMIZE MOTTO"
"#PREGAME_DESCRIPTION_CATASTROPHES","Catastrophes are still sweeping across the continents. Extreme weather conditions and natural disasters have become part of everyday life. Is this as good as it gets, or should we push deeper into the wasteland?"
"#PREGAME_DESCRIPTION_STARTING_RESOURCES","Scouring resources from the wasteland has become more difficult and dangerous as the years passed. What is left is usually contaminated or just broken. We've managed through a combination of survival skills and luck. There have been encounters with other survivor groups as well."
"#PREGAME_RESOURCES_OPTION_HIGH","Joining with other groups has helped"
"#PREGAME_RESOURCES_OPTION_MID","It has been wise to choose who to trust"
"#PREGAME_RESOURCES_OPTION_LOW","Trust is a commodity one cannot afford"
"#PARADOX_READ_TERMS_02","Read Terms of Use"
"#PREGAME_DESCRIPTION_CHALLENGE","In a post-apocalyptic world, dangers are everywhere, and every decision can be a matter of life and death. Everyone has felt the desperation and longing to give up. But, from now on, we take control. We decide what our fate will be and how challenging the road ahead of us is."
"#PREGAME_EFFECT_STARTING_RESOURCES_HIGH","Abundant starting resources"
"#PREGAME_EFFECT_STARTING_RESOURCES_MED","Average starting resources"
"#PREGAME_EFFECT_STARTING_RESOURCES_LOW","Scarce starting resources"
"#PREGAME_DESCRIPTION_IDEOLOGY","In the wasteland,there is no right or wrong. The only thing that matters is survival. Everyone who's come this far has done, or seen, something they don't want to talk about. But that is not the way to build a better future. Let's leave the past behind and choose our way forward."
"#PREGAME_IDEOLOGY_OPTION_SURVIVAL","Trust on basic survival skills"
"#PREGAME_IDEOLOGY_OPTION_PROGRESS","Aim for progress and technology"
"#PREGAME_IDEOLOGY_OPTION_PROTECT","Take care and protect the people"
"#PREGAME_EFFECT_IDEOLOGY_SURVIVAL","Tech focus: Survival and efficiency"
"#PREGAME_EFFECT_IDEOLOGY_PROGRESS","Tech focus: Large scale production"
"#PREGAME_EFFECT_IDEOLOGY_PROTECT","Tech focus: Health and safety"
"#PREGAME_DESCRIPTION_FLAG","The colony should have a flag as a signal of hope for our friends and to strikes fear in the hearts of our enemies."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_DE","Ultimate Colony"
"#ANNOUNCEMENT_PATCHNOTES_DE_TITLE","Contents"
"#ANNOUNCEMENT_PATCHNOTES_DE_DESC","Thank you for purchasing the Ultimate Colony Upgrade! This special edition of Surviving the Aftermath has a lengthy questline with unique rewards, a new radio station and theme-appropriate flag symbols for your colony. The Expansion Pass includes the first three full DLCs released later down the line. "
"#ANNOUNCEMENT_PATCHNOTES_DE_PASS_SUBTITLE","Expansion Pass"
"#ANNOUNCEMENT_PATCHNOTES_DE_PASS_TEXT","The first three full DLCs included in the Expansion Pass explore and expand the game's post-apocalyptic theme in different ways, adding more gameplay layers and depth. The exact content will be revealed closer to the release of each update."
"#ANNOUNCEMENT_PATCHNOTES_DE_QUEST_SUBTITLE","Written in the Stars"
"#ANNOUNCEMENT_PATCHNOTES_DE_QUEST_TEXT","Written in the Stars is a questline exclusive to Ultimate Colony Edition offers a unique adventure around a project from the time before the apocalypse. Find out the mystery and help to uncover something that was forgotten."
"#ANNOUNCEMENT_PATCHNOTES_DE_REWARDS_SUBTITLE","Exclusive Quest Rewards"
"#ANNOUNCEMENT_PATCHNOTES_DE_REWARDS_TEXT","Rewards from the “Written in the Stars” questline are something special as well. There is a chance to recruit a new specialist only available in the Ultimate Edition. It also gives access to new technology and new construction options in the colony."
"#ANNOUNCEMENT_PATCHNOTES_DE_RADIO_SUBTITLE","Radio Channel: Radio Active"
"#ANNOUNCEMENT_PATCHNOTES_DE_RADIO_TEXT","The new ""Radio Active"" channel adds 16 new tracks to listen to while managing your post-apocalyptic colony. You can tune in from the in-game Radio Menu."
"#ANNOUNCEMENT_PATCHNOTES_DE_SYMBOLS_SUBTITLE","Flags"
"#ANNOUNCEMENT_PATCHNOTES_DE_SYMBOLS_TEXT","New “Written in the Stars” themed flag symbols have been added into the colony flag and banners section. Customize the colony visuals in new ways and wave the Ultimate Colony Edition banner proudly over the wasteland."
"#ANNOUNCEMENT_FOUNDER_TITLE","Founder's Pack Rewards Unlocked!"
"#ANNOUNCEMENT_FOUNDER_TEXT","You've unlocked additional rewards for showing your trailblazing spirit with Surviving the Aftermath! We hope you'll enjoy the game with this selection of exclusive content in the Founder's Pack."
"#ANNOUNCEMENT_FOUNDER_STATUE","The Pathfinder Statue"
"#ANNOUNCEMENT_FOUNDER_STATUE_DESC","This decorative statue represents the Founders' enduring spirit in the face of adversity you face as one of the first colonists."
"#ANNOUNCEMENT_FOUNDER_RADIO","Outback Radio"
"#ANNOUNCEMENT_FOUNDER_RADIO_DESC","Enjoy the brand new and exclusive radio station including 10 tracks with a bit of a western twist to them."
"#ANNOUNCEMENT_FOUNDER_FLAG","Pathfinder Flag Symbols"
"#ANNOUNCEMENT_FOUNDER_FLAG_DESC","Three symbols of courage and perseverance to adorn your colony flag and in-game banners with."
"#SETTINGS_VOICE_VOLUME","Voice Volume"
"#POPULATION","Population"
"#POPUP_GAMEOVER_TITLE","GAME OVER"
"#POPUP_GAMEOVER","Game Over"
"#POPUP_GAMEOVER_CONTENT1","All colonists are now dead. You have failed."
"#POPUP_GAMEOVER_CONTENT2","It is a world without mercy, only the strongest survive."
"#POPUP_GAMEOVER_CONTENT3","Only the strongest survive. Your colony was not one of them."
"#POPUP_GAMEOVER_CONTENT4","This is where your journey ends. All colonists are dead and specialists have moved on."
"#TOPIC_BALANCE","Balance"
"#RESOURCE_WOOD","Logs"
"#RESOURCE_PLANK","Wood"
"#RESOURCE_FOOD","Food"
"#RESOURCE_METAL","Metal"
"#RESOURCE_ENERGY","Energy"
"#RESOURCE_WATER","Water"
"#RESOURCE_PARTS","Parts"
"#RESOURCE_FIREWOOD","Firewood"
"#RESOURCE_CONCRETE","Concrete"
"#RESOURCE_WEAPONS","Weapons"
"#RESOURCE_FUEL","Fuel"
"#RESOURCE_PLASTIC","Plastic"
"#RESOURCE_COMPONENTS","Components"
"#RESOURCE_ELECTRONICS","Electronics"
"#RESOURCE_POLLUTION","Pollution"
"#RESOURCE_RARE","Rare Metals"
"#RESOURCE_RARE_DESC","Raw resource for <mark>component</mark> and <mark>electronics</mark> production."
"#RESOURCE_FISH","Fish"
"#RESOURCE_MEAT","Meat"
"#RESOURCE_VENISON","Venison"
"#RESOURCE_BERRIES","Berries"
"#RESOURCE_POTATO","Potatoes"
"#RESOURCE_CORN","Corn"
"#RESOURCE_TOMATO","Tomatoes"
"#DEPOSIT_PLANK","Wood"
"#DEPOSIT_CONRETE_LARGE","Concrete Ruin"
"#DEPOSIT_CONRETE_SMALL","Small Concrete Ruin"
"#DEPOSIT_DEBRIS","Metal"
"#DEPOSIT_FOOD_SMALL","Berries"
"#DEPOSIT_TRASH","Plastic"
"#DEPOSIT_WOOD","Logs"
"#DEPOSIT_POLLUTION","Pollution"
"#DEPOSIT_PLANK_LARGE","Wooden Ruins"
"#DESC_DEPOSIT_PLANK_LARGE","Remains of an old wooden house with plenty of <mark>wood</mark> left to scavenge.\n\nScavenge with a stockpile or a specialist."
"#DEPOSIT_OIL_BARRELS","Oil Barrels"
"#DESC_DEPOSIT_OIL_BARRELS","Barrels filled with various waste oils that can be processed into fuel."
"#DEPOSIT_UNDERGROUND_METAL","Underground Metal"
"#DESC_DEPOSIT_UNDERGROUND_METAL","A buried deposit of metal that can be scavenged by building a <mark>metal extractor</mark>."
"#DEPOSIT_UNDERGROUND_PLASTIC","Underground Plastic"
"#DESC_DEPOSIT_UNDERGROUND_PLASTIC","A buried deposit of plastic that can be reached only by a <mark>plastic extractor</mark>."
"#DEPOSIT_UNDERGROUND_CONCRETE","Underground Ruins"
"#DESC_DEPOSIT_UNDERGROUND_CONCRETE","Buried ruins that can be reached only by a <mark>concrete extractor</mark>."
"#DEPOSIT_UNDERGROUND_RARE","Underground Rare Metals"
"#DESC_DEPOSIT_UNDERGROUND_RARE","Buried deposit of rare metals that can be extracted and refined with a magnetic separator."
"#DEPOSIT_RICHNESS_LOW","Richness: Low"
"#DEPOSIT_RICHNESS_MEDIUM","Richness: Medium"
"#DEPOSIT_RICHNESS_HIGH","Richness: High"
"#DEPOSIT_RICHNESS","Richness {0}"
"#TOPIC_ALARM_STATE","Alarm"
"#DESC_ALARM_STATE","Puts the entire colony into an alarm state.\nColonists run for cover, while available guards and specialists target hostiles in a larger area. Inflicts colony-wide happiness penalty."
"#NOTIFICATION_WORLD_MAP_OUTPOST_COMPLETED","Outpost is ready"
"#NOTIFICATION_WORLD_MAP_OUTPOST_COMPLETED_DESC","A new outpost has been completed"
"#DESC_TOPIC_SETTLER","Settler starts a new colony by unpacking and building the campsite. The campsite can be selected from the build menu."
"#RESOURCE_RUBBLE","Concrete Rubble"
"#RESOURCE_RUBBLE_DESC","A raw resource that can be refined into concrete."
"#TOOLTIP_RUBBLE_BOX","Concrete Rubble"
"#TOOLTIP_RUBBLE_BOX_CONTENT","A box of concrete rubble."
"#ALARM_YELLOW","Lockdown"
"#ALARM_YELLOW_DESC","Colonists run for cover. \nGuards and specialists target hostiles in a larger area. \nColony-wide happiness penalty."
"#NOTIFICATION_WORLD_MAP_CONVOY_ARRIVED","A convoy from an outpost has arrived"
"#NOTIFICATION_WORLD_MAP_CONVOY_ARRIVED_DESC","Resources were dropped off at the campsite"
"#NOTIFICATION_WORLD_MAP_CONVOY_ARRIVED_MANY","Several convoys arrived"
"#NOTIFICATION_WORLD_MAP_CONVOY_ARRIVED_MANY_DESC","Resources were dropped off at the campsite"
"#NOTIFICATION_WORLD_MAP_COLONIST_CONVOY_ARRIVED","Survivors from an outpost arrived"
"#NOTIFICATION_WORLD_MAP_COLONIST_CONVOY_ARRIVED_DESC","{0} survivor(s) joined the colony"
"#NOTIFICATION_WORLD_MAP_TEAM_HEALED","Specialist healed"
"#NOTIFICATION_WORLD_MAP_TEAM_HEALED_DESC","Specialist has fully recovered from their wounds"
"#NOTIFICATION_WORLD_MAP_COLONIST_CONVOY_ARRIVED_MANY","Multiple survivor groups from outposts arrived"
"#NOTIFICATION_WORLD_MAP_TEAM_HEALED_MANY","Multiple specialists are fully healed"
"#TOPIC_HEALING","Healing"
"#TOPIC_STAT_TRADE_VALUE","Trade value "
"#TOPIC_STAT_POLLUTION","Pollution"
"#TOPIC_STAT_RESILIENCE","Resilience"
"#TOPIC_STAT_EFFORT","Effort"
"#TOPIC_STAT_GROWTH_RATE","Growth rate"
"#TOPIC_STAT_YIELD","Yield"
"#TOPIC_STAT_VEGE_NUTRITION","Plant-based nutrition"
"#TOPIC_STAT_MEAT_NUTRITION","Meat-based nutrition"
"#TOPIC_STAT_HUNGER_FILL","Filling rate"
"#TOPIC_MEAT_PER_ANIMAL","Meat per animal"
"#TOPIC_WATER_PER_ANIMAL","Water consumption"
"#TOPIC_SIDE_PRODUCT","By-product"
"#TOPIC_STAT_SIZE","Size"
"#TOPIC_STAT_BREEDING_SPEED","Breeding speed"
"#TOPIC_STAT_DURABILITY","Durability"
"#TOPIC_STAT_EFFICIENCY","Efficiency"
"#TOPIC_STAT_DAMAGE","Strength"
"#TOPIC_STAT_PROTECTION","Protection"
"#TOPIC_STAT_WEIGHT","Weight"
"#TOPIC_NOT_ACQUIRED","Not yet acquired"
"#ENTERTAINMENT_VALUE","Entertainment value"
"#TOPIC_COMFORT","Comfort"
"#TOPIC_WELFARE","Welfare"
"#TOPIC_COMFORT_DESC","Taking care of colonists' needs keeps them happy in a growing colony."
"#TOPIC_WELFARE_DESC","Colonist conditions affect the welfare of the colony."
"#TOPIC_ENTERTAINMENT_HAPPINESS_DESC","In larger colonies people expect more than survival. Entertainment keeps people happy and productive."
"#NOTIFICATION_COLONISTS_LEAVE_WARNING","{0} unhappy colonists are threatening to leave"
"#NOTIFICATION_COLONISTS_LEAVE_WARNING_DESC","Days until departure: {0}"
"#NOTIFICATION_COLONISTS_LEFT","{0} colonists left the colony"
"#NOTIFICATION_COLONISTS_LEFT_DESC","Colony happiness did not improve in time"
"#NOTIFICATION_COLONISTS_STAY","All colonists decided to stay"
"#NOTIFICATION_COLONISTS_STAY_DESC","Colony happiness increased sufficiently"
"#TOPIC_NEEDS","Needs"
"#TOPIC_OVERALL_HAPPINESS","Overall happiness"
"#TOPIC_ENTERTAINMENT_HAPPINESS","Entertainment"
"#TOOLTIP_ENTERTAINMENT_HAPPINESS","Entertainment raises colonists' happiness.\n\nWithout enough entertainment buildings in the colony, the colonists can't destress and strengthen their social bonds. This can cause restlessness and anxiety."
"#TOOLTIP_ENTERTAINMENT_VALUE","Entertainment value states how many colonists a building is able to entertain. The value is used to first treat colonists suffering from anxiety or restlessness. Any surplus is then given to the other colonists, allowing them to feel entertained.\n\nEach new kind of entertainment building in the colony receives a variety bonus—colonists enjoy different sorts of activities."
"#RESOURCE_ENERGY_STORAGE","Stored energy"
"#RESOURCE_ENERGY_BALANCE","Energy balance"
"#RESOURCE_ENERGY_DESC","A unit of power.\n\nProduced at power plants and stored in <mark>batteries</mark>, required by many high-end buildings."
"#RESOURCE_WATER_STORAGE","Stored water"
"#RESOURCE_WATER_BALANCE","Water balance"
"#RESOURCE_WATER_DESC","All colonists need <quad name=Water> <mark>water</mark> to live.\n\nIf colonists do not have access to <mark>water</mark> they get thirsty and eventually die of <mark>dehydration</mark>."
"#MENU_DESC_OTHER","Miscellaneous resources.\n\nSeldom used yet important colony resources."
"#RESOURCE_SCIENCE_DESC","Accumulated knowledge used for unlocking new technologies in the <mark>tech tree</mark>.\n\nCan only be found and produced on the <mark>world map</mark>."
"#RESOURCE_RESEARCH","Science Points"
"#RESOURCE_RESEARCH_DESC","Accumulated knowledge used for unlocking new technologies in the <mark>tech tree</mark>.\n\nCan only be found and produced on the <mark>world map</mark>."
"#RESOURCE_CURRENCY","Currency"
"#RESOURCE_CURRENCY_DESC","Form of currency.\n\nSilver coins of the old world used in <mark>trading</mark>."
"#RESOURCE_POLLUTION_DESC","Hazardous pollution in relatively safe containers.\n\nCan be stored safely in a <mark>waste dump</mark>."
"#RESOURCE_ENTERTAINMENT","Fun Box"
"#RESOURCE_ENTERTAINMENT_DESC","Selection of rare products of the old world required by <mark>entertainment buildings</mark>.\n\nCan be found and produced on the <mark>world map</mark>."
"#RESOURCE_IODINE","Iodine Pills"
"#RESOURCE_IODINE_DESC","Healing item.\n\nPills containing radiation-absorbing iodine for curing <mark>radiation sickness</mark>. Using iodine pills speeds up healing considerably."
"#RECIPE_IODINE","Iodine Pills"
"#RECIPE_IODINE_DESC","Healing item.\n\nThe iodine naturally present in fish can be harvested to make iodine pills, which aid with curing <mark>radiation sickness</mark>. Using iodine pills speeds up healing considerably."
"#RESOURCE_ANTIBIOTICS","Antibiotics"
"#RESOURCE_ANTIBIOTICS_DESC","Healing item.\n\nAn effective cure against <mark>infections</mark>. Using antibiotics speeds up healing considerably."
"#RECIPE_ANTIBIOTICS","Antibiotics"
"#RECIPE_ANTIBIOTICS_DESC","Healing item.\n\nAntibiotics are used to cure <mark>infections</mark> and can be made by using the antibiotic properties of oil. Using antibiotics speeds up healing considerably."
"#RESOURCE_MEDICINE","Medicine"
"#RESOURCE_MEDICINE_DESC","Healing item.\n\nA small kit of essential medical supplies for treating <mark>injuries</mark>. Using medicine speeds up healing considerably."
"#RECIPE_MEDICINE","Medicine"
"#RECIPE_MEDICINE_DESC","Healing item.\n\nMedicine aids with treating <mark>injuries</mark> and can be made by utilizing the natural painkilling properties of soybeans. Using medicine speeds up healing considerably."
"#RESOURCE_HERBAL","Herbal Medicine"
"#RESOURCE_HERBAL_DESC","Simple natural remedy, useful ingredient against various ailments. Cannot be used as a cure on its own."
"#RECIPE_HERBAL","Herbal Medicine"
"#RECIPE_HERBAL_DESC","Simple natural remedy, useful ingredient against various ailments. Cannot be used as a cure on its own."
"#RESOURCE_MEDICINALHERB","Herb"
"#RESOURCE_MEDICINALHERB_DESC","Inedible ingredient that can be grown only in a <mark>greenhouse</mark>. Can be used to create <quad name=Herbal> <mark>herbal medicine</mark>."
"#RESOURCE_MEDICINALHERB_SEED","Seed: Herb"
"#DESC_FOOD_MEDICINALHERB","Inedible ingredient that can be grown only in a <mark>greenhouse</mark>. Can be used to create <quad name=Herbal> <mark>herbal medicine</mark>."
"#RESOURCE_MEDS_DESC","Various medicinal products.\n\nUsed for treating colonists with <mark>injuries, radiation sickness or infections</mark>."
"#RESOURCE_SCRAP","Junk"
"#RESOURCE_SCRAP_DESC","Useful pieces of scrap that can be turned into various items. Scavenge from metal deposits by building a <mark>scrapper</mark>."
"#RESOURCE_FIBER","Fiber"
"#RESOURCE_FIBER_DESC","Various sheets of fiber large and strong enough for weaving to create <quad name=Cloth> <mark>clothing</mark>."
"#RESOURCE_DEBRIS","Metal Scrap"
"#RESOURCE_DEBRIS_DESC","Refinable material.\n\nMiscellaneous metal bits which can be separated and cleaned up for <quad name=Metal> <mark>metal</mark> or <quad name=Scrap> <mark>junk</mark> by the scrapper."
"#RESOURCE_TRASH","Plastic Trash"
"#RESOURCE_TRASH_DESC","Refinable material.\n\nOld trash which can be separated and cleaned up for usable <quad name=Plastic> <mark>plastic</mark> by the <mark>recycler</mark>."
"#RESOURCE_WOOD_DESC","Refinable material.\n\nCut-down tree trunks refined into <quad name=Plank> <mark>wood</mark> with either the <mark>lumber yard</mark> or <mark>sawmill</mark>."
"#RESOURCE_PLANK_DESC","Basic building material produced at either the <mark>lumber yard</mark> or <mark>sawmill</mark>."
"#RESOURCE_METAL_DESC","Advanced building material scavenged from metal deposits by building a <mark>scrapper</mark>."
"#RESOURCE_PLASTIC_DESC","Basic building material scavenged from plastic deposits with a <mark>recycler</mark>."
"#RESOURCE_FIREWOOD_DESC","Resource used to keep the colony heated and to cook raw foods. Created by the <mark>logging camp</mark>."
"#RESOURCE_CONCRETE_DESC","Advanced building material that can be made with rubble by building a <mark>concrete scavenger</mark>."
"#RESOURCE_FLAX","Flax"
"#DESC_FOOD_FLAX","Inedible flax is grown for its <quad name=Fiber> <mark>fiber</mark> content rather than as food, providing the colony a stable source of tailoring materials."
"#RESOURCE_ELECTRONICS_DESC","A high-end material for the most advanced buildings that use <quad name=Energy> <mark>energy</mark>."
"#RECIPE_ELECTRONICS","Electronics"
"#RECIPE_ELECTRONICS_DESC","A high-end material for the most advanced buildings that use <quad name=Energy> <mark>energy</mark>."
"#RESOURCE_PARTS_DESC","High-end mechanical bits used for advanced buildings and items. Created by the <mark>mechanic shop</mark>."
"#RESOURCE_COMPONENT","Component"
"#RESOURCE_COMPONENT_DESC","A high-end material used for buildings that produce or consume <quad name=Energy> <mark>energy</mark>."
"#RECIPE_COMPONENT","Component"
"#RECIPE_COMPONENT_DESC","Refined resource.\n\nUsed for buildings that produce or consume <quad name=Energy> <mark>energy</mark>."
"#RESOURCE_SUNFLOWER","Sunflowers"
"#DESC_FOOD_SUNFLOWER","Inedible crop grown for its use as a raw resource for <quad name=Oil> <mark>oil</mark>."
"#RESOURCE_SUNFLOWER_DESC","Inedible crop grown for its use as a raw resource for <quad name=Oil> <mark>oil</mark>."
"#RESOURCE_OIL","Oil"
"#RESOURCE_OIL_DESC","Oil is an essential ingredient in creating fuels further processed at a <mark>refinery</mark>. Oil can be created from <quad name=Sunflower> <mark>sunflower</mark> crops."
"#RESOURCE_FUEL_DESC","A high-end combustible liquid used in the maintenance of <mark>vehicles</mark>."
"#RESOURCE_BREAD","Bread"
"#RESOURCE_BREAD_DESC","High-quality food.\n\nBread is manufactured in <mark>bakeries</mark>. Fresh bread keeps colonists full but does not provide many nutrients."
"#RECIPE_BREAD","Bread"
"#RECIPE_BREAD_DESC","High-quality food.\n\nBread is manufactured in <mark>bakeries</mark>. Fresh bread keeps colonists full but does not provide many nutrients."
"#RECIPE_CINNAMON_BUN","Cinnamon Bun"
"#RECIPE_CINNAMON_BUN_DESC","High-quality food.\n\nManufactured in <mark>bakeries</mark>. Nostalgic powerfood that is sure to lift the mood, although the origin of the “cinnamon” remains shrouded in secrecy."
"#RECIPE_BEETLE_BREAD","Beetle Bread"
"#RECIPE_BEETLE_BREAD_DESC","High-quality food.\n\nManufactured in <mark>bakeries</mark>. Great way to increase necessary protein intake by baking some fresh <quad name=Insect> <mark>insects</mark> into the dough. Crunchy!"
"#RESOURCE_CINNAMONBUN","Cinnamon Bun"
"#RESOURCE_CINNAMONBUN_DESC","High-quality food.\n\nManufactured in <mark>bakeries</mark>. Nostalgic powerfood that is sure to lift the mood, although the origin of the “cinnamon” remains shrouded in secrecy."
"#RESOURCE_BEETLEBREAD","Beetle Bread"
"#RESOURCE_BEETLEBREAD_DESC","High-quality food.\n\nManufactured in <mark>bakeries</mark>. Great way to increase necessary protein intake by to baking some fresh <quad name=Insect> <mark>insects</mark> into the dough. Crunchy!"
"#RESOURCE_FLOUR","Flour"
"#RESOURCE_FLOUR_DESC","Flour cannot be eaten, but is used as raw material at a <mark>bakery</mark> instead. Processed from <quad name=Wheat> <mark>wheat</mark>  at a <mark>mill</mark> ."
"#RESOURCE_WHEAT_DESC","A type of inedible grain famous for its incredibly versatile processing potential. Grows relatively fast but isn't edible without processing into <quad name=Flour> <mark>flour</mark> at a <mark>mill</mark>."
"#RESOURCE_WHEAT","Wheat"
"#DESC_FOOD_WHEAT","A type of inedible grain famous for its incredibly versatile processing potential. Grows relatively fast but isn't edible without processing into <quad name=Flour> <mark>flour</mark> at a <mark>mill</mark>."
"#RESOURCE_BUFFALOWORMS","Buffaloworms"
"#DESC_FOOD_BUFFALOWORMS","Raw insect.\n\nBuffaloworms turn from a milky color to yellow once they’re ready for harvest. They grow rather slowly but offer a substantial yield."
"#RESOURCE_BUFFALOWORMS_DESC","Raw insect.\n\nBuffaloworms turn from a milky color to yellow once they’re ready for harvest. They grow rather slowly but offer a substantial yield."
"#RESOURCE_COCKROACHES","Cockroaches"
"#RESOURCE_COCKROACHES_DESC","Raw insect.\n\nCockroaches have acute senses, a long list of natural immunities and a though shell, making them one of the most resilient insects out there."
"#DESC_FOOD_COCKROACHES","Raw insect.\n\nCockroaches have acute senses, a long list of natural immunities and a though shell, making them one of the most resilient insects out there."
"#RESOURCE_CRICKETS","Crickets"
"#RESOURCE_CRICKETS_DESC","Raw insect.\n\nCrickets are common and nutritious edible insects. They grow quickly to harvestable size but offer a modest yield in comparison."
"#DESC_FOOD_CRICKETS","Raw insect.\n\nCrickets are common and nutritious edible insects. They grow quickly to harvestable size but offer a modest yield in comparison."
"#RESOURCE_MEALWORMS","Mealworms"
"#RESOURCE_MEALWORMS_DESC","Raw insect.\n\n<mark>Mealworms</mark> are the larval form of beetles. They grow at a medium pace and offer a good yield."
"#DESC_FOOD_MEALWORMS","Raw insect.\n\n<mark>Mealworms</mark> are the larval form of beetles. They grow at a medium pace and offer a good yield."
"#RESOURCE_WAXWORMS","Waxworms"
"#DESC_FOOD_WAXWORMS","Raw insect.\n\nWaxworm grow to a large size, are high in fat and often preferred by traders. They mature fast and offer a decent yield."
"#RESOURCE_WAXWORMS_DESC","Raw insect.\n\nWaxworm grow to a large size, are high in fat and often preferred by traders. They mature fast and offer a decent yield."
"#RESOURCE_PEANUT","Peanuts"
"#RESOURCE_PEANUT_DESC","Raw vegetable.\n\nPeanuts are hidden underground inside nature's own packaging. They endure against catastrophes fairly well.\n\nGrown in a <mark>greenhouse</mark>."
"#DESC_FOOD_PEANUT","Raw vegetable.\n\nPeanuts are hidden underground inside nature's own packaging. They endure against catastrophes fairly well.\n\nGrown in a <mark>greenhouse</mark>."
"#RESOURCE_SOYBEAN","Soybeans"
"#DESC_FOOD_SOYBEAN","Raw vegetable.\n\nSoybeans are simple to plant and harvest with a plentiful yield to boot. They can supply a large community, but wither easily."
"#RESOURCE_SOYBEAN_DESC","Raw vegetable.\n\nSoybeans are simple to plant and harvest with a plentiful yield to boot. They can supply a large community, but wither easily."
"#RESOURCE_CARROT","Carrots"
"#DESC_FOOD_CARROT","Raw vegetable.\n\nCarrots grow fast and, thus, don't gather as much pollution from the soil as other crops."
"#RESOURCE_CARROT_DESC","Raw vegetable.\n\nCarrots grow fast and, thus, don't gather as much pollution from the soil as other crops."
"#RESOURCE_CABBAGE","Cabbages"
"#DESC_FOOD_CABBAGE","Raw vegetable.\n\nCabbage is easy to cultivate, plant and harvest, making it a fine choice for a post-apocalyptic farmer."
"#RESOURCE_CABBAGE_DESC","Raw vegetable.\n\nCabbage is easy to cultivate, plant and harvest, making it a fine choice for a post-apocalyptic farmer."
"#RESOURCE_CORN_DESC","Raw vegetable.\n\nCorn or maize is a fast grower that can yield multiple small harvests in a short amount of time."
"#DESC_FOOD_CORN","Raw vegetable.\n\nCorn or maize is a fast grower that can yield multiple small harvests in a short amount of time."
"#RESOURCE_POTATO_DESC","Raw vegetable.\n\nPotatoes provide a decent harvest. As the edible parts are underground, it is very resistant to withering during catastrophes."
"#DESC_FOOD_POTATO","Raw vegetable.\n\nPotatoes provide a decent harvest. As the edible parts are underground, it is very resistant to withering during catastrophes."
"#RESOURCE_MILK","Milk"
"#DESC_FOOD_MILK","Milk from <mark>cattle</mark> strengthens calves and people alike.  Can be used as food or as an ingredient."
"#RESOURCE_EGG","Eggs"
"#DESC_FOOD_EGG","<mark>Chickens</mark> lay eggs that can be used as food or as ingredients."
"#RESOURCE_FISH_DESC","Raw meat.\n\nLocally sourced fish straight from the pond. Good early source of essential fats and protein."
"#DESC_FOOD_FISH","Raw meat.\n\nLocally sourced fish straight from the pond. Good early source of essential fats and protein."
"#RESOURCE_VENISON_DESC","Raw meat.\n\nType of meat acquired by hunting small wild animals around the colony."
"#DESC_FOOD_VENISON","Raw meat.\n\nType of meat acquired by hunting small wild animals around the colony."
"#RESOURCE_PRIMEMEAT","Prime Meat"
"#DESC_FOOD_PRIMEMEAT","Raw meat.\n\nGood-quality meat acquired from colony-grown livestock or wild beasts."
"#RESOURCE_PRIMEMEAT_DESC","Raw meat.\n\nGood-quality meat acquired from colony-grown livestock or wild beasts."
"#DESC_FOOD_BERRIES","Raw vegetable.\n\nWild, slightly mutated, colorful berries that grow around the colony. Use the work area of a <mark>food storage</mark> to gather."
"#RESOURCE_BERRIES_DESC","Raw vegetable.\n\nWild, slightly mutated, colorful berries that grow around the colony. Use the work area of a <mark>food storage</mark> to gather."
"#RESOURCE_EGG_DESC","<mark>Chickens</mark> lay eggs that can be used as food or as ingredients."
"#RESOURCE_MILK_DESC","Milk from <mark>cattle</mark> strengthens calves and people alike.  Can be used as food or as an ingredient."
"#RESOURCE_MEALMIXED","Mixed Meal"
"#RECIPE_MEAL_MIXED_DESC","High-quality food.\n\nA balanced and nutritious meal of cooked <quad name=Meat> <mark>meat</mark> and <quad name=Vegetable> <mark>vegetables</mark>."
"#RESOURCE_MEALMIXED_DESC","High-quality food.\n\nA balanced and nutritious meal of cooked <quad name=Meat> <mark>meat</mark> and <quad name=Vegetable> <mark>vegetables</mark>."
"#RECIPE_MEAL_INSECT_NAME","Insect Meal"
"#RECIPE_MEAL_INSECTMEAL_DESC","High-quality food.\n\nAn insect meal is an unusual stew made from every type of available <quad name=Insect> <mark>insect</mark>. Insects are a good alternative to <quad name=Meat> <mark>meat</mark>."
"#RESOURCE_MEALINSECT","Insect Meal"
"#RESOURCE_MEALINSECT_DESC","High-quality food.\n\nAn insect meal is an unusual stew made from every type of available <quad name=Insect> <mark>insect</mark>. Insects are a good alternative to <quad name=Meat> <mark>meat</mark>."
"#RECIPE_MEAL_VEG_NAME","Vegetable Meal"
"#RECIPE_MEAL_VEG_DESC","High-quality food.\n\nA vegetable meal is a delicious stew made from any combination of available <quad name=Vegetable> <mark>vegetables</mark>."
"#RESOURCE_MEALVEG","Vegetable Meal"
"#RESOURCE_MEALVEG_DESC","High-quality food.\n\nA vegetable meal is a delicious stew made from any combination of available <quad name=Vegetable> <mark>vegetables</mark>."
"#RECIPE_MEAL_MEAT_NAME","Meat Meal"
"#RECIPE_MEAL_MEAT_DESC","High-quality food.\n\nA meat meal is a hearty cooked stew made from any combination of <quad name=Meat> <mark>meat and fish</mark>."
"#RESOURCE_MEALMEAT","Meat Meal"
"#RESOURCE_MEALMEAT_DESC","High-quality food.\n\nA meat meal is a hearty cooked stew made from any combination of <quad name=Meat> <mark>meat</mark> and <quad name=Fish> <mark>fish</mark>."
"#RESOURCE_JERKY","Jerky"
"#RESOURCE_JERKY_DESC","High-quality food.\n\nCured meat jerky, tough but full of energy and protein. Can be found only on the <mark>world map</mark>."
"#RESOURCE_PROTEINBARS","Candy Bars"
"#RESOURCE_PROTEINBARS_DESC","High-quality food.\n\nNot much healthier than back in the day, but the stale taste cracks a smile on your face. Can be found only on the <mark>world map</mark>."
"#RESOURCE_CANNEDFRUIT","Canned Fruit"
"#RESOURCE_CANNEDFRUIT_DESC","High-quality food.\n\nCanned fruit preserved in sugary water containing lots of energy. Can be found only on the <mark>world map</mark>."
"#RESOURCE_CORN_SEED","Seed: Corn"
"#RESOURCE_POTATO_SEED","Seed: Potato"
"#RESOURCE_WHEAT_SEED","Seed: Wheat"
"#RESOURCE_CABBAGE_SEED","Seed: Cabbage"
"#RESOURCE_CARROT_SEED","Seed: Carrot"
"#RESOURCE_PEANUT_SEED","Seed: Peanut"
"#RESOURCE_SOYBEAN_SEED","Seed: Soybean"
"#RESOURCE_CRICKETS_SEED","Eggs: Crickets"
"#RESOURCE_COCKROACHES_SEED","Eggs: Cockroaches"
"#RESOURCE_MEALWORMS_SEED","Eggs: Mealworms"
"#RESOURCE_BUFFALOWORMS_SEED","Eggs: Buffaloworms"
"#RESOURCE_WAXWORMS_SEED","Eggs: Waxworms"
"#RESOURCE_FLAX_SEED","Seed: Flax"
"#RESOURCE_SUNFLOWER_SEED","Seed: Sunflower"
"#RESOURCE_SEED","Seed"
"#DESC_FOOD_NONE","No food selected.\n\nExplanations:\n\n<mark>Yield</mark>: Food gained per tile\n<mark>Growth rate</mark>: Time to full size\n<mark>Resilience</mark>: Time to harvest during a catastrophe\n<mark>Filling rate</mark>: Hunger meter filled\n<mark>Nutrition</mark>: Vegetable or meat value\n<mark>Pollution</mark>: Contamination gained from eating\n<mark>Trade value</mark>: Silver amount in trade"
"#ITEM_TOOLS_1","Basic Tools"
"#ITEM_TOOLS_1_DESC","Colonist item.\n\nTools for digging and cutting that improve work speed and <mark>efficiency</mark> moderately."
"#RESOURCE_TOOLS","Basic Tools"
"#RESOURCE_TOOLS_DESC","Colonist item.\n\nTools for digging and cutting that improve work speed and <mark>efficiency</mark> moderately."
"#RECIPE_TOOLS_1_NAME","Basic Tools"
"#RECIPE_TOOLS_1_DESC","Colonist item.\n\nTools for digging and cutting that improve work speed and <mark>efficiency</mark> moderately."
"#ITEM_TOOLS_2","Durable Tools"
"#ITEM_TOOLS_2_DESC","Colonist item.\n\nTools for digging and cutting that improve work speed and <mark>efficiency</mark> considerably."
"#RESOURCE_TOOLS_2","Durable Tools"
"#RESOURCE_TOOLS_2_DESC","Colonist item.\n\nTools for digging and cutting that improve work speed and <mark>efficiency</mark> considerably."
"#RECIPE_TOOLS_2_NAME","Durable Tools"
"#RECIPE_TOOLS_2_DESC","Colonist item.\n\nTools for digging and cutting that improve work speed and <mark>efficiency</mark> considerably."
"#ITEM_TOOLS_3","Superior Tools"
"#ITEM_TOOLS_3_DESC","Colonist item.\n\nTools for digging and cutting that improve work speed and <mark>efficiency</mark> massively."
"#RESOURCE_TOOLS_3","Superior Tools"
"#RESOURCE_TOOLS_3_DESC","Colonist item.\n\nTools for digging and cutting that improve work speed and <mark>efficiency</mark> massively."
"#RECIPE_TOOLS_3_NAME","Superior Tools"
"#RECIPE_TOOLS_3_DESC","Colonist item.\n\nTools for digging and cutting that improve work speed and <mark>efficiency</mark> massively."
"#ITEM_CLOTHES_1","Basic Clothing"
"#ITEM_CLOTHES_1_DESC","Colonist item.\n\nLayered clothes offering some protection against the elements, like <mark>cold</mark> and <mark>pollution</mark>."
"#RESOURCE_CLOTH","Basic Clothing"
"#RESOURCE_CLOTH_DESC","Colonist item.\n\nLayered clothes offering some protection against the elements, like <mark>cold</mark> and <mark>pollution</mark>."
"#RECIPE_CLOTH_1_NAME","Basic Clothing"
"#RECIPE_CLOTH_1_DESC","Colonist item.\n\nLayered clothes offering some protection against the elements, like <mark>cold</mark> and <mark>pollution</mark>."
"#ITEM_CLOTHES_2","Sturdy Clothing"
"#ITEM_CLOTHES_2_DESC","Colonist item.\n\nAn improved and more durable set of clothing, which provides better protection against <mark>cold</mark> and <mark>pollution</mark>."
"#RESOURCE_CLOTH_2","Sturdy Clothing"
"#RESOURCE_CLOTH_2_DESC","Colonist item.\n\nAn improved and more durable set of clothing, which provides better protection against <mark>cold</mark> and <mark>pollution</mark>."
"#RECIPE_CLOTH_2_NAME","Sturdy Clothing"
"#RECIPE_CLOTH_2_DESC","Colonist item.\n\nAn improved and more durable set of clothing, which provides better protection against <mark>cold</mark> and <mark>pollution</mark>."
"#ITEM_CLOTHES_3","Protective Clothing"
"#ITEM_CLOTHES_3_DESC","Colonist item.\n\nProperly insulated set of clothing offering superior protection against <mark>cold</mark> and <mark>pollution</mark>."
"#RESOURCE_CLOTH_3","Protective Clothing"
"#RESOURCE_CLOTH_3_DESC","Colonist item.\n\nProperly insulated set of clothing offering superior protection against <mark>cold</mark> and <mark>pollution</mark>."
"#RECIPE_CLOTH_3_NAME","Protective Clothing"
"#RECIPE_CLOTH_3_DESC","Colonist item.\n\nProperly insulated set of clothing offering superior protection against <mark>cold</mark> and <mark>pollution</mark>."
"#ITEM_WEAPON_EMPTY_DESC","Colonist item.\n\nA crude crossbow with low damage. Default weapon for all <mark>guards</mark>."
"#ITEM_WEAPON_1","Hunting Rifle"
"#ITEM_WEAPON_1_DESC","Colonist item.\n\nWeapons provide necessary firepower to <mark>defend</mark> the colony. A simple rifle with medium damage and a low fire rate. "
"#RESOURCE_GUARD_RIFLE","Hunting Rifle"
"#RESOURCE_GUARD_RIFLE_DESC","Colonist item.\n\nWeapons provide necessary firepower to <mark>defend</mark> the colony. A simple rifle with medium damage and a low fire rate. "
"#RECIPE_WEAPON_1_NAME","Hunting Rifle"
"#RECIPE_WEAPON_1_DESC","Colonist item.\n\nWeapons provide necessary firepower to <mark>defend</mark> the colony. A simple rifle with medium damage and a low fire rate. "
"#ITEM_WEAPON_2","Shotgun"
"#ITEM_WEAPON_2_DESC","Colonist item.\n\nWeapons provide necessary firepower to <mark>defend</mark> the colony. A trusty <mark>shotgun</mark> with high damage and a slow fire rate for colony defense."
"#RESOURCE_GUARD_RIFLE_2","Shotgun"
"#RESOURCE_GUARD_RIFLE_2_DESC","Colonist item.\n\nWeapons provide necessary firepower to <mark>defend</mark> the colony. A trusty <mark>shotgun</mark> with high damage and a slow fire rate for colony defense."
"#RECIPE_WEAPON_2_NAME","Shotgun"
"#RECIPE_WEAPON_2_DESC","Colonist item.\n\nWeapons provide necessary firepower to <mark>defend</mark> the colony. A trusty <mark>shotgun</mark> with high damage and a slow fire rate for colony defense."
"#ITEM_WEAPON_3","Automatic Rifle"
"#ITEM_WEAPON_3_DESC","Colonist item.\n\nWeapons provide necessary firepower to <mark>defend</mark> the colony. Offering lots of firepower with a high rate of fire, the automatic rifle is the pinnacle of colony defense."
"#RESOURCE_GUARD_RIFLE_3","Automatic Rifle"
"#RESOURCE_GUARD_RIFLE_3_DESC","Colonist item.\n\nWeapons provide necessary firepower to <mark>defend</mark> the colony. Offering lots of firepower with a high rate of fire, the automatic rifle is the pinnacle of colony defense."
"#RECIPE_WEAPON_3_NAME","Automatic Rifle"
"#RECIPE_WEAPON_3_DESC","Colonist item.\n\nWeapons provide necessary firepower to <mark>defend</mark> the colony. Offering lots of firepower with a high rate of fire, the automatic rifle is the pinnacle of colony defense."
"#RESOURCE_WEAPONS_DESC","Colonist item.\n\nWeapons provide necessary firepower to attack the well-defended <mark>bandits</mark> or <mark>wild animals</mark> raiding the colony."
"#TOOLTIP_ANIMAL_COW","Cow"
"#TOOLTIP_ANIMAL_COW_CONTENT","Domestic ranch animal."
"#TOOLTIP_ANIMAL_CHICKEN","Chicken"
"#TOOLTIP_ANIMAL_CHICKEN_CONTENT","Domestic ranch animal."
"#TOOLTIP_ANIMAL_PIG","Pig"
"#TOOLTIP_ANIMAL_PIG_CONTENT","Domestic ranch animal."
"#ANIMAL_NONE_NAME","None"
"#ANIMAL_NONE_DESC","No animal selected.\n\nExplanations:\n\n<mark>Growth rate</mark>: Speed to full size\n<mark>Size</mark>: Space required at the ranch\n<mark>Breeding speed</mark>: Speed of two adults to produce offspring\n<mark>Meat per animal</mark>: Amount of meat when butchered\n<mark>Water consumption</mark>: Constant drain per each animal\n<mark>By-product</mark>: Bonus production while grazing"
"#ANIMAL_CHICKEN_NAME","Chicken"
"#ANIMAL_CHICKEN_DESC","Livestock.\n\nOrdinary chickens that multiply pretty fast to fill up a ranch. They also steadily produce <quad name=Egg> <mark>eggs</mark>.\n\n- Need a <mark>ranch</mark> to be grown."
"#ANIMAL_SHEEP_NAME","Sheep"
"#ANIMAL_SHEEP_DESC","Livestock.\n\nSheep produce not only meat but wool to be used as <quad name=Fiber> <mark>fiber</mark> as well.\n\n- Need a <mark>ranch</mark> to be grown."
"#ANIMAL_COW_NAME","Cattle"
"#ANIMAL_COW_DESC","Livestock.\n\nCattle slowly grow into the large and docile animals they are. When full grown, they produce <quad name=Milk> <mark>milk</mark>.\n\n- Need a <mark>ranch</mark> to be grown."
"#ANIMAL_PIG_NAME","Pig"
"#ANIMAL_PIG_DESC","Livestock.\n\nThe domesticated version of wild boar provides lots of <quad name=Meat> <mark>meat</mark> for the discerning colonists.\n\n- Need a <mark>ranch</mark> to be grown."
"#TOOLTIP_SOIL_BARREN","Barren soil"
"#TOOLTIP_SOIL_BARREN_CONTENT","Wells or regular fields cannot be built on barren soil."
"#TOOLTIP_SOIL_FERTILE","Fertile soil"
"#TOOLTIP_SOIL_FERTILE_CONTENT","Gives bonus to growing crops on regular fields."
"#TOOLTIP_SOIL_NORMAL","Normal soil"
"#TOOLTIP_SOIL_NORMAL_CONTENT","No restrictions on growing food or placing buildings."
"#TOOLTIP_SOIL_WASTELAND","Wasteland"
"#TOOLTIP_SOIL_WASTELAND_CONTENT","Hazardous soil that can't be used for construction or food production."
"#TOOLTIP_FOREST","Forest"
"#TOOLTIP_FOREST_CONTENT","A small patch of forest. A good place to find wild animals."
"#TOOLTIP_WOODS","Woods"
"#DESC_DEPOSIT_WOOD","A tree"
"#DESC_DEPOSIT_PLANK","A pile of <quad name=Plank> <mark>wood</mark> ready for gathering.\n\nScavenge with a <mark>stockpile</mark>."
"#DESC_DEPOSIT_CONRETE_LARGE","A large ruin with plenty of rubble to be scavenged and refined into <quad name=Concrete> <mark>concrete</mark>.\n\nScavenge with a <mark>concrete scavenger</mark>."
"#DESC_DEPOSIT_CONRETE_SMALL","A small pile of concrete to be gathered.\n\nScavenge with a <mark>stockpile</mark>."
"#DESC_DEPOSIT_DEBRIS","A pile of scrap.\n\nA <mark>scrapper</mark> can scavenge <quad name=Metal> <mark>metal</mark> and <quad name=Scrap> <mark>junk</mark> from it."
"#DESC_DEPOSIT_FOOD_SMALL","A batch of nutritious edible <quad name=Berries> <mark>berries</mark>.\n\nCollect with a <mark>food storage</mark>."
"#DESC_DEPOSIT_TRASH","A pile of common trash.\n\nA <mark>recycler</mark> can scavenge <quad name=Plastic> <mark>plastic</mark> from it."
"#DESC_DEPOSIT_POLLUTION","A deposit of radioactive <quad name=Pollution> <mark>pollution</mark> that might burst out toxic waste around it.\n\nClearing the area requires an operational <mark>environmental station</mark>."
"#RESOURCE_FOOD_DESC","Crucial for colonists and in constant demand.\n\nA wide variety of food from <quad name=Vegetable> <mark>vegetables</mark> to <quad name=Meat> <mark>meat</mark> is critical for survival."
"#TOPIC_RESEARCH","Science Points"
"#TOPIC_FOOD","Food"
"#TOPIC_WATER","Water"
"#TOPIC_ENERGY","Energy"
"#TOPIC_FIBER","Fiber"
"#TOPIC_PLASTIC","Plastic"
"#TOPIC_SCRAP","Junk"
"#TOPIC_PLANK","Wood"
"#TOPIC_WOOD","Logs"
"#TOPIC_CONCRETE","Concrete"
"#TOPIC_METAL","Metal"
"#TOPIC_PARTS","Parts"
"#TOPIC_COMPONENT","Components"
"#TOPIC_TOOLS","Tools"
"#TOPIC_CLOTHES","Clothes"
"#TOPIC_MEDICINE","Medicine"
"#TOPIC_ENTERTAINMENT","Fun Box"
"#TOPIC_HERBAL","Herbal Medicine"
"#TOPIC_MEDICINE1","Medicine"
"#TOPIC_IODINE","Iodine Pills"
"#TOPIC_ELECTRONICS","Electronics"
"#TOPIC_COLONY_SUMMARY_TITLE","STATISTICS"
"#TOPIC_SUMMARY_COLONY","Statistics"
"#TOPIC_COLONY_NEEDS","Needs"
"#TOPIC_SUMMARY_GENERAL","OVERVIEW"
"#TOPIC_SUMMARY_NEEDS","NEEDS"
"#TOPIC_NAME","Name"
"#TOPIC_QUANTITY","Quantity"
"#TOPIC_CHANGE","Change"
"#TOPIC_SUMMARY_RESOURCES","RESOURCES"
"#TOPIC_SUMMARY_COLONISTS","COLONISTS"
"#TOPIC_SUMMARY_COLONISTS_TITLE","COLONISTS"
"#TOPIC_SUMMARY_BUILDINGS","BUILDINGS"
"#TOPIC_BACK","BACK"
"#GAME_PAUSED_TITLE","GAME PAUSED"
"#GAME_PAUSED_RESUME_GAME","Resume Game"
"#GAME_PAUSED_SAVE_GAME","Save Game"
"#GAME_PAUSED_LOAD_GAME","Load Game"
"#GAME_PAUSED_SETTINGS","Settings"
"#GAME_PAUSED_EXIT_TO_MAIN_MENU","Exit to Main Menu"
"#GAME_PAUSED_RESUME_GAME_TITLE","RESUME GAME"
"#GAME_PAUSED_SAVE_GAME_TITLE","SAVE GAME"
"#GAME_PAUSED_LOAD_GAME_TITLE","LOAD GAME"
"#GAME_PAUSED_SETTINGS_TITLE","SETTINGS"
"#GAME_PAUSED_EXIT_TO_MAIN_MENU_TITLE","EXIT TO MAIN MENU"
"#TOPIC_SUMMARY_COLONY_TITLE","OVERVIEW"
"#TOPIC_SUMMARY_GENERAL_TITLE","General"
"#TOPIC_DAYS_SURVIVED","Days survived"
"#TOPIC_DEATH_TOTAL","Total deaths"
"#TOPIC_CATASTROPHES","Catastrophes survived"
"#TOPIC_SURVIVOR_GROUPS","Accepted survivor groups"
"#TOPIC_SURVIVORS_ACCEPTED","Survivors accepted"
"#TOPIC_COLONY_HEALTH","Average health"
"#TOPIC_COLONY_HAPPINESS","Happiness"
"#TOPIC_TOTAL_POPULATION","Population"
"#TOPIC_ADULTS","Adults"
"#TOPIC_CHILDREN","Children"
"#TOPIC_SUMMARY_EDUCATED","Educated"
"#TOPIC_STUDENTS","Students"
"#TOPIC_SUMMARY_BUILDINGS_TITLE","BUILDINGS"
"#TOPIC_BUILDINGS","Colony buildings"
"#TOPIC_SHELTERS","Total shelters"
"#TOPIC_FOOD_PRODUCTION","Food production"
"#TOPIC_MATERIAL_PRODUCTION","Resource production"
"#TOPIC_ITEM_PRODUCTION","Product manufacturing"
"#TOPIC_DAMAGED","Damaged"
"#TOPIC_RESEARCH_COST","Research cost"
"#OK","OK"
"#TOPIC_SUMMARY_ WORLD_MAP_TITLE","World Map"
"#TOPIC_SPECIALISTS_TOTAL","Specialists"
"#TOPIC_MISSIONS","Specialists on a mission"
"#TOPIC_OUTSIDE_SOCIETIES","Societies encountered"
"#TOPIC_BANDITS","Bandits"
"#TOPIC_SCOUTED_SECTOR","Sectors scouted"
"#TOPIC_HOSTILE_SECTOR","Bandit sectors"
"#TOPIC_LOCATIONS_FOUND","Locations"
"#TOPIC_SUMMARY_RESOURCES_TITLE","Resources"
"#TOPIC_POPULATION","Population"
"#TOPIC_BUILDING","Building"
"#TOPIC_WORKER_SLOTS","Worker slots"
"#TOPIC_HAZARDS","Hazards"
"#TOPIC_TOGGLE_TIME","TOGGLE TIME"
"#TOPIC_COLONISTS","Colonists"
"#TOPIC_ITEMS","Items"
"#TOPIC_MATERIALS","Materials"
"#TOPIC_RADIO","Radio Station"
"#TOPIC_RADIO_TITLE","RADIO STATION"
"#TOOLTIP_RADIO","Radio Stations"
"#TOOLTIP_RADIO_CONTENT","Tune in to one of the various radio stations."
"#TOPIC_RESOURCE","Resource"
"#TOPIC_PHOTO_MODE","PHOTO MODE"
"#TOPIC_FOV","FOV"
"#TOPIC_TIME_OF_DAY","TIME OF DAY"
"#TOPIC_VIGNETTE","VIGNETTE"
"#TOPIC_BLOOM_STRENGTH","BLOOM"
"#TOPIC_TILT_SHIFT","TILT SHIFT"
"#TOGGLE_UI_BUTTON","HIDE UI"
"#TOPIC_PAUSE","PAUSE"
"#TOPIC_UNPAUSE","UNPAUSE"
"#TOPIC_COLONY_RESOURCES","COLONY RESOURCES"
"#TOPIC_INFO","INFO"
"#TOPIC_BUILDING_INFO","BUILDING INFO"
"#TOPIC_COLONIST_INFO","COLONIST INFO"
"#TOPIC_COLONY_NEEDS_TITLE","NEEDS"
"#TOPIC_COLONY_RESOURCES_TITLE","RESOURCES"
"#TOPIC_STATISTICS","STATISTICS"
"#TOPIC_WORLD_MAP","World Map"
"#TOPIC_RENAME","RENAME"
"#TUTORIAL_LIBRARY","Tutorial"
"#TOPIC_TUTORIAL_LIBRARY","TUTORIAL"
"#GAME_CODEX","Codex"
"#TOPIC_GAME_CODEX","CODEX"
"#TOOLTIP_TUTORIAL_LIBRARY","Tutorial"
"#TOOLTIP_TUTORIAL_LIBRARY_CONTENT","Read the tutorials and learn more about the game."
"#TOOLTIP_GAME_CODEX","Game Loaded"
"#TOPIC_SURVIVOR_GROUP_INFO","SURVIVOR GROUP"
"#TOPIC_SURVIVOR_SUPPLIES","Supplies"
"#TOPIC_TECH_UNLOCKED","UNLOCKED"
"#TOPIC_PLACE","PLACE"
"#TOPIC_PLACE_MANY","PLACE MANY"
"#TOPIC_ROTATE","ROTATE"
"#TOPIC_REFUNDS","Salvage this building and be refunded with the following resources."
"#TOPIC_LOCATE","LOCATE"
"#TOPIC_OPEN_SLOT","OPEN SLOT"
"#TOPIC_CLOSE_SLOT","CLOSE SLOT"
"#TOPIC_DESELECT","DESELECT"
"#TOPIC_DAY","Day"
"#TOPIC_SURVIVOR_GROUP_SURVIVORS","Survivor Group"
"#TOPIC_SUMMARY_COLONY_HAPPINESS","Colony happiness"
"#TOPIC_SUMMARY_POPULATION","Population"
"#TOPIC_SUMMARY_COLONY_HEALTH","Average health"
"#TOPIC_SUMMARY_GENERAL_BUILDINGS","Buildings"
"#TOPIC_SUMMARY_EFFECT","Effect"
"#TOPIC_SUMMARY_TOTAL_HAPPINESS_EFFECT","Total"
"#TOPIC_SUMMARY_TOTAL_SURVIVOR_GROUPS","Total survivor groups visited"
"#TOPIC_SUMMARY_ACCEPTED_SURVIVOR_GROUPS","Survivor groups given refuge"
"#TOPIC_SUMMARY_AVERAGE_CONSUMPTION","Average consumption"
"#TOPIC_SUMMARY_AVERAGE_PRODUCTION","Average production"
"#TOPIC_SUMMARY_AVERAGE_DEMAND","Demand"
"#TOPIC_SUMMARY_AVERAGE_USAGE","Used"
"#TOPIC_SUMMARY_AVERAGE_DAILY_CONSUMPTION","Daily consumption"
"#TOPIC_SUMMARY_AVERAGE_DAILY_PRODUCTION","Daily production"
"#TOPIC_SUMMARY_PER_DAY","{0} / day"
"#TOPIC_TOTAL","Total"
"#TOPIC_GAME_STATISTICS_GRAPHS","GRAPHS"
"#GAME_STATISTICS_GRAPHS","Graphs"
"#TOPIC_GRAPHS_AXIS_QUANTITY","Quantity"
"#TOPIC_GAME_STATISTICS_COLONISTS","COLONISTS"
"#TOPIC_HARVESTABLE_CROPS","Harvestable Crops"
"#TOPIC_SUMMARY_CHARTS","CHARTS"
"#TOPIC_BREAKING","Breaking today"
"#POPUP_REVIEW_TITLE","Review"
"#POPUP_REVIEW_MESSAGE","Have you enjoyed the beginning of the game?"
"#TOPIC_SAVE_BLOCKED_GENERIC","Game saving disabled"
"#TOPIC_SAVE_BLOCKED_COMBAT","Saving disabled during combat (defeat enemies first)"
"#TOOLTIP_COLONY_VIEW","Colony view"
"#TOPIC_LOW","Low"
"#TOPIC_HIGH","High"
"#TOPIC_NOTIFICATIONS","BUTTON PROMPTS"
"#TOPIC_DISMISS","DISMISS"
"#TOPIC_OPEN_HELP_PAGE","READ MORE"
"#TOPIC_WORK_AREA_UNEXPLORED","Invalid work area placement"
"#TOPIC_ELDERS","Elders"
"#TOPIC_FREE_SHELTER_SLOTS_IN_COLONY","Shelter space"
"#NO_DATA","—"
"#MENU_TITLE_RESOURCES","RESOURCES"
"#MENU_DESC_RESOURCES","Resources and global consumption rates."
"#MENU_DESC_PROFESSIONS","<mark>Carriers</mark> transport resources, build and repair.\n<mark>Workers</mark> work in their assigned buildings.\n\n<mark>Adults</mark> are either workers or carriers while <mark>elders</mark> function like adults but cannot reproduce. <mark>Children</mark> help carry boxes or go to school."
"#MENU_PHOTO_MODE","PHOTO MODE"
"#LOCATE_BUILDING","Show this building"
"#LOCATE_COLONIST","Show this colonist"
"#LOAD_MODS_NOT_MATCH_TITLE","MOD NOT FOUND"
"#LOAD_MODS_NOT_MATCH_CONTENT","Required mod for this save file not found."
"#TOPIC_SHELTER","Shelter"
"#BUTTON_EXPAND_CHART","Expand chart"
"#SAVE_FAILED_MESSAGE","Unfortunately an issue has occurred, and we are unable to save the game. Please file a bug report and restart."
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_PLASTIC","Build a <mark>plastic extractor</mark> to extract the resources"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_METAL","Build a <mark>metal extractor</mark> to extract the resources"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_RUIN","Build a <mark>concrete extractor</mark> to extract the resources"
"#INFO_MOVE_CLOSER_TO_UNDERGROUND_DEPOSIT","Move building closer to an <mark>underground deposit</mark>"
"#INFO_ACTIVATE_DEPOSIT","Move a work area from a suitable building to here to gather these resources"
"#INFO_ACTIVATE_DEPOSIT_PLASTIC","Move <mark>recycler's</mark> work area here to gather"
"#INFO_ACTIVATE_DEPOSIT_METAL","Move <mark>scrapper's</mark> work area here to gather"
"#INFO_ACTIVATE_DEPOSIT_PLANK","Move <mark>stockpile's</mark> work area here to gather"
"#INFO_ACTIVATE_DEPOSIT_BERRIES","Move <mark>food storage's</mark> work area here to gather"
"#INFO_ACTIVATE_DEPOSIT_POLLUTION","Move <mark>environmental station's</mark> work area here to dispose of"
"#INFO_ACTIVATE_DEPOSIT_CONCRETE","Move <mark>concrete scavenger's</mark> work area here to gather"
"#TOPIC_ITEM_DURABILITY","Durability"
"#ITEM_CLOTHES_EMPTY","No clothing"
"#ITEM_CLOTHES_EMPTY_DESC","Find or produce more clothing at a tailor."
"#ITEM_TOOLS_EMPTY","No tools"
"#ITEM_TOOLS_EMPTY_DESC","Find or produce more tools at a toolshop."
"#ITEM_WEAPON_1_SHORT_DESC","Modest damage"
"#ITEM_WEAPON_2_SHORT_DESC","High damage"
"#ITEM_TOOLS_EMPTY_SHORT_DESC","Low efficiency"
"#ITEM_TOOLS_EFFECT_SHORT_DESC","{0}% efficiency"
"#ITEM_CLOTHES_EMPTY_SHORT_DESC","No protection"
"#ITEM_CLOTHES_EFFECT_SHORT_DESC","{0}% protection"
"#ITEM_WEAPON_EMPTY_SHORT_DESC","Low damage"
"#NO_SEED_SELECTED_DESC","No seed selected."
"#NO_ITEM_SELECTED_DESC","No item selected."
"#NO_RECEIPT_SELECTED_DESC","No recipe selected."
"#TOPIC_SELECT_ITEM","Select item"
"#TOPIC_SELECT_RECEIPT","Select recipe"
"#TOPIC_SELECT_ITEM_TITLE","SELECT ITEM"
"#TOPIC_SELECT_RECEIPT_TITLE","SELECT RECIPE"
"#TOPIC_SELECT_SEED_TITLE","SELECT SEED"
"#TOOLTIP_SELECT_CROPS","Select crops"
"#TOOLTIP_SELECT_CROPS_CONTENT","Select a crop to grow on this field."
"#TOOLTIP_ASSIGN_WORKER","Assign worker"
"#TOOLTIP_ASSIGN_WORKER_CONTENT","Assign a colonist to work here."
"#BUTTON_SELECT_SPECIALIST","SELECT SPECIALIST"
"#TOPIC_SELECT_SPECIALIST","Select specialist"
"#NOTIFICATION_PERSON_HOMELESS_DESC","Build more shelters"
"#NOTIFICATION_PERSON_HOMELESS_MANY_DESC","Build more shelters"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_TREE","No trees"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_TREE_DESC","Move work area over the trees to continue production"
"#TOOLTIP_CARRIERS","Carriers"
"#NOTIFICATION_NO_CARRIERS","No free carriers left"
"#NOTIFICATION_NO_CARRIERS_DESC","You need them to carry resources, build and repair"
"#NOTIFICATION_BURIAL_PIT_FULL","Burial pit is full"
"#NOTIFICATION_BURIAL_PIT_FULL_DESC","Build more burial sites"
"#NOTIFICATION_CEMETERY_FULL","Cemetery is full"
"#NOTIFICATION_CEMETERY_FULL_DESC","Build more burial sites"
"#NOTIFICATION_NEED_BUILDING_MEDICAL","Colonists need medical assistance"
"#NOTIFICATION_NEED_BUILDING_MEDICAL_DESC","Build a medical facility to cure their conditions"
"#TOOLTIP_HELP","Help"
"#TOOLTIP_HELP_CONTENT","A library of information about the game including tutorials and other useful materials."
"#TOOLTIP_MENU","Menu"
"#TOOLTIP_MENU_CONTENT","Save, load, options, photo mode, quit game and other important menus."
"#DISASTER_TITLE_FALLOUT","Nuclear Fallout"
"#DISASTER_INFO_FALLOUT","The horizon starts turning from blue to toxic green and the air seems to burn your lungs. These are the first signs of the impending danger.\n\nIntense radiation is a constant threat to colonists, buildings and crops withering and dying during a nuclear fallout. New seeds cannot be planted before it's over. Severe cases of radiation sickness and thirst take their toll on everyone.\n\n- Harvest crops on open <mark>fields</mark> before they wither.\n- Stockpile <quad name=Iodine> <mark>iodine pills</mark> to treat <mark>radiation sickness</mark> quickly.\n- Build more medical facilities, or assign more workers to existing ones to help those who are in need."
"#DISASTER_TITLE_MAGNETIC_STORM","Magnetic Storm"
"#DISASTER_INFO_MAGNETIC_STORM","The air crackles with the faint smell of ozone. Devices begin shutting down and power plants seize up one by one. Short-circuiting components start electric fires around the colony.\n\n- <quad name=Energy> <mark>Energy</mark> production shuts down.\n- Buildings producing or consuming energy might be damaged.\n- Slight increase in <mark>radiation sickness</mark> cases.\n- Build <mark>battery racks</mark> and charge them fully to keep the colony running through the storm.\n- Unlock and build <mark>lightning rods</mark> to protect your energy producers and consumers."
"#DISASTER_TITLE_PANDEMIC","Pandemic"
"#DISASTER_INFO_PANDEMIC","The first signs of a pandemic are upon us. At first, it's just a cough, but then the fever picks up. People start dropping like flies and the colony grinds to a halt. Now, it's a question of how quickly you react. Several staffed medical facilities can nullify it almost completely, but if left unchecked, it spreads like wildfire.\n\n- Pandemics come in waves, <mark>infecting</mark> colonists.\n- Untreated colonists will eventually die.\n- The disease dehydrates the body, increasing colony <quad name=Water> <mark>water</mark> consumption.\n- Build enough medical facilities to treat the infected.\n- Gather <quad name=Antibiotics> <mark>antibiotics</mark> to speed up the healing process."
"#DISASTER_TITLE_METEOR_STORM","Meteor Shower"
"#DISASTER_INFO_METEOR_STORM","Before the apocalypse, people used to make wishes when seeing shooting stars. Nowadays, spotting them merely prompts a wish to live through the day. The sky turns red as burning rocks fall through the atmosphere. Intense showers of deadly objects plummet toward the colony and cause widespread damage.\n\n- Meteorites cause damage to <mark>buildings and people</mark>.\n- Reserve enough construction materials for <mark>repairs</mark>.\n- Have <mark>carriers</mark> at hand to repair damaged buildings.\n- Build better <mark>shelters</mark> to keep your colonists safe."
"#DISASTER_TITLE_HEAT_WAVE","Heat Wave"
"#DISASTER_INFO_HEAT_WAVE","Intense and oppressive heat takes over the area as moisture evaporates. Colonists struggle to keep hydrated and cool while working. Lakes dry up and plants wither in the cracked soil.\n\n- Colonists drink double the normal amount of <quad name=Water> <mark>water</mark>.\n- Crop yields on open <mark>fields</mark> suffer.\n- Build and fill <mark>water storages</mark> while stockpiling <quad name=Food> <mark>food</mark> to survive.\n- Colonists sweat making <mark>hygiene</mark> harder to upkeep."
"#DISASTER_TITLE_WINTER","WINTER STORM"
"#DISASTER_INFO_WINTER","The first flakes of snow and morning frost are telltale signs of an approaching winter storm. Colonists struggle to keep warm as the weather quickly shifts from chilly to freezing, with heavy snowfall burying everything in its path.\n\nInfo and advice:\n- Burners keep <mark>shelters</mark> and workplaces warm inside their effective radius.\n- Colonists exposed to freezing weather get <mark>cold</mark>.\n- Cold turns to <mark>hypothermia</mark>, causing health loss.\n- Clothes slow effects of exposure, upgraded ones even better.\n- Crops and lakes eventually freeze, halting production.\n- Animals in <mark>ranches</mark> can die without a heater nearby."
"#NOTIFICATION_DISASTER_SPACE_JUNK","Falling junk from space"
"#NOTIFICATION_DISASTER_SPACE_JUNK_DESC","Brace for impact!"
"#NOTIFICATION_DISASTER_HEAT_WAVE_INCOMING","Heat wave incoming"
"#NOTIFICATION_DISASTER_HEAT_WAVE_ARRIVED","Heat wave is upon us"
"#NOTIFICATION_DISASTER_HEAT_WAVE_ARRIVED_DESC","Water use doubled, crops might wither"
"#NOTIFICATION_DISASTER_ARRIVED_MANY","Multiple catastrophes are upon the colony!"
"#NOTIFICATION_DISASTER_INCOMING_MANY","Multiple catastrophes closing in"
"#NOTIFICATION_DISASTER_INCOMING_DESC","Days before catastrophe strikes: {0}"
"#NOTIFICATION_DISASTER_FALLOUT_INCOMING","Nuclear fallout incoming"
"#NOTIFICATION_DISASTER_FALLOUT_ARRIVED","Nuclear fallout has arrived"
"#NOTIFICATION_DISASTER_METEOR_STORM_INCOMING","Meteor shower incoming"
"#NOTIFICATION_DISASTER_METEOR_STORM_ARRIVED","Meteor shower is upon us"
"#NOTIFICATION_DISASTER_MAGNETIC_STORM_ARRIVED","Magnetic storm rages"
"#NOTIFICATION_DISASTER_PANDEMIC_ARRIVED","Pandemic contagion is spreading"
"#NOTIFICATION_DISASTER_WINTER_ARRIVED","Winter storm is upon us"
"#NOTIFICATION_DISASTER_WINTER_ARRIVED_DESC","Temperature critical, keep the colony heated"
"#NOTIFICATION_DISASTER_WINTER_INCOMING","Winter storm incoming"
"#NOTIFICATION_DISASTER_AUTUMN_ARRIVED","Fall has arrived"
"#NOTIFICATION_DISASTER_AUTUMN_INCOMING","Weather is getting colder"
"#SPECIALIST_TEAM_CREATE_TEAM","Create team"
"#SPECIALIST_TEAM_TEAM CREATION","Team creation"
"#TOPIC_SPECIALIST_TEAM_TEAM CREATION","TEAM CREATION"
"#SPECIALIST_TEAM_SELECT_VEHICLE","Select vehicle"
"#TOPIC_SPECIALIST_TEAM_SELECT_VEHICLE","SELECT VEHICLE"
"#SPECIALIST_TEAM_SELECT_SPECIALISTS","Select specialists"
"#TOPIC_SPECIALIST_TEAM_SELECT_SPECIALISTS","SELECT SPECIALISTS"
"#SPECIALIST_TEAM_CAR_FULL","Car is full"
"#NOTIFICATION_SPECIALIST_DIED","Your specialist has died!"
"#NOTIFICATION_SURVIVOR_GROUP_ARRIVED_DESC","You need to make a decision"
"#NOTIFICATION_SURVIVOR_GROUP_EXPIRED_DESC","They could not wait any longer"
"#TOOLTIP_DAY","Current day"
"#TOOLTIP_DAY_CONTENT","Days your colony has survived."
"#TOOLTIP_POPULATION","Total population"
"#TOOLTIP_POPULATION_CONTENT","Total number of adults and children in the colony"
"#TOOLTIP_WORKERS","Workers"
"#TOOLTIP_WORKERS_CONTENT","Workers are colonists assigned to work in one of the buildings in the colony. Unlike carriers, workers stay and work in that building."
"#TOOLTIP_CHILDREN","Children"
"#TOOLTIP_CHILDREN_CONTENT","The children can be educated in school and start working in the colony at the age of 16."
"#TOOLTIP_PLAY","Play"
"#TOOLTIP_PAUSE_SPEED","Pause Game"
"#TOOLTIP_PAUSE_SPEED_CONTENT","Pause the game"
"#TOOLTIP_NORMAL_SPEED","Normal"
"#TOOLTIP_HIGH_SPEED","Fast"
"#TOOLTIP_TOP_SPEED","Max"
"#TOOLTIP_SPEED_CONTENT","Adjust the game speed."
"#TOOLTIP_BUILD_MENU","Build Menu"
"#TOOLTIP_BUILD_MENU_CONTENT","Observe, select and build all building options."
"#INFO_ROTATE_BUILDING","Rotate building"
"#DRINKING_STORAGE","Stored for drinking"
"#BUILDING_CONSUMPTION","Consumed in buildings"
"#DISTRIBUTION_STORAGE","Stored for buildings"
"#TOOLTIP_COLONY_HAPPINESS_DESC","Everything affecting overall colony happiness"
"#TOOLTIP_ASSIGN_COLONIST","Assign colonist"
"#TOOLTIP_ASSIGN_COLONIST_CONTENT","Assign colonist to work in this building."
"#TOOLTIP_RESOURCES","Resources"
"#TOOLTIP_POLLUTION_MAP","Pollution map"
"#TOOLTIP_ANSWER_TO_FEEDBACK_QUESTIONS","Open feedback query"
"#NOTIFICATION_BUILDING_IN_CRITICAL_CONDITION_DESC","Mark it for repairs quickly"
"#NOTIFICATION_WATER_SHORTAGE_INFO","Increase water production"
"#NOTIFICATION_NO_STORAGE_FOR_RESOURCE","Build a {0}"
"#NOTIFICATION_BUILDING_POLLUTED","{0} contaminated"
"#NOTIFICATION_BUILDING_POLLUTED_DESC","Order your colonists to decontaminate the building"
"#NOTIFICATION_BUILDING_POLLUTED_MANY","{0} buildings contaminated"
"#NOTIFICATION_BUILDING_POLLUTED_MANY_DESC","Decontaminate buildings to get them up and running"
"#STATUS_BROKEN_VEHICLE","Vehicle needs to be repaired to travel faster"
"#BUILDING_STATUS_POLLUTED","Building is polluted and must be decontaminated"
"#TOOLTIP_PEOPLE","People"
"#TOOLTIP_PEOPLE_CONTENT","Show how colonists are distributed between different jobs in the colony."
"#TOOLTIP_SPECIALISTS","Specialists"
"#TOOLTIP_SPECIALISTS_CONTENT","Show detailed info of all specialists in the colony."
"#TOOLTIP_RESEARCH","Tech Tree"
"#TOOLTIP_RESEARCH_CONTENT","Unlock new technologies from the tech tree with science points."
"#TOOLTIP_WORLD_MAP","World Map"
"#TOOLTIP_WORLD_MAP_CONTENT","Opens the world map."
"#TOOLTIP_ROADS","Roads"
"#TOOLTIP_ROADS_CONTENT","Build different road types."
"#TOOLTIP_HOUSING","Shelters"
"#TOOLTIP_HOUSING_CONTENT","Build different types of shelter."
"#TOOLTIP_STORAGE","Storage"
"#TOOLTIP_STORAGE_CONTENT","Build different storage buildings."
"#TOOLTIP_FOOD","Food"
"#TOOLTIP_FOOD_CONTENT","Various food production buildings."
"#TOOLTIP_WATER","Water"
"#TOOLTIP_WATER_CONTENT","Water production and storage."
"#TOOLTIP_RESOURCES_CONTENT","Resource production and refinement."
"#TOOLTIP_PRODUCTS","Products"
"#TOOLTIP_PRODUCTS_CONTENT","Buildings for high-end products and items."
"#TOOLTIP_HEALTH_SAFETY","Health"
"#TOOLTIP_HEALTH_SAFETY_CONTENT","Buildings providing colonists some health and safety."
"#TOOLTIP_EXPLORATION","Exploration"
"#TOOLTIP_EXPLORATION_CONTENT","Buildings related to specialists and exploration."
"#TOOLTIP_DECORATION","Decoration"
"#TOOLTIP_DECORATION_CONTENT","Make a pretty colony."
"#TOOLTIP_ENERGY","Energy"
"#TOOLTIP_ENERGY_CONTENT","Energy production and storage."
"#TOOLTIP_ENTERTAINMENT","Entertainment"
"#TOOLTIP_ENTERTAINMENT_ENTERTAINMENT","To have some fun or reflect their past."
"#TOOLTIP_CLOSE_PANEL","Close"
"#TOOLTIP_CLOSE_PANEL_CONTENT","Close this menu."
"#TOOLTIP_PROFESSIONS","Professions"
"#TOOLTIP_PROFESSIONS_CONTENT","Colonists' distribution between different jobs."
"#TOOLTIP_TEAMS","Specialists"
"#TOOLTIP_TEAMS_CONTENT","Show all specialists."
"#TOOLTIP_COLONY_INFO","Statistics"
"#TOOLTIP_COLONY_INFO_CONTENT","Essential information and statistics about the colony, colonists and the world map."
"#TOPIC_TRADE_IMPORT","Import"
"#TOPIC_TRADE_QUANTITY","Quantity"
"#TOPIC_TRADE_DEALS_EXPIRE","Deals expire in:"
"#TOPIC_TRADE_ACTIVE_ROUTES","Active trade routes"
"#TOPIC_TRADE_POPUP_CONFIRM_TITLE","Confirm trade"
"#TOPIC_TRADE_POPUP_CONFIRM_MESSAGE","Are you sure you want to start the trade?"
"#TOPIC_TRADE_POPUP_CANCEL_TITLE","Cancel trade"
"#TOPIC_TRADE_POPUP_CANCEL_MESSAGE","Are you sure you want to cancel the trade?"
"#TOPIC_TRADE_INSTRUCTIONS","Discover <mark>societies</mark> on the world map to receive trade deals. You also need a <mark>trade center</mark> to manage them."
"#BUTTON_TRADE","Trade"
"#TIME_FORMAT_DAYS","{0}d"
"#TIME_FORMAT_HOURS","{0}h"
"#INFO_TRADE_MENU_GENERAL_ERROR_TRADE_CENTER","To accept trade offers, make sure you have enough trade centers and colonists working in them."
"#NOTIFICATION_TRADE_COMPLETE","Trade convoy has arrived"
"#NOTIFICATION_TRADE_COMPLETE_DESC","Resources were stored in the trade center"
"#NOTIFICATION_TRADE_COMPLETE_MANY","Trade convoys have arrived"
"#NOTIFICATION_TRADE_COMPLETE_MANY_DESC","Resources were stored in the trade center"
"#TOPIC_TRADE_COMPLETED","Trade completed"
"#TOPIC_TRADE_CONFIRMED","Trade confirmed"
"#NOTIFICATION_TRADE_OFFERS_AVAILABLE","New trade deals are available"
"#NOTIFICATION_TRADE_OFFERS_AVAILABLE_DESC","Open the trade menu to start bargaining"
"#NOTIFICATION_TRADE_OFFERS_AVAILABLE_MANY","New trade deals are available!"
"#NOTIFICATION_TRADE_OFFERS_AVAILABLE_MANY_DESC","Open the trade menu to start bargaining"
"#INFO_TRADE_MENU_ALREADY_TRADING","You are already trading with this society."
"#TOPIC_TRADE_COST","Cost"
"#TOPIC_TRADE_PRICE","Price"
"#TOPIC_CURRENCY","Currency"
"#TOPIC_TRADE_OFFERS","Society offers"
"#TOPIC_TRADE_REQUESTS","Society requests"
"#STATUS_FAILED","Favor complete"
"#STATUS_COMPLETED","Favor failed"
"#TOPIC_TRADE_BUY","Request"
"#TOPIC_TRADE_SELL","Offer"
"#STATUS_PAUSED","Paused"
"#TOPIC_FAVOR","Favor"
"#TOPIC_IMPORT_REQUEST","Request"
"#TOPIC_EXPORT_OFFER","Offer"
"#TOPIC_IMPORT","Import"
"#TOPIC_EXPORT","Export"
"#TOPIC_FAVOR_PENALTY","Penalty:"
"#TOPIC_FAVOR_BONUS","Bonus:"
"#TOPIC_CANCEL_TRADE","Cancel trade"
"#TOPIC_AGREE","Agree"
"#TOPIC_TRADE_MENU_REQUESTS","Requests:"
"#TOPIC_TRADE_MENU_OFFERS","Offers:"
"#STATUS_TRADE_RECEIVED_BONUS","Reputation bonus {0}"
"#STATUS_TRADE_RECEIVED_PENALTY","Reputation penalty {0}"
"#TOPIC_REPUTATION_LOW","Low"
"#TOPIC_REPUTATION_VERY_LOW","Very low"
"#TOPIC_REPUTATION_AVERAGE","Average"
"#TOPIC_REPUTATION_HIGH","High"
"#TOPIC_REPUTATION_GOOD","Good"
"#TOPIC_REPUTATION_VERY HIGH","Very high"
"#BUTTON_DIPLOMACY","Diplomacy"
"#TOPIC_VALUE","Item value"
"#TOPIC_EXCHANGE_BALANCE","Balance"
"#TOPIC_TRADE_DEAL_SUPRLUS","Surplus"
"#TOPIC_TRADE_DEAL_NEEDED","Needed"
"#TOPIC_CONFIRM_TRADE","Confirm trade"
"#TOPIC_SELL","Sold resources"
"#TOPIC_BUY","Bought resources"
"#TOPIC_SPECIAL_DEAL","Special deal"
"#TOPIC_TRADE_ONGOING","TRADE (ONGOING)"
"#TOPIC_NOT_ENOUGH_COINS","Not enough {0}"
"#TOOLTIP_TRADE_CATEGORY_ALL","All"
"#TOOLTIP_TRADE_CATEGORY_ALL_CONTENT","Every tradable resource and item"
"#TOOLTIP_TRADE_CATEGORY_FOOD","Food"
"#TOOLTIP_TRADE_CATEGORY_FOOD_CONTENT","Edible raw food and meals"
"#TOOLTIP_TRADE_CATEGORY_SEEDS","Seeds & Eggs"
"#TOOLTIP_TRADE_CATEGORY_SEEDS_CONTENT","Crop seeds and insect eggs"
"#TOOLTIP_TRADE_CATEGORY_LOW_END","Basic resources"
"#TOOLTIP_TRADE_CATEGORY_LOW_END_CONTENT","Low-end materials and resources"
"#TOOLTIP_TRADE_CATEGORY_HIGH_END","Advanced Resources"
"#TOOLTIP_TRADE_CATEGORY_HIGH_END_CONTENT","Processed and valuable high-end resources"
"#TOOLTIP_TRADE_CATEGORY_COLONISTS","Consumables"
"#TOOLTIP_TRADE_CATEGORY_COLONISTS_CONTENT","Resources for colonist use"
"#TOOLTIP_TRADE_CATEGORY_SPECIALISTS","Exploration"
"#TOOLTIP_TRADE_CATEGORY_SPECIALISTS_CONTENT","Resources and gear for Specialists"
"#TOOLTIP_TRADE_CATEGORY_OTHER","Other"
"#TOOLTIP_TRADE_CATEGORY_OTHER_CONTENT","Miscellaneous resources and materials"
"#TOPIC_ALREADY_TRADING","Already trading"
"#NOTIFICATION_RESEARCH_COMPLETE","{0} completed"
"#NOTIFICATION_RESEARCH_COMPLETE_DESC","Finished researching {0}"
"#TOPIC_RESEARCH_TIME","Research time"
"#TOPIC_TIME","Time"
"#NOTIFICATION_ONGOING_RESEARCH","Researching {0}"
"#TITLE_COMBAT_RESULT_VICTORY","Victory!"
"#TITLE_COMBAT_RESULT_VICTORY_DESC","The colony has triumphed over its enemies!"
"#TITLE_COMBAT_RESULT_DEFEAT","Defeat!"
"#TITLE_COMBAT_RESULT_DEFEAT_DESC","Time to bury the dead, heal the wounded and rebuild what was lost."
"#TITLE_COMBAT_RESULT_OVER","Combat over"
"#TITLE_COMBAT_RESULT_OVER_DESC","Fighting has subsided and both parties retreat to count their dead and treat the wounded."
"#COMBAT_EVENT_REFUSE_DEFAULT","No way!"
"#COMBAT_EVENT_ACCEPT_DEFAULT","Okay, fine"
"#COMBAT_EVENT_WAIT_DEFAULT","Hold on a sec"
"#TOPIC_GATE_UNDER_ATTACK","Gate under attack!"
"#TOPIC_COLONY_UNDER_ATTACK","Colony under attack!"
"#TOOLTIP_ANIMAL_WILDBOAR","Wild Boar"
"#TOOLTIP_ANIMAL_WILDBOAR_CONTENT","Wild animal that might occasionally attack colonists."
"#TOOLTIP_ANIMAL_DEER","Majestic Deer"
"#TOOLTIP_ANIMAL_DEER_CONTENT","Wild animal."
"#TOOLTIP_ANIMAL_MOUSE","Fierce Mouse"
"#TOOLTIP_ANIMAL_MOUSE_CONTENT","A wild animal."
"#TOOLTIP_ANIMAL_BEAR","Enormous Bear"
"#TOOLTIP_ANIMAL_BEAR_CONTENT","Dangerous wild animal."
"#TOOLTIP_ANIMAL_BIG_RATBEETLE","Large Rat Beetle"
"#TOOLTIP_ANIMAL_BIG_RATBEETLE_CONTENT","Huge voracious insect"
"#TOOLTIP_ANIMAL_RATBEETLE","Rat Beetle"
"#TOOLTIP_ANIMAL_RATBEETLE_CONTENT","Big voracious insect"
"#TOOLTIP_ANIMAL_SANDWORM","Sandworm"
"#TOOLTIP_ANIMAL_SANDWORM_CONTENT","A massive mutated centipede which burrows underground to attack its victims."
"#TITLE_COMBAT_BREACHED","The gate is breached!"
"#TITLE_COMBAT_BREACHED_DESC","Your fortifications have been breached, defend the colony and its people however you can!"
"#NOTIFICATION_DEATH_COMBAT","{0} was killed in combat"
"#TOPIC_COLONY_COMBAT","Colony combat"
"#TOPIC_COMBAT_COUNT","Combats"
"#TOPIC_COMBATS_WON","Combats won"
"#TOPIC_KILLED_ENEMIES","Enemies killed"
"#TOPIC_LOST_COLONISTS","Colonists lost"
"#TOPIC_LOST_SPECIALISTS","Specialists lost"
"#TOPIC_LOST_BUILDINGS","Buildings vandalized"
"#NOTIFICATION_COLONY_COMBAT","Hostiles in the colony!"
"#NOTIFICATION_COLONY_COMBAT_DESC","Defend your people!"
"#NOTIFICATION_PERSON_HOSTILE","Colonist {0} has turned hostile!"
"#NOTIFICATION_PERSON_HOSTILE_MANY","{0} colonists have turned hostile!"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY","Colonists taking damage!"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY_DESC","Several colony members in danger"
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK","Specialist is under attack!"
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK_DESC","Your specialist is engaged in combat"
"#NOTIFICATION_PERSON_MALNOURISHED_DESC","Make more nutritious food from meat and vegetables"
"#NOTIFICATION_PERSON_MALNOURISHED_MANY_DESC","Your colonists need more nutritious food soon!"
"#TOOLTIP_GIVE_FEEDBACK","Bug reporting"
"#TOOLTIP_GIVE_FEEDBACK_CONTENT","Give us feedback or report a bug."
"#NOTIFICATION_BUILDING_UNDER_ATTACK","Building is under attack!"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK","{0} is under attack"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK_DESC","Use guards or specialists to defeat the attacker"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_DESC","Use guards or specialists to defeat the attacker"
"#ANIMAL_GIANT_RAT","Giant Rat"
"#ANIMAL_WHITETAIL_DEER","Whitetail Deer"
"#ANIMAL_WILD_BOAR","Wild Boar"
"#DEPOSIT_CARCASS_RAT","Rat Carcass"
"#DESC_DEPOSIT_CARCASS_RAT","The fresh remains of a giant rat. There's still some meat left to scavenge."
"#DEPOSIT_CARCASS_RATBEETLE","Small Rat Beetle Carcass"
"#DESC_DEPOSIT_CARCASS_RATBEETLE","The fresh remains of a rat beetle. There's still some meat left to scavenge."
"#DEPOSIT_CARCASS_DEER","Deer Carcass"
"#DESC_DEPOSIT_CARCASS_DEER","The fresh remains of a deer. There's plenty of fine meat to harvest."
"#DEPOSIT_CARCASS_BOAR","Boar Carcass"
"#DESC_DEPOSIT_CARCASS_BOAR","The fresh remains of a wild boar. There's plenty of meat to harvest."
"#DEPOSIT_CARCASS_RATBEETLE_MED","Big Rat Beetle Carcass"
"#DESC_DEPOSIT_CARCASS_RATBEETLE_MED","The fresh remains of a big rat beetle. There's plenty of meat still left to harvest."
"#DEPOSIT_CARCASS_KODIAK","Bear Carcass"
"#DESC_DEPOSIT_CARCASS_KODIAK","The fresh remains of a huge bear. There's plenty of meat to harvest."
"#DEPOSIT_CARCASS_SANDWORM","Sandworm Carcass"
"#DESC_DEPOSIT_CARCASS_SANDWORM","The fresh remains of a massive sandworm with loads of meat to harvest."
"#TOPIC_WORK_AREA_HOSTILE_ANIMAL","{0} hostile animals"
"#TOPIC_WORK_AREA_HOSTILE_BANDIT","{0} hostile bandits"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK_MANY","Buildings under attack!"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_MANY_DESC","Several buildings are taking damage."
"#TOOLTIP_BANDIT_DEAD_RAT","Dead Rats Bandit"
"#TOOLTIP_BANDIT_DEAD_RAT_CONTENT","A poorly-armed bandit with nothing to lose."
"#TOOLTIP_BANDIT_DOOMSDAY_MILITIA","Doomsday Militia Bandit"
"#TOOLTIP_BANDIT_DOOMSDAY_MILITIA_CONTENT","Well-equipped, organized and highly dangerous."
"#TOOLTIP_BANDIT_FRONTIER_NOMAD","Frontier Nomads Bandit"
"#TOOLTIP_BANDIT_FRONTIER_NOMAD_CONTENT","A tough roaming bandit with decent weaponry."
"#TOOLTIP_BANDIT_RIPPER","Ripper Bandit"
"#TOOLTIP_BANDIT_RIPPER_CONTENT","Specializes in tearing down buildings."
"#TOOLTIP_BANDIT_TRIBUNAL","Tribunal Bandit"
"#TOOLTIP_BANDIT_TRIBUNAL_CONTENT","Well-armed fanatic, highly dangerous."
"#TOOLTIP_BANDIT_WOLF_GANG","Wolf Gang Bandit"
"#TOOLTIP_BANDIT_WOLF_GANG_CONTENT","Sneaky ambusher with long-range weapons."
"#TOOLTIP_HOSTILE","Hostile colonist"
"#TOOLTIP_HOSTILE_CONTENT","Attacking people and buildings alike!"
"#DEATH_COMBAT","Combat"
"#DEATH_BY_BANDIT","Killed by a bandit"
"#DEATH_BY_WILD_BEAST","Killed by a wild beast"
"#DEATH_DEFINED_ENEMY","Killed by {0}"
"#TOOLTIP_RENAME_SPECIALIST","Rename Specialist"
"#TOOLTIP_RENAME_SPECIALIST_CONTENT","Here you can rename your specialist."
"#AGE_GROUP_ELDER","Elder"
"#AGE_GROUP_ADULT","Adult"
"#AGE_GROUP_CHILD","Child"
"#NOTIFICATION_PERSON_GREW_ELDER","{0} is now an elder"
"#NOTIFICATION_PERSON_GREW_ELDER_MANY","{0} colonists are now elders"
"#NOTIFICATION_PERSON_GREW_ELDER_DESC","They are nearing the end of their life"
"#TOOLTIP_RENAME_COLONIST","Rename colonist"
"#TOOLTIP_RENAME_COLONIST_CONTENT","Here you can rename your colonist."
"#TOOLTIP_SEND_TO_WM_NO_GATE","Needs a gate"
"#TOOLTIP_SEND_TO_WM_NO_GATE_CONTENT","Build a gate to send your specialists to the world map"
"#TOPIC_ERA_GATE_BUILT","INTO THE NEW WORLD"
"#CONTENT_ERA_GATE_BUILT","Congratulations, you've rebuilt the gate and gained access to the <mark>world map</mark>!\n\nThe gate is now open, and the vast world stands ready for your <mark>specialists</mark> to explore. This progress has not gone unnoticed—soon, your colony will begin attracting various folks; some good, others desperate, some tricksters and those who just want to see you destroyed.\n\nArm the gate with colonists or keep some specialists close by to defend yourself from the inevitable <mark>raids</mark>."
"#FLARE_DESC","Prompted by the signal flare, the rest of the group arrives at the prepared campsite. Despite all the hardship ahead, it's time to rebuild and turn this hostile place into a home!"
"#FLARE_TITLE","Colonists arrive"
"#GAME_OVER_TITLE","The colony has perished"
"#GAME_OVER_DESC","This hostile world offered no future for the colonists. Despite your best efforts, the colony has fallen and, with time, will be forgotten.\n\nWe must try again elsewhere to rebuild what was lost."
"#EVENT_WAIT","Continue preparing"
"#BUILDING_BLOCKED_REQUIRES_CAMPSITE","Build the campsite to unlock"
"#BUILDING_BLOCKED_REQUIRES_COLONISTS","Invite colonists via the campsite to unlock"
"#BUILDING_BLOCKED_ALREADY_BUILT","You already have this building"
"#FLARE_FORCED_DESC","Your first colonists have arrived! Supplies were running low, and the group could not wait any longer. After wandering in the dangerous wasteland and fleeing from bandits, the people have found their way into the colony and begin to settle in."
"#TOOLTIP_FIND_A_SPOT_FOR_COLONY","Find a good location for the campsite"
"#TOOLTIP_PREPARE_COLONY_FOR_COLONISTS","Prepare the colony for the first colonists"
"#OVERLAY_POLLUTION_HIGH","Dangerously polluted"
"#OVERLAY_POLLUTION_NORMAL","Polluted"
"#OVERLAY_POLLUTION_LOW","Mildly polluted"
"#OVERLAY_POLLUTION_NONE","Clean"
"#OVERLAY_FERTILITY_MAP","Fertility map"
"#OVERLAY_ENERGY_MAP","Energy map"
"#OVERLAY_WATER_MAP","Water map"
"#OVERLAY_BLOCKED","Blocked"
"#OVERLAY_NOT_COVERED","No coverage"
"#OVERLAY_COVERED","Covered area"
"#OVERLAY_RUINED","Ruined"
"#OVERLAY_BUILDING_MAP","Building map"
"#OVERLAY_TEMPERATURE_MAP","Temperature map"
"#OVERLAY_WARM","Warm"
"#OVERLAY_COLD","Cold"
"#OVERLAY_FREEZING","Freezing"
"#OVERLAY_COLONIST_MAP","Colonist map"
"#OVERLAY_CORPSE","Dead"
"#OVERLAY_BUILDING_HEALTH_MAP","Building health map"
"#OVERLAY_DEPOSIT","Deposit map"
"#OVERLAY_BUILDING_ENTERTAINMENT","Entertainment"
"#OVERLAY_BUILDING_SECURITY","Security"
"#OVERLAY_BUILDING_UTILITY","Products"
"#OVERLAY_BUILDING_MANAGEMENT","Decoration"
"#OVERLAY_BUILDING_HOUSING","Housing"
"#OVERLAY_BUILDING_WATER","Water"
"#OVERLAY_BUILDING_ENERGY","Energy"
"#OVERLAY_BUILDING_FOOD","Food"
"#OVERLAY_BUILDING_ROAD","Road"
"#OVERLAY_BUILDING_HEALTH","Health"
"#OVERLAY_BUILDING_PRODUCTION","Resources"
"#OVERLAY_BUILDING_STORAGE","Storage"
"#OVERLAY_BUILDING","Buildings"
"#OVERLAY_RESOURCES","Resources"
"#OVERLAY_RESOURCES_FOOD","Food"
"#OVERLAY_RESOURCES_WOOD","Wood"
"#OVERLAY_RESOURCES_CONCRETE","Concrete"
"#OVERLAY_RESOURCES_PLASTIC","Plastic"
"#OVERLAY_RESOURCES_METAL","Metal"
"#OVERLAY_RESOURCES_RARE_METALS","Rare metals"
"#OVERLAY_RESOURCES_POLLUTION","Pollution"
"#OVERLAY_WATER","Water"
"#OVERLAY_WATER_PRODUCTION","Producer"
"#OVERLAY_WATER_DISTRIBUTION","Distributor"
"#OVERLAY_WATER_STORAGE","Clean water storage"
"#OVERLAY_WATER_CONSUMER","Consumer"
"#OVERLAY_WATER_PAUSED","Paused"
"#OVERLAY_WATER_DISTURBED","Disrupted"
"#OVERLAY_ENERGY","Energy"
"#OVERLAY_ENERGY_PRODUCTION","Producer"
"#OVERLAY_ENERGY_DISTRIBUTION","Distributor"
"#OVERLAY_ENERGY_STORAGE","Storage"
"#OVERLAY_ENERGY_CONSUMER","Consumer"
"#OVERLAY_ENERGY_PAUSED","Paused"
"#OVERLAY_ENERGY_DISTURBED","Disrupted"
"#OVERLAY_ENERGY_DISASTER_DEFENSE","Anti-catastrophe"
"#OVERLAY_POLLUTION","Pollution"
"#OVERLAY_POLLUTION_MIN","0%"
"#OVERLAY_POLLUTION_MAX","100%"
"#OVERLAY_LIVING_BEINGS","Living beings"
"#OVERLAY_LIVING_BEINGS_SPECIALIST","Specialist"
"#OVERLAY_LIVING_BEINGS_COLONIST","Colonist"
"#OVERLAY_LIVING_BEINGS_BANDIT","Bandit"
"#OVERLAY_LIVING_BEINGS_ANIMAL_NONAGGRESSIVE","Docile animal"
"#OVERLAY_LIVING_BEINGS_ANIMAL_AGGRESSIVE","Hostile animal"
"#OVERLAY_BUILDING_HEALTH_TITLE","Building health"
"#OVERLAY_BUILDING_HEALTH_MIN","0%"
"#OVERLAY_BUILDING_HEALTH_MAX","100%"
"#TOOLTIP_OVERLAY_EXIT","Exit overlay"
"#OVERLAY_BUILDING_FOREST","Forest"
"#OVERLAY_LIVING_ENTITIES","Living beings"
"#OVERLAY_HEALTH","Health"
"#OVERLAY_ENERGY_CONSUMER_TOOLTIP","Consumers are buildings which use energy. They must be connected to a working energy producer or a storage with a transformer."
"#OVERLAY_ENERGY_DISTRIBUTOR_TOOLTIP","Transformers connect energy producers and storages to consumers. All consumers need to be connected to an energy source in order to function.\n\nTransformer effective areas can be chained to move energy great distances. Chained transformers must have overlapping effective areas."
"#OVERLAY_ENERGY_STORAGE_TOOLTIP","Storages store unused energy around the colony till it's needed. They allow the colony to run even during disasters like magnetic storms."
"#OVERLAY_ENERGY_DISASTER_TOOLTIP","Defensive buildings work as shields against destructive disasters. Placing these near energy buildings will protect them against most damage caused by magnetic storms."
"#OVERLAY_ENERGY_PRODUCER_TOOLTIP","Producer buildings create energy for both consumers and storages via transformers."
"#OVERLAY_WATER_CONSUMER_TOOLTIP","Consumers are buildings which use water and must have a water tower nearby in order to function."
"#OVERLAY_WATER_DISTRIBUTOR_TOOLTIP","Water towers distribute water to consumers inside their effective area."
"#OVERLAY_WATER_STORAGE_TOOLTIP","Clean water storages store drinking water for the colonists. Storages fill up with excess water from anywhere in the colony. This water is never used by buildings."
"#OVERLAY_WATER_PRODUCER_TOOLTIP","Producers are buildings which produce water for colonists, storages and consumer buildings. Colonists get water first, and the rest is automatically moved to water storages all over the colony."
"#OVERLAY_DISRUPTED_TOOLTIP","Disrupted buildings are either too damaged, blocked by disaster or lack something necessary to function. They produce no resources and cannot be used. Selecting disrupted buildings will provide more information on their state."
"#OVERLAY_PAUSED_TOOLTIP","Paused buildings do not use any resources until production is started again."
"#OVERLAY_HEAT_NORMAL_TOOLTIP","Area is heated and buildings work normally."
"#OVERLAY_HEAT_CHILLY_TOOLTIP","Area is chilly and efficiency of buildings within it can be compromised."
"#OVERLAY_HEAT_SOURCE_TOOLTIP","Active heaters provide heat to buildings within their effective area. When heated, most buildings operate normally even in cold conditions."
"#OVERLAY_HEAT_IMMUNE_TOOLTIP","Building is unaffected by temperatures and works normally during extreme heat or cold."
"#OVERLAY_LIVING_SPECIALIST_TOOLTIP","Specialists are capable of working both in the colony and on the world map. They can scout, scavenge, build and protect the colony when needed."
"#OVERLAY_LIVING_COLONIST_TOOLTIP","Colonists are the main workforce of the colony. They're divided into children, adults and elders."
"#OVERLAY_LIVING_DOCILE_TOOLTIP","Docile animals do not initiate combat."
"#OVERLAY_LIVING_HOSTILE_TOOLTIP","Hostile animals attack specialists or colonists too close to their territory."
"#OVERLAY_LIVING_BANDIT_TOOLTIP","Bandits attack both colonists and buildings every change they get."
"#OVERLAY_POLLUTION_TOOLTIP","The pollution map shows which areas are overtaken by pollution. Pollution from deposits and buildings causes radiation sickness and contamination."
"#OVERLAY_HEAT_TOOLTIP","The heat map shows building and colonist temperature. Buildings must be heated during winter storms to prevent them from freezing and colonists from suffering hypothermia."
"#OVERLAY_HEALTH_TOOLTIP","The health map shows how well buildings are doing. Those with low health are at the risk of catching fire or getting destroyed."
"#OVERLAY_BUILDING_HOUSING_TOOLTIP","Having shelters is one of the colonists’ basic needs. They sleep, procreate and warm up in these facilities."
"#OVERLAY_BUILDING_STORAGE_TOOLTIP","Storage buildings keep resources from spoiling. Different storages store different resources."
"#OVERLAY_BUILDING_RESOURCES_TOOLTIP","Resource buildings create resources from basic materials to more advanced ones. These resources can be used as-is or processed further."
"#OVERLAY_BUILDING_PRODUCTS_TOOLTIP","Producers create items and advanced products from basic resources."
"#OVERLAY_BUILDING_WATER_TOOLTIP","Water buildings fulfil colonists’ basic needs and keep certain buildings working."
"#OVERLAY_BUILDING_ENERGY_TOOLTIP","Energy buildings are required for more advanced types of production."
"#OVERLAY_BUILDING_HEALTH_TOOLTIP","Health buildings improve colonists’ health, hygiene and living conditions."
"#OVERLAY_BUILDING_DECORATIONS_TOOLTIP","Decorations are used to create a more pleasant living environment for the colonists."
"#OVERLAY_BUILDING_ROAD_TOOLTIP","Roads make navigating through the colony faster and more efficient."
"#OVERLAY_BUILDING_FOREST_TOOLTIP","Forest buildings plant or chop down woods near the colony."
"#OVERLAY_BUILDING_SECURITY_TOOLTIP","Security buildings open the colony outward or protect it from unwanted visitors."
"#OVERLAY_DEPOSIT_POLLUTION_TOOLTIP","A pile of hazardous materials which contaminate the area and might even burst out toxic waste around it."
"#OVERLAY_DEPOSIT_RARE_TOOLTIP","Rare material which must be excavated with a magnetic separator."
"#OVERLAY_DEPOSIT_CONCERE_TOOLTIP","Tough material for building."
"#OVERLAY_DEPOSIT_PLANK_TOOLTIP","Miscellaneous timber used in buildings."
"#OVERLAY_DEPOSIT_METAL_TOOLTIP","Multipurpose material used in buildings and items, requires a scrapper to scavenge."
"#OVERLAY_DEPOSIT_PLASTIC_TOOLTIP","Flexible material with multiple uses, requires a recycler to scavenge."
"#OVERLAY_DEPOSIT_FOOD_TOOLTIP","Nutritious edible berries and wild carcasses from hunted animals."
"#OVERLAY_TEMPERATURE","Temperature"
"#OVERLAY_TEMPERATURE_MIN","Freezing"
"#OVERLAY_TEMPERATURE_MAX","Normal"
"#OVERLAY_TEMPERATURE_HEATERS","Heaters"
"#OVERLAY_TEMPERATURE_ACTIVE","Active"
"#OVERLAY_TEMPERATURE_WAITING_FOR_RESOURCES","Waiting for resources"
"#OVERLAY_TEMPERATURE_PAUSED","Disabled"
"#OVERLAY_TEMPERATURE_AOE_INNER","Warm area"
"#OVERLAY_TEMPERATURE_AOE_OUTER","Chilly area"
"#OVERLAY_TEMPERATURE_MID","Chill"
"#OVERLAY_BUILDING_FOOD_TOOLTIP","Buildings that produce or refine raw food into meals. Food is crucial for colonists' survival."
"#OVERLAY_BUILDING_ENTERTAINMENT_TOOLTIP","Entertainment buildings raise colonists' happiness by reducing anxiety."
"#OVERLAY_HEAT_WAITING_FOR_RESOURCES_TOOLTIP","Different heaters need firewood or energy to work. Carriers take care of bringing firewood to burners, while transformer buildings transport energy to radiators."
"#OVERLAY_FERTILITY_TOOLTIP","Buildings like water wells and fields get their efficiency depending on the type of soil they have been placed on. Fertile terrain give the best bonuses, while barren produces next to nothing. Trees also grow faster depending on how good the land is."
"#OVERLAY_HEAT_DISABLED_TOOLTIP","Building is either paused or disabled due to the cold conditions."
"#OVERLAY_LIVING_BEINGS_CARRIER","Carrier"
"#OVERLAY_LIVING_BEINGS_WORKER","Worker"
"#OVERLAY_LIVING_BEINGS_GUARD","Guard"
"#OVERLAY_LIVING_BEINGS_CHILD","Child"
"#OVERLAY_LIVING_BEINGS_GUARD_TOOLTIP","Guards work at the gate or guard posts defending the colony against incoming hostile attacks. Guards take care of the area they have been assigned to but can also be directly commanded elsewhere."
"#OVERLAY_FERTILITY_MIN","Barren"
"#OVERLAY_FERTILITY_MID","Normal"
"#OVERLAY_FERTILITY_MAX","Fertile"
"#TOOLTIP_SPECIALIST_LOW_ON_HEALTH","Healing. Recovering from wounds."
"#TOOLTIP_SPECIALIST_IDLE","Idling. Help in the colony or explore the world map."
"#TOOLTIP_OVERLAY_WATER","Water"
"#TOOLTIP_OVERLAY_ENERGY","Energy"
"#TOOLTIP_OVERLAY_POLLUTION","Pollution"
"#TOOLTIP_OVERLAY_RESOURCES","Resources"
"#TOOLTIP_OVERLAY_BUILDINGS","Buildings"
"#TOOLTIP_OVERLAY_FERTILITY","Soil fertility"
"#TOOLTIP_OVERLAY_NONE","None"
"#TOOLTIP_OVERLAY_LIVING_ENTITIES","Living beings"
"#TOOLTIP_OVERLAY_MAIN_BUTTON","Overlays"
"#TOOLTIP_OVERLAY_BUILDING_HEALTH","Building health"
"#TOOLTIP_SPECIALIST_ALREADY_LEAVING","Leaving. Heading out to world map"
"#TOOLTIP_PERSON_AGE","Age. Colonists do not stay the same forever but age and eventually pass on. They're divided into <mark>children, adults and elders</mark>, each behaving a little differently."
"#TOOLTIP_PERSON_AGE_ADULT","Adult. Adults help the colony as workers or carriers. They have a higher chance to <mark>reproduce</mark> when happy and living in a quality shelter."
"#TOOLTIP_PERSON_AGE_CHILD","Child. Children help by carrying boxes but cannot be assigned to buildings, repair or build. They must attend a <mark>school</mark> to get educated."
"#TOOLTIP_PERSON_AGE_ELDER","Elder. Elders are at the risk of <mark>dying</mark> from natural causes. They can help the colony as workers or carriers but will no longer reproduce."
"#TOOLTIP_PERSON_SHELTER","Where the person lives. Living conditions affect colonist <mark>happiness and fertility</mark> and protect them against elements like pollution and harsh weather."
"#TOOLTIP_PERSON_SHELTER_NONE","Colonist is homeless. This  affects their <mark>work performance, happiness and resistance to diseases and weather</mark>."
"#TOOLTIP_PERSON_SHELTER_POOR","Lives in a flimsy shelter. Receives a happiness penalty."
"#TOOLTIP_PERSON_SHELTER_NORMAL","Lives in an fine shelter. Receives a minor happiness bonus."
"#TOOLTIP_PERSON_SHELTER_GOOD","Lives in a nice shelter. Receives a major happiness bonus."
"#TOOLTIP_PERSON_WORKPLACE","Workplace. Workplace is where the colonist works at. If there's no assigned workplace, they'll act as <mark>carriers</mark> to build and repair structures or carry resources."
"#TOOLTIP_PERSON_CARRIER","Carrier. Person is not assigned to any specific building but can <mark>repair, build and carry resources</mark>."
"#TOOLTIP_PERSON_WORKER","Worker. Person has been assigned to a specific <mark>building</mark>. They will work there until reassigned or if something prevents them from filling their duties."
"#TOOLTIP_PERSON_HAPPINESS_HAPPINESS","Happiness. Happy colonists are efficient and more likely to reproduce. Unhappy colonists are unmotivated and at the risk of leaving the colony permanently. Happiness can be improved by taking care of colonist's conditions and needs, and by building <mark>entertainment buildings</mark>."
"#TOOLTIP_SPECIALIST_HEALTH","Specialist health. Health shows how much damage specialist can take. If it reaches zero, the specialist will die. Specialist health regenerates in the colony and in <mark>medical outposts</mark> on the world map."
"#TOOLTIP_BUILDING_HEALTH","State of the building. Buildings can be repaired but need immediate attention if they're on fire, as they will constantly lose health. Buildings are <mark>destroyed</mark> if their health reaches zero and cannot be salvaged for resources."
"#TOOLTIP_BUILDING_POLLUTION","Level of contamination. Highly contaminated buildings must be <mark>decontaminated</mark> as the pollutants carry over to its workers and might eventually cause everything to shut down."
"#TOOLTIP_BUILDING_CAPACITY","Capacity of the building's storage. At max capacity, excess resources are carried to another storage or left to <mark>rot</mark> on the ground if no extra storage space is available."
"#TOOLTIP_PERSON_STATE","Colonist activity. They will automatically try to work and fulfill their needs; hurt colonists seek medical attention or sleep when tired. Colonist become <mark>unhappy</mark> if they cannot satisfy their basic needs."
"#TOOLTIP_SPECIALIST_STATE","Current activity of the specialist. The state will change depending on the given <mark>command</mark>."
"#TOPIC_ALL_ITEMS","Name"
"#TOPIC_COLONIST_AGE_GROUP","Age"
"#TOPIC_COLONIST_STATUS","Action"
"#TOPIC_COLONIST_HEALTH","Health"
"#TOPIC_COLONIST_CONDITIONS","Conditions"
"#TOPIC_ITEM_WEAPON","Weapon"
"#TOPIC_ITEM_CLOTHES","Clothes"
"#TOPIC_ITEM_TOOLS","Tool"
"#TOPIC_COLONIST_SHELTER","Shelter"
"#TOPIC_COLONIST_WORK_PLACE","Workplace"
"#TOPIC_COLONIST_HAPPINESS","Happiness"
"#TOPIC_COLONIST_POLLUTION","Pollution"
"#RESOURCE_CATEGORY_NONE","Low-end Resource"
"#RESOURCE_CATEGORY_FOOD","Raw Food"
"#RESOURCE_CATEGORY_MEAL","Meal"
"#RESOURCE_CATEGORY_LOW_END_MATERIALS","Basic Resource"
"#RESOURCE_CATEGORY_HIGH_END_MATERIALS","High-end Resource"
"#RESOURCE_CATEGORY_OTHER","Other"
"#TOPIC_RESOURCE_TYPE","Resource type"
"#TOPIC_RESOURCE_PRODUCTION","In production"
"#TOPIC_RESOURCE_CONSUMPTION","Daily consumption"
"#TOPIC_RESOURCE_CARRIED","Outside storage"
"#TOPIC_RESOURCE_BALANCE","Balance"
"#TOPIC_RESOURCE_STORED","In storage"
"#TOPIC_RESOURCE_PRODUCTION_RATE","Daily production"
"#TOPIC_BUILDING_TYPE","Building type"
"#TOPIC_BUILDING_CONTAMINATION","Contamination"
"#TOPIC_BUILDING_PRIORITY","Priority"
"#TOPIC_BUILDING_CAPACITY","Capacity"
"#TOPIC_ENERGY CONSUMPTION","Energy consumption"
"#TOPIC_SERVICE_SLOTS","Occupant slots"
"#TOPIC_BUILDING_SEED","Selection"
"#TOPIC_BUILDING_PRODUCTION","Daily production"
"#TOOLTIP_OVERLAY_TEMPERATURE","Temperature"
"#TOOLTIP_OVERLAY_PERSON_HEALTH","Person health"
"#NOTIFICATION_BUILDING_FROZEN","{0} frozen"
"#NOTIFICATION_BUILDING_FROZEN_DESC","Use heaters to thaw the affected building"
"#NOTIFICATION_BUILDING_FROZEN_MANY","{0} buildings frozen"
"#NOTIFICATION_BUILDING_FROZEN_MANY_DESC","Use heaters to thaw the affected buildings"
"#RESOURCE_CATEGORY_COLONISTS","Item"
"#BUILDING_STATUS_FROZEN","Building is frozen and must be heated"
"#BUILDING_STATUS_COLD","Building is cold, efficiency reduced"
"#TOPIC_DAILY","Daily"
"#TOPIC_ALL_TIME","Monthly"
"#ITEM_WEAPON_3_SHORT_DESC","Maximum damage"
"#NOTIFICATION_NO_STORAGE_FOR_RESOURCE_DESC","Resources on the ground spoil without suitable storage"
"#POPUP_BUILD_NEXT_CURRENT","Current:"
"#POPUP_BUILD_NEXT_NEW","New:"
"#POPUP_BUILD_NEXT_CONFIRMATION","Change priority?"
"#TOPIC_MILESTONES_UNLOCKED","Completed"
"#TOPIC_MILESTONES","Milestones"
"#MILESTONES_DESC","Complete milestones to earn prestige and unlock new decoration types. Difficulty level and completion speed affect the score."
"#TOPIC_BONUS_FOR_DIFFICULTY","Difficulty bonus"
"#TOPIC_BONUS_FOR_DAY","Day bonus"
"#TOPIC_MILESTONE_COMPLETED","Milestone Completed"
"#TOPIC_BASE_PRESTIGE","Base prestige"
"#TOPIC_PRESTIGE_EARNED","Total prestige earned"
"#TOPIC_COLONY_PRESTIGE","Colony prestige"
"#NOTIFICATION_MILESTONE_COMPLETED","Milestone completed"
"#MILESTONE_CATEGORY_COLONY_1","New Beginnings"
"#MILESTONE_CATEGORY_WM_1","Into the Wild"
"#MILESTONE_CATEGORY_COLONY_2","Base to Build"
"#MILESTONE_CATEGORY_WM_2","Expanding Horizons"
"#MILESTONE_CATEGORY_COLONY_3","Safe Haven"
"#MILESTONE_CATEGORY_WM_3","Wide World"
"#MILESTONE_MEET_A_SOCIETY","First Contact"
"#MILESTONE_INVITE_COLONISTS","First Settlers"
"#MILESTONE_UNLOCK_FIRST_TECH","Reclaimed Knowledge"
"#MILESTONE_TRADE_A_SEED","Seedy Business"
"#MILESTONE_COLONYBORN","Born and Raised"
"#MILESTONE_POPULATION_20","Little Town"
"#MILESTONE_WIN_COLONY_COMBAT","Retaliation Tactics"
"#MILESTONE_HEAL_COLONISTS","Healing Hands"
"#MILESTONE_DEFEAT_RATBEETLES","Nature in my Backyard"
"#MILESTONE_BUILD_THE_GATE","Into the World"
"#MILESTONE_ENERGY","Sparks of Progress"
"#MILESTONE_UPGRADE_5","Iterative Progress"
"#MILESTONE_DAY_50","We can do this"
"#MILESTONE_CLEAN_FIRST_POLLUTION","Eco-Friendly"
"#MILESTONE_COLONY_BORN_DEAD","Dust to Dust"
"#MILESTONE_EDUCATED_COLONISTS","Hit the Books"
"#MILESTONE_POPULATION_100","Badlands Oasis"
"#MILESTONE_TRADE_25_TIMES","Future Investing"
"#MILESTONE_POPULATION_50","More of Us"
"#MILESTONE_100_DAYS","Road to a Hundred"
"#MILESTONE_MEET_ALL_SOCIETIES","Well Acquainted"
"#MILESTONE_POPULATION_150","Almost Metropolitan"
"#MILESTONE_ALL_TECHS_UNLOCKED","Science Fair"
"#MILESTONE_SPECIALIST_SLOTS_FULL","Truly Special"
"#MILESTONE_ALL_POLLUTION_CLEARED","Going Green"
"#MILESTONE_BUILD_ALL","Future Architect"
"#MILESTONE_INVITE_COLONISTS_DESC","“We have laid the foundations for a new home, but we lack the heart. It’s time to summon the people.”"
"#MILESTONE_INVITE_COLONISTS_COMPLETED_DESC","“It was risky to leave our bunkers and venture out here, but the mere warmth of sunlight on my skin makes me hopeful for the future.”"
"#MILESTONE_POPULATION_20_DESC","“Many hands make for light work. We should find more people to aid us in building a new civilization.”"
"#MILESTONE_POPULATION_20_COMPLETED_DESC","“Even if we’re not done yet, this is a good start. We’re on our way to a large, thriving colony!"""
"#MILESTONE_MEET_A_SOCIETY_DESC","“Even if barren, it is a vast world out there. We can’t be the only survivors. We ought to look for our neighbors."""
"#MILESTONE_MEET_A_SOCIETY_COMPLETED_DESC","“Just as I thought, we’re not alone in the world. Hopefully, these people are friendly.”"
"#MILESTONE_UNLOCK_FIRST_TECH_DESC","“Most of our shared knowledge was lost in the endless struggle for survival, but some may yet remain. We should stay on the lookout for useful information.”"
"#MILESTONE_UNLOCK_FIRST_TECH_COMPLETED_DESC","“We managed to uncover some intel on our past inventions. Knowledge is power, now we just need to keep finding more of it.”"
"#MILESTONE_TRADE_A_SEED_DESC","“Rumor has it, some rare seeds of once-common plants still circulate in trade. The more types we have for farming, the better we adapt to different situations.”"
"#MILESTONE_TRADE_A_SEED_COMPLETED_DESC","“Thank goodness someone kept these safe for all these years. Investing in agriculture will surely pay off.”"
"#MILESTONE_COLONYBORN_DESC","“No matter what the times bring, the birth of a child is always a miracle. The next generation will carry our hopes for a better future.”"
"#MILESTONE_COLONYBORN_COMPLETED_DESC","“New life in the colony! Let’s hope we can build them a safe society to grow up in.”"
"#MILESTONE_DEFEAT_RATBEETLES_DESC","“Expanding our territory will be challenging with these kinds of creatures lurking about. I have a hunch they think similarly of us...”"
"#MILESTONE_DEFEAT_RATBEETLES_COMPLETED_DESC","“Begone, beast! Crushing whatever stands in our way with no mercy, now that is humanity in its essence!”"
"#MILESTONE_BUILD_THE_GATE_DESC","“If we are to ever leave our little nest, we need some protection. A gate to keep out the unwanted, perhaps, in case our presence becomes known.”"
"#MILESTONE_BUILD_THE_GATE_COMPLETED_DESC","“With the security provided by the gate, we can finally uncover the world around us. Toward a better future!”"
"#MILESTONE_COLONY_BORN_DEAD_DESC","“Old age is a luxury not many get to experience. It’d sure be nice to see someone live a full life for a change.”"
"#MILESTONE_COLONY_BORN_DEAD_COMPLETED_DESC","“It’s sad to see our eldest pass with all their wisdom and memories. May they rest in peace.”"
"#MILESTONE_UPGRADE_5_DESC","“Instead of starting from scratch, what if we improved the buildings we already have? Surely that would be more efficient.”"
"#MILESTONE_UPGRADE_5_COMPLETED_DESC","“Nothing is born perfect. Only steadily improving things puts us on the road there.”"
"#MILESTONE_POPULATION_100_DESC","“Our colony is a safe haven for any potential refugees, and we could always use more helping hands. We should allow more people in.”"
"#MILESTONE_POPULATION_100_COMPLETED_DESC","“The more people we can support here, the less there are out there wandering the wasteland, joining bandits and causing trouble.”"
"#MILESTONE_TRADE_25_TIMES_DESC","“Making allies can help both of our communities grow and flourish, don't you think?”"
"#MILESTONE_TRADE_25_TIMES_COMPLETED_DESC","“We have so many traded goods pouring in from every direction, it’s hard to keep up. Luckily, I don’t have to.”"
"#MILESTONE_100_DAYS_DESC","“It’s not always easy, but together we can persevere. Chin up and march on!”"
"#MILESTONE_100_DAYS_COMPLETED_DESC","“Heavens! Never thought I’d see the day we make it this far. The future is starting to look bright!”"
"#MILESTONE_MEET_ALL_SOCIETIES_DESC","“We need to know who we’re dealing with. Even the most remote communities may have something to offer us.”"
"#MILESTONE_MEET_ALL_SOCIETIES_COMPLETED_DESC","“So many societies, some in better shape than others. I’m sure we can coexist and cooperate; hopefully, they feel the same way.”"
"#MILESTONE_ALL_TECHS_UNLOCKED_DESC","“Learn from the past, live for the future. If we discovered all the secrets these books can tell us, surely we could build a better world.”"
"#MILESTONE_ALL_TECHS_UNLOCKED_COMPLETED_DESC","“Long live science! We’ve discovered more than anyone, at least for now.”"
"#MILESTONE_SPECIALIST_SLOTS_FULL_DESC","“Can you imagine? Having so many specialized people that we simply cannot take in any more.”"
"#MILESTONE_SPECIALIST_SLOTS_FULL_COMPLETED_DESC","“This many skilled people, all working for us? I have got to be dreaming.”"
"#MILESTONE_POPULATION_150_DESC","“I want to see it once more... A town full of busy people, just like back in the day, when the moon was still full.”"
"#MILESTONE_POPULATION_150_COMPLETED_DESC","“A colony buzzing with life, this is truly a sight to behold. If I close my eyes, I can almost imagine the old world, with its bustling cities and crowded streets.”"
"#MILESTONE_HEAL_COLONISTS_DESC","“Healthy people means productive people. Even minor wounds can fester into something deadly, so having nurses and medicine at hand is imperative.”"
"#MILESTONE_HEAL_COLONISTS_COMPLETED_DESC","“A wound or a fever used to be a death sentence, but look at us now! Let me tell you, our medics are seasoned professionals.”"
"#MILESTONE_ALL_POLLUTION_CLEARED_DESC","“The pollution may be the doing of our parents, but we should leave the world better than we found it. Let’s clean up this mess, for our children.”"
"#MILESTONE_ALL_POLLUTION_CLEARED_COMPLETED_DESC","“We may not ever be able to undo all the mistakes humanity has made, but this still counts for something.”"
"#MILESTONE_EDUCATED_COLONISTS_DESC","“Reading and writing may be a thing of the past now, but how are we to survive if our children don’t even know how to hold a wrench?”"
"#MILESTONE_EDUCATED_COLONISTS_COMPLETED_DESC","“Education is valuable in and of itself, but hopefully these youths can improve things for us all around here.”"
"#MILESTONE_CLEAN_FIRST_POLLUTION_DESC","“It’s hard to breathe in here, and I feel ill every time I pass by those toxic puddles. Maybe we could do something about this...”"
"#MILESTONE_CLEAN_FIRST_POLLUTION_COMPLETED_DESC","“I never thought air could feel this fresh!”"
"#MILESTONE_ENERGY_DESC","“Wish we had some help around here for all this heavy labor. This ain't how we always did things, is it?”"
"#MILESTONE_ENERGY_COMPLETED_DESC","“And we're back on track. Maybe we'll even be watching television again soon... I miss those old soap operas I used to watch with my ma.”"
"#POPUP_BUILD_NEXT_TOPIC","Change Priority?"
"#POPUP_BUILD_NEXT_DESC","Only one building can be prioritized at a time. Do you want to change the priority?"
"#TOPIC_RESOURCES_THOUSANDS","{0}k"
"#TOPIC_RESOURCES_MILLIONS","{0}M"
"#MILESTONE_ENERGY_TASK","Increase energy production to 30."
"#MILESTONE_ENERGY_TASK_COMPLETED","Increased energy production to 30."
"#MILESTONE_CLEAN_FIRST_POLLUTION_TASK","Clean 5 pollution deposits."
"#MILESTONE_CLEAN_FIRST_POLLUTION_TASK_COMPLETED","Cleaned 5 pollution deposits."
"#MILESTONE_EDUCATED_COLONISTS_TASK","Educate 10 children."
"#MILESTONE_EDUCATED_COLONISTS_TASK_COMPLETED","10 colonists educated."
"#MILESTONE_ALL_POLLUTION_CLEARED_TASK","Clear all pollution deposits."
"#MILESTONE_ALL_POLLUTION_CLEARED_TASK_COMPLETED","Cleared all pollution deposits."
"#MILESTONE_HEAL_COLONISTS_TASK","Heal 50 colonists."
"#MILESTONE_HEAL_COLONISTS_TASK_COMPLETED","50 colonists healed."
"#MILESTONE_POPULATION_150_TASK","Increase population to 100."
"#MILESTONE_POPULATION_150_TASK_COMPLETED","Reached a population of 100."
"#MILESTONE_SPECIALIST_SLOTS_FULL_TASK","Have 10 specialists alive at once."
"#MILESTONE_SPECIALIST_SLOTS_FULL_TASK_COMPLETED","Had 10 specialists alive at once."
"#MILESTONE_ALL_TECHS_UNLOCKED_TASK","Unlock 100 techs."
"#MILESTONE_ALL_TECHS_UNLOCKED_TASK_COMPLETED","100 techs unlocked."
"#MILESTONE_MEET_ALL_SOCIETIES_TASK","Meet all societies."
"#MILESTONE_MEET_ALL_SOCIETIES_TASK_COMPLETED","Met all societies."
"#MILESTONE_100_DAYS_TASK","Make it to day 100."
"#MILESTONE_100_DAYS_TASK_COMPLETED","Survived for 100 days."
"#MILESTONE_TRADE_25_TIMES_TASK","Trade 25 times with a society."
"#MILESTONE_TRADE_25_TIMES_TASK_COMPLETED","Traded 25 times with a society."
"#MILESTONE_POPULATION_100_TASK","Increase population to 50."
"#MILESTONE_POPULATION_100_TASK_COMPLETED","Reached a population of 50."
"#MILESTONE_UPGRADE_5_TASK","Have 5 upgraded buildings in the colony at once."
"#MILESTONE_UPGRADE_5_TASK_COMPLETED","Had 5 upgraded buildings in the colony at once."
"#MILESTONE_COLONY_BORN_DEAD_TASK","Native colonist dies of old age."
"#MILESTONE_COLONY_BORN_DEAD_TASK_COMPLETED","Native colonist died of old age."
"#MILESTONE_BUILD_THE_GATE_TASK","Build the gate."
"#MILESTONE_BUILD_THE_GATE_TASK_COMPLETED","Built the gate."
"#MILESTONE_DEFEAT_RATBEETLES_TASK","Defeat 10 hostile wild animals."
"#MILESTONE_DEFEAT_RATBEETLES_TASK_COMPLETED","Defeated 10 hostile wild animals."
"#MILESTONE_COLONYBORN_TASK","Child born in the colony."
"#MILESTONE_COLONYBORN_TASK_COMPLETED","First child born in the colony."
"#MILESTONE_TRADE_A_SEED_TASK","Trade a seed from a society."
"#MILESTONE_TRADE_A_SEED_TASK_COMPLETED","Traded a seed from a society."
"#MILESTONE_UNLOCK_FIRST_TECH_TASK","Unlock 5 techs."
"#MILESTONE_UNLOCK_FIRST_TECH_TASK_COMPLETED","Unlocked 5 techs."
"#MILESTONE_MEET_A_SOCIETY_TASK","Find a society."
"#MILESTONE_MEET_A_SOCIETY_TASK_COMPLETED","Found a society."
"#MILESTONE_POPULATION_20_TASK","Increase population to 25."
"#MILESTONE_POPULATION_20_TASK_COMPLETED","Reached a population of 25."
"#MILESTONE_INVITE_COLONISTS_TASK","Invite first colonists."
"#MILESTONE_INVITE_COLONISTS_TASK_COMPLETED","First colonists arrived."
"#NOTIFICATION_DEATH_COLDNESS","{0} froze to death"
"#NOTIFICATION_DEATH_HUNGER","{0} starved to death"
"#NOTIFICATION_DEATH_THIRST","{0} died of thirst"
"#NOTIFICATION_DEATH_AGE","{0} died of old age"
"#NOTIFICATION_DEATH_RADIATION","{0} died of radiation sickness"
"#NOTIFICATION_DEATH_INJURY","{0} died to an injury"
"#NOTIFICATION_DEATH_EXHAUSTION","{0} died of exhaustion"
"#NOTIFICATION_DEATH_MALNUTRITION","{0} died of malnutrition"
"#NOTIFICATION_DEATH_SUICIDE","{0} committed suicide"
"#NOTIFICATION_DEATH_UNKNOWN","{0} was killed"
"#NOTIFICATION_DEATH_INFECTION","{0} died of infection"
"#DEATH_UNKNOWN","Mysterious death"
"#NOTIFICATION_DEATH_MUTATION","{0} died of mutation"
"#DEATH_DISASTER","Natural disaster"
"#NOTIFICATION_DEATH_DISASTER","{0} was killed by natural disaster"
"#NOTIFICATION_PERSON_MUTATED_MANY","{0} colonists mutated"
"#NOTIFICATION_PERSON_DIED","Colonist {0} died"
"#NOTIFICATION_PERSON_DIED_MANY","{0} colonists died of {1}"
"#NOTIFICATION_PERSON_DISEASED","Colonist {0} diseased"
"#NOTIFICATION_PERSON_DISEASED_MANY","{0} colonists are diseased"
"#NOTIFICATION_PERSON_INJURED","Colonist {0} is injured"
"#NOTIFICATION_PERSON_INJURED_MANY","{0} colonists are injured"
"#NOTIFICATION_PERSON_INFECTED","Colonist {0} is infected"
"#NOTIFICATION_PERSON_INFECTED_MANY","{0} colonists are infected"
"#NOTIFICATION_PERSON_HYPOTHERMIC","Colonist {0} is hypothermic"
"#NOTIFICATION_PERSON_HYPOTHERMIC_MANY","{0} colonists are hypothermic"
"#NOTIFICATION_PERSON_EXHAUSTED","Colonist {0} is exhausted"
"#NOTIFICATION_PERSON_EXHAUSTED_MANY","{0} colonists are exhausted"
"#NOTIFICATION_PERSON_RADIATED","Colonist {0} is irradiated"
"#NOTIFICATION_PERSON_RADIATED_MANY","{0} colonists are irradiated"
"#NOTIFICATION_PERSON_DEHYDRATED","Colonist {0} is dehydrated"
"#NOTIFICATION_PERSON_DEHYDRATED_MANY","{0} colonists are dehydrated"
"#NOTIFICATION_PERSON_MALNOURISHED","Colonist {0} is malnourished"
"#NOTIFICATION_PERSON_MALNOURISHED_MANY","{0} colonists are malnourished"
"#NOTIFICATION_PERSON_HOMELESS","Colonist {0} is homeless"
"#NOTIFICATION_PERSON_HOMELESS_MANY","{0} colonists are homeless"
"#NOTIFICATION_PERSON_BORN","{0} was born"
"#NOTIFICATION_PERSON_BORN_MANY","{0} children were born"
"#NOTIFICATION_PERSON_GREW_UP","{0} is now an adult"
"#NOTIFICATION_PERSON_GREW_UP_MANY","{0} colonists are now adults"
"#NOTIFICATION_PERSON_GREW_DESC","and ready to help the colony"
"#NOTIFICATION_BUILDING_READY","Construction completed: {0}"
"#NOTIFICATION_BUILDING_READY_MANY","{0} constructions finished"
"#NOTIFICATION_BUILDING_ON_FIRE","{0} is critically damaged!"
"#NOTIFICATION_BUILDING_IN_CRITICAL_CONDITION","{0} is about to collapse"
"#NOTIFICATION_BUILDING_DESTROYED","{0} destroyed"
"#NOTIFICATION_BUILDING_DESTROYED_MANY","Several buildings destroyed"
"#NOTIFICATION_BUILDING_NOT_WORKING","{0} is not working ({1})"
"#NOTIFICATION_BUILDING_WITHOUT_POWER","{0} is without power"
"#NOTIFICATION_BUILDING_WITHOUT_WATER","{0} is without water"
"#NOTIFICATION_STORAGE_SPACE_FULL","Storages full"
"#NOTIFICATION_STORAGE_SPACE_FULL_DESC","{0} is full"
"#NOTIFICATION_ALLSTORAGES_FULL_OF_RESOURCE","All storages are full of resource {0}"
"#NOTIFICATION_STORED_GOODS_ROTTING","Some of your goods are rotting due to improper storaging."
"#NOTIFICATION_OUT_OF_CONSTRUCTION_RESOURCES","Insufficient construction materials for {0}"
"#NOTIFICATION_OUT_OF_CONSTRUCTION_RESOURCES_MANY","Several construction zones are lacking resources"
"#NOTIFICATION_OUT_OF_BUILDING_RESOURCES","{0} is lacking resources"
"#NOTIFICATION_OUT_OF_BUILDING_RESOURCES_MANY","Several buildings are lacking resources"
"#NOTIFICATION_SURVIVOR_GROUP_EXPIRED_MANY","Several survivor groups left the gate"
"#NOTIFICATION_DEPOSIT_DEPLETED","Deposit depleted"
"#NOTIFICATION_DEPOSIT_DEPLETED_MANY","{0} deposits depleted"
"#NOTIFICATION_DEPOSIT_DEPLETED_DESC","{0} depleted"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_TRASH","No plastic deposits"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_TRASH_DESC","Move work area over to a plastic deposit"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_DEBRIS","No metal deposits"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_DEBRIS_DESC","Move work area over to a metal deposit"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_POLLUTION_DESC","No pollution in work area"
"#NOTIFICATION_WORLD_MAP_PARTY_RETURNED","{0} party returned"
"#NOTIFICATION_WATER_SHORTAGE","Water shortage"
"#NOTIFICATION_WATER_SHORTAGE_DESC","Reserves used until production's increased"
"#NOTIFICATION_WATER_SHORTAGE_MANY","Several colonists are thirsty"
"#NOTIFICATION_ENERGY_SHORTAGE","Power shortage"
"#NOTIFICATION_ENERGY_SHORTAGE_DESC","Reserves used until production's increased"
"#NOTIFICATION_SURVIVOR_GROUP_ARRIVED","Group of survivors arrived at the gate"
"#NOTIFICATION_SURVIVOR_GROUP_EXPIRED","Survivors at the gate left"
"#NOTIFICATION_RESOURCES_LOW_FOOD","Low on food"
"#NOTIFICATION_RESOURCES_LOW_FOOD_DESC","Get more food or people will starve!"
"#NOTIFICATION_RESOURCES_LOW_TOOLS","Low on tools"
"#NOTIFICATION_RESOURCES_LOW_TOOLS_DESC","Scavenge or make more tools at the toolshop"
"#NOTIFICATION_RESOURCES_LOW_CLOTHES","Low on clothes"
"#NOTIFICATION_RESOURCES_LOW_CLOTHES_DESC","Scavenge or make more clothing at the tailor"
"#NOTIFICATION_PROFESSIONS_NOT_ENOUGH_WORKERS","Not enough {0}"
"#NOTIFICATION_PROFESSIONS_NOT_ENOUGH_DESC","Free up some from other buildings"
"#NOTIFICATION_GAME_SAVED_MANY","Game saved!"
"#NOTIFICATION_EVENT_SYSTEM_EVENT_LAUNCHED","Event launched"
"#NOTIFICATION_EVENT_SYSTEM_EVENT_LAUNCHED_DESC","Something's happening"
"#NOTIFICATION_WORLD_MAP_TEAM_AP_REFILLED","Specialist(s) ready for action"
"#NOTIFICATION_WORLD_MAP_TEAM_AP_REFILLED_DESC","Go to world map"
"#GATEKEEPER_LOG","GATEKEEPER LOG"
"#NOTIFICATION_PERSON_GAINED_ITEM","Colonist {0} received {1}"
"#NOTIFICATION_PERSON_LOST_ITEM","Colonist {0}'s {1} broke"
"#ITEM_WEAPONS_2","Shotgun"
"#ITEM_WEAPONS_2_DESC","Colonist item.\n\nA trusty shotgun with high damage and slow fire rate for colony defense. Prone to eventually breaking down."
"#RESOURCE_VACCINE","Vaccine"
"#RESOURCE_VACCINE_DESC","Antitoxins meant for purifying the body of harmful agents. Cures Poisoning."
"#NOTIFICATION_DISASTER_RAT_SWARM_INCOMING","An unusually large amount rodents have been running around lately"
"#NOTIFICATION_DISASTER_RAT_SWARM_ARRIVED","Rats are eating our food!"
"#NOTIFICATION_DISASTER_RAT_SWARM_ARRIVED_DESC","Avoid this with more durable crops and protected fields"
"#NOTIFICATION_DISASTER_OVERCHARGE_INCOMING","Some of the buildings have bad wiring"
"#NOTIFICATION_DISASTER_OVERCHARGE_ARRIVED","Serious short circuit occurred!"
"#NOTIFICATION_DISASTER_OVERCHARGE_ARRIVED_DESC","Repair the damaged buildings"
"#NOTIFICATION_DISASTER_FALLOUT_INCOMING_DESC","Harvest crops and have medics ready"
"#NOTIFICATION_DISASTER_METEOR_STORM_INCOMING_DESC","Better stockpile plenty of repair materials"
"#NOTIFICATION_DISASTER_MAGNETIC_STORM_INCOMING_DESC","Store energy and stockpile repair materials"
"#NOTIFICATION_DISASTER_PANDEMIC_INCOMING_DESC","Prepare to cure the sick quickly"
"#HELP_CATEGORIES","Codex"
"#HELP_CATEGORY_GENERAL","OVERVIEW"
"#HELP_CATEGORY_PEOPLE","COLONISTS"
"#HELP_CATEGORY_FOOD","FOOD"
"#HELP_CATEGORY_BUILDINGS","BUILDINGS"
"#HELP_CATEGORY_DISASTERS","CATASTROPHES"
"#HELP_CATEGORY_WM","WORLD MAP"
"#NOTIFICATION_DISASTER_MAGNETIC_STORM_ARRIVED_DESC","Power plants and electrical devices might be damaged"
"#NOTIFICATION_DISASTER_PANDEMIC_ARRIVED_DESC","Handle it quickly or people will die"
"#NOTIFICATION_DISASTER_FALLOUT_ARRIVED_DESC","Beware of the intense radiation and heavy rain"
"#NOTIFICATION_DISASTER_METEOR_STORM_ARRIVED_DESC","Buildings are going to take some serious hits"
"#NOTIFICATION_DISASTER_MAGNETIC_STORM_INCOMING","Magnetic storm predicted"
"#NOTIFICATION_COMBAT_UNDER_ATTACK","Colonist under attack!"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_DESC","Help them any way you can"
"#NOTIFICATION_DISASTER_PANDEMIC_INCOMING","Pandemic contagion predicted"
"#NOTIFICATION_DISASTER_INCOMING_MANY_DESC","Prepare for the worst"
"#TOPIC_GATE_HEALTH","Gate"
"#TOPIC_RAIDERS_HEALTH","Raiders"
"#TOPIC_FOODTYPE_MEAT","Meat-based nutrition"
"#TOPIC_FOODTYPE_VEGETABLE","Plant-based nutrition"
"#TOPIC_FOODTYPE_MIXED","Other"
"#TOPIC_FULL_RESOURCE_LIST_IN_STATISTICS","More in statistics"
"#NOTIFICATION_SYSTEM_EVENT_LAUNCHED_MANY","Multiple events in the colony"
"#ITEM_WEAPON_EMPTY","Crossbow"
"#RESOURCE_VEGETABLE_DESC","Raw vegetables.\n\nBerries can be gathered from bushes and various vegetables grown and harvested from different types of <mark>fields</mark>."
"#RESOURCE_MEAT_DESC","Raw meat.\n\nMeat is a great source of protein, but a diverse diet should be maintained to avoid malnutrition."
"#RESOURCE_MEAL","Meals"
"#RESOURCE_MEAL_DESC","High quality food.\n\nSeveral types of tasty and nutritional meals cooked at the <mark>cookhouse</mark> or <mark>mess hall</mark>."
"#RESOURCE_INSECT","Insects"
"#RESOURCE_INSECT_DESC","Raw insects.\n\nInsects are an unusual, protein-rich food source grown at <mark>insect farms</mark>."
"#RESOURCE_VEGETABLE","Vegetables"
"#MILESTONE_VAULT_BUILT","New Dawn"
"#MILESTONE_VAULT_BUILT_DESC","“Catastrophes are constantly sweeping over us. People are afraid of what the future holds. Is there truly no way for us to protect ourselves?”"
"#MILESTONE_VAULT_BUILT_COMPLETED","New Dawn"
"#MILESTONE_VAULT_BUILT_COMPLETED_DESC","“We made it. We really made it. It feels like a dream. This may only be a small step but it is the beginning of a new age for us—and for humankind.”"
"#MILESTONE_VAULT_BUILT_TASK","Complete Project Tomorrow."
"#MILESTONE_VAULT_BUILT_TASK_COMPLETED","Project Tomorrow finished."
"#BUTTON_PROPOSE_TRADE","PROPOSE TRADE"
"#ENDGAME_LIMIT_REACHED_DESC","Maximum knowledge reached."
"#NOTIFICATION_DECORATION_UNLOCKED","New decorations unlocked"
"#NOTIFICATION_DECORATION_UNLOCKED_DESC","Unlocked by completing milestones"
"#NOTIFICATION_DECORATION_ALL_UNLOCKED_DESC","You have unlocked all decorations"
"#INFO_OUT_OF_BOUNDS","Out of bounds"
"#TOPIC_PREPARE_DEFENCES","Prepare for battle!"
"#NOTIFICATION_ACHIEVEMENT_UNLOCKED","Achievement unlocked"
"#TOPIC_ACHIEVEMENTS","ACHIEVEMENTS"
"#MENU_ACHIEVEMENTS","ACHIEVEMENTS"
"#TOPIC_OUTPOST_AMOUNT","Outpost amount"
"#TOPIC_ENDGAME_LIFE_SUPPORT","Life Support"
"#ENDGAME_LIFE_SUPPORT_DESC","Life support represents the knowledge and resources needed to build a life support system and joint mandatory facilities to support its operation. This makes the <mark>doomsday bunker</mark> a closed environment that helps to keep living conditions habitable inside, even if the conditions outside become lethal.\n\nBuild <mark>life support outposts</mark> with engineers to collect knowledge toward this goal."
"#TOPIC_ENDGAME_MEDICINE","Medicine"
"#ENDGAME_MEDICINE_DESC","Medicine represents the knowledge and resources needed to establish operational healthcare facilities with the right equipment and resources to take care of the colonists within the <mark>doomsday bunker</mark>. This includes treatments against pandemics but also quarantine facilities and procedures if something would happen inside the bunker. The whole complex is designed to isolate different compartments from each other if one area becomes compromised.\n\nBuild <mark>medicine outposts</mark> with engineers to collect the knowledge toward this goal."
"#TOPIC_ENDGAME_DEFENCE","Defense"
"#ENDGAME_DEFENCE_DESC","<mark>Defense</mark> represents two areas in the <mark>doomsday bunker</mark> project. It is knowledge and resources needed to build the dome to endure outside threats. Meaning threats from catastrophes and attackers alike. Another part are the solutions built into the bunker to help defend if the enemy breaches the outer perimeter and gains access to the facility.\n\nBuild <mark>defense outposts</mark> with engineers to collect knowledge toward this goal."
"#TOPIC_ENDGAME_ECOSYSTEM","Ecosystem"
"#ENDGAME_ECOSYSTEM_DESC","<mark>Ecosystem</mark> represents the living habitat within the <mark>doomsday bunker</mark>, but also facilities to grow food and recycle waste. This makes the isolated bunker a self-sustaining system where people can take shelter for long periods without any contact with the outside world.\n\nBuild <mark>ecosystem outposts</mark> with engineers to collect knowledge toward this goal."
"#TOPIC_PRODUCTION_PAUSED","Production halted. Continue the <mark>Project Tomorrow questline</mark> to resume production."
"#DLC_TITLE_DELUXE","Ultimate Colony"
"#TOPIC_TECHS_UNLOCKED","Tech"
"#TOPIC_KNOWLEDGE_TOTAL","Total knowledge"
"#TOPIC_MINOR_DISASTERS","Minor disasters"
"#TOPIC_QUESTS_COMPLETE","Quests completed"
"#TOPIC_QUESTS_ABANDONED","Quests abandoned"
"#TOPIC_TOTAL_SP_SPENT","Total Science Points spent"
"#TOPIC_SP_PER_DAY","Science Points per 24h"
"#TOPIC_KNOWLEDGE_PER_DAY","Knowledge per 24h"
"#TOPIC_UNLOCKED","unlocked"
"#TOPIC_CURRENT","current"
"#TOPIC_STATS_TOTAL","total"
"#TOPIC_PEAK","peak"
"#TOPIC_TRADES_COMPLETED","Trades completed"
"#TOPIC_TRADE_VALUE","Total trade value"
"#TOPIC_PRODUCTION_PER_DAY","Production per 24h"
"#TOPIC_GATE_COMBAT","Gate combat (won/lost)"
"#TOPIC_BANDITS_KILLED","Bandits killed (World Map)"
"#TOPIC_GUARDS_KILLED","Guards killed"
"#TOPIC_GATE_LEVEL","Gate level"
"#TOPIC_SECTORS_LIBERATED","Sectors liberated"
"#TOPIC_BANDITS_WM","Bandits on the world map"
"#TOPIC_COLONY_ALARM_USED","Colony alarm used"
"#TOPIC_RESOURCES_STOLEN","Resources stolen"
"#TOPIC_HEALTH_LOW","Low health"
"#TOPIC_SPECIALISTS_TOP","Top specialist"
"#TOPIC_SPECIALISTS_IDLE","Idle specialists"
"#TOPIC_SPECIALISTS_USED","Specialists used"
"#TOPIC_VEHICLES_FOUND","Vehicles found"
"#TOPIC_SPECIALISTS_AS_SETTLERS","Turned to settlers"
"#TOPIC_SPECIALISTS_AS_ENGINEERS","Turned to engineers"
"#TOPIC_SPECIALISTS_DEATH_COLONY","Died in the colony"
"#TOPIC_SPECIALISTS_DEATH_WM","Died on the world map"
"#TOPIC_SPECIALISTS_ARCHETYPES","Archetypes"
"#TOPIC_UNUSED_WORK_SLOTS","Unused work slots"
"#TOPIC_UNUSED_WORK_SLOTS_CLOSED","Closed manually"
"#TOPIC_WATER_UNDERGROUND","From underground"
"#TOPIC_WATER_LAKES","From lakes"
"#TOPIC_SOLAR_ENERGY","Solar energy"
"#TOPIC_WIND_ENERGY","Wind energy"
"#TOPIC_NOT_ENOUGH_WORKERS","Not enough workers"
"#TOPIC_UPGRADED","Upgraded"
"#TOPIC_UPGRADE_AVAILABLE","Upgrade available"
"#TOPIC_SHELTER_POOR","Poor shelters"
"#TOPIC_SHELTER_NORMAL","Normal shelters"
"#TOPIC_SHELTER_GOOD","Good shelters"
"#TOPIC_PROGRESSION","Progression"
"#BUTTON_VIEW_COLONY","View colony"
"#NOTIFICATION_VEHICLE_STORED","Vehicle stored"
"#NOTIFICATION_VEHICLE_STORED_DESC","Build a garage to send it back to world map"
"#CATEGORY_HOUSING","Shelters"
"#CATEGORY_STORAGE","Storage"
"#CATEGORY_FOOD","Food"
"#CATEGORY_PRODUCTION","Resources"
"#CATEGORY_UTILITIES","Products"
"#CATEGORY_WATER","Water"
"#CATEGORY_ENERGY","Energy"
"#CATEGORY_HEALTH","Health"
"#CATEGORY_ENTERTAINMENT","Happiness"
"#CATEGORY_MANAGEMENT","Decoration"
"#CATEGORY_ROAD","Roads"
"#TOPIC_ACTIVE","Pause"
"#TOPIC_DEACTIVE","Resume"
"#TOPIC_BUILDING_STATUS","Info"
"#TOPIC_BUILDING_HEALTH","Health"
"#TOPIC_BUILDING_EFFICIENCY","Efficiency"
"#TOPIC_BUILDING_HEALTH_TITLE","HEALTH"
"#TOPIC_BUILDING_EFFICIENCY_TITLE","EFFICIENCY"
"#TOPIC_PRIORITY","Priority"
"#LOW","Low"
"#MEDIUM","Medium"
"#HIGH","High"
"#NONE","None"
"#TOPIC_REPAIR","Repair"
"#TOPIC_REPAIR_REQUESTED","Repairs Requested"
"#TOPIC_REPAIR_STARTED","Repairs Started"
"#TOPIC_REPAIR_COST","Repair Cost"
"#TOPIC_EDIT_WORKAREA","Move Work Area"
"#TOPIC_DESTROY_BUILDING","Demolish"
"#TOPIC_CANCEL_DESTRUCTION","Cancel Demolish"
"#PAUSE_BUTTON","Pause"
"#UNPAUSE_BUTTON","Unpause"
"#RESUME_BUTTON","Resume"
"#OCCUPANTS_TITLE","Occupants"
"#TOPIC_STATUS","Status"
"#TOPIC_CAPACITY","Capacity"
"#TOPIC_CONDITION_TITLE","CONDITION"
"#TOPIC_CONDITION","Condition"
"#TOPIC_PRODUCTION","Production"
"#TOPIC_PRODUCTION_TITLE","PRODUCTION"
"#TOPIC_CONSUMPTION","Consumption"
"#TOPIC_CONSUMPTION_TITLE","CONSUMPTION"
"#TOPIC_OCCUPANTS","Occupants"
"#TOPIC_OCCUPANTS_TITLE","OCCUPANTS"
"#TOPIC_VIEW_OCCUPANTS","View Occupants"
"#TOPIC_BUILDING_STORAGE_CAPACITY","Capacity"
"#TOPIC_STORAGE","Storage"
"#TOPIC_STORAGE_TITLE","STORAGE"
"#TOPIC_BUILDING_WORKAREA_EFFICIENCY","New efficiency"
"#TITLE_CREATE_SETTLER","Create a settler"
"#DESC_CREATE_SETTLER","The selected specialist will be permanently converted into a settler."
"#TOPIC_CREATE_SETTLER","Create settler"
"#INFO_BUILDING_STATUS_IN_PROCESS","In progress"
"#INFO_CONSTRUCTION_PENDING","Pending"
"#INFO_PRODUCTION_WORKER_AWAY","Worker away"
"#INFO_PRODUCTION_GATHERING_RESOURCES","Gathering resources"
"#INFO_PRODUCTION_BRINGING_RESOURCES","Bringing resources"
"#INFO_PRODUCTION_DELIVERING_PRODUCTS","Delivering products to storage"
"#TOPIC_PRODUCTION_CURRENT_AMOUNT","Production limit"
"#TOPIC_SPECIALIST_INTO_SETTLER","Select specialist"
"#TOPIC_CARRIER_COUNT","Carrier count"
"#INFO_BUILDING_COLONISTS_RESERVED_AS_CARRIERS","Not enough workers: All assigned as carriers"
"#INFO_BUILDING_COLONISTS_TITLE","Worker"
"#INFO_BUILDING_COLONISTS_NO_WORKER_ASSIGNED","Free slot: No worker assigned"
"#INFO_BUILDING_COLONISTS_ASSIGN_WORKER","Free slot: Assign a worker"
"#INFO_BUILDING_COLONISTS_WORKER_ASSIGNED","Worker Assigned"
"#INFO_SCOUTING_DONE","Scouted:"
"#INFO_BUILDING_AVAILABLE_WORK_SLOT_TITLE","Free slot"
"#INFO_BUILDING_AVAILABLE_WORK_SLOT_DESC","No worker assigned"
"#INFO_BUILDING_CONDITIONS_MORE","{0} more:"
"#BUTTON_SHOW_BUILDING_STATUSES","Show Statuses"
"#TOPIC_BUILDING_CONDITION_PLAYER_ISSUED","Issued by Player"
"#TOPIC_BUILDING_CONDITION_CRITICAL","Critical Issues"
"#TOPIC_BUILDING_CONDITION_MODERATE","Moderate Issues"
"#INFO_BUILDING_CONDITION_BEING_REMOVED","Demolishing..."
"#INFO_BUILDING_CONDITION_BEING_REPAIRED","Repairing..."
"#INFO_BUILDING_CONDITION_PAUSED","Manually paused"
"#INFO_BUILDING_CONDITION_DESTROYED","Destroyed"
"#INFO_BUILDING_CONDITION_CRITICALLY_DAMAGED","Critically damaged"
"#INFO_BUILDING_CONDITION_DAMAGED","Damaged"
"#INFO_BUILDING_CONDITION_DISASTER_BLOCKING","Disabled by disaster"
"#INFO_BUILDING_CONDITION_FROZEN","Frozen"
"#INFO_BUILDING_CONDITION_NO_ENERGY_NETWORK","Not connected to energy network"
"#INFO_BUILDING_CONDITION_NO_WATER_DISTRIBUTION","Not connected to water network"
"#INFO_BUILDING_CONDITION_ENERGY_SHORTAGE","Not enough energy production"
"#INFO_BUILDING_CONDITION_WATER_SHORTAGE","Not enough water production"
"#INFO_BUILDING_CONDITION_LACK_OF_RESOURCES","Insufficient resources"
"#INFO_BUILDING_CONDITION_NO_WORKERS","No free workers"
"#INFO_BUILDING_CONDITION_NO_ACTIVE_WORK_SLOTS","No worker assigned"
"#INFO_BUILDING_CONDITION_PRODUCTION_LIMIT_MET","Production limit met"
"#INFO_BUILDING_CONDITION_UNDER_MINIMUM_EFFICIENCY","Efficiency too low"
"#INFO_BUILDING_CONDITION_NO_TREES","No trees in the work area"
"#INFO_BUILDING_CONDITION_NO_ACTIVE_DEPOSITS","No active deposits in the work area"
"#INFO_BUILDING_CONDITION_WAITING_SEED_SELECTION","No seed selected"
"#INFO_BUILDING_CONDITION_STORAGE_ALMOST_FULL","Storage almost full"
"#WORKER_STATE_WORKING","At work"
"#WORKER_STATE_AWAY","Away"
"#INFO_BUILDING_IDLE","Building idle"
"#INFO_BUILDING_STATUS_NORMAL","Building operational"
"#TOOLTIP_CURRENT_AMOUNT","Current amount"
"#TOOLTIP_CURRENT_AMOUNT_DESC","Shows the current amount of resources in relation to production limit, if one has been set"
"#INFO_BUILDING_CONDITION_BARREN_SOIL","On barren soil"
"#BUTTON_PROMPT_UPGRADE","UPGRADE"
"#TOPIC_UPGRADE_BUILDING_TO","Upgrade to"
"#INFO_BUILDING_CONDITION_CRITICAL_POLLUTION","Building critically contaminated"
"#TOPIC_WORK_AREA","Work Area"
"#WORK_AREA_NO_DEPOSITS_DESC","No active deposits"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_RUBBLE_DESC","Move the work area over to a concrete deposit."
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_RUBBLE","No concrete deposits"
"#INFO_BUILDING_CONDITION_BEING_DECONTAMINATED","Decontaminating"
"#TOPIC_CONFIRM_UPGRADE","Upgrade Building"
"#DESC_CONFIRM_UPGRADE","Upgrade cannot be reversed. This action will remove the original building and replace it with the upgraded one."
"#WARNING_CONFIRM_UPGRADE","Start the upgrade?"
"#INFO_BUILDING_SEARCHING_WORKER_TITLE","Assigning"
"#INFO_BUILDING_SEARCHING_WORKER_DESC","Waiting for an available worker"
"#INFO_BUILDING_SCAVENGE_IN_PROGRESS","Production in progress"
"#INFO_BUILDING_UPGRADE_UNLOCKED","Building upgrade"
"#INFO_BUILDING_UPGRADE_NOT_UNLOCKED","Upgrade not unlocked"
"#INFO_BUILDING_UPGRADE_NOT_UNLOCKED_DESC","Unlock the upgrade from the tech tree."
"#SHRINE","Shrine"
"#DESC_SHRINE","A house of comfort and peace. Colonists may leave offerings, express their wishes and say their prayers in silence. This place of spiritual calming provides <quad name=EntertainmentBonus> <mark>entertainment</mark> for the people in the colony.\n\n- Must be heated during <mark>winter storms</mark>."
"#SHANTY_UPGRADE","Improved Shanty"
"#DESC_SHANTY_UPGRADE","A mid-sized shelter that offers some protection against radiation and catastrophes. Improved facilities and increased space makes living almost comfortable.\n\n- Happiness bonus\n- Must be heated during winter"
"#TENEMENT_UPGRADE","Improved Tenement"
"#DESC_TENEMENT_UPGRADE","Comfortable housing that provides some protection against radiation and catastrophes. Improved private and common areas ease tension and bring the community closer together.\n\n- Happiness bonus\n- Increased birthrate\n- Must be heated during winter"
"#SCOUT_TOWER","Scout Tower"
"#DESC_SCOUT_TOWER","These simple towers scout their surroundings and remove the fog that covers the land. This expands the buildable area and uncovers new resource deposits to scavenge. They can also defend themselves when attacked."
"#DESC_CARRIER_COUNT","Carriers handle tasks like basic resource transport, scavenging and repairing. Minimum carrier count ensures some colonists are always available for these tasks."
"#FIGHTINGPIT","Brawl Pit"
"#DESC_FIGHTINGPIT","A primitive form of <quad name=EntertainmentBonus> <mark>entertainment</mark> that helps colonists let out some pent-up frustration in a controlled environment."
"#BOTANICAL_GARDEN","Botanical Garden"
"#DESC_BOTANICAL_GARDEN","These gardens are built to provide calm and relaxing <quad name=EntertainmentBonus> <mark>entertainment</mark> for the colonists. Inside the garden grow many beautiful species of plant that could not otherwise survive in the open. The building cannot be used to grow food, however.\n\n- Must be heated during <mark>winter storms</mark>."
"#CONCRETE_SCAVENGER","Concrete Scavenger"
"#DESC_CONCRETE_SCAVENGER","These buildings take chunks of concrete from deposits and process them into usable building blocks. Concrete is used to build sturdier, more advanced buildings."
"#PUBLIC_HOUSE","Public House"
"#DESC_PUBLIC_HOUSE","Spending time together socializing with other colonists is much more comfortable at a suitable location. In here, colonists can prepare drinks for themselves as well as catch up on the latest news, which provides <quad name=EntertainmentBonus> <mark>entertainment</mark> for the whole colony.\n\n- Must be heated during <mark>winter storms</mark>."
"#TOPIC_CANCEL_DECONTAMINATE","Cancel decontamination"
"#DESC_UNIQUE_ENTERTAINMENT_BONUS","Additional entertainment due to a variety bonus"
"#OUTPOST_DEPOT_UPGRADE","Outpost Center"
"#OUTPOST_DEPOT_UPGRADE_DESC","An upgraded version of the outpost depot for expanding your influence on the world map.\n\n- Creating an outpost requires a specialist"
"#RADIO_TOWER","Radio Tower"
"#RADIO_TOWER_DESC","Increases your communication range to the outside world, sending a signal that attracts experienced specialists to join your colony from afar."
"#ROAD","Dirt Road"
"#DESC_ROAD","A simple dirt road that makes it easier and <mark>faster</mark> for colonists to move around the colony."
"#ROAD2","Paved Road"
"#DESC_ROAD2","An improved road that makes moving around the colony even easier and <mark>faster</mark>."
"#ROAD_DECONSTRUCTION","Remove Road"
"#DESC_ROAD_DECONSTRUCTION","Tool to remove already built or planned roads."
"#TENT","Tent"
"#DESC_TENT","This flimsy <mark>shelter</mark> is a cheap, short-term emergency solution.\n\nProvides little protection against pollution and is easily destroyed by catastrophes.\n\n- Minor <quad name=HappinessPenalty> <mark>happiness</mark> penalty\n- Must be heated during <mark>winter storms</mark>"
"#TENT_LVL2","Crowded Tent"
"#DESC_TENT_LVL2","Upgraded from a <mark>tent</mark>.\n\nShort-term emergency solution. Provides no protection against radiation and is easily destroyed by catastrophes. Has more capacity than an ordinary tent, but the crammed space is bound to create tension between inhabitants.\n\n- Major <quad name=HappinessPenalty> <mark>happiness</mark> penalty\n- Must be heated during <mark>winter storms</mark>"
"#EMERGENCY_SHELTER","Emergency Shelter"
"#DESC_EMERGENCY_SHELTER","Temporary shelter for several colonists.\n\nCheap to build but very vulnerable to catastrophes. Does not give protection against radiation. Colonists are less likely to reproduce in cramped shelters like this.\n\n- Minor <quad name=HappinessPenalty> <mark>happiness</mark> penalty\n- Decreased <mark>birthrate</mark>\n- Must be heated during <mark>winter storms</mark>"
"#EMERGENCY_SHELTER_LVL2","Crowded Emergency Shelter"
"#DESC_EMERGENCY_SHELTER_LVL2","Upgraded from an emergency shelter.\n\nTemporary shelter capable of housing even more colonists than the standard emergency shelter. Vulnerable to catastrophes and radiation.\n\nColonists suffer from cramped living conditions and will not reproduce.\n\n- Major <quad name=HappinessPenalty> <mark>happiness</mark> penalty\n- Must be heated during <mark>winter storms</mark>"
"#SHANTY","Shanty"
"#DESC_SHANTY","An improved <mark>shelter</mark>.\n\nGives some protection against radiation and is not destroyed as easily as <mark>tents</mark>.\n\n- Must be heated during <mark>winter storms</mark>"
"#TENEMENT","Tenement"
"#DESC_TENEMENT","A cost-effective form of housing for several colonists.\n\nSome protection against radiation and catastrophes. Colonists are less likely to reproduce in cramped shelters like this.\n\n- Decreased <mark>birthrate</mark>\n- Must be heated during <mark>winter storms</mark>"
"#HOUSE","House"
"#DESC_HOUSE","Comfortable, high-quality home.\n\nHouses endure catastrophes better than other low-end shelters and give good protection against radiation.\n\n- Major <quad name=HappinessBonus> <mark>happiness</mark> bonus\n- Must be heated during <mark>winter storms</mark>"
"#HOUSE_LVL2","Heated House"
"#DESC_HOUSE_LVL2","Upgraded from a <mark>house</mark>.\n\nA home comparable to those of the old world. Luxuries such as automatic heating make every other dweller turn their head in jealousy.\n\n- Major <quad name=HappinessBonus> <mark>happiness</mark> bonus"
"#TWO_STORY_HOUSE","Two-story House"
"#DESC_TWO_STORY_HOUSE","The pinnacle of post-apocalyptic living.\n\nThis durable shelter provides ample space, safety and relative comfort. Good protection against radiation.\n\n- Major <quad name=HappinessBonus> <mark>happiness</mark> bonus\n- Must be heated during <mark>winter storms</mark>"
"#TWO_STORY_HOUSE_LVL2","Heated Two-story House"
"#DESC_TWO_STORY_HOUSE_LVL2","Upgraded from a <mark>two-story house</mark>.\n\nA spacious home comparable to those of the old world. Luxuries such as automatic heating make every other dweller turn their head in jealousy.\n\n- Major <quad name=HappinessBonus> <mark>happiness</mark> bonus"
"#STORAGE_OUTSIDE","Stockpile"
"#DESC_STORAGE_OUTSIDE","Stores all types of raw materials and construction <mark>resources</mark>.\n\nCannot store food or more delicate resources. \n\nUse stockpiles to collect <quad name=Plank> <mark>wood</mark> from small deposits using the building's <mark>work area</mark>."
"#STORAGE_INSIDE","Warehouse"
"#DESC_STORAGE_INSIDE","Stores refined <mark>resources</mark> and valuable <mark>items</mark>. Cannot store food or construction resources."
"#STORAGE_FOOD","Food Storage"
"#DESC_STORAGE_FOOD","Stores all types of <quad name=Food> <mark>food</mark> grown and hunted in the colony as well as more rare food items scavenged elsewhere.\n\nUsed to collect <quad name=Berries> <mark>berries</mark> from berry bushes around the colony using the building's <mark>work area</mark>."
"#GENERAL_STORAGE","General Storage"
"#DESC_GENERAL_STORAGE","Large and secure storage able to hold large quantities of <quad name=Food> <mark>food</mark>, <mark>items</mark> and all other types of <mark>resources</mark>."
"#NUCLEAR_STORAGE","Waste Dump"
"#DESC_NUCLEAR_STORAGE","Hazardous <quad name=Pollution> <mark>pollution</mark> is too dangerous to be left on the ground. Waste dumps store the contaminated material in relative safety, out of sight.\n\n- Causes <quad name=Pollution> <mark>pollution</mark>"
"#TRAPPER","Trapper"
"#DESC_TRAPPER","Traps small game animals in the forest to provide <quad name=Venison> <mark>venison</mark> for hungry colonists. Works with reduced efficiency during catastrophes.\n\n- Works most efficiently in densely <mark>forested</mark> areas."
"#TRAPPER_UPGRADE","Hunting Cabin"
"#DESC_TRAPPER_UPGRADE","Upgraded from a trapper.\n\nCreates small amounts of <quad name=Fiber> <mark>fiber</mark> from animal hides and provides <quad name=Venison> <mark>venison</mark> for hungry colonists. Works with reduced efficiency during catastrophes.\n\nWorks most efficiently in densely <mark>forested</mark> areas."
"#FISHERY","Fishing Pier"
"#DESC_FISHERY","Catches local <quad name=Fish> <mark>fish</mark> for food. Works at reduced efficiency during catastrophes.\n\n- Requires lots of water tiles in its area of effect to function efficiently\n- Must be placed on <mark>shore</mark>\n- Must be heated during <mark>winter storms</mark>"
"#FISHERY_LVL2","Fishing Hut"
"#DESC_FISHERY_LVL2","Upgraded from a <mark>fishing pier</mark>.\n\nA dock equipped with a hut and proper tools for fishing year-round. The fishing hut stays functional during <mark>winter storms</mark> without additional heating."
"#FIELD_SMALL","Small Field"
"#DESC_FIELD_SMALL","Grows <quad name=Vegetable> <mark>vegetables</mark> slowly in large quantities.\n\nDifferent outdoor crops can be grown here. Certain catastrophes can wipe out the harvest completely and prevent farming during the event.\n\n- Harvest withers during <mark>winter storms, heat waves and fallouts</mark>"
"#FIELD_MEDIUM","Medium Field"
"#DESC_FIELD_MEDIUM","Grows <quad name=Vegetable> <mark>vegetables</mark> slowly in large quantities.\n\nDifferent outdoor crops can be grown here. Certain catastrophes can wipe out the harvest completely and prevent farming during the event.\n\nYields twice as much harvest as small field but takes twice the surface area and requires two colonists to work efficiently.\n\n- Harvest withers during <mark>winter storms, heat waves and fallouts</mark>"
"#FIELD_LARGE","Large Field"
"#DESC_FIELD_LARGE","Grows <quad name=Vegetable> <mark>vegetables</mark> slowly in large quantities.\n\nDifferent outdoor crops can be grown here. Certain catastrophes can wipe out the harvest completely and prevent farming during the event.\n\nYields almost four times the harvest of a small field, but takes four times the surface area and requires three colonists to work efficiently.\n\n- Harvest withers during <mark>winter storms, heat waves and fallouts</mark>"
"#FIELD_IRRIGATED_SMALL","Small Irrigated Field"
"#DESC_FIELD_IRRIGATED_SMALL","Upgraded from a <mark>small field</mark>.\n\nCrops with an irrigation system can grow on <mark>barren</mark> ground when fertile soil is scarce. It will not protect the small field from all harm but will help it survive heat waves. \n\n- Harvest <mark>withers during winter storms and fallouts</mark>"
"#FIELD_IRRIGATED_MEDIUM","Medium Irrigated Field"
"#DESC_FIELD_IRRIGATED_MEDIUM","Upgraded from a <mark>medium field</mark>.\n\nCrops with an irrigation system can grow on <mark>barren</mark> ground when fertile soil is scarce. It will not protect a medium field from all harm but will help it survive heat waves. \n\n- Harvest withers during <mark>winter storms and fallouts</mark>"
"#FIELD_IRRIGATED_LARGE","Large Irrigated Field"
"#DESC_FIELD_IRRIGATED_LARGE","Upgraded from a <mark>large field</mark>.\n\nCrops with an irrigation system can grow on <mark>barren</mark> ground when fertile soil is scarce. It will not protect a large field from all harm but will help it survive <mark>heat waves</mark>. \n\n- Harvest withers during <mark>winter storms and fallouts</mark>"
"#INSECT_FARM","Insect Farm"
"#DESC_INSECT_FARM","<quad name=Insect> <mark>Insects</mark> are a very nutrient-efficient alternative to meat.\n\nPicky eaters have little choice in a post-apocalyptic world, so instead of munching on vegetables all day long, they can now enjoy some very juicy insects as well."
"#GREENHOUSE","Greenhouse"
"#DESC_GREENHOUSE","More effective and reliable way to grow <quad name=Vegetable> <mark>vegetables</mark>.\n\n<mark>Greenhouses</mark> grow food even during catastrophes and the crops are immune to the effects of pollution."
"#AQUA_FARM","Aqua Farm"
"#DESC_AQUA_FARM","An early form of aquaculture which provides the colony with lots of <quad name=Fish> <mark>fish</mark>.\n\n- Must be built on <mark>shore</mark>\n- Causes <quad name=Pollution> <mark>pollution</mark>\n- Must be heated during <mark>winter storms</mark>"
"#RANCH_1","Ranch"
"#DESC_RANCH_1","Houses <mark>livestock</mark>.\n\nAnimals require <mark>workers</mark> and <quad name=Water> <mark>water</mark> to breed and stay alive.\n\n- Animals have to be acquired separately by <mark>trading</mark>.\n- Animals need heat to survive <mark>winter storms</mark>"
"#RANCH_2","Large Ranch"
"#DESC_RANCH_2","Upgraded from a <mark>ranch</mark>.\n\nHouses twice as much <mark>livestock</mark> as a ranch and provides moderate protection against the elements. Animals require <mark>workers</mark> and <quad name=Water> <mark>water</mark> to breed and stay alive.\n\n- Animals have to be acquired separately\n- Animals need heat to survive <mark>winter storms</mark>\n- Creates <quad name=Pollution> <mark>pollution</mark>"
"#COOKHOUSE","Cookhouse"
"#DESC_COOKHOUSE","Prepares warm <quad name=Meal> <mark>meals</mark> from raw ingredients.\n\nMeals are not only a good way to offer as diverse and <mark>nutritious</mark> food palette as possible but also make life more comfortable."
"#MESS_HALL","Mess Hall"
"#DESC_MESS_HALL","Prepares warm <quad name=Meal> <mark>meals</mark> from raw ingredients.\n\n Meals are prepared from basic food ingredients faster and a mess hall provides more <mark>recipes</mark> than the <mark>cookhouse</mark>. Meals are not only a good way to offer <mark>nutritious</mark> food, but also make life more pleasurable."
"#MILL","Mill"
"#DESC_MILL","A critical part of the baking process.\n\nThe mill turns <quad name=Wheat> <mark>wheat</mark> grains into fine <quad name=Flour> <mark>flour</mark> to be used at the <mark>bakery</mark>."
"#BAKERY","Bakery"
"#DESC_BAKERY","Prepares baked goods.\n\nFresh <quad name=Bread> <mark>bread</mark> and other pastries are luxuries which demand more work than preparing other food types. Pastries provide full bellies but are low in nutrients."
"#WELL","Water Well"
"#DESC_WELL","A source of <quad name=Water> <mark>water</mark>. Must be built away from other wells.\n\nFertile tiles produce more water than normal ones, while barren tiles produce none.\n\n- Cannot be placed on <mark>barren soil</mark>"
"#WATER_COLLECTOR","Water Collector"
"#DESC_WATER_COLLECTOR","Produces <quad name=Water> <mark>water</mark> in small quantities. Requires a <mark>worker</mark> who gathers water from a local pond or lake.\n\n- Must be built on <mark>shore</mark>\n- Unusable during <mark>fallout</mark>\n- Must be heated during <mark>winter storms</mark>"
"#WATER_STORAGE_SMALL","Clean Water Storage"
"#DESC_WATER_STORAGE_SMALL","Stores modest amounts of clean <quad name=Water> <mark>drinking water</mark> for the <mark>colonists</mark>."
"#WATER_STORAGE_LARGE","Large Clean Water Storage"
"#DESC_WATER_STORAGE_LARGE","Stores large amounts of <quad name=Water> <mark>clean drinking water</mark> for the <mark>colonists</mark> in two massive tanks."
"#WATER_TOWER","Water Tower"
"#DESC_WATER_TOWER","Stores and distributes <quad name=Water> <mark>water</mark> for <mark>buildings</mark> within a small area."
"#WATER_TOWER_LARGE","Large Water Tower"
"#DESC_WATER_TOWER_LARGE","Stores and distributes large amounts of <quad name=Water> <mark>water</mark> in a wide area for <mark>buildings</mark>."
"#BORE_WELL","Bore Well"
"#DESC_BORE_WELL","Bore wells dig deep into the earth providing a stable source for <quad name=Water> <mark>water</mark>. They are not limited by soil restrictions and can be placed on any soil."
"#WATER_PUMP","Water Pump"
"#DESC_WATER_PUMP","Effective way to produce massive quantities of <quad name=Water> <mark>water</mark>.\n\n- Must be built on <mark>shore</mark>\n- Unusable during <mark>a fallout</mark>\n- Must be heated during <mark>winter storms</mark>"
"#SCAVENGER","Scrapper"
"#DESC_SCAVENGER","Scavenges <quad name=Metal> <mark>metal</mark> and <quad name=Scrap> <mark>junk</mark> from metal deposits.\n\nMetal is an essential construction material and both can be further recycled into valuable items."
"#RECYCLER","Recycler"
"#DESC_RECYCLER","Scavenges <quad name=Plastic> <mark>plastic</mark> from plastic deposits.\n\nPlastic is an essential construction material."
"#TOOLSHOP","Toolshop"
"#DESC_TOOLSHOP","Creates <quad name=Tools> <mark>tools</mark>.\n\nMakes new tools that help colonists perform their tasks more <mark>effectively</mark>. Working without a tool reduces the effectiveness of colonists. All tools break down eventually, but some jobs wear them down faster than the others."
"#TAILOR","Tailor"
"#DESC_TAILOR","Creates <quad name=Cloth> <mark>clothes</mark> from <quad name=Fiber> <mark>fiber</mark>.\n\nIn a world full of hazards, warm and protective clothing is necessary for survival. Colonists need new clothes regularly as the old ones wear down in these harsh conditions."
"#SAWMILL","Sawmill"
"#DESC_SAWMILL","Upgraded from a <mark>lumber yard</mark>.\n\nCuts down trees from a specified work area and saws them into <quad name=Plank> <mark>wood</mark>. Using <quad name=Energy> <mark>energy</mark> gives a great efficiency boost compared to solely depending on manual labor."
"#FORESTER","Forester"
"#DESC_FORESTER","Grows saplings and plants them in the specified work area.\n\n<mark>Trees</mark> are an important raw material used to create <quad name=Plank> <mark>wood</mark>. The growth time from a sapling to a full-grown tree depends on the <mark>soil</mark> type. Barren soil is very ineffective at growing trees.\n\n- Unable to plant saplings during <mark>winter storms</mark>"
"#MECHANIC_SHOP","Mechanic Shop"
"#DESC_MECHANIC_SHOP","Recycles <quad name=Scrap> <mark>junk</mark> and manufactures the valuable bits into mechanical <quad name=Parts> <mark>parts</mark>.\n\n Parts can be used widely for the production of refined resources and construction of more advanced buildings."
"#CONCRETE_MIXER","Concrete Extractor"
"#DESC_CONCRETE_MIXER","Extracts <quad name=Concrete> <mark>concrete</mark> from <mark>underground</mark> deposits.\n\nThe apocalypse shocked the planet, and large buildings are now buried in the soil.\n\n- Must be placed on underground ruins\n- Causes <quad name=Pollution> <mark>pollution</mark>"
"#METAL_EXTRACTOR","Metal Extractor"
"#DESC_METAL_EXTRACTOR","Extracts <quad name=Metal> <mark>metal</mark> and <quad name=Scrap> <mark>junk</mark> with a massive magnet.\n\nThe work is slow but guarantees a long-term source of metal for the colony.\n\n- Must be placed on underground ruins\n- Causes <quad name=Pollution> <mark>pollution</mark>"
"#PLASTIC_EXTRACTOR","Plastic Extractor"
"#DESC_PLASTIC_EXTRACTOR","Extracts <quad name=Plastic> <mark>plastic</mark> from <mark>underground deposits</mark>.\n\nFor decades, careless use of plastic polluted the planet, but its non-decomposable nature means it can be extracted from almost anywhere.\n\n- Must be placed on underground ruins\n- Causes <quad name=Pollution> <mark>pollution</mark>"
"#ELECTRONICS_FACTORY","Electronics Factory"
"#DESC_ELECTRONICS_FACTORY","High-end production facility for <quad name=Component> <mark>components</mark> and <quad name=Electronics> <mark>electronics</mark>.\n\n Electronics are required in fully automated <mark>extractors</mark> and other <quad name=Energy> <mark>energy</mark> consuming buildings."
"#CONCRETE_AUTO_EXTRACTOR","Concrete Auto-Extractor"
"#DESC_CONCRETE_AUTO_EXTRACTOR","Upgraded from a <mark>concrete extractor</mark>.\n\nExtracts concrete automatically from underground deposits. Slower than a manned extractor but does not require workers to steadily extract concrete from a deposit.\n\n- Causes <quad name=Pollution> <mark>pollution</mark>"
"#METAL_AUTOEXTRACTOR","Metal Auto-Extractor"
"#DESC_METAL_AUTOEXTRACTOR","Upgraded from a <mark>metal extractor</mark>.\n\nExtracts metal automatically from underground deposits. Slower than a manned extractor but does not require workers to steadily extract metal from a deposit.\n\n- Causes <quad name=Pollution> <mark>pollution</mark>"
"#PLASTIC_AUTOEXTRACTOR","Plastic Auto-Extractor"
"#DESC_PLASTIC_AUTOEXTRACTOR","Upgraded from a <mark>plastic extractor</mark>.\n\nExtracts plastic automatically from underground deposits. Slower than a manned extractor but does not require workers to steadily extract plastic from a deposit.\n\n- Causes <quad name=Pollution> <mark>pollution</mark>"
"#SOLAR_GENERATOR","Solar Panel"
"#DESC_SOLAR_GENERATOR","A cost-effective way to generate renewable <quad name=Energy> <mark>energy</mark> in small quantities.\n\n- Works only during the <mark>day</mark>.\n- Halts during <mark>magnetic storms</mark>."
"#BATTERY","Battery Rack"
"#DESC_BATTERY","Stores excess <quad name=Energy> <mark>energy</mark>.\n\nThe stored energy is used when consumption exceeds production."
"#WIND_GENERATOR","Wind Turbine"
"#DESC_WIND_GENERATOR","Generates <quad name=Energy> <mark>energy</mark> day and night.\n\nMore effective and reliable than <mark>solar panels</mark> but requires more maintenance.\n\n- Halts during <mark>magnetic storms</mark>.\n- Must be heated during <mark>winter storms</mark>."
"#WIND_TURBINE","Large Wind Turbine"
"#DESC_WIND_TURBINE","Generates plenty of <quad name=Energy> <mark>energy</mark>.\n\nMore effective than <mark>wind turbines</mark> and works during <mark>winter storms</mark>, but requires more maintenance.\n\n- Halts during <mark>magnetic storms</mark>."
"#REFINERY","Refinery"
"#DESC_REFINERY","Creates <quad name=Fuel> <mark>fuel</mark> from <quad name=Oil> <mark>oil</mark>.\n\nFuel is a necessary resource for cars and their repair.\n\n- Causes <quad name=Pollution> <mark>pollution</mark>"
"#GATE","The Gate"
"#DESC_GATE","The gate opens up the world around the colony for exploration and sending specialists beyond the colony becomes possible. This also opens up the colony for survivor groups that start arriving with requests to join the colony.\n\nAn evolving colony also attracts bandits, but the guarded gate can protect the colony against most weak attackers."
"#GATE_DESTROYED","Gate ruins"
"#DESC_GATE_DESTROYED","Rebuild the collapsed <mark>gate</mark> from the <mark>build menu</mark> to attract more people to join your colony. With a gate <mark>specialists</mark> can be sent to explore the <mark>world map</mark>."
"#MEDICAL_TENT","Medical Tent"
"#DESC_MEDICAL_TENT","Heals colonists from various physical conditions.\n\nWorks faster if there are different types of <quad name=Meds> <mark>meds</mark> available to speed up the healing process. Conditions that can be healed are <mark>injuries, infections, radiation sickness and even mutations</mark>. Mental conditions, such as despair, cannot be healed in medical facilities."
"#SCHOOL","School"
"#DESC_SCHOOL","<mark>Children</mark> go to school if there is one available.\n\nThose who attend long enough become <mark>educated</mark> when growing to adults. Education increases work effectiveness. One school can educate a limited number of children at a time.\n\n- Must be heated during <mark>winter storms</mark>"
"#STORM_DOME","Stormdome"
"#DESC_STORM_DOME","Colonists can witness vicious and unforgettable fights in this impressive arena. The violent spectacles are truly thrilling <quad name=EntertainmentBonus> <mark>entertainment</mark>. What doesn't kill you makes you stronger."
"#BUSH1","Large Green Bush"
"#DESC_BUSH1","Decorative large green bush for colony beautification."
"#BUSH2","Large Yellow Bush"
"#DESC_BUSH2","Decorative large yellowish bush for colony beautification."
"#BUSH3","Pink Flower Bush"
"#DESC_BUSH3","Decorative pink flower bush for colony beautification."
"#BUSH4","White Flower Bush"
"#DESC_BUSH4","Decorative small white flower bush for colony beautification."
"#BUSH5","Small Green Bush"
"#DESC_BUSH5","Decorative, lush, green bush for colony beautification.\n\n- Cannot be placed on <mark>barren soil</mark>"
"#BUSH6","Tall Green Bush"
"#DESC_BUSH6","Decorative, lush, green bush for colony beautification.\n\n- Cannot be placed on <mark>barren soil</mark>"
"#BUSH7","Red Flowers"
"#DESC_BUSH7","Beautiful red flowers for colony beautification."
"#BUSH8","Tiny Pink Flowers"
"#DESC_BUSH8","Beautiful pink flowers for colony beautification."
"#BUSH9","Tiny White Flowers"
"#DESC_BUSH9","Beautiful white flowers for colony beautification."
"#BUSH10","Tall Green Tree"
"#DESC_BUSH10","Tall, lush tree for colony beautification.\n\n- Cannot be placed on <mark>barren soil</mark>"
"#DECORATION1","Bottle Tree"
"#DESC_DECORATION1","Decorative tree made out of rebar and empty bottles. How novel!"
"#DECORATION2","Bottle Cactus"
"#DESC_DECORATION2","Old green soda bottles cut and shaped into the form of a cactus."
"#DECORATION3","Plastic Flowers"
"#DESC_DECORATION3","Drinking straws attached to colorful plastic cut into the shape of a flower."
"#DECORATION4","Log Flowers"
"#DESC_DECORATION4","Decorative bits of scrapped wood adorned with plastic flowers."
"#DECORATION5","Plastic Viola"
"#DESC_DECORATION5","Bottoms of empty plastic bottles attached to straws to resemble a flower bed."
"#DECORATION6","Paper Windmills"
"#DESC_DECORATION6","Colorful bits of paper folded into cute little windmills."
"#TRADE_CENTER","Trade Center"
"#DESC_TRADE_CENTER","Enables <mark>trading</mark>.\n\nFavors are initiated from the <mark>trade menu</mark> or by selecting a discovered <mark>society</mark> on the map. A single <mark>worker</mark> can handle one favor at a time; assign more to handle additional simultaneous deals."
"#ENVIRONMENTAL_STATION","Environmental Station"
"#DESC_ENVIRONMENTAL_STATION","Cleans <quad name=Pollution> <mark>pollution deposits</mark>.\n\nMakes life safer and more comfortable by gathering polluted soil and decontaminating it to be stored safely in a <mark>waste dump</mark>.\n\n- Causes <quad name=Pollution> <mark>pollution</mark>"
"#LOGGING_CAMP","Logging Camp"
"#DESC_LOGGING_CAMP","Turns <quad name=Plank> <mark>wood</mark> into <quad name=Firewood> <mark>firewood</mark>.\n\nFirewood is essential when cooking and during <mark>winter storms</mark>."
"#THE_PIT","Burial Pit"
"#DESC_THE_PIT","A modest <mark>burial pit</mark> where colonists are laid to rest after their earthly struggles come to an end.\n\nHaving a decent final resting place for those who have passed away gives some comfort to the living. Destroying the pit will cause a <quad name=HappinessPenalty> <mark>happiness</mark> penalty to the entire colony. Corpses <mark>decay</mark> fully in roughly one week, clearing space for those more recently deceased.\n\n- Causes <quad name=Pollution> <mark>pollution</mark>"
"#FIELD_HOSPITAL","Field Hospital"
"#DESC_FIELD_HOSPITAL","Advanced high-capacity medical building able to heal several colonists faster than a <mark>medical tent</mark>.\n\nHealing conditions like <mark>injury, infection, radiation sickness and mutation</mark> is faster with proper <quad name=Meds> <mark>meds</mark>."
"#MAINTENANCE_DEPOT","Maintenance Depot"
"#DESC_MAINTENANCE_DEPOT","Automates <mark>repair</mark> and <mark>decontamination</mark> tasks.\n\nA colonist assigned to a maintenance depot automatically cleans and repairs affected buildings inside its work area."
"#MEMORIAL","Memorial"
"#DESC_MEMORIAL","A memorial where colonists can honor those who lost their lives during the apocalypse and in the aftermath. This won't bring anyone back but it provides <quad name=EntertainmentBonus> <mark>entertainment</mark> and a sense of purpose for those still living."
"#LARGE_SOLAR_PANEL","Large Solar Panel"
"#DESC_LARGE_SOLAR_PANEL","Improved and more effective version of the <mark>solar panel</mark>. Less vulnerable to catastrophes due to retractable panels.\n\n- Works only during the <mark>day</mark>.\n- Halts during <mark>magnetic storms</mark>."
"#RADAR","Radar"
"#DESC_RADAR","Gives an early warning against <mark>catastrophes</mark>.\n\nEvery moment is valuable when something bad is coming. This advanced detection system gives the colony a fighting chance while preparing for the incoming catastrophes."
"#MED_LAB","Medical Lab"
"#DESC_MED_LAB","Though created from just scavenged resources, the <mark>medical lab</mark> is an impressive feat of engineering, able to produce critical <quad name=Meds> <mark>meds</mark> for the colonists."
"#LIBRARY","Library"
"#DESC_LIBRARY","Television is no more, so preserving knowledge and stories in books is again a viable alternative. There are books and comics for everyone interested in such things. Colonists can visit the library in their free time for some <quad name=EntertainmentBonus> <mark>entertainment</mark>.\n\n- Must be heated during <mark>winter storms</mark>."
"#GAME_ARCADE","Game Arcade"
"#DESC_GAME_ARCADE","Painstakingly rebuilt arcade cabinets light up this building, ready to offer visitors a short reprieve from their harsh reality. A very expensive building to have, but the <quad name=EntertainmentBonus> <mark>entertainment</mark> it provides makes it worth the cost."
"#MOVIE_THEATRE","Movie Theater"
"#DESC_MOVIE_THEATRE","Houses a very odd collection of scavenged movies for colonists to laugh or cry along with. <quad name=EntertainmentBonus> <mark>Entertainment</mark> is guaranteed by the time the end credits roll."
"#GUARD_POST","Guard Post"
"#DESC_GUARD_POST","The guard post <mark>protects</mark> your colony against its enemies and <mark>reveals the surrounding terrain</mark>.\n\nGuards patrol around the building and react to threats nearby automatically or when commanded. They can be equipped with <quad name=Guard_Rifle> <mark>weapons</mark> to increase damage dealt.\n\n- Moderate scouting speed"
"#PATHFINDER","Pathfinders Statue"
"#DESC_PATHFINDER","A statue for those who have lost, suffered and sacrificed so much while creating this new dawn for mankind."
"#SKYLINES","Skyline Statue"
"#DESC_SKYLINES","An impressive, almost diorama-like monument to those who have gone up and never stopped. An homage to builders and creators."
"#GATE2","Reinforced Gate"
"#DESC_GATE2","A reinforced gate has more guard slots and protects the colony against stronger enemies. It also shows more detailed information about arriving survivor groups."
"#CEMETERY","Cemetery"
"#DESC_CEMETERY","An honorable resting place for those that have passed away, it provides a place for colonists to mourn their loved ones.\n\nHaving a decent final resting place pleases the living, while destroying the cemetery will cause a huge <quad name=HappinessPenalty> <mark>happiness</mark> penalty. Corpses take some time to <mark>decay</mark> naturally."
"#BRAZIER01","Brazier"
"#DESC_BRAZIER01","A roaring fire on this brazier lights up a large area."
"#LANTERNHOLDER01","Lantern"
"#DESC_LANTERNHOLDER01","A lantern suspended from a pole."
"#SIMPLETORCH01","Torch"
"#DESC_SIMPLETORCH01","A simple torch to light up the night."
"#ELECTRICLAMPSMALL01","Small Street Light"
"#DESC_ELECTRICLAMPSMALL01","Small, unassuming electric light post."
"#ELECTRICLAMPLARGE01","Large Street Light"
"#DESC_ELECTRICLAMPLARGE01","Tall four-sided street light that illuminates a large area."
"#ELECTRICLAMPMEDIUM01","Medium Street Light"
"#DESC_ELECTRICLAMPMEDIUM01","Medium-sized light post that fits well next to roads or buildings."
"#OUTPOST_DEPOT","Outpost Depot"
"#DESC_OUTPOST_DEPOT","Allows establishing <mark>outposts</mark> on the <mark>world map</mark>.\n\nOutposts can be used to excavate <mark>science points, find new survivors and produce or transfer resources</mark> quickly back to the colony.\n\n- Creating an outpost requires a <mark>specialist</mark>"
"#LARGE_BATTERY","Large Battery Rack"
"#DESC_LARGE_BATTERY","Stores large amounts of excess <quad name=Energy> <mark>energy</mark>.\n\nThe stored energy is used when consumption exceeds production."
"#LIGHTNING_ROD","Lightning Rod"
"#DESC_LIGHTNING_ROD","Protects <quad name=Energy> <mark>energy</mark> buildings.\n\nCreates a protective area, channeling lightning strikes into itself and harmlessly to the ground. Prone to getting damaged after receiving several hits. Extremely helpful during <mark>magnetic storms</mark>."
"#SAUNA","Sauna"
"#DESC_SAUNA","Sanitary building.\n\nIn a sauna, colonists can wash themselves of harmful particles and pathogens so they do not become a real issue later on.\n\n- Requires access to a <quad name=Water> <mark>water tower</mark>\n- Causes <quad name=Pollution> <mark>pollution</mark>"
"#LUMBER_YARD","Lumber Yard"
"#DESC_LUMBER_YARD","Workers at the <mark>lumber yard</mark> go and cut down <mark>trees</mark> in the designated area to turn into <quad name=Plank> <mark>wood</mark>.\n\nWork at the yard is slow due to its reliance on manual labor, but the job gets done."
"#OUTHOUSE","Outhouse"
"#DESC_OUTHOUSE","Sanitary building.\n\nBasic <mark>hygiene</mark> is a must for a healthy colony. Allows colonists to wash and relieve themselves. Keep outhouses away from other buildings to avoid contamination.\n\n- Causes <quad name=Pollution> <mark>pollution</mark>"
"#CAMPSITE","Campsite"
"#DESC_CAMPSITE","The first building of your new colony with limited <mark>scouting</mark> capabilities as well as a small <mark>resource and water storage</mark>.\n\n- First colonists can be invited by sending a flare from here\n- Basic colony map scouting"
"#GUNSMITH","Gunsmith"
"#DESC_GUNSMITH","<mark>Gunsmith</mark> creates <quad name=Guard_Rifle> <mark>weapons</mark>.\n\nAssures colonists won't have to bring a knife to a gunfight. Creating reliable firearms is not fast or cheap."
"#HEATER","Burner"
"#DESC_HEATER","Heats buildings up during <mark>winter storms</mark>.\n\nA simple heater designed for small communities. The blaze is enough to the keep closest areas warm and prevents more distant buildings from freezing completely.\n\n- Requires <quad name=Firewood> <mark>firewood</mark>"
"#ENERGYHEATER","Radiator"
"#DESC_ENERGYHEATER","Heats buildings up during <mark>winter storms</mark>.\n\nAn advanced <quad name=Energy> <mark>energy</mark>-based heater designed to support a large colony. Generates and distributes heat in a large area to protect it from freezing."
"#GARAGE","Garage"
"#DESC_GARAGE","A <mark>garage</mark> repairs and stores <mark>vehicles</mark> in the colony.\n\nThey can be also used to assemble specialist teams into one car before sending them to the <mark>world map</mark>."
"#COMMAND_CENTER","Headquarters"
"#DESC_COMMAND_CENTER","Main governance structure.\n\nWell equipped with swift, far-reaching <mark>scouting</mark> capabilities and an enormous <mark>storage</mark> space, this administrative building can sustain a large colony.\n\n- Complete colony map scouting"
"#MISSION_CONTROL","Colony Center"
"#DESC_MISSION_CONTROL","Main governance structure to replace the temporary campsite.\n\nFast <mark>scouting</mark> speed and larger area than the campsite.\n- Moderate colony map scouting"
"#TRANSFORMER_LARGE","Large Transformer"
"#DESC_TRANSFORMER_LARGE","Upgraded from a <mark>transformer</mark>.\n\nA device which transfers <quad name=Energy> <mark>energy</mark> from one place to another. Considerably larger effective area compared to a regular transformer."
"#HEATER_LVL2","Boosted Burner"
"#DESC_HEATER_LVL2","Upgraded from a <mark>burner</mark>.\n\nWarms buildings in a wider radius by burning an increased amount of <quad name=Firewood> <mark>firewood</mark> and directing the resulting heat more efficiently."
"#ENERGYHEATER_LVL2","Industrial Radiator"
"#DESC_ENERGYHEATER_LVL2","Upgraded from a <mark>radiator</mark>.\n\nAllows transporting heat across great distances but consumes more <quad name=Energy> <mark>energy</mark> in the process."
"#LIGHTNING_ROD_LVL2","Lightning Tower"
"#DESC_LIGHTNING_ROD_LVL2","Upgraded from a <mark>lightning rod</mark>.\n\nLarger protective radius shields <quad name=Energy> <mark>energy</mark> buildings from magnetic storms and occasional overcharging. This large tower is bound to take more hits and therefore requires regular maintenance."
"#SAUNA_UPGRADE","Steam Sauna"
"#DESC_SAUNA_UPGRADE","Upgraded from a <mark>sauna</mark>.\n\n<mark>Hygiene</mark> is imperative to keeping a colony healthy. Steam saunas allow colonists to wash themselves of harmful particles and pathogens so they don't become a real issue later on. Helps to ward off diseases and combat <mark>winter storms</mark>, as the warm steam briefly stops colonists from freezing further.\n\n- Requires access to a <quad name=Water> <mark>water tower</mark>"
"#OUTHOUSE_UPGRADE","Toilet"
"#DESC_OUTHOUSE_UPGRADE","Upgraded from an <mark>outhouse</mark>.\n\n<mark>Hygiene</mark> is a must for a healthy colony. Allows colonists to decontaminate themselves properly and take care of their natural waste. \n\n- Requires access to a <quad name=Water> <mark>water tower</mark>"
"#RECYCLER_UPGRADE","Advanced Recycler"
"#DESC_RECYCLER_UPGRADE","Upgraded from a <mark>recycler</mark>.\n\nScavenges <quad name=Plastic> <mark>plastic</mark> from plastic deposits faster and more effectively than the basic building.\n\nPlastic is an essential construction material."
"#SCAVENGER_UPGRADE","Advanced Scrapper"
"#DESC_SCAVENGER_UPGRADE","Upgraded from a <mark>scrapper</mark>.\n\nScavenges <quad name=Metal> <mark>metal</mark> and <quad name=Scrap> <mark>junk</mark> from metal deposits faster and more effectively than the basic building.\n\nMetal is an essential construction material and both can be further recycled into valuable items."
"#WELL_UPGRADE","Drilled Well"
"#DESC_WELL_UPGRADE","Upgraded from a <mark>water well</mark>.\n\nA steady source of <quad name=Water> <mark>water</mark>. Drilled deeper than a regular <mark>water well</mark>, it is always able to reach maximum efficiency.\n\n- Must be built away from other wells"
"#TOOLSHOP_UPGRADE","Grand Toolshop"
"#DESC_TOOLSHOP_UPGRADE","Upgraded from a <mark>toolshop</mark>.\n\nCreates <quad name=Tools_2> tools from high-quality materials.\n\nMakes new tools that help colonists perform their tasks more <mark>effectively</mark>. Working without a tool reduces the effectiveness of colonists. All tools break down eventually, but quality tools last longer."
"#TAILOR_UPGRADE","Grand Tailor"
"#DESC_TAILOR_UPGRADE","Upgraded from a <mark>tailor</mark>.\n\nCreates <quad name=Cloth_2> <mark>clothes</mark> from high-quality materials.\n\nIn a world full of hazards, warm and protective clothing is necessary for survival. Grand tailor can produce better clothes, offering protection against the cold and pollution."
"#GUNSMITH_UPGRADE","Grand Gunsmith"
"#DESC_GUNSMITH_UPGRADE","Upgraded from a <mark>gunsmith</mark>.\n\nCreates high-quality <quad name=Guard_Rifle_2> <mark>weapons</mark> for guards. Crafting reliable firearms isn't fast or cheap."
"#INFO_PRODUCTION_CHECK_PREREQUISITES","Check production requirements"
"#INFO_PRODUCTION_WAITING_RESOURCES","Waiting for resources"
"#INFO_PRODUCTION_WAITING_TRANSFER_JOBS","Resources on the way"
"#INFO_PRODUCTION_WAITING_WORKER","Waiting for a worker"
"#INFO_PRODUCTION_PROCESSING_STARTED","Production started"
"#INFO_PRODUCTION_ACTIVE","Working normally"
"#INFO_PRODUCTION_WAITING_AVAILABLE_PERSONNEL","No workers assigned"
"#INFO_PRODUCTION_NO_ACTIVE_DEPOSITS","No deposits in work area"
"#INFO_CONSTRUCTION_WAITING","Waiting for resources"
"#INFO_CONSTRUCTION_STARTED","Construction started"
"#INFO_CONSTRUCTION_WAITING_BUILDER","Waiting for a builder"
"#INFO_BUILDING_DESTROYED","Building was destroyed"
"#INFO_ON_FIRE","On fire"
"#INFO_DESTROYED","Destroyed"
"#INFO_COLLAPSED","Collapsed"
"#INFO_REPAIRS_NEEDED","Repairs needed"
"#INFO_IMMEDIATE_REPAIRS_NEEDED","Immediate repairs needed"
"#TOPIC_PATIENT_SLOTS","Patient slots"
"#TOPIC_COLONIST_CAPACITY","Colonist slots"
"#TOPIC_FAMILY_CAPACITY","Family slots"
"#TOPIC_STUDENT_CAPACITY","Student slots"
"#TOPIC_WATER_PRODUCTION","Water production"
"#TOPIC_WATER_CONSUMPTION","Water consumption"
"#TOPIC_WATER_STORAGE","Capacity"
"#TOPIC_ENERGY_CONSUMPTION","Energy consumption"
"#TOPIC_ENERGY_PRODUCTION","Energy production"
"#TOPIC_ENERGY_STORAGE","Capacity"
"#TOPIC_RESOURCE_STORAGE","Storage"
"#TOPIC_CORPSE_CAPACITY","Slots"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_WOOD_DESC","No trees inside work area"
"#NOTIFICATION_IS_FULL","{0} : Is full"
"#INFO_CORPSE_STORAGE_FULL","No room for corpses"
"#INFO_BUILDING_OPTIONS","Options"
"#TOPIC_CANCEL_CONSTRUCTION","Cancel construction"
"#INFO_PRODUCTION_PROGRESS_TITLE","Status"
"#INFO_HOUSE_OCCUPANTS_COUNT","{0}/{1}"
"#CATEGORY_SECURITY","Exploration"
"#TOPIC_DZ","{0} ruins"
"#DESC_DZ","Must be cleared to make room for new buildings."
"#INFO_FIELD_WAITING_HARVEST_WORKER","Waiting for a worker to harvest"
"#INFO_FIELD_WAITING_CULTIVATING","Cultivating soil"
"#INFO_FIELD_CONTAMINATED","Contaminated"
"#INFO_FIELD_DISASTER_BLOCKING","Wait for the catastrophe to end"
"#BUTTON_ACTIVATE_INFO_PANEL","Activate info panel"
"#NOTIFICATION_ENERGY_SHORTAGE_INFO","Increase energy production or shut down buildings."
"#CONSTRUCTION_COST","Construction Cost"
"#DESC_GATE_EVENT_FRIENDLY_GROUP","A weary group of survivors are searching for a safe place to call home.Their leader approaches the gate in hopes of joining your colony. In exchange, they offer all the supplies they got left and people willing to work."
"#DESC_GATE_EVENT_PARTY_RETURNS_FAILURE","A wounded mission leader arrives to the gate and after taking few staggered steps, collapses to the ground. As the patrolling guard help him up he describes how he lost all his men and supplies in a bandit ambush. The leader is seemingly shocked and needs time to get over what happened. The whole society is demoralized hearing the news."
"#DESC_GATE_EVENT_PARTY_RETURNS_LOSS","A weary group of returns from a mission, taking some losses but managing to get the job done, more or less. Team members need to take some time off to heal and get their minds straight. Society is relieved seeing the group return, while some are left mourning about the losses."
"#DESC_GATE_EVENT_PARTY_RETURNS_SUCCESS","A triumphant return! The mission went smoothly, and losses were kept to a minimum. The leader gives a short debriefing before a bottle of stashed moonshine is passed around in celebration. The leader will most likely be out of commission for a while, but the societies’ overall mood will get a boost from this."
"#PAUSE_BUILDING_TITLE","Pause building"
"#INFO_HOUSE_FAMILIES_COUNT","Families {0}/{1}"
"#INFO_FIELD_WAITING_SEED_SELECTION","Waiting for a selection"
"#INFO_FIELD_NEXT_SEED","{0}"
"#INFO_FIELD_WAITING_PLANTING_WORKER","Ready for planting"
"#INFO_FIELD_PLANTING","Planting {0}"
"#TOPIC_PRODUCTION_SELECTION_FIELD","Select next"
"#TOPIC_PRODUCTION_SELECTION_TAILOR","Select production"
"#TOPIC_FIELD_HARVEST_NOW","HARVEST NOW"
"#INFO_FIELD_PLANTING_WORKER_REQUIRED","Ready for planting"
"#INFO_FIELD_CROP_GROWING","Growing {0}"
"#INFO_FIELD_HARVEST_WORKER_REQUIRED","Waiting for a colonist"
"#INFO_FIELD_HARVESTING","Harvesting {0}"
"#INFO_FIELD_HARVEST_NOW","Harvest now"
"#INFO_FIELD_HARVEST_NOW_YIELD","Yield {0}"
"#INFO_HOUSE_FAMILY_COUNT","Family {0}/{1}"
"#INFO_TREATMENT_TREATING","Treating"
"#INFO_ENTERTAINMENT_ACTIVE","Building open"
"#INFO_FIELD_WAITING_CROP_SELECTION","Select next crop"
"#INFO_FIELD_WAITING_INSECT_SELECTION","Select next insect"
"#INFO_FIELD_WAITING_BREEDING_WORKER","Ready for breeding"
"#INFO_FIELD_BREEDING","Breeding {0}"
"#INFO_PRODUCTION_HUNTING_STARTED","Hunting"
"#INFO_PRODUCTION_FISHING_STARTED","Fishing"
"#BUILDING_INFO_HAPPINESS_BOOST","Entertainment"
"#BUILDING_INFO_VISITORS","Visitors"
"#BUILDING_INFO_GARAGE_REPAIRING","Repairing"
"#BUILDING_INFO_GARAGE_REPAIRING_STATUS","Repairing {0}"
"#BUILDING_INFO_MOTOR_SHOP_ASSEMBLING_STATUS","Assembling {0}"
"#NOTIFICATION_GARAGE_FULL","Garage is full"
"#NOTIFICATION_GARAGE_FULL_PLURAL","Garages are full"
"#NOTIFICATION_NEED_MORE_GARAGES","Build more garages"
"#BUILDING_INFO_SPECIALIST_SLOT","Specialist slot"
"#BUILDING_INFO_ASSIGN_SPECIALIST","Assign specialist"
"#TOPIC_BUILDING_INFO_ASSIGN_SPECIALIST","ASSIGN SPECIALIST"
"#ASSIGN_SPECIALIST_TO_BUILDING","Assign specialist to building"
"#WIND_GENERATOR_MARS","Martian Wind Turbine"
"#DESC_WIND_GENERATOR_MARS","Generates <quad name=Energy> <mark>energy</mark>.\n\nFuturistic design straight off another planet!"
"#INFO_BUILDING_TOO_CLOSE","Too close to another building of the same type."
"#TOPIC_STORAGE_EDIT","Stored resources"
"#STORAGE_EDIT_BUTTON","Allowed resources"
"#TOPIC_DEMOLISH_BUILDING","Salvage"
"#TOPIC_WORK_AREA_EFFICIENCY_CURRENT","Current efficiency"
"#TOPIC_WORK_AREA_EFFICIENCY_NEW","New efficiency"
"#INFO_BUILDING_WAITING_REPAIRS","Waiting for repairs"
"#INFO_NO_RESOURCES_REQUIRED","No construction resources required."
"#RESIZE_WORK_AREA_CONSOLE","RESIZE WORK AREA"
"#RESIZE_WORK_AREA_PC","LCTRL + SCROLL TO RESIZE WORK AREA"
"#INFO_ONLY_PLACEMENT_BARREN","Must be placed on barren soil."
"#TOPIC_CREATE_OUTPOST","Establish outpost"
"#TOPIC_VIEW_OUTPOST","View outpost"
"#TOPIC_OUTPOST","Outpost"
"#INFO_WM_BLOCKED_PLACEMENT","Place the outpost on one of the highlighted locations."
"#INFO_BUILDING_OUTPOST_NOT_PLACED","Outpost not yet placed"
"#INFO_ONLY_PLACEMENT_NEAR_UNDERGROUND_DEPOSIT","Must be placed near an underground deposit."
"#INFO_BUILDING_PAUSED","Paused"
"#BUTTON_BUILD_MULTIPLE_CONSOLE","BUILD MULTIPLE"
"#BUTTON_BUILD_MULTIPLE_PC","HOLD SHIFT TO BUILD MULTIPLE"
"#BUTTON_ROTATE_PC","R TO ROTATE"
"#BUTTON_ROTATE_PC_BINDABLE","{0} TO ROTATE"
"#TOPIC_BUILDING_REPAIRINFO","Repair status"
"#TOPIC_ASSIGN_SPECIALIST","Assign specialist"
"#TOPIC_BUILDING_SELECT_SPECIALIST","Select specialist"
"#STATUS_SPECIALIST_NOT_ASSIGNED","Specialist not assigned"
"#STATUS_SPECIALIST_NOT_AVAILABLE","Specialist not available"
"#STATUS_CAR_IS_REPAIRED","Car is being repaired"
"#STATUS_NOT_ENOUGH_FUEL","Insufficient fuel"
"#TOPIC_ASSIGNED_SPECIALISTS","Assigned specialists"
"#STATUS_CAR_FULL","All passenger slots are full"
"#TOPIC_CARGO_CAPACITY","Cargo capacity"
"#TOPIC_REPAIR_SPEED","Repair speed"
"#STATUS_REPAIRS_REQUESTED","Repairs requested"
"#TOPIC_GARAGE_ASSEMBLE_TEAM","Assemble team"
"#NOTIFICATION_CARS_MANY_WAITING_REPAIRS","{0} cars waiting for repairs"
"#NOTIFICATION_ALL_GARAGES_FULL","All garages are full"
"#NOTIFICATION_ALL_GARAGES_FULL_DESC","Build more garages"
"#STATUS_MISSING_SPECIALIST","Missing a specialist"
"#INFO_WAITING_FOR_SPECIALIST","Waiting for a specialist"
"#INFO_CAR_IS_BEING_REPAIRED","Car is being repaired"
"#NOTIFICATION_CAR_REPAIRS_COMPLETE","Car is now ready"
"#NOTIFICATION_CAR_REPAIRS_COMPLETE_DESC","Car is now repaired and ready to go"
"#INFO_GARAGE_NO_VEHICLES_DESC","Cars found from the world map are usually broken and in need of repairs back at the colony."
"#TOPIC_BUILDING_IDLE","Idle"
"#INFO_FIELD_HARVEST_DECAYING","Crops are withering"
"#INFO_GATE_WAIT_COMBAT_END_TO_REPAIR","Wait for the combat to end to start repairs."
"#TOPIC_BUILDING_POLLUTION_TITLE","POLLUTION"
"#TOPIC_BUILDING_POLLUTION","Contamination"
"#TOPIC_DECONTAMINATE","Decontaminate"
"#TOPIC_PRODUCTION_LIMIT","Production limit"
"#TOPIC_SET_PRODUCTION_LIMIT","Set production limit"
"#TOPIC_SET_PRODUCTION_LIMIT_DESC","Produce up to this amount of stored items (0 for no limit)."
"#INFO_PRODUCTION_OUTPUT_LIMIT_MET","Production limit met"
"#DESC_VEHICLE_STORAGE_EMPTY","Vehicles dramatically increase your specialists' speed on the world map"
"#INFO_FIELD_INFERTILE_SOIL","No production—on barren soil."
"#TOPIC_POLLUTION_SHIELDING_LEVEL","Pollution shielding {0}"
"#TOPIC_SPLIT_ANIMALS","Split to a new ranch"
"#TOPIC_BUTCHER_ANIMALS","Butcher"
"#TOOLTIP_INVITE_COLONISTS","Shoot the flare"
"#TOPIC_INVITE_COLONISTS","Invite colonists"
"#TOOLTIP_INVITE_COLONISTS_CONTENT","Shoot the flare to invite the first colonists"
"#STATUS_RANCH_SELECT_ANIMAL","Select an animal type to raise"
"#STATUS_RANCH_BUTCHERING","Butchering animal(s)"
"#STATUS_RANCH_WAITING_ANIMALS","Waiting for animals to arrive"
"#STATUS_RANCH_MISSING_WORKER","No workers, resource production halted"
"#STATUS_RANCH_MISSING_WATER","No water, animals are dehydrated and at risk of dying"
"#STATUS_RANCH_MISSING_WATER_AND_WORKER","No water or workers, animals are at risk of dying"
"#STATUS_RANCH_INFECTED","Ranch infected"
"#INFO_UNEXPLORED_AREA","Can't place on unexplored area"
"#BLOCK_REASON_REQUIRES_COLONISTS","Invite colonists to unlock"
"#BLOCK_REASON_REQUIRES_CAMPSITE","Build campsite to unlock"
"#BLOCK_REASON_ALREADY_BUILT","Only 1 allowed"
"#TRANSFORMER","Transformer"
"#DESC_TRANSFORMER","A device which allows transferring <quad name=Energy> <mark>energy</mark> from one place to another. Transformers distribute energy within their <mark>effective area</mark>, which can be chained."
"#TOPIC_VEHICLE_SELECTION","Vehicle selection"
"#TOPIC_ABORT_DEMOLITION","Abort demolition"
"#TOPIC_SALVAGE_CONFIRM","Are you sure you want to demolish the selected building?"
"#BUILDING_STATUS_DISABLED_BY_CATASTROPHE","Disabled by catastrophe"
"#INFO_FIELD_DAMAGED","Damaged"
"#INFO_NO_EFFICIENCY_MISSING_TREES","No trees within work area"
"#INFO_LOW_EFFICIENCY_LITTLE_TREES","Low efficiency, need more trees"
"#INFO_MEDIUM_EFFICIENCY_AVG_TREES","Medium efficiency"
"#INFO_HIGH_EFFICIENCY_LOT_TREES","High efficiency"
"#INFO_LOW_EFFICIENCY_LITTLE_WATER_TILES","Low efficiency, need more water"
"#INFO_MEDIUM_EFFICIENCY_AVG_WATER_TILES","Medium efficiency"
"#INFO_HIGH_EFFICIENCY_LOT_WATER_TILES","High efficiency"
"#BUILDING_STATUS_OUTSIDE_ENERGY_GRID","Outside energy grid"
"#INFO_MEDIUM_EFFICIENCY_WELL_AVG_FERTILE_SOIL","Medium efficiency"
"#INFO_HIGH_EFFICIENCY_WELL_LOT_FERTILE_SOIL","High efficiency"
"#INFO_LOW_EFFICIENCY_WELL_LITTLE_FERTILE_SOIL","Low efficiency"
"#INFO_BUILDING_OUTSIDE_WATER_STORAGE_AREA","Needs a water storage nearby"
"#INFO_HEATER_ACTIVE","Generating heat"
"#BLOCK_REASON_REQUIRES_GATE","Build the gate to unlock"
"#INFO_FIELD_FROZEN","Field frozen."
"#INFO_FIELD_BURNED","Field burned."
"#TOPIC_UPGRADE","Upgrade"
"#LABEL_UPGRADING","Upgrading..."
"#BUILDING_STATUS_DISABLED_BY_EFFICIENCY","Building paused due to low efficiency"
"#BUTTON_BUILD_NEXT","Build next"
"#BUTTON_CANCEL_BUILD_NEXT","Cancel priority"
"#TOPIC_PREFAB_COUNT","Free placements: {0}"
"#INFO_CANCEL_PREFAB","Refunds free placement"
"#INFO_CONSTRUCTION_RESOURCES_COMING","Resources on the way"
"#INFO_CONSTRUCTION_NO_CARRIER_ASSIGNED","Waiting for free carriers"
"#INFO_CONSTRUCTION_NO_BUILDER_ASSIGNED","Waiting for free builders"
"#INFO_CONSTRUCTION_BUILDING","Building"
"#INFO_BUILDING_MANUAL_PAUSE","Manually paused"
"#INFO_BUILDING_NOT_ENOUGH_RESOURCES","Insufficient resources"
"#INFO_PRODUCTION_WAITING_CONSTRUCTION_RESOURCES","Waiting for construction resources"
"#INFO_CONSTRUCTION_WAITING_CARRIER","Waiting for a carrier"
"#INFO_CONSTRUCTION_WAITING_RESOURCES","Waiting for resources"
"#TOPIC_CONSTRUCTION_MATERIALS","Construction materials"
"#TOPIC_UNDER_CONSTRUCTION","Under construction"
"#INFO_FIELD_WAITING_CULTIVATION_WORKER","Waiting for cultivation"
"#INFO_FIELD_CULTIVATING","Cultivating"
"#INFO_UNEVEN_TERRAIN","Uneven terrain"
"#INFO_BLOCKED_PLACEMENT","Objects underneath are blocking construction"
"#INFO_ALL_CLEAR","All clear"
"#INFO_NEED_WATER_TILES","Too far from the water"
"#INFO_NEED_LAND_TILES","Needs to be on the shore"
"#INFO_NO_PLACEMENT_BARREN","Cannot be placed on barren soil"
"#INFO_FIELD_PREPARING","Status"
"#INFO_FIELD_GROWING","Growing"
"#TOPIC_CLEAR","Clear"
"#INFO_FIELD_WAITING_SEED","Waiting for seed selection"
"#INFO_FIELD_NO_SEED","Paused"
"#INFO_FIELD_WAITING_GROWTH","Waiting"
"#TOPIC_CANCEL_REPAIR","Cancel repairs"
"#INFO_REPAIRING","Repairing {0}"
"#INFO_WORKING_NORMALLY","Working normally"
"#INFO_NO_DEPOSITS_INSIDE_WORK_AREA","No deposits inside the work area"
"#INFO_SCAVENGING","Scavenging"
"#INFO_CUTTING_TREES","Cutting trees"
"#DESC_BUNKER","Stores initial supplies and water.\n\nThe destroyed bunker is no longer habitable, but its water storage is still usable. Resources cannot be stored here. Salvage the ruins to gain some extra resources."
"#DESC_TRUCK","Stores initial supplies and water.\n\nThis truck is totaled beyond repair and it's a small wonder it managed to get you this far. New resources cannot be stored here. Salvage the truck to gain some extra resources."
"#DESC_BAGS","Stores initial supplies and water.\n\nA pile of miscellaneous resources. It's not much, but you'll have to make them last and rebuild. Resources cannot be stored here. Salvage the pile to get some extra resources."
"#MAGNETIC_SEPARATOR","Magnetic Separator"
"#DESC_MAGNETIC_SEPARATOR","The <mark>magnetic separator</mark> excavates resources from underground deposits and separates the <quad name=Rare> <mark>rare</mark> metals for use in production of advanced products.\n\n- Causes <mark>pollution</mark>"
"#BOTANICAL_GARDEN_NEW","Botanical Garden"
"#DESC_BOTANICAL_GARDEN_NEW","These gardens are built to provide calm and relaxing <quad name=EntertainmentBonus> <mark>entertainment</mark> for the colonists. Inside the garden grow many beautiful species of plant that could not otherwise survive in the open. The building cannot be used to grow food, however.\n\n- Must be heated during <mark>winter storms</mark>."
"#DESC_SHRINE_NEW","A house of comfort and peace. Colonists may leave offerings, express their wishes and say their prayers in silence. This place of spiritual calming provides <quad name=EntertainmentBonus> <mark>entertainment</mark> for the people in the colony.\n\n- Must be heated during <mark>winter storms</mark>."
"#DESC_PUBLIC_HOUSE_NEW","Spending time together socializing with other colonists is much more comfortable at a suitable location. In here, colonists can prepare drinks for themselves as well as catch up on the latest news, which provides <quad name=EntertainmentBonus> <mark>entertainment</mark> for the whole colony.\n\n- Must be heated during <mark>winter storms</mark>."
"#DESC_STORM_DOME_NEW","Colonists can witness vicious and unforgettable fights in this impressive arena. The violent spectacles are truly thrilling <quad name=EntertainmentBonus> <mark>entertainment</mark>. What doesn't kill you makes you stronger."
"#DESC_MEMORIAL_NEW","A memorial where colonists can honor those who lost their lives during the apocalypse and in the aftermath. This won't bring anyone back but it provides <quad name=EntertainmentBonus> <mark>entertainment</mark> and a sense of purpose for those still living."
"#DESC_LIBRARY_NEW","Television is no more, so preserving knowledge and stories in books is again a viable alternative. There are books and comics for everyone interested in such things. Colonists can visit the library in their free time for some <quad name=EntertainmentBonus> <mark>entertainment</mark>.\n\n- Must be heated during <mark>winter storms</mark>."
"#DESC_GAME_ARCADE_NEW","Painstakingly rebuilt arcade cabinets light up this building, ready to offer visitors a short reprieve from their harsh reality. A very expensive building to have, but the <quad name=EntertainmentBonus> <mark>entertainment</mark> it provides makes it worth the cost."
"#DESC_MOVIE_THEATRE_NEW","Houses a very odd collection of scavenged movies for colonists to laugh or cry along with. <quad name=EntertainmentBonus> <mark>Entertainment</mark> is guaranteed by the time the end credits roll."
"#DESC_FIGHTINGPIT_NEW","A primitive form of <quad name=EntertainmentBonus> <mark>entertainment</mark> that helps colonists let out some pent-up frustration in a controlled environment."
"#DESC_WIND_GENERATOR_NEW","Generates <quad name=Energy> <mark>energy</mark> day and night.\n\nMore effective and reliable than <mark>solar panels</mark> but requires more maintenance.\n\n- Halts during <mark>magnetic storms</mark>.\n- Must be heated during <mark>winter storms</mark>."
"#DESC_SOLAR_GENERATOR_NEW","A cost-effective way to generate renewable <quad name=Energy> <mark>energy</mark> in small quantities.\n\n- Works only during the <mark>day</mark>.\n- Halts during <mark>magnetic storms</mark>."
"#DESC_WIND_TURBINE_NEW","Generates plenty of <quad name=Energy> <mark>energy</mark>.\n\nMore effective than <mark>wind turbines</mark> and works during <mark>winter storms</mark>, but requires more maintenance.\n\n- Halts during <mark>magnetic storms</mark>."
"#DESC_LARGE_SOLAR_PANEL_NEW","Improved and more effective version of the <mark>solar panel</mark>. Less vulnerable to catastrophes due to retractable panels.\n\n- Works only during the <mark>day</mark>.\n- Halts during <mark>magnetic storms</mark>."
"#STORM_DOME_NEW","Stormdome"
"#MEMORIAL_NEW","Memorial"
"#LIBRARY_NEW","Library"
"#GAME_ARCADE_NEW","Game Arcade"
"#MOVIE_THEATRE_NEW","Movie Theater"
"#FIGHTINGPIT_NEW","Brawl Pit"
"#SHRINE_NEW","Shrine"
"#PUBLIC_HOUSE_NEW","Public House"
"#WATER_PUMP_NEW","Water Pump"
"#WIND_GENERATOR_NEW","Wind Turbine"
"#SOLAR_GENERATOR_NEW","Solar Panel"
"#WIND_TURBINE_NEW","Large Wind Turbine"
"#LARGE_SOLAR_PANEL_NEW","Large Solar Panel"
"#GATE3","Fortress Gate"
"#DESC_GATE3","The most secure gate with the maximum number of guard slots. Can defend against most enemies that try to penetrate the colony's defenses."
"#TITLE_CREATE_SETTLER_NEW","Create a settler"
"#DELUXE_WIND_GENERATOR","Martian Wind Turbine"
"#DESC_DELUXE_WIND_GENERATOR","Generates <quad name=Energy> <mark>energy</mark>.\n\nFuturistic and durable design built with technology and materials meant for thin atmospheres and extreme conditions. The Martian wind turbine is cheaper to repair and withstands more damage compared to a regular turbine. It also works during winter storms.\n\nUltimate Colony Edition quest reward.\n\n- Halts during <mark>magnetic storms</mark>."
"#DELUXE_RADIO_TOWER","Radio Tower"
"#DESC_DELUXE_RADIO_TOWER","A self-sustaining radio tower for sending and receiving long-range radio transmissions.\n\nStarts the Ultimate Colony Edition quest line “Written in the Stars.”"
"#TOPIC_CREATE_ENGINEER","Create engineer"
"#DESC_CREATE_ENGINEER","The selected specialist will be permanently converted into an engineer."
"#ENGINEER_DESC","Build advanced engineer outposts on the world map that help to complete the doomsday bunker. Engineers cannot fight or scavenge resources."
"#TOPIC_CREATE_ENGINEER_SELECTED_SPECIALIST","Selected specialist"
"#INFO_BUILDING_CONDITION_GATE_LOCKED","Gate locked—battle in progress"
"#INFO_BUILDING_STATUS_MAX_CAP","Maximum capacity reached"
"#TOOLTIP_GATE_DEFENCE_CONTENT","Defense power is determined by the gate's current health and number of guards. Upgrade the gate to improve its maximum defense power against increasingly tougher bandits."
"#OUTPOST_DEPOT_LEVEL2_NAME","Engineer Depot"
"#DESC_OUTPOST_DEPOT_LEVEL2_NAME","Staging area to assemble resources and convert a specialist into an <mark>engineer</mark>. Staging area is dismantled when an engineer is created.\n\nEngineers build specialized outposts that gather knowledge and essential components from the world map to assist in construction of the doomsday bunker."
"#ENDGAME_VAULT_LEVEL_1","Doomsday Bunker Phase 1"
"#DESC_ENDGAME_VAULT_LEVEL_1","Construction site for the doomsday bunker. The first stage in a huge project to protect the colony and its people from catastrophes.\n\nComplete the construction of the doomsday bunker by building <mark>engineer outposts</mark> and completing all the steps in the <mark>Project Tomorrow</mark> questline."
"#ENDGAME_VAULT_LEVEL_2","Doomsday Bunker Phase 2"
"#DESC_ENDGAME_VAULT_LEVEL_2","Construction site for the doomsday bunker. The second stage in a huge project to protect the colony and its people from catastrophes.\n\nComplete the construction of the doomsday bunker by building <mark>engineer outposts</mark> and completing all the steps in the <mark>Project Tomorrow</mark> questline."
"#ENDGAME_VAULT_LEVEL_3","Doomsday Bunker Phase 3"
"#DESC_ENDGAME_VAULT_LEVEL_3","Almost finished doomsday bunker. The third stage in a huge project to protect the colony and its people from the catastrophes.\n\nComplete the construction of the doomsday bunker by building <mark>engineer outposts</mark> and completing all the steps in the <mark>Project Tomorrow</mark> questline."
"#ENDGAME_VAULT_LEVEL_4","Doomsday Bunker"
"#DESC_ENDGAME_VAULT_LEVEL_4","The culmination of <mark>Project Tomorrow</mark> is the completed doomsday bunker. The colony and its people are now safe from natural <mark>catastrophes</mark>. Enemies and seasonal winter storms still pose a threat to the colony same as before."
"#INFO_VEHICLES_STORED","{0} vehicles stored"
"#INFO_VEHICLES_STORED_LONG","{0} vehicles stored, build a garage to repair them"
"#COLONIST_COMMENT_INJURED_01","I'm hurt... Bad..."
"#COLONIST_COMMENT_INJURED_02","I think I broke something."
"#COLONIST_COMMENT_INJURED_03","I need some patching up."
"#COLONIST_COMMENT_RADIATION_SICKNESS_01","Am I... glowing?"
"#COLONIST_COMMENT_RADIATION_SICKNESS_02","I think I got too close to some radiation..."
"#COLONIST_COMMENT_RADIATION_SICKNESS_03","I'm losing hair... Oh no... No..."
"#COLONIST_COMMENT_INFECTION_01","I'm feeling really weak right now."
"#COLONIST_COMMENT_INFECTION_02","Anybody else feeling cold? I'm shivering."
"#COLONIST_COMMENT_INFECTION_03","Everything's spinning... I need to lie down."
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_01","I can't... I need to get out. I NEED TO GET OUT!"
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_02","Stay away from me!"
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_03","I see only one way out..."
"#COLONIST_COMMENT_FULLY_HEALED_01","Feeling fresh as a daisy!"
"#COLONIST_COMMENT_FULLY_HEALED_02","Sure feels good to be healthy again!"
"#COLONIST_COMMENT_FULLY_HEALED_03","Ah, back in full strength!"
"#COLONIST_COMMENT_POLLUTION_CLEARED_01","One less glowy thing to worry about!"
"#COLONIST_COMMENT_POLLUTION_CLEARED_02","So long, pink puddle, you won't be missed!"
"#COLONIST_COMMENT_POLLUTION_CLEARED_03","Finally that waste is gone."
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_01","Can we feed all of them?"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_02","Great, even less food left for us now."
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_03","Like I wasn't hungry enough already."
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_01","So nice to see new faces!"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_02","Don't worry, you're all safe now."
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_03","Welcome to our colony, the best one around!"
"#COLONIST_COMMENT_CATASTROPHE_STARTED_01","I don't want to die!"
"#COLONIST_COMMENT_CATASTROPHE_STARTED_02","Why? Why now?!"
"#COLONIST_COMMENT_CATASTROPHE_STARTED_03","We're not gonna make it!"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_01","Glad that's over!"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_02","We made it through once again."
"#COLONIST_COMMENT_CATASTROPHE_ENDED_03","Hah, that was nothing!"
"#COLONIST_COMMENT_CHILD_BORN_01","We have a baby!"
"#COLONIST_COMMENT_CHILD_BORN_02","Just look at that little face..."
"#COLONIST_COMMENT_CHILD_BORN_03","Hello, little one, welcome to the world."
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_01","Bandits at the gate!"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_02","Everyone, defend the colony!"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_03","Bandits incoming! Everyone, arm yourselves!"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_01","That'll teach them!"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_02","We will never be defeated!"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_03","Next time, we'll come for you!"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_01","Not sure if I can handle this anymore."
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_02","Cursed bandits... They should be wiped out!"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_03","We lost so much..."
"#COLONIST_COMMENT_ISSUE_TRADE_COMPLETED_01","A new shipment!"
"#COLONIST_COMMENT_ISSUES_TRADE_COMPLETED_02","Hopefully, these are worth their cost."
"#COLONIST_COMMENT_TRADE_COMPLETED_03","Let's see what arrived today!"
"#COLONIST_COMMENT_RESEARCH_COMPLETED_01","It wasn't so difficult after all."
"#COLONIST_COMMENT_RESEARCH_COMPLETED_02","Another discovery made!"
"#COLONIST_COMMENT_RESEARCH_COMPLETED_03","Hey, we finally figured it out!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_01","That specialist looks tough!"
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_02","I bet they've been through a lot."
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","Glad to have someone with us we can rely on."
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_04","They seem to have things figured out."
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_05","We sure are lucky to have them with us!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_06","Did you see that new specialist?"
"#COLONIST_COMMENT_SPECIALIST_JOINED_07","I wonder what they have seen out there?"
"#COLONIST_COMMENT_SPECIALIST_JOINED_08","We're lucky to have your aid!"
"#COLONIST_COMMENT_INJURED_04","Just a scratch... I'm fine!"
"#COLONIST_COMMENT_INJURED_05","It hurts when I move."
"#COLONIST_COMMENT_INJURED_06","Someone help me!"
"#COLONIST_COMMENT_RADIATION_SICKNESS_04","I think I'm gonna throw up."
"#COLONIST_COMMENT_RADIATION_SICKNESS_05","Feeling dizzy, can't keep my meals down."
"#COLONIST_COMMENT_RADIATION_SICKNESS_06","I could endure anything other than this radiation."
"#COLONIST_COMMENT_INFECTION_04","I feel cold and burning at the same time."
"#COLONIST_COMMENT_INFECTION_05","My head’s pounding."
"#COLONIST_COMMENT_INFECTION_06","Why am I still so tired? I can hardly think straight."
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_04","Somebody make it stop, I want it to stop!"
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_05","None of this matters. This nightmare never ends."
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_06","I have suffered enough."
"#COLONIST_COMMENT_FULLY_HEALED_04","Finally, I feel alive."
"#COLONIST_COMMENT_FULLY_HEALED_05","At times, I think I won't make it."
"#COLONIST_COMMENT_FULLY_HEALED_06","Our medics sure know what they're doing."
"#COLONIST_COMMENT_POLLUTION_CLEARED_04","It may take forever, but we will do it one pile at a time."
"#COLONIST_COMMENT_POLLUTION_CLEARED_05","Hope we didn’t get contaminated by that."
"#COLONIST_COMMENT_POLLUTION_CLEARED_06","Feels good to finally clean up this mess."
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_04","What're we going to eat now, dirt?"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_05","Just wait till they're screaming for more food."
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_06","Sure, let everybody in, why not?!"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_04","I hope you are all ready to work."
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_05","We sure could use a helping hand here and there."
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_06","The more the merrier!"
"#COLONIST_COMMENT_CATASTROPHE_STARTED_04","We survived the Armageddon, and we’ll survive again."
"#COLONIST_COMMENT_CATASTROPHE_STARTED_05","Please, let us survive this..."
"#COLONIST_COMMENT_CATASTROPHE_STARTED_06","Is this the end?"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_04","It is over!"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_05","Nothing will stop us!"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_06","Survived to see another day."
"#COLONIST_COMMENT_CHILD_BORN_04","Such a cute baby!"
"#COLONIST_COMMENT_CHILD_BORN_05","Come on little one, give us a smile."
"#COLONIST_COMMENT_CHILD_BORN_06","Another child has been born!"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_04","Get ready to fight!"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_05","Drive them back where they came from!"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_06","Protect the colony!"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_04","Get out of here!"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_05","Next time, we won’t be as merciful."
"#COLONIST_COMMENT_COLONY_COMBAT_WON_06","Victory, but does this never end?"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_04","Scum, every single one of them..."
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_05","We are too weak."
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_06","What if next time is even worse?"
"#COLONIST_COMMENT_TRADE_COMPLETED_04","Finally, something new has arrived."
"#COLONIST_COMMENT_TRADE_COMPLETED_05","This trade is really paying off!"
"#COLONIST_COMMENT_TRADE_COMPLETED_06","Can someone help me with this shipment?"
"#COLONIST_COMMENT_RESEARCH_COMPLETED_04","They got that new thing figured out!"
"#COLONIST_COMMENT_RESEARCH_COMPLETED_05","That will help us in the future."
"#COLONIST_COMMENT_RESEARCH_COMPLETED_06","Now, we only need to actually do it."
"#COLONIST_COMMENT_SPECIALIST_JOINED_09","Are they planning a new expedition?"
"#COLONIST_COMMENT_SPECIALIST_JOINED_10","Wonder if I could join their adventures one day."
"#COLONIST_COMMENT_SPECIALIST_JOINED_11","You don't see them too much on this side of the gate."
"#COLONIST_COMMENT_INJURED_07","I'm hurt, but I think I'll survive."
"#COLONIST_COMMENT_INJURED_08","My whole body hurts."
"#COLONIST_COMMENT_INJURED_09","I’m bleeding!"
"#COLONIST_COMMENT_INJURED_10","I can’t move my arm..."
"#COLONIST_COMMENT_INJURED_11","Something hit my head..."
"#COLONIST_COMMENT_RADIATION_SICKNESS_07","Damn that radiation..."
"#COLONIST_COMMENT_RADIATION_SICKNESS_08 ","I knew I was too close to it..."
"#COLONIST_COMMENT_RADIATION_SICKNESS_09 ","It can’t be! I can’t be sick!"
"#COLONIST_COMMENT_RADIATION_SICKNESS_10","Damn those toxic piles. Someone should clean them before more get hurt."
"#COLONIST_COMMENT_RADIATION_SICKNESS_11","Why isn't anyone cleaning that waste?!"
"#COLONIST_COMMENT_INFECTION_07","I might need to lay down..."
"#COLONIST_COMMENT_INFECTION_08","It’s like my head is being crushed."
"#COLONIST_COMMENT_INFECTION_09","I... *cough* ... feel... *cough* ... sick... *cough*."
"#COLONIST_COMMENT_INFECTION_10","I’m burning up."
"#COLONIST_COMMENT_INFECTION_11","I feel so weak..."
"#COLONIST_COMMENT_FULLY_HEALED_07","I am feeling much better now."
"#COLONIST_COMMENT_FULLY_HEALED_08","Thanks for taking care of me."
"#COLONIST_COMMENT_FULLY_HEALED_09","Back to health, back to work!"
"#COLONIST_COMMENT_FULLY_HEALED_10","All good now, symptoms are gone."
"#COLONIST_COMMENT_FULLY_HEALED_11","I'm not hurting anymore."
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_07","I hope they prepare their own food."
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_08","Sure, let’s all starve then."
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_09","As if we didn’t have enough mouths to feed already."
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_10","I wonder if we could eat the grass..."
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_11","Less food for everyone now..."
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_07","More working hands? Great!"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_08","Welcome friends!"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_09","This place is getting quite lively."
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_10","Let’s go welcome our new neighbors."
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_11","Good, we are stronger together."
"#COLONIST_COMMENT_CHILD_BORN_07","Congratulations to the new parents!"
"#COLONIST_COMMENT_CHILD_BORN_08","So small, yet so full of life."
"#COLONIST_COMMENT_CHILD_BORN_09","You’ll grow up to be so strong."
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_07","Let them have it!"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_08","Don’t let any of them escape!"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_09","Show them no mercy!"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_10","Make them regret attacking us!"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_11","Time to earn your freedom!"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_07","They just never learn, do they?"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_08","They got what they deserved."
"#COLONIST_COMMENT_COLONY_COMBAT_WON_09","Shame, I was just getting started."
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_07","How many of those can we take?"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_08","I hate this world so much."
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_09","Next time, we'll get our vengeance."
"#COLONIST_COMMENT_RAT_SWARM_01","Rats are eating our crops!"
"#COLONIST_COMMENT_RAT_SWARM_02","Get lost, you dirty rodents!"
"#COLONIST_COMMENT_RAT_SWARM_03","Rats are attacking our fields!"
"#COLONIST_COMMENT_RAT_SWARM_04","Swarm of rats on our fields!"
"#COLONIST_COMMENT_RAT_SWARM_05","Rodents are feasting on our fields!"
"#COLONIST_COMMENT_POLLUTION_CLOUD_01","That pollution dump exploded!"
"#COLONIST_COMMENT_POLLUTION_CLOUD_02","A toxic cloud is approaching!"
"#COLONIST_COMMENT_POLLUTION_CLOUD_03","That cloud looks dangerous."
"#COLONIST_COMMENT_POLLUTION_CLOUD_04","Those piles of pollution are dangerous."
"#COLONIST_COMMENT_POLLUTION_CLOUD_05","That waste pile is about to blow!"
"#COLONIST_COMMENT_SPACE_JUNK_01","Was that a... satellite?"
"#COLONIST_COMMENT_SPACE_JUNK_02","The sky is falling!"
"#COLONIST_COMMENT_SPACE_JUNK_03","Space junk incoming!"
"#COLONIST_COMMENT_SPACE_JUNK_04","Incoming!"
"#COLONIST_COMMENT_SPACE_JUNK_05","Take cover!"
"#COLONIST_COMMENT_FALL_01","Getting a bit cold in here."
"#COLONIST_COMMENT_FALL_02","Brr... better get some warmer clothes."
"#COLONIST_COMMENT_FALL_03","Is it just me or is it getting colder?"
"#COLONIST_COMMENT_FALL_04","It is time to harvest the crops."
"#COLONIST_COMMENT_FALL_05","Winter is coming."
"#COLONIST_COMMENT_WINTER_01","It's snowing!"
"#COLONIST_COMMENT_WINTER_02","The crops are gone now for sure."
"#COLONIST_COMMENT_WINTER_03","It's freezing outside!"
"#COLONIST_COMMENT_WINTER_04","Wish we a had a hot bath around here..."
"#COLONIST_COMMENT_WINTER_05","Time to make a snowman!"
"#COLONIST_COMMENT_WINTER_06","Can't wait for this to be over..."
"#COLONIST_COMMENT_WINTER_07","It's already snowing?"
"#COLONIST_COMMENT_WINTER_08","I hope we have enough firewood to survive the night."
"#COLONIST_COMMENT_WINTER_09","How am I supposed to fish now?"
"#COLONIST_COMMENT_WINTER_10","Too bad we can't go ice fishing on the lake."
"#COLONIST_COMMENT_SPRING_01","The snow's melting!"
"#COLONIST_COMMENT_SPRING_02","It's finally getting warmer!"
"#COLONIST_COMMENT_SPRING_03","I bet the cold will come back sooner or later."
"#COLONIST_COMMENT_SPRING_04","Time to plant the crops again!"
"#COLONIST_COMMENT_SPRING_05","This time we made it. I hope we’re prepared for the next one."
"#PERSON_STATE_SOCIAL_INTERACTION","On a break"
"#PERSON_VALUE_HEALTH","Health"
"#PERSON_VALUE_AGE","Age"
"#PERSON_VALUE_HAPPINESS","Happiness"
"#PERSON_VALUE_TEMPERATURE","Temperature"
"#PERSON_VALUE_THIRST","Thirst"
"#PERSON_VALUE_HUNGER","Hunger"
"#PERSON_VALUE_TIREDNESS","Tiredness"
"#PERSON_VALUE_RADIATION","Radiation"
"#PERSON_VALUE_CRIMINALITY","Criminality"
"#PERSON_VALUE_EDUCATION","Education"
"#PERSON_VALUE_NAME","Name"
"#PERSON_BACKGROUND_NAME_DEFAULT_ADULT","Adult"
"#PERSON_BACKGROUND_NAME_DEFAULT_CHILD","Child"
"#TOPIC_AGE_GROUP_ELDER","Elder"
"#TOPIC_AGE_GROUP_ADULT","Adult"
"#TOPIC_AGE_GROUP_CHILD","Child"
"#TOPIC_ELDER","Elder"
"#TOPIC_AGE","Age"
"#TOPIC_HEALTH","Health"
"#TOPIC_HEALTH_TITLE","HEALTH"
"#TOPIC_HAPPINESS","Happiness"
"#TOPIC_HAPPINESS_TITLE","HAPPINESS"
"#TOPIC_EDUCATED","Education"
"#TOPIC_EDUCATED_TITLE","EDUCATION"
"#INFO_PERSON_GENDER","Gender"
"#INFO_PERSON_GENDER_TITLE","GENDER"
"#TOPIC_CURRENT_JOB","Job"
"#TOPIC_WORKPLACE","Workplace"
"#TOPIC_TOOL","Tool"
"#TOPIC_PROTECTIVE_CLOTHING","Clothes"
"#TOPIC_CONDITIONS","Conditions"
"#PERSON_CONDITION_TITLE","Conditions"
"#PERSON_STATE_IDLE","Idling"
"#PERSON_STATE_WALKING","Walking"
"#PERSON_STATE_WORKING","Working"
"#PERSON_STATE_SLEEP","Sleeping"
"#PERSON_STATE_CARRYING","Carrying"
"#PERSON_STATE_HOME","At home"
"#PERSON_STATE_TRANSITIONING","Changing"
"#PERSON_STATE_DEAD","Dead"
"#PERSON_EDUCATED","Educated"
"#PERSON_UNEDUCATED","Uneducated"
"#PERSON_CONDITION_COLD","Cold"
"#PERSON_CONDITION_HYPOTHERMIC","Hypothermic"
"#PERSON_CONDITION_HOT","Sunburned"
"#PERSON_CONDITION_HEATSTROKE","Heatstroke"
"#PERSON_CONDITION_THIRSTY","Thirsty"
"#PERSON_CONDITION_DEHYDRATED","Dehydrated"
"#PERSON_CONDITION_HUNGRY","Hungry"
"#PERSON_CONDITION_STARVING","Starving"
"#PERSON_CONDITION_TIRED","Tired"
"#PERSON_CONDITION_EXHAUSTED","Exhausted"
"#PERSON_CONDITION_INJURED","Injured"
"#PERSON_CONDITION_WOUNDED","Critically wounded"
"#PERSON_CONDITION_RADIATION_POISONING","Radiation poisoning"
"#PERSON_CONDITION_RADIATION_SICKNESS","Radiation sickness"
"#PERSON_CONDITION_STRESSED","Stressed"
"#PERSON_CONDITION_DESPAIR","Despair"
"#PERSON_CONDITION_HOMELESS","Homeless"
"#PERSON_CONDITION_SICK","Sick"
"#PERSON_CONDITION_INFECTED","Infected"
"#PERSON_CONDITION_MALNOURISHED","Malnourished"
"#PERSON_CONDITION_POISONED","Poisoned"
"#PERSON_CONDITION_CRIMINAL","Criminal"
"#PERSON_CONDITION_NOTOOLS","No tools"
"#PERSON_CONDITION_NOCLOTHES","Poor clothing"
"#PERSON_CONDITION_PTSD","PTSD"
"#PERSON_BACKGROUND_TITLE","Backstory"
"#PERSON_TRAITS_TITLE","Traits"
"#PERSON_TRAITS_NEEDS_TITLE","Traits & Needs"
"#PERSON_BACKGROUND_PROFESSION","Preferred job"
"#PERSON_BACKGROUND_NAME_WANDERER","Wanderer"
"#PERSON_BACKGROUND_NAME_SCROUNGER","Scrounger"
"#PERSON_BACKGROUND_NAME_VETERAN","Veteran"
"#PERSON_BACKGROUND_NAME_PIONEER","Pioneer"
"#PERSON_BACKGROUND_NAME_SPEED_FREAK","Speed Freak"
"#PERSON_BACKGROUND_NAME_WARMONGER","Warmonger"
"#PERSON_BACKGROUND_NAME_SURVIVALIST","Survivalist"
"#PERSON_BACKGROUND_NAME_BLOODIED","Bloodied"
"#PERSON_BACKGROUND_NAME_BUTCHER","Butcher"
"#PERSON_BACKGROUND_NAME_MOVIE_STAR","Movie Star"
"#PERSON_BACKGROUND_NAME_MENTAL_PATIENT","Mental patient"
"#PERSON_BACKGROUND_NAME_DRIFTER","Drifter"
"#PERSON_BACKGROUND_NAME_DARK_PAST","Dark past"
"#PERSON_BACKGROUND_NAME_HERMIT","Hermit"
"#PERSON_BACKGROUND_NAME_MAD_SCIENTIST","Mad Scientist"
"#PERSON_BACKGROUND_NAME_INFLUENCER","Influencer"
"#PERSON_BACKGROUND_NAME_OLD_SCHOOL","Old school"
"#PERSON_BACKGROUND_NAME_CULTIST","Cultist"
"#PERSON_BACKGROUND_NAME_PARAMEDIC","Paramedic"
"#PERSON_BACKGROUND_NAME_MATHEMATICIAN","Mathematician"
"#PERSON_BACKGROUND_NAME_DESK_JOCKEY","Desk Jockey"
"#PERSON_BACKGROUND_NAME_HIRED_HAND","Hired Hand"
"#PERSON_BACKGROUND_NAME_APPRENTICE","Apprentice"
"#PERSON_BACKGROUND_NAME_PRODUCER","Producer"
"#PERSON_BACKGROUND_NAME_DEVELOPER","Developer"
"#PERSON_BACKGROUND_DESC_DEFAULT_ADULT","Productive member of the colony, works to make the place better for themselves and those around."
"#PERSON_BACKGROUND_DESC_DEFAULT_CHILD","Being a child in this world isn't easy or fun, but they'll make the best of it. Eager to help the colony once grown up."
"#PERSON_BACKGROUND_NAME_DEFAULT_SURVIVOR","Random Survivor"
"#PERSON_BACKGROUND_DESC_DEFAULT_SURVIVOR","Sins of the past created this ragged wanderer of the wasteland. After thousands of miles filled with hardships and solitude the body is scarred but the mind is at peace."
"#PERSON_BACKGROUND_DESC_SCROUNGER","Life has always been unfair. Cares little about personal safety while scrounging for valuable items."
"#PERSON_BACKGROUND_DESC_VETERAN","Has seen things you wouldn't believe, and hasn't always come on top smelling peaches. The mind has endured while the body has not."
"#PERSON_BACKGROUND_DESC_PIONEER","Veteran combat engineer in several conflicts with scars to prove it. Always jury-rigging various devices and tinkering with explosive materials."
"#PERSON_BACKGROUND_DESC_SPEED_FREAK","Has to go fast, no matter how stupidly dangerous methods propel them forwards. A proper petrolhead with little regard to personal safety."
"#PERSON_BACKGROUND_DESC_WARMONGER","Enjoys violence and conflict in all its forms, the bigger the better. Always looking for a bigger stick."
"#PERSON_BACKGROUND_DESC_SURVIVALIST","Glad to see the world wiped clean and build a new world. Probably has a personal bunker stashed somewhere in the woods."
"#PERSON_BACKGROUND_DESC_BLOODIED","Sees violence as the go-to solution to all problems and likes to get their hands dirty."
"#PERSON_BACKGROUND_DESC_BUTCHER","Not your sharpest tool in the shed, but an expert with a knife and other utensils. Can most definitely take care of themselves and also other passers by."
"#PERSON_BACKGROUND_DESC_MOVIE_STAR","A renowned action movie headliner in years past. Not as simple as they might seem at first, an expert with hand-to-hand combat."
"#PERSON_BACKGROUND_DESC_MENTAL_PATIENT","Was treated for a serious condition prior to the apocalypse. Manual labor seems to work as a distraction from the ailments of the mind."
"#PERSON_BACKGROUND_DESC_DRIFTER","Life on the road moving from town to town without a home has been tough. Prefers solitude and working on their own."
"#PERSON_BACKGROUND_DESC_DARK_PAST","Reluctant to talk about it, but something awful has happened in the past."
"#PERSON_BACKGROUND_DESC_HERMIT","A loner by nature, muttering something to themselves in the dark. Used to live and even thrive isolated in the mountains."
"#PERSON_BACKGROUND_DESC_MAD_SCIENTIST","With big brains come big problems. No doubt a brilliant mind, whenever stable enough to concentrate on the job at hand, has probably imploded a lab or two."
"#PERSON_BACKGROUND_DESC_INFLUENCER","Always ahead of the curve in trends, preaching for the masses."
"#PERSON_BACKGROUND_DESC_OLD_SCHOOL","Old ways were the best, and they should be brought back. Unwilling to emphatize or compromise."
"#PERSON_BACKGROUND_DESC_CULTIST","Former member of a rural cult bent on a singular purpose. Sets their mind on a goal and doesn't let anything sway their conviction."
"#PERSON_BACKGROUND_DESC_PARAMEDIC","First on scene and ready to save lives. The post-apocalyptic nature of the world doesn't change that."
"#PERSON_BACKGROUND_DESC_MATHEMATICIAN","Fervent believer in explaining the universe via formulae and functions. Prefers order over freedom and function over form."
"#PERSON_BACKGROUND_DESC_DESK_JOCKEY","Compared to their steady 9 to 5 office job, pretty much everything has changed."
"#PERSON_BACKGROUND_DESC_HIRED_HAND","Used to handling odd jobs here and there without acquiring any specials skills."
"#PERSON_BACKGROUND_DESC_APPRENTICE","Had a promising career ahead of them with a renowned mentor when everything came crashing down."
"#PERSON_BACKGROUND_DESC_PRODUCER","Can handle task lists and flow charts like no other, hopes for a time that could be useful again."
"#PERSON_BACKGROUND_DESC_DEVELOPER","Switching from loft conversions to scavenging sheet metal for acid rain protection wasn't something in their 5-year plan."
"#PERSON_BACKGROUND_DESC_MARTYR","Haunted by personal guilt and mistakes of the past. Tries rescuing others with no regard to personal safety."
"#PERSON_BACKGROUND_DESC_UNPREPARED","A comfy and secured lifestyle wasn’t enough to prepare for the hazards of a post-apocalyptic world."
"#PERSON_BACKGROUND_DESC_HOMELESS","Being both homeless and alone didn't offer much protection against dangers, both old and new."
"#PERSON_BACKGROUND_DESC_VETERAN2","Keeps getting dragged back into danger either by choice or simply old habits. The body has paid the price of heroic delusions of the mind."
"#PERSON_BACKGROUND_DESC_SCROUNGER2","Doesn’t have the luxury of personal safety. Keeps running into harm’s way while scrounging for valuables."
"#PERSON_BACKGROUND_DESC_SCAREDY_CAT","Constantly afraid of others and ready to throw punches at a moment’s notice. Refuses to be the one to go down first."
"#PERSON_BACKGROUND_DESC_BRUTE","Large and stocky by nature, taking full advantage of that. There’s little finesse in their actions, just a lot of muscle."
"#PERSON_BACKGROUND_DESC_TOP_DOG","Obeys the laws of nature where the strong survive and weak wither. Merciless and efficient, but never cruel for the sake of it."
"#PERSON_BACKGROUND_DESC_SARGE","A renowned officer who is now waging war against chaos itself, shifting between nobility and insanity."
"#PERSON_BACKGROUND_DESC_VIPER","Always plotting for the next move, ready to strike when least expected. Prefers a stab in the back to dozen in the chest."
"#PERSON_BACKGROUND_DESC_RELAPSING","Post-apocalypse doesn’t offer much in terms of mental health support. Doing fine now, but the fear of a relapse is always near."
"#PERSON_BACKGROUND_DESC_DARK_PAST2","Carries something awful within and the immense weight of it drags their mood down."
"#PERSON_BACKGROUND_DESC_NUMB","Has become numb to both the horrors and wonders of the world."
"#PERSON_BACKGROUND_DESC_MANAGER","Lived and breathed work which is now permanently gone. Tries to fill that void with something else, anything."
"#PERSON_BACKGROUND_DESC_PARTY_ANIMAL","Extremely social, so much so that it’s practically a need. Can’t find satisfaction unless it comes from other people."
"#PERSON_BACKGROUND_DESC_PRAGMATIST","Doesn’t adhere to strict morals, but rather judges every situation as is. The world is filled with shades of grey."
"#PERSON_BACKGROUND_DESC_PARENT","Puts family above anything else. Will do anything to protect them, no matter how hard it may be."
"#PERSON_BACKGROUND_DESC_OLD_SCHOOL2","Refuses to let the new world corrupt the morals of the old. Everyone should live by the laws of the land - no compromises."
"#PERSON_BACKGROUND_DESC_EXTREMIST","Desperate times call for desperate measures. Believes only great sacrifice will make it possible to build a new, better world."
"#PERSON_BACKGROUND_DESC_MERITOCRAT","Believes the mundane masses should be led by exceptional individuals. Only the greatness of the few can save everyone else."
"#PERSON_BACKGROUND_DESC_TEACHER","Leading a group of survivors didn’t end up being that different from leading a classroom."
"#PERSON_BACKGROUND_DESC_JANITOR","It’s hard to tell which is worse; the mind-numbing routines of a janitor or the neverending challenges of a survivor."
"#PERSON_BACKGROUND_DESC_ARTIST","Paint and brushes are hard to come by in the post-apocalyptic wastelands, but there's still a need for the arts."
"#PERSON_BACKGROUND_DESC_MUSICIAN","One shouldn't underestimate the effect a lonely guitar under a starry sky can have on people."
"#PERSON_BACKGROUND_DESC_OVERSEER","Building skyscrapers has been reduced to building huts, but funnily enough, lot of the basics still apply."
"#PERSON_TRAIT_NAME_FOOTLESS","Footless"
"#PERSON_TRAIT_NAME_RADFIEND","Radfiend"
"#PERSON_TRAIT_NAME_SCARRED","Scarred"
"#PERSON_TRAIT_NAME_ONE_EYED","One-eyed"
"#PERSON_TRAIT_NAME_HOOKHAND","Hook for a Hand"
"#PERSON_TRAIT_NAME_HAIRY","Hairy"
"#PERSON_TRAIT_NAME_CAVED_SKULL","Caved-in skull"
"#PERSON_TRAIT_NAME_SKIN_DISEASE","Skin Disease"
"#PERSON_TRAIT_NAME_CATASTROFAN","Catastrofan"
"#PERSON_TRAIT_NAME_MASOCHIST","Masochist"
"#PERSON_TRAIT_NAME_DRIVEN","Driven"
"#PERSON_TRAIT_NAME_BROKEN_KNUCKLES","Broken Knuckles"
"#PERSON_TRAIT_NAME_HORRORS_PAST","Horrors of the Past"
"#PERSON_TRAIT_NAME_HAEMOPHOBIC","Hemophobic"
"#PERSON_TRAIT_NAME_BULLET_SPONGE","Bullet Sponge"
"#PERSON_TRAIT_NAME_MINE_SWEEPER","Minesweeper"
"#PERSON_TRAIT_NAME_PARANOID","Paranoid"
"#PERSON_TRAIT_NAME_WANDERER","Wanderer"
"#PERSON_TRAIT_NAME_DAYDREAMER","Daydreamer"
"#PERSON_TRAIT_NAME_OBSESSED","Obsessed"
"#PERSON_TRAIT_NAME_GLUTTON","Glutton"
"#DEATH_MUTATION","Mutation"
"#PERSON_TRAIT_NAME_POET","Poet"
"#PERSON_TRAIT_NAME_HEDONIST","Hedonist"
"#PERSON_TRAIT_NAME_SPIRITUAL","Spiritual"
"#PERSON_TRAIT_NAME_AUTHORITARIAN","Authoritarian"
"#PERSON_TRAIT_NAME_HARD_WORKER","Hard Worker"
"#PERSON_TRAIT_NAME_SLOTH","Sloth"
"#PERSON_TRAIT_NAME_CAMEL","Camel"
"#PERSON_TRAIT_NAME_RECKLESS","Reckless"
"#PERSON_TRAIT_NAME_PICKY","Picky"
"#PERSON_TRAIT_NAME_LAZY","Lazy"
"#PERSON_TRAIT_NAME_CLUMSY","Clumsy"
"#PERSON_TRAIT_NAME_GREEN_THUMB","Green Thumb"
"#PERSON_TRAIT_NAME_FANATIC","Fanatic"
"#PERSON_TRAIT_NAME_OPTIMIST","Optimist"
"#PERSON_TRAIT_NAME_PESSIMIST","Pessimist"
"#PERSON_TRAIT_NAME_ATHLETIC","Athletic"
"#PERSON_TRAIT_NAME_INTROVERT","Hermit"
"#PERSON_TRAIT_NAME_EXTROVERT","Expansionist"
"#PERSON_TRAIT_NAME_WORKAHOLIC","Workaholic"
"#PERSON_TRAIT_NAME_LUDDITE","Luddite"
"#PERSON_TRAIT_NAME_COMPETITIVE","Competitive"
"#PERSON_TRAIT_NAME_TOUGH","Tough"
"#PERSON_TRAIT_NAME_HEALTHY","Healthy"
"#PERSON_TRAIT_NAME_INDIFFERENT","Indifferent"
"#PERSON_TRAIT_NAME_FASTING","Fasting"
"#PERSON_TRAIT_NAME_A_D_H_D","Hyperactive"
"#PERSON_TRAIT_NAME_FAST_LEARNER","Fast Learner"
"#PERSON_TRAIT_NAME_STRONG_KID","Strong Kid"
"#PERSON_TRAIT_NAME_BURN_VICTIM","Burn victim"
"#PERSON_TRAIT_NAME_SNAPPED","Snapped"
"#PERSON_TRAIT_NAME_REFLUX","Reflux"
"#PERSON_TRAIT_NAME_FROSTBITTEN","Frost-bitten"
"#PERSON_TRAIT_NAME_CLAWED","Clawed"
"#PERSON_TRAIT_NAME_EXTRA_PADDING","Extra Padding"
"#PERSON_TRAIT_NAME_MARTIAL_ARTIST","Martial artist"
"#PERSON_TRAIT_NAME_BLEEDER","Bleeder"
"#PERSON_TRAIT_NAME_ADRENALINE_JUNKIE","Adrenaline Junkie"
"#PERSON_TRAIT_NAME_WASHED_UP","Washed Up"
"#PERSON_TRAIT_NAME_FORMER_HUNTER","Former Hunter"
"#PERSON_TRAIT_NAME_FEARFUL","Fearful"
"#PERSON_TRAIT_NAME_STRESS_EATER","Stress-eater"
"#PERSON_TRAIT_NAME_OBSESSIVE","Obsessive"
"#PERSON_TRAIT_NAME_BOSSY","Bossy"
"#PERSON_TRAIT_NAME_COMFORT_SEEKER","Comfort Seeker"
"#PERSON_TRAIT_NAME_IDEALIST","Idealist"
"#PERSON_TRAIT_NAME_RITUALISTIC","Ritualistic"
"#PERSON_TRAIT_NAME_SELFLESS","Selfless"
"#PERSON_TRAIT_NAME_PUNCTUAL","Punctual"
"#PERSON_TRAIT_NAME_SUSPICIOUS","Suspicious"
"#PERSON_TRAIT_NAME_PEOPLE_PERSON","People person"
"#PERSON_TRAIT_NAME_FARMHAND","Farmhand"
"#PERSON_TRAIT_NAME_LOITERER","Loiterer"
"#PERSON_TRAIT_NAME_PICTURE_OF_HEALTH","Picture of Health"
"#PERSON_TRAIT_NAME_GENETIC_LOTTERY","Genetic Lottery"
"#PERSON_TRAIT_NAME_BEEN_THERE","Been There"
"#PERSON_TRAIT_NAME_BELIEVER","Believer"
"#PERSON_TRAIT_NAME_RESIGNED","Resigned"
"#PERSON_TRAIT_NAME_FIGHT_FAN","Fight Fan"
"#PERSON_TRAIT_NAME_REVERENT","Reverent"
"#PERSON_TRAIT_NAME_SWEET_TOOTH","Sweet Tooth"
"#PERSON_TRAIT_NAME_ENTERTAINMENT","Entertainment"
"#PERSON_TRAIT_NAME_DECORATION","Decoration"
"#PERSON_TRAIT_NAME_POWER_HUNGRY","Power Hungry"
"#PERSON_TRAIT_NAME_IMAGINED_ILLNESS","Imagined Illness"
"#PERSON_TRAIT_NAME_CONSERVATOR","Conservator"
"#PERSON_TRAIT_NAME_PETROLHEAD","Petrolhead"
"#PERSON_TRAIT_NAME_PROPER_BURIAL","Proper Burial"
"#PERSON_TRAIT_NAME_EDUCATOR","Educator"
"#PERSON_TRAIT_NAME_PROSPECTOR","Prospector"
"#PERSON_TRAIT_NAME_BOOKWORM","Bookworm"
"#PERSON_TRAIT_NAME_FISH_FAN","Fish Fan"
"#PERSON_TRAIT_NAME_LOGGER","Logger"
"#PERSON_TRAIT_NAME_ENVIRONMENTAL","Environmental"
"#PERSON_TRAIT_NAME_HANDYMAN","Handyman"
"#PERSON_TRAIT_NAME_TRADER","Trader"
"#PERSON_TRAIT_NAME_SUN_WORSHIPPER","Sun Worship"
"#PERSON_TRAIT_NAME_ARSONIST","Arsonist"
"#PERSON_TRAIT_NAME_COP","Cop"
"#PERSON_TRAIT_NAME_GEARHEAD","Gearhead"
"#PERSON_TRAIT_NAME_TECH_MESSIAH","Tech Messiah"
"#PERSON_TRAIT_NAME_SMART","Smart"
"#PERSON_TRAIT_NAME_MASTER_BUILDER","Master Builder"
"#PERSON_TRAIT_NAME_PACKRAT","Packrat"
"#PERSON_TRAIT_NAME_CLEVER","Clever"
"#PERSON_TRAIT_NAME_PERFECTIONIST","Perfectionist"
"#EDUCATION_LEVEL_INSCHOOL","In school"
"#EDUCATION_LEVEL_UNEDUCATED","Uneducated"
"#EDUCATION_LEVEL_EDUCATED","Educated"
"#TOPIC_COLONIST","Basic info"
"#TOPIC_TRAITS_NEEDS","Detailed info"
"#PERSON_TRAIT_DESC_FOOTLESS","Is missing a foot after stepping into an old trap. Only survived by slowly cutting the whole thing off with a knife."
"#PERSON_TRAIT_DESC_RADFIEND","Constant exposure to radiation has made the skin thick as a brick."
"#PERSON_TRAIT_DESC_SCARRED","Wounds from old battles have scarred. Nice look for an apocalypse."
"#PERSON_TRAIT_DESC_ONE_EYED","Tried to make a quick buck by fighting in one of the notorious clan fighting pits, but only ended up losing an eye."
"#PERSON_TRAIT_DESC_HOOKHAND","Had to replace a lost hand with an artificial one."
"#PERSON_TRAIT_DESC_HAIRY","Mutation has caused excessive body hair growth"
"#PERSON_TRAIT_DESC_CAVED_SKULL","No recollection what caused the injury, but continous pain and long sleepless nights are always present."
"#PERSON_TRAIT_DESC_SKIN_DISEASE","The horrible conditions have deteriorated the skin and immune system."
"#PERSON_TRAIT_DESC_CATASTROFAN","Filled with determination during catastrophes."
"#PERSON_TRAIT_DESC_MASOCHIST","Enjoys feeling pain and damages self when at full Health. Self-inflicted injuries provide great satisfaction."
"#PERSON_TRAIT_DESC_DRIVEN","Troubled mind that might go ballistic at any moment."
"#PERSON_TRAIT_DESC_BROKEN_KNUCKLES","Knuckles are always scarred or bloody. Lets out aggression by beating the ground or the walls when no one is looking."
"#PERSON_TRAIT_DESC_HORRORS_PAST","It is difficult to think anything but the horrors they've witnessed. Hard labour helps to take the mind off things."
"#PERSON_TRAIT_DESC_HAEMOPHOBIC","Irrationally afraid of blood. Seeing or touching blood makes all senses numb and breathing becomes difficult."
"#PERSON_TRAIT_DESC_BULLET_SPONGE","Got shot plenty of times with several bullets still lodged inside. Would trigger metal detectors if there were any left."
"#PERSON_TRAIT_DESC_MINE_SWEEPER","One of the lucky ones clearing old minefields. Lost only part of one foot and some toes from the other."
"#PERSON_TRAIT_DESC_PARANOID","Suspects everything and everyone, jumpy and irrational."
"#PERSON_TRAIT_DESC_WANDERER","Sins of the past created this ragged wanderer of the wasteland."
"#PERSON_TRAIT_DESC_DAYDREAMER","Has a hard time concentrating on the task at hand, dreams of better times."
"#PERSON_TRAIT_DESC_OBSESSED","Annoyingly focused on doing everything as fast and as good as possible."
"#PERSON_TRAIT_DESC_GLUTTON","Eats more than they should. Does not care if someone is left without food."
"#PERSON_TRAIT_DESC_POET","Takes long walks in the woods for apparently no reason but to talk by itself."
"#PERSON_TRAIT_DESC_HEDONIST","Puts personal comfort above all."
"#PERSON_TRAIT_DESC_SPIRITUAL","Believes in something larger than the human kind."
"#PERSON_TRAIT_DESC_AUTHORITARIAN","Believes in control, strong leadership and discipline."
"#PERSON_TRAIT_DESC_HARD_WORKER","Works harder than average."
"#PERSON_TRAIT_DESC_SLOTH","Sleeps longer than others."
"#PERSON_TRAIT_DESC_CAMEL","Could drink a lake dry."
"#PERSON_TRAIT_DESC_RECKLESS","Dives headlong into everything without thinking first."
"#PERSON_TRAIT_DESC_PICKY","Very selective about what they eat, gets by with less."
"#PERSON_TRAIT_DESC_LAZY","Just doesn't give a damn about work."
"#PERSON_TRAIT_DESC_CLUMSY","Constantly tripping over their own feet."
"#PERSON_TRAIT_DESC_GREEN_THUMB","Feeling dry dirt between the fingers is the best feeling in the world."
"#PERSON_TRAIT_DESC_FANATIC","Embraces their calling fully and unconditionally."
"#PERSON_TRAIT_DESC_OPTIMIST","Seemingly resistant to the troubles in the world."
"#PERSON_TRAIT_DESC_PESSIMIST","Always thinking the worst of everything."
"#PERSON_TRAIT_DESC_ATHLETIC","Naturally gifted athlete with incredible speed and endurance."
"#PERSON_TRAIT_DESC_INTROVERT","New survivor groups cause anxiety."
"#PERSON_TRAIT_DESC_EXTROVERT","Welcomes new survivor groups with open arms."
"#PERSON_TRAIT_DESC_WORKAHOLIC","Can't not be working on something all day every day."
"#PERSON_TRAIT_DESC_LUDDITE","Prefers old ways and abhors new technology."
"#PERSON_TRAIT_DESC_COMPETITIVE","Has to be first everywhere, best at everything, or at least the fastest."
"#PERSON_TRAIT_DESC_TOUGH","Built like a brick house, able to endure many hardships."
"#PERSON_TRAIT_DESC_HEALTHY","Picture of health despite the adverse conditions."
"#PERSON_TRAIT_DESC_INDIFFERENT","Has a hard time caring about anything."
"#PERSON_TRAIT_DESC_FASTING","Makes due with less food."
"#PERSON_TRAIT_DESC_A_D_H_D","Seemingly endless energy but has difficulties focusing on one thing at a time."
"#PERSON_TRAIT_DESC_FAST_LEARNER","A real sponge for knowledge."
"#PERSON_TRAIT_DESC_STRONG_KID","Incredibly strong kid for their age."
"#PERSON_TRAIT_DESC_BURN_VICTIM","Couldn't outrun a forest fire."
"#PERSON_TRAIT_DESC_SNAPPED","A nasty fall left the spine damaged and movements stiff."
"#PERSON_TRAIT_DESC_REFLUX","Radiation poisoning causes waves of nausea when eating."
"#PERSON_TRAIT_DESC_FROSTBITTEN","Sleeping through a cold night in wet shoes cost five toes and half a foot."
"#PERSON_TRAIT_DESC_CLAWED","An encounter with a ferocious beast left its mark; scars across the face and a mutilated nose."
"#PERSON_TRAIT_DESC_EXTRA_PADDING","Mutation has made it easier to gather and preserve body fat."
"#PERSON_TRAIT_DESC_MARTIAL_ARTIST","Sees themselves as a professional fighter, aims constantly for maximum fitness."
"#PERSON_TRAIT_DESC_BLEEDER","Refusal to rest prevents wounds from healing properly."
"#PERSON_TRAIT_DESC_ADRENALINE_JUNKIE","Feels most alive in dangerous and deadly situations. More efficient during catastrophes."
"#PERSON_TRAIT_DESC_WASHED_UP","Occasionally dips into their most precious memories and feels hopeful once again."
"#PERSON_TRAIT_DESC_FORMER_HUNTER","Was left permanently injured by a terrible hunting accident."
"#PERSON_TRAIT_DESC_FEARFUL","Knows something awful will happen, just like it did before."
"#PERSON_TRAIT_DESC_STRESS_EATER","Copes with stress and hardships by overeating."
"#PERSON_TRAIT_DESC_OBSESSIVE","Handicapped by compulsive thoughts and small rituals."
"#PERSON_TRAIT_DESC_BOSSY","Would rather do things their way, no matter what others say."
"#PERSON_TRAIT_DESC_COMFORT_SEEKER","Aspires to minimize pain and maximize pleasure in life by living in a quality shelter."
"#PERSON_TRAIT_DESC_IDEALIST","Believes in the inherent good will within everyone."
"#PERSON_TRAIT_DESC_RITUALISTIC","Has structured their day around strict religious routines."
"#PERSON_TRAIT_DESC_SELFLESS","Finds fulfillment in putting the needs of others before their own."
"#PERSON_TRAIT_DESC_PUNCTUAL","Finds comfort in organization, punctuality and schedules."
"#PERSON_TRAIT_DESC_SUSPICIOUS","Happiness penalty when survivors join the colony."
"#PERSON_TRAIT_DESC_PEOPLE_PERSON","Happiness boost when survivors join the colony."
"#PERSON_TRAIT_DESC_FARMHAND","Loves to see things grow and blossom."
"#PERSON_TRAIT_DESC_LOITERER","Tries to take things easy whenever possible."
"#PERSON_TRAIT_DESC_PICTURE_OF_HEALTH","Their body is a temple; well respected and in peak physical condition allowing for faster injury recovery."
"#PERSON_TRAIT_DESC_GENETIC_LOTTERY","Blessed with remarkable genes"
"#PERSON_TRAIT_DESC_BEEN_THERE","A lifetime of hardship has made the body sturdy and durable."
"#PERSON_TRAIT_DESC_BELIEVER","Religious background helps to see hope where there might not be any."
"#PERSON_TRAIT_DESC_RESIGNED","Has completely given up and doesn't see the point in anything anymore."
"#PERSON_TRAIT_DESC_FIGHT_FAN","Craves violent entertainment."
"#PERSON_TRAIT_DESC_IMAGINED_ILLNESS","Wants a proper field hospital."
"#PERSON_TRAIT_DESC_REVERENT","Needs a memorial to honor the dead."
"#PERSON_TRAIT_DESC_SWEET_TOOTH","Craves for baked goods of a bakery."
"#PERSON_TRAIT_DESC_CONSERVATOR","Wants a forester to plant trees."
"#PERSON_TRAIT_DESC_PETROLHEAD","Wants a garage in the colony."
"#PERSON_TRAIT_DESC_PROPER_BURIAL","Wants the dead to be buried in a cemetery."
"#PERSON_TRAIT_DESC_EDUCATOR","Wants children to go to school."
"#PERSON_TRAIT_DESC_PROSPECTOR","Wants to see an extractor."
"#PERSON_TRAIT_DESC_BOOKWORM","Wants information to be preserved in a library."
"#PERSON_TRAIT_DESC_FISH_FAN","Enjoys catching and cooking fish."
"#PERSON_TRAIT_DESC_LOGGER","Progress is clearing forest and turning it to firewood."
"#PERSON_TRAIT_DESC_ENVIRONMENTAL","Wants to see pollution cleared from their surroundings."
"#PERSON_TRAIT_DESC_HANDYMAN","A properly maintained colony is a good colony."
"#PERSON_TRAIT_DESC_TRADER","Wants to see the colony trade with other societies."
"#PERSON_TRAIT_DESC_SUN_WORSHIPPER","Harnessing the power of the sun is of utmost importance."
"#PERSON_TRAIT_DESC_ARSONIST","Wants to see the world burn."
"#PERSON_TRAIT_DESC_COP","Appreciates well-guarded and policed colony."
"#PERSON_TRAIT_DESC_GEARHEAD","Understands vehicles better than people."
"#PERSON_TRAIT_DESC_TECH_MESSIAH","Impossibly interested in all kinds of new tech."
"#PERSON_TRAIT_DESC_SMART","Mental mastermind, acute researcher."
"#PERSON_TRAIT_DESC_MASTER_BUILDER","Always crafting, building, tinkering and fixing things."
"#PERSON_TRAIT_DESC_PACKRAT","Incredible ability to carry more than others and still walk quickly."
"#PERSON_TRAIT_DESC_CLEVER","Quick to think on their feet, natural affinity for discovery."
"#PERSON_TRAIT_DESC_PERFECTIONIST","Only perfect will do, spends ages working on minute details."
"#TOPIC_PERSON_ACTIVITY","Activity"
"#PERSON_STATE_TREATED","Being treated"
"#PERSON_TRAIT_EFFECT_FOOTLESS","<color=red>Production speed -5%</color>"
"#PERSON_TRAIT_EFFECT_RADFIEND","<color=green>Radiation resistance +20%</color>"
"#PERSON_TRAIT_EFFECT_SCARRED","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_ONE_EYED","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_HOOKHAND","<color=red>Production speed -15%</color>"
"#PERSON_TRAIT_EFFECT_HAIRY","<color=green>Cold resistance +20%</color>"
"#PERSON_TRAIT_EFFECT_CAVED_SKULL","<color=red>Max. health -20</color>"
"#PERSON_TRAIT_EFFECT_SKIN_DISEASE","<color=red>Radiation resistance -20%</color>"
"#PERSON_TRAIT_EFFECT_CATASTROFAN","<color=green>Disaster efficiency +10%</color>"
"#PERSON_TRAIT_EFFECT_MASOCHIST","<color=red>Max. health -20%</color>"
"#PERSON_TRAIT_EFFECT_DRIVEN","<color=green>Production speed +10%</color>"
"#PERSON_TRAIT_EFFECT_BROKEN_KNUCKLES","<color=red>Production speed -5%</color>"
"#PERSON_TRAIT_EFFECT_HORRORS_PAST","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_HAEMOPHOBIC","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_BULLET_SPONGE","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_MINE_SWEEPER","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_PARANOID","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_WANDERER","<color=red>Walking speed -25%</color>"
"#PERSON_TRAIT_EFFECT_DAYDREAMER","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_OBSESSED","<color=green>Faster injury recovery</color>"
"#PERSON_TRAIT_EFFECT_GLUTTON","<color=red>Twice as hungry</color>"
"#PERSON_STATE_SANITIZING","Washing up"
"#PERSON_TRAIT_EFFECT_POET","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_HEDONIST","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_SPIRITUAL","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_AUTHORITARIAN","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_HARD_WORKER","<color=green>Production speed +10%</color>"
"#PERSON_TRAIT_EFFECT_SLOTH","<color=red>Resting rate -20%</color>"
"#PERSON_TRAIT_EFFECT_CAMEL","<color=red>Increased water consumption</color>"
"#PERSON_TRAIT_EFFECT_RECKLESS","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_PICKY","<color=green>Hunger rate -15%</color>"
"#PERSON_TRAIT_EFFECT_LAZY","<color=red>Production speed -15%</color>"
"#PERSON_TRAIT_EFFECT_CLUMSY","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_GREEN_THUMB","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_FANATIC","<color=green>Slower to get tired</color>"
"#PERSON_TRAIT_EFFECT_OPTIMIST","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_PESSIMIST","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_ATHLETIC","<color=green>Health +20%</color>"
"#PERSON_TRAIT_EFFECT_INTROVERT","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_EXTROVERT","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_WORKAHOLIC","<color=green>Slower to get tired</color>"
"#PERSON_TRAIT_EFFECT_LUDDITE","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_COMPETITIVE","<color=green>Production speed +10%</color>"
"#PERSON_TRAIT_EFFECT_TOUGH","<color=green>Max. health +20%</color>"
"#PERSON_TRAIT_EFFECT_HEALTHY","<color=green>Faster injury recovery</color>"
"#PERSON_TRAIT_EFFECT_INDIFFERENT","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_FASTING","<color=green>Slower to get hungry</color>"
"#PERSON_TRAIT_EFFECT_A_D_H_D","<color=green>Slower to get tired</color>"
"#PERSON_TRAIT_EFFECT_FAST_LEARNER","<color=green>Slower to get tired</color>"
"#PERSON_TRAIT_EFFECT_STRONG_KID","<color=green>Task efficiency 15%</color>"
"#PERSON_TRAIT_EFFECT_BURN_VICTIM","<color=red>Radiation resistance -20%</color>"
"#PERSON_TRAIT_EFFECT_SNAPPED","<color=red>Production speed -15%</color>"
"#PERSON_TRAIT_EFFECT_REFLUX","<color=red>Max. health -20%</color>"
"#PERSON_TRAIT_EFFECT_FROSTBITTEN","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_CLAWED","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_EXTRA_PADDING","<color=green>Cold resistance +20%</color>"
"#PERSON_TRAIT_EFFECT_MARTIAL_ARTIST","<color=green>Max. health +30%</color>"
"#PERSON_TRAIT_EFFECT_BLEEDER","<color=red>Max. health -20%</color>"
"#PERSON_TRAIT_EFFECT_ADRENALINE_JUNKIE","<color=green>Disaster efficiency +15%</color>"
"#PERSON_TRAIT_EFFECT_WASHED_UP","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_FORMER_HUNTER","<color=red>Max. health -20%</color>"
"#PERSON_TRAIT_EFFECT_FEARFUL","<color=red>Production speed -5%</color>"
"#PERSON_TRAIT_EFFECT_STRESS_EATER","<color=red>Twice as hungry</color>"
"#PERSON_TRAIT_EFFECT_OBSESSIVE","<color=red>Production speed -5%</color>"
"#PERSON_TRAIT_EFFECT_BOSSY","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_COMFORT_SEEKER","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_IDEALIST","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_RITUALISTIC","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_SELFLESS","<color=green>Rarely gets tired</color>"
"#PERSON_TRAIT_EFFECT_PUNCTUAL","<color=green>Production speed +10%</color>"
"#PERSON_TRAIT_EFFECT_SUSPICIOUS","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_PEOPLE_PERSON","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_FARMHAND","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_LOITERER","<color=red>Walking speed -25%</color>"
"#PERSON_TRAIT_EFFECT_PICTURE_OF_HEALTH","<color=green>Max. health +20%</color>"
"#PERSON_TRAIT_EFFECT_GENETIC_LOTTERY","<color=green>Faster injury recovery</color>"
"#PERSON_TRAIT_EFFECT_BEEN_THERE","<color=green>Max. health +30%</color>"
"#PERSON_TRAIT_EFFECT_BELIEVER","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_RESIGNED","<color=red>Production speed -15%</color>"
"#PERSON_TRAIT_EFFECT_PERFECTIONIST","<color=red>Reduced production speed</color>"
"#PERSON_TRAIT_NEED_EXTROVERT","Constant need to see new people join the colony."
"#PERSON_TRAIT_NEED_EXTROVERT_ACTIVE","Happy due to new arrivals"
"#PERSON_TRAIT_NEED_EXTROVERT_INACTIVE","Bored due to no new arrivals"
"#PERSON_TRAIT_NEED_INTROVERT","Dreads seeing new people join the colony."
"#PERSON_TRAIT_NEED_INTROVERT_ACTIVE","Anxious of people"
"#PERSON_TRAIT_NEED_INTROVERT_INACTIVE","Happy due to no new arrivals"
"#PERSON_TRAIT_NEED_FIGHT_FAN","Craves violent entertainment."
"#PERSON_TRAIT_NEED_FIGHT_FAN_ACTIVE","Stormdome built."
"#PERSON_TRAIT_NEED_FIGHT_FAN_INACTIVE","Stromdome not built."
"#PERSON_TRAIT_NEED_REVERENT","Needs a memorial to honor the dead."
"#PERSON_TRAIT_NEED_REVERENT_ACTIVE","Memorial built."
"#PERSON_TRAIT_NEED_REVERENT_INACTIVE","Memorial not built."
"#PERSON_TRAIT_NEED_SWEET_TOOTH","Craves for baked goods of a bakery."
"#PERSON_TRAIT_NEED_SWEET_TOOTH_ACTIVE","Bakery built."
"#PERSON_TRAIT_NEED_SWEET_TOOTH_INACTIVE","Bakery not built."
"#PERSON_TRAIT_NEED_ENTERTAINMENT","Take your mind off the present even for a moment."
"#PERSON_TRAIT_NEED_ENTERTAINMENT_ACTIVE","Visited an entertainment building."
"#PERSON_TRAIT_NEED_ENTERTAINMENT_INACTIVE","Hasn't visited an entertainment building."
"#PERSON_TRAIT_NEED_DECORATION","Apocalypse shouldn't be all grey and brown."
"#PERSON_TRAIT_NEED_DECORATION_ACTIVE","Likes the decorations."
"#PERSON_TRAIT_NEED_DECORATION_INACTIVE","Hasn't seen any decorations."
"#PERSON_TRAIT_NEED_POWER_HUNGRY","No rebuilding without getting power back on."
"#PERSON_TRAIT_NEED_POWER_HUNGRY_ACTIVE","Power plant built."
"#PERSON_TRAIT_NEED_POWER_HUNGRY_INACTIVE","No power plants built."
"#DEATH_COLDNESS","Freezing"
"#DEATH_HUNGER","Hunger"
"#DEATH_THIRST","Thirst"
"#DEATH_AGE","Old age"
"#DEATH_RADIATION","Radiation"
"#DEATH_INJURY","Injury"
"#DEATH_EXHAUSTION","Exhaustion"
"#DEATH_MALNUTRITION","Malnutrition"
"#DEATH_SUICIDE","Suicide"
"#DEATH_INFECTION","Infection"
"#TOPIC_AGE_GROUP_TEENAGER","Teenager"
"#TOPIC_AGE_GROUP_INFANT","Infant"
"#TOPIC_DEATH_REASON","Cause of death"
"#PERSON_CONDITION_COLD_DESC","Colonist has been exposed to cold weather, requires a heated shelter and better clothes to stay warm.\n\nIf prolonged, will lead to hypothermia."
"#PERSON_CONDITION_HYPOTHERMIC_DESC","Prolonged exposure to the cold has led to hypothermia. Hypothermia causes rapid health loss until warmed up again. Needs a heated shelter to warm up."
"#GENDER_FEMALE","Female"
"#GENDER_MALE","Male"
"#PERSON_CONDITION_THIRSTY_DESC","Feels parched and needs to have a drink of water.\n\nProlonged thirst can lead to dehydration."
"#PERSON_CONDITION_DEHYDRATED_DESC","A very serious condition caused by lack of access to potable water.\n\nCan lead to death."
"#PERSON_CONDITION_HUNGRY_DESC","Hunger is a familiar companion for every survivor, but it leads to starvation if food is scarce for too long. It is good to always have food in storages when hard-working colonists come for their daily meals. Keeping your colonists' bellies full keeps them happier and working more effectively."
"#PERSON_CONDITION_STARVING_DESC","Starving colonists have not eaten for a long while and will die soon if they don't get something to eat."
"#PERSON_CONDITION_TIRED_DESC","Colonists get tired when they work and take care of everyday tasks in the colony. Make sure that there are enough shelters for all colonists so they get a good night's sleep every day. Without proper shelter, they might eventually get exhausted."
"#PERSON_CONDITION_EXHAUSTED_DESC","Prolonged sleep deprivation due to long walking distances is affecting the colonist's ability to work. Must rest before taking on other tasks."
"#PERSON_CONDITION_INJURED_DESC","Any kind of accident in the daily life can lead to an injury. Untreated injuries will lead to death, but they are easy to heal in any medical facility. Having medicine at hand helps injured colonists to heal faster."
"#PERSON_CONDITION_RADIATION_SICKNESS_DESC","A major buildup of radiation is burning from the inside. Leads to rapid and painful death unless treated soon. Using iodine pills will speed up the healing process."
"#PERSON_CONDITION_STRESSED_DESC","Constant difficulties and hardships start take their toll. Stressed colonists don't have much happiness in their lives, which might lead them to despair. To increase happiness provide more entertainment to your colonists and try to improve their conditions in general."
"#PERSON_CONDITION_DESPAIR_DESC","Extended periods of unhappiness cause despair. Desperate colonists have lost their will to develop the colony and refuse to work for it. They are at the risk of abandoning the colony if things fail to improve."
"#PERSON_CONDITION_HOMELESS_DESC","Homeless colonists are forced to live without a shelter. Homeless colonists are more susceptible to get injured, exhausted or catch any other of the deadly conditions. Long periods of living under polluted skies also affects their happiness."
"#PERSON_CONDITION_INFECTED_DESC","A major disease is causing continued health loss and penalties to colonist effectiveness. Untreated infections lead to death. Antibiotics will speed up healing considerably. Infected colonists consume twice the amount of water as healthy colonists."
"#PERSON_CONDITION_MALNOURISHED_DESC","Malnourishment is a serious condition that is triggered when colonist's diet is severely lacking. Basic food keeps bellies full but is very low on nutrients. Every colonist also needs to take care of their meat and vegetable intake. Eating both of these will keep colonists healthy. Recovering from malnourishment can be a slow process and demands that both food categories are available in the colony."
"#PERSON_CONDITION_NOTOOLS_DESC","A colonist without tools works at a greatly reduced speed. Manufacture or scavenge more."
"#PERSON_CONDITION_NOCLOTHES_DESC","The lack of proper clothing can lead to a number of more serious issues, like radiation sickness and hypothermia. Manufacture or scavenge more."
"#PERSON_HAPPINESS_LEVEL_0","Desperate"
"#PERSON_HAPPINESS_LEVEL_1","Unhappy"
"#PERSON_HAPPINESS_LEVEL_2","Content"
"#PERSON_HAPPINESS_LEVEL_3","Happy"
"#PERSON_HAPPINESS_LEVEL_4","Ecstatic"
"#PERSON_STATE_GOING_TO_EAT","Going to eat"
"#PERSON_STATE_GOING_TO_WORK","Going to work"
"#PERSON_STATE_GOING_TO_SLEEP","Going to sleep"
"#PERSON_STATE_GOING_TO_TREATMENT","Going to treatment"
"#PERSON_STATE_HAVING_GOOD_TIME","Having a good time"
"#PERSON_STATE_UNHAPPY","Is unhappy"
"#TOPIC_PERSON_STATE","State"
"#TOPIC_PERSON_STATUS","Status"
"#TOPIC_PERSON_STATUS_BUILDING","Building"
"#TOPIC_PERSON_STATE_GOING_TO_SCHOOL","Going to school"
"#PERSON_CONDITION_MUTATED","Mutated"
"#PERSON_CONDITION_MUTATED_DESC","Prolonged exposure to radiation has caused severe issues which take a long time to heal."
"#PERSON_EVENT_NEED_HOME_DESTROYED_NAME","Home destroyed"
"#PERSON_EVENT_NEED_HOME_DESTROYED_DESC","Lost a home. It was not a fancy place to live in, but it was still a home. It hurts to start all over again."
"#PERSON_EVENT_NEED_CORPSE_DECAYED_NAME","Witness decaying"
"#PERSON_EVENT_NEED_CORPSE_DECAYED_DESC","Witnessed a rotting corpse lying on the ground without proper burial."
"#PERSON_EVENT_NEED_BURIAL_SITE_DESTRUCTION_NAME","Burial site destroyed"
"#PERSON_EVENT_NEED_BURIAL_SITE_DESTRUCTION_DESC","Angry due to destruction and desecration of a burial site."
"#PERSON_TRAIT_NAME_EDUCATED","Educated"
"#PERSON_TRAIT_DESC_EDUCATED","Has learned how to work in a post-apocalyptic world efficiently."
"#PERSON_TRAIT_EFFECT_EDUCATED","<color=green>Production speed +30%</color>"
"#PERSON_STATE_IN_SCHOOL","In school"
"#TOPIC_RENAME_PERSON","Rename Colonist"
"#TOPIC_RENAME_PERSON_DESC","Set a custom name for your colonist."
"#TOPIC_RENAME_SPECIALIST","Rename Specialist"
"#TOPIC_RENAME_SPECIALIST_DESC","Set a custom name for your specialist."
"#PERSON_STATE_COMBAT","In combat"
"#PERSON_CONDITION_UNCLEAN","Dirty"
"#PERSON_CONDITION_UNCLEAN_DESC","This colonist's personal hygiene is low, and it might lead to infections if they have no place to wash."
"#PERSON_VALUE_NOURISHMENT","Nourishment"
"#PERSON_STATUS_MALNOURISHED","Colonist is suffering from malnourishment."
"#PERSON_CONDITION_POORLY_NOURISHED","Poorly nourished"
"#PERSON_CONDITION_POORLY_NOURISHED_DESC","Food does not contain enough nutrients to promote health. Add more diversity to food to avoid malnourishment."
"#PERSON_EVENT_NEED_WELL_NOURISHED","Well-nourished"
"#PERSON_EVENT_NEED_WELL_NOURISHED_DESC","Food offers diversity and is balanced between meat and vegetables. A healthy diet makes people happy."
"#PERSON_STATE_LEAVE_COLONY","Departing"
"#COLONIST_COMMENT_GAME_START_01","Time to roll up our sleeves and get to building!"
"#COLONIST_COMMENT_GAME_START_02","Let's get this camp ready for the others!"
"#COLONIST_COMMENT_GAME_START_03","Start setting up the campsite for the rest!"
"#COLONIST_COMMENT_GAME_START_04","We're gonna need water, food and shelter for starters."
"#COLONIST_COMMENT_GAME_START_05","The rest will be here soon—let's get this camp started!"
"#COLONIST_COMMENT_GAME_START_06","Alright, let's focus on the necessities and then fire the signal flare!"
"#COLONIST_COMMENT_GAME_START_07","Set up the campsite and start scavenging, y'all!"
"#COLONIST_COMMENT_GAME_START_08","People are going to need water, food and shelter, so get going!"
"#COLONIST_COMMENT_GAME_START_09","Remember to fire the signal flare once everything's set up!"
"#PERSON_CONDITION_THIRSTY_SHORT_DESC","Needs water"
"#PERSON_CONDITION_DEHYDRATED_SHORT_DESC","Needs water"
"#PERSON_CONDITION_HUNGRY_SHORT_DESC","Needs food"
"#PERSON_CONDITION_STARVING_SHORT_DESC","Needs food"
"#PERSON_CONDITION_TIRED_SHORT_DESC","Needs rest"
"#PERSON_CONDITION_EXHAUSTED_SHORT_DESC","Needs rest"
"#PERSON_CONDITION_INJURED_SHORT_DESC","Needs a medic"
"#PERSON_CONDITION_RADIATION_SICKNESS_SHORT_DESC","Needs a medic"
"#PERSON_CONDITION_STRESSED_SHORT_DESC","Needs happiness"
"#PERSON_CONDITION_DESPAIR_SHORT_DESC","Needs happiness"
"#PERSON_CONDITION_HOMELESS_SHORT_DESC","Needs a shelter"
"#PERSON_CONDITION_INFECTED_SHORT_DESC","Needs a medic"
"#PERSON_CONDITION_MALNOURISHED_SHORT_DESC","Needs more diverse food"
"#PERSON_CONDITION_CRIMINAL_SHORT_DESC","Beyond mercy"
"#PERSON_CONDITION_NOTOOLS_SHORT_DESC","Needs tools"
"#PERSON_CONDITION_NOCLOTHES_SHORT_DESC","Needs clothes"
"#PERSON_CONDITION_DIRTY_SHORT_DESC","Needs hygiene"
"#PERSON_CONDITION_UNARMED_SHORT_DESC","Needs a weapon"
"#PERSON_VALUE_CONTAMINATION","Contamination"
"#PERSON_NEEDS_TITLE","Needs"
"#PERSON_EQUIPMENT_TITLE","Equipment"
"#INFO_PERSON_BUTTON_FOLLOW","Follow this person"
"#PERSON_CONDITION_MUTATED_SHORT_DESC","Needs a medic"
"#PERSON_CONDITION_RADIATION_POISONING_SHORT_DESC","Needs a medic"
"#PERSON_CONDITION_UNCLEAN_SHORT_DESC","Needs a bath"
"#COLONY_HAPPINESS_LEVEL_NO_COLONISTS_DESC","There is no one in the colony."
"#PERSON_NO_CONDITIONS","No conditions"
"#PERSON_NO_NEEDS","No needs"
"#PERSON_NEEDS_EFFECT","{0} happiness"
"#PERSON_TRAIT_NAME_COLONY_BORN","Colony Born"
"#PERSON_TRAIT_EFFECT_COLONY_BORN","<color=grey>No effect</color>"
"#PERSON_TRAIT_DESC_COLONY_BORN","Member of the colony since birth"
"#PERSON_CONDITION_HYGIENE_RED","Dirty"
"#PERSON_CONDITION_HYGIENE_RED_DESC","This colonist's personal hygiene is low, and might lead to infection with no place to wash."
"#PERSON_CONDITION_HYGIENE_RED_SHORT_DESC","Prone to infections"
"#PERSON_VALUE_HEALTH_DESC","Overall well-being of the colonist, affected by numerous factors like conditions and combat."
"#PERSON_VALUE_CONTAMINATION_DESC","Contamination gained from polluted food, certain catastrophes and the environment. The effect can be reduced at advanced hygiene buildings. High contamination levels will lead to radiation sickness. "
"#PERSON_VALUE_MALNUTRITION_DESC","Malnutrition. Nutrition balance between meat and vegetable food types. Serve both to prevent malnutrition."
"#PERSON_VALUE_HUNGER_DESC","Hunger. Different types of food prevent colonists from starving."
"#PERSON_VALUE_THIRST_DESC","Thirst. Keep your colonists hydrated or they'll get dehydrated, causing health loss."
"#PERSON_VALUE_TEMPERATURE_DESC","Temperature. Heat shelters and provide clothes to maintain body temperature in winter storms."
"#PERSON_VALUE_MALNUTRITION","Malnutrition"
"#PERSON_VALUE_HYGIENE","Hygiene"
"#PERSON_VALUE_HYGIENE_DESC","Personal hygiene. Colonists need an outhouse or sauna to wash themselves and keep clean."
"#NOTIFICATION_PERSON_DIED_COLDNESS_MANY","{0} Colonists froze to death"
"#PERSON_NEEDS_AND_CONDITIONS_TITLE","Conditions and needs"
"#PERSON_NAME_FEMALE_01","Isabella"
"#PERSON_NAME_FEMALE_02","Charlotte"
"#PERSON_NAME_FEMALE_03","Amelia"
"#PERSON_NAME_FEMALE_04","Evelyn"
"#PERSON_NAME_FEMALE_05","Abigail"
"#PERSON_NAME_FEMALE_06","Harper"
"#PERSON_NAME_FEMALE_07","Emily"
"#PERSON_NAME_FEMALE_08","Elizabeth"
"#PERSON_NAME_FEMALE_09","Avery"
"#PERSON_NAME_FEMALE_10","Sofia"
"#PERSON_NAME_FEMALE_11","Ella"
"#PERSON_NAME_FEMALE_12","Madison"
"#PERSON_NAME_FEMALE_13","Scarlett"
"#PERSON_NAME_FEMALE_14","Victoria"
"#PERSON_NAME_FEMALE_15","Aria"
"#PERSON_NAME_FEMALE_16","Grace"
"#PERSON_NAME_FEMALE_17","Chloe"
"#PERSON_NAME_FEMALE_18","Camila"
"#PERSON_NAME_FEMALE_19","Penelope"
"#PERSON_NAME_FEMALE_20","Riley"
"#PERSON_NAME_FEMALE_21","Layla"
"#PERSON_NAME_FEMALE_22","Lillian"
"#PERSON_NAME_FEMALE_23","Nora"
"#PERSON_NAME_FEMALE_24","Zoey"
"#PERSON_NAME_FEMALE_25","Mila"
"#PERSON_NAME_FEMALE_26","Aubrey"
"#PERSON_NAME_FEMALE_27","Hannah"
"#PERSON_NAME_FEMALE_28","Lily"
"#PERSON_NAME_FEMALE_29","Addison"
"#PERSON_NAME_FEMALE_30","Eleanor"
"#PERSON_NAME_FEMALE_31","Natalie"
"#PERSON_NAME_FEMALE_32","Luna"
"#PERSON_NAME_FEMALE_33","Savannah"
"#PERSON_NAME_FEMALE_34","Brooklyn"
"#PERSON_NAME_FEMALE_35","Stella"
"#PERSON_NAME_FEMALE_36","Hazel"
"#PERSON_NAME_FEMALE_37","Ellie"
"#PERSON_NAME_FEMALE_38","Paisley"
"#PERSON_NAME_FEMALE_39","Audrey"
"#PERSON_NAME_FEMALE_40","Violet"
"#PERSON_NAME_FEMALE_41","Donna"
"#PERSON_NAME_FEMALE_42","Deborah"
"#PERSON_NAME_FEMALE_43","Angela"
"#PERSON_NAME_FEMALE_44","Robin"
"#PERSON_NAME_FEMALE_45","Rosa"
"#PERSON_NAME_FEMALE_46","Kim"
"#PERSON_NAME_FEMALE_47","Sylvia"
"#PERSON_NAME_FEMALE_48","Josephine"
"#PERSON_NAME_FEMALE_49","April"
"#PERSON_NAME_FEMALE_50","Gail"
"#PERSON_NAME_FEMALE_51","Jill"
"#PERSON_NAME_FEMALE_52","Erin"
"#PERSON_NAME_FEMALE_53","Valerie"
"#PERSON_NAME_FEMALE_54","Bessie"
"#PERSON_NAME_FEMALE_55","Tamara"
"#PERSON_NAME_FEMALE_56","Erika"
"#PERSON_NAME_FEMALE_57","Belinda"
"#PERSON_NAME_FEMALE_58","Opal"
"#PERSON_NAME_FEMALE_59","Flora"
"#PERSON_NAME_FEMALE_60","Iliana"
"#PERSON_NAME_MALE_01","Lucas"
"#PERSON_NAME_MALE_02","Liam"
"#PERSON_NAME_MALE_03","Ethan"
"#PERSON_NAME_MALE_04","Oliver"
"#PERSON_NAME_MALE_05","Jacob"
"#PERSON_NAME_MALE_06","George"
"#PERSON_NAME_MALE_07","Harry"
"#PERSON_NAME_MALE_08","Jack"
"#PERSON_NAME_MALE_09","Noah"
"#PERSON_NAME_MALE_10","Charlie"
"#PERSON_NAME_MALE_11","Muhammad"
"#PERSON_NAME_MALE_12","Thomas"
"#PERSON_NAME_MALE_13","Oscar"
"#PERSON_NAME_MALE_14","William"
"#PERSON_NAME_MALE_15","James"
"#PERSON_NAME_MALE_16","Henry"
"#PERSON_NAME_MALE_17","Leo"
"#PERSON_NAME_MALE_18","Alfie"
"#PERSON_NAME_MALE_19","Joshua"
"#PERSON_NAME_MALE_20","Freddie"
"#PERSON_NAME_MALE_21","Archie"
"#PERSON_NAME_MALE_22","Isaac"
"#PERSON_NAME_MALE_23","Alexander"
"#PERSON_NAME_MALE_24","Joseph"
"#PERSON_NAME_MALE_25","Edward"
"#PERSON_NAME_MALE_26","Samuel"
"#PERSON_NAME_MALE_27","Max"
"#PERSON_NAME_MALE_28","Daniel"
"#PERSON_NAME_MALE_29","Arthur"
"#PERSON_NAME_MALE_30","Logan"
"#PERSON_NAME_MALE_31","Theo"
"#PERSON_NAME_MALE_32","Harrison"
"#PERSON_NAME_MALE_33","Benjamin"
"#PERSON_NAME_MALE_34","Mason"
"#PERSON_NAME_MALE_35","Sebastian"
"#PERSON_NAME_MALE_36","Finley"
"#PERSON_NAME_MALE_37","Adam"
"#PERSON_NAME_MALE_38","Dylan"
"#PERSON_NAME_MALE_39","Zachary"
"#PERSON_NAME_MALE_40","Riley"
"#PERSON_NAME_MALE_41","Antonio"
"#PERSON_NAME_MALE_42","Manuel"
"#PERSON_NAME_MALE_43","Lee"
"#PERSON_NAME_MALE_44","Riley"
"#PERSON_NAME_MALE_45","Bradley"
"#PERSON_NAME_MALE_46","Kyle"
"#PERSON_NAME_MALE_47","Francis"
"#PERSON_NAME_MALE_48","Ray"
"#PERSON_NAME_MALE_49","Joel"
"#PERSON_NAME_MALE_50","Don"
"#PERSON_NAME_MALE_51","Marcus"
"#PERSON_NAME_MALE_52","Alex"
"#PERSON_NAME_MALE_53","Tim"
"#PERSON_NAME_MALE_54","Dustin"
"#PERSON_NAME_MALE_55","Marc"
"#PERSON_NAME_MALE_56","Duane"
"#PERSON_NAME_MALE_57","Mitchell"
"#PERSON_NAME_MALE_58","Rafael"
"#PERSON_NAME_MALE_59","Max"
"#PERSON_NAME_MALE_60","Dwayne"
"#PERSON_EVENT_NEED_ALARM_HAPPINESS_PENALTY_NAME","Alarm state"
"#PERSON_EVENT_NEED_ALARM_HAPPINESS_PENALTY_DESC","Unhappy due to colony alarm"
"#PERSON_EVENT_NEED_GENERIC_NEGATIVE_CATASTROPHE_NAME","Fear of death"
"#PERSON_EVENT_NEED_GENERIC_NEGATIVE_CATASTROPHE_DESC","Every moment can be the last. Someone could think that you get used to constant catastrophes... You don't."
"#PROFESSION_UNASSIGNED","Carrier"
"#PROFESSION_ASSIGNED","Assigned"
"#PROFESSION_WORKER","Worker"
"#PROFESSION_UNASSIGNED_PLURAL","Workers"
"#PROFESSION_ASSIGNED_PLURAL","Assigned"
"#PROFESSION_WORKER_PLURAL","Workers"
"#PERSON_EVENT_NEED_COMFORT_NAME","Entertained"
"#PERSON_EVENT_NEED_DISCOMFORT_NAME","Anxious"
"#PERSON_EVENT_NEED_MINOR_DISCOMFORT_NAME","Restless"
"#EVENT_NEED_COMFORT","Entertained"
"#EVENT_NEED_DISCOMFORT","Anxious"
"#EVENT_NEED_MINOR_DISCOMFORT","Restless"
"#PERSON_EVENT_NEED_COMFORT_DESC","Colonist feels connected to the colony due to the size of the population and amount of entertainment being in balance.\n\nHas recently enjoyed entertainment."
"#PERSON_EVENT_NEED_DISCOMFORT_DESC","Colonist is severely anxious due to a huge colony.\n\nNeeds significantly more entertainment buildings in the colony."
"#PERSON_EVENT_NEED_MINOR_DISCOMFORT_DESC","Colonist is restless due to a large colony.\n\nNeeds more entertainment buildings in the colony."
"#PERSON_HAPPINESS_LEVEL_0_DESC","Desperate colonists have lost their will to live. They might take drastic measures unless they get some happiness back in their lives.\n\nTake care of colonist's conditions and needs to raise happiness."
"#PERSON_HAPPINESS_LEVEL_1_DESC","Displeased with their situation and and unwilling to work at a normal pace.\n\nTake care of colonist's conditions and needs to raise happiness."
"#PERSON_HAPPINESS_LEVEL_2_DESC","Neither sad nor happy, hoping for the best and fearing the worst."
"#PERSON_HAPPINESS_LEVEL_3_DESC","Optimistic about the future and in a good mood, putting in extra effort."
"#PERSON_HAPPINESS_LEVEL_4_DESC","Overjoyed and beaming with energy, it's as good as it gets right now."
"#COLONY_HAPPINESS_LEVEL_0_DESC","Welfare and comfort affect colony happiness. Colonists are wracked with grief and despair. Increase happiness quickly."
"#COLONY_HAPPINESS_LEVEL_1_DESC","Welfare and comfort affect colony happiness. People are displeased with their situation. Low reproduction rate."
"#COLONY_HAPPINESS_LEVEL_2_DESC","Welfare and comfort affect colony happiness. Colonists are neither sad nor happy, hoping for the best and fearing the worst."
"#COLONY_HAPPINESS_LEVEL_3_DESC","Welfare and comfort affect colony happiness. People are optimistic and in a good mood. Good reproduction rate."
"#COLONY_HAPPINESS_LEVEL_4_DESC","Welfare and comfort affect colony happiness. Colonists are overjoyed and beaming with energy. Outstanding reproduction rate."
"#COLONY_HAPPINESS_LEVEL_0","Desperate"
"#COLONY_HAPPINESS_LEVEL_1","Unhappy"
"#COLONY_HAPPINESS_LEVEL_2","Content"
"#COLONY_HAPPINESS_LEVEL_3","Happy"
"#COLONY_HAPPINESS_LEVEL_4","Ecstatic"
"#PERSON_STATE_ENTERTAINED","Reducing stress"
"#PERSON_STATE_ENTERING","Passing through"
"#PERSON_EVENT_NEED_GROUND_RESTED_NAME","Slept on the ground"
"#PERSON_EVENT_NEED_GROUND_RESTED_DESC","Had to sleep outdoors due to the lack of shelters."
"#PERSON_EVENT_NEED_POOR_RESTED_NAME","Poor shelter"
"#PERSON_EVENT_NEED_POOR_RESTED_DESC","Slept uncomfortably in a poor shelter."
"#PERSON_EVENT_NEED_POORLY_RESTED_NAME","Terrible shelter"
"#PERSON_EVENT_NEED_POORLY_RESTED_DESC","Slept terribly in a crude shelter."
"#PERSON_EVENT_NEED_RESTED_NAME","Okay shelter"
"#PERSON_EVENT_NEED_RESTED_DESC","Slept inside an okay shelter."
"#PERSON_EVENT_NEED_NORMAL_RESTED_NAME","Good shelter"
"#PERSON_EVENT_NEED_NORMAL_RESTED_DESC","Slept well enough in a moderate shelter."
"#PERSON_EVENT_NEED_WELL_RESTED_NAME","Comforable shelter"
"#PERSON_EVENT_NEED_WELL_RESTED_DESC","Slept well in a nice home."
"#PERSON_EVENT_NEED_HOUSING_DEATH_NAME","Recent death"
"#PERSON_EVENT_NEED_HOUSING_DEATH_DESC","Death in the household."
"#PERSON_EVENT_NEED_BIRTH_NAME","Child was born"
"#PERSON_EVENT_NEED_BIRTH_DESC","Household member gave birth."
"#PERSON_EVENT_NEED_WELL_FED_NAME","Well-fed"
"#PERSON_EVENT_NEED_WELL_FED_NAME_DESC","Ate an awesome dish."
"#COLONIST_COMMENT_DISCOURAGED_01","I could use some entertainment right now."
"#COLONIST_COMMENT_DISCOURAGED_02","Barely anything to do here... Except work."
"#COLONIST_COMMENT_DISCOURAGED_03","All these strangers make me uneasy."
"#COLONIST_COMMENT_DISCOURAGED_04","There are too many people here!"
"#COLONIST_COMMENT_ENTERTAINED_01","I could get used to this whole relaxation thing."
"#COLONIST_COMMENT_ENTERTAINED_02","Now this is entertainment!"
"#COLONIST_COMMENT_ENTERTAINED_03","I had almost forgotten what fun feels like."
"#COLONIST_COMMENT_ENTERTAINED_04","Did I just make a new friend?"
"#COLONIST_COMMENT_HAPPY_01","Has life ever been this good?"
"#COLONIST_COMMENT_HAPPY_02","I feel proud to call this place my home."
"#COLONIST_COMMENT_HAPPY_03","Rise and shine! Let's get to work."
"#COLONIST_COMMENT_HAPPY_04","Our future sure looks bright."
"#COLONIST_COMMENT_UNHAPPY_01","I can't do this for much longer..."
"#COLONIST_COMMENT_UNHAPPY_02","I just feel so tired, all the time."
"#COLONIST_COMMENT_UNHAPPY_03","Why even get out of bed?"
"#COLONIST_COMMENT_UNHAPPY_04","There must be something better out there..."
"#COLONIST_COMMENT_STAY_01","I'm glad we were taken seriously."
"#COLONIST_COMMENT_STAY_02","Next time won't be this easy."
"#COLONIST_COMMENT_STAY_03","I guess I could try, one more time."
"#COLONIST_COMMENT_STAY_4","I might have overreacted a little..."
"#PERSON_EVENT_NEED_COMFORT_SHORT_DESC","Relaxed"
"#PERSON_EVENT_NEED_DISCOMFORT_SHORT_DESC","Needs entertainment"
"#PERSON_EVENT_NEED_MINOR_DISCOMFORT_SHORT_DESC","Needs entertainment"
"#PERSON_EVENT_NEED_GROUND_RESTED_SHORT_DESC","No shelter"
"#PERSON_EVENT_NEED_WELL_RESTED_SHORT_DESC","Well-rested"
"#PERSON_EVENT_NEED_POORLY_RESTED_SHORT_DESC","Slept terribly"
"#PERSON_EVENT_NEED_POOR_RESTED_SHORT_DESC","Slept badly"
"#PERSON_EVENT_NEED_NORMAL_RESTED_SHORT_DESC","Slept well"
"#PERSON_EVENT_NEED_RESTED_SHORT_DESC","Slept okay"
"#PERSON_EVENT_NEED_DECLINE_SHORT_DESC","Recent event"
"#PERSON_EVENT_NEED_AGREE_SHORT_DESC","Recent event"
"#PERSON_EVENT_NEED_CORPSE_DECAYED_SHORT_DESC","Mourning"
"#PERSON_EVENT_NEED_LUCK_SHORT_DESC","Recent event"
"#PERSON_EVENT_NEED_BIRTH_SHORT_DESC","Hopeful"
"#PERSON_EVENT_NEED_HOUSING_DEATH_SHORT_DESC","Mourning"
"#PERSON_EVENT_NEED_INDECISION_SHORT_DESC","Recent event"
"#PERSON_EVENT_NEED_FEAST_SHORT_DESC","Recent event"
"#PERSON_VALUE_ACTION_POINTS","Action points"
"#PERSON_EVENT_NEED_ALARM_HAPPINESS_PENALTY_SHORT_DESC","Frightened"
"#PERSON_EVENT_NEED_HOSTILITIES_SHORT_DESC","Recent event"
"#PERSON_EVENT_NEED_HUNT_SHORT_DESC","Recent event"
"#PERSON_EVENT_NEED_TRIP_SUCCESS_SHORT_DESC","Recent event"
"#PERSON_EVENT_NEED_BANDITS1_SHORT_DESC","Recent event"
"#PERSON_EVENT_NEED_BANDITS2_SHORT_DESC","Recent event"
"#PERSON_EVENT_NEED_BANDITS3_SHORT_DESC","Recent event"
"#PERSON_EVENT_NEED_DISAGREE_SHORT_DESC","Recent event"
"#PERSON_EVENT_NEED_BURIAL_SITE_DESTRUCTION_SHORT_DESC","Angry"
"#PERSON_EVENT_NEED_AGREE_NAME","Agreement"
"#PERSON_EVENT_NEED_AGREE_DESC","People agreed with your recent decision."
"#PERSON_EVENT_NEED_TRIP_SUCCESS_NAME","Ventured outside the gate"
"#PERSON_EVENT_NEED_TRIP_SUCCESS_DESC","Recent trip outside was a success."
"#PERSON_EVENT_NEED_HUNT_NAME","Successful hunt"
"#PERSON_EVENT_NEED_HUNT_DESC","Hunters returned with food."
"#PERSON_EVENT_NEED_BANDITS1_NAME","Minor bandit event"
"#PERSON_EVENT_NEED_BANDITS1_DESC","Some issues caused by bandits."
"#PERSON_EVENT_NEED_BANDITS2_NAME","Bandit event"
"#PERSON_EVENT_NEED_BANDITS2_DESC","Serious confrontation with bandits."
"#PERSON_EVENT_NEED_BANDITS3_NAME","Major bandit event"
"#PERSON_EVENT_NEED_BANDITS3_DESC","Life-threatening situation with bandits."
"#PERSON_EVENT_NEED_INDECISION_NAME","Indecision"
"#PERSON_EVENT_NEED_INDECISION_DESC","You failed to make a stand."
"#PERSON_EVENT_NEED_DISAGREE_NAME","Disagreement"
"#PERSON_EVENT_NEED_DISAGREE_DESC","Some did not agree with your decision."
"#PERSON_EVENT_NEED_DECLINE_NAME","Declined request"
"#PERSON_EVENT_NEED_DECLINE_DESC","You denied a request from your colonists."
"#PERSON_EVENT_NEED_FEAST_NAME","Feast"
"#PERSON_EVENT_NEED_FEAST_DESC","An evening of food and drink made people happy."
"#PERSON_EVENT_NEED_HOSTILITIES_NAME","Hostilities"
"#PERSON_EVENT_NEED_HOSTILITIES_DESC","Recent hostilities made people feel vulnerable."
"#PERSON_EVENT_NEED_LUCK_NAME","Luck"
"#PERSON_EVENT_NEED_LUCK_DESC","A recent spot of luck improved morale."
"#PERSON_EVENT_NEED_HOME_DESTROYED_SHORT_DESC","Devastated"
"#PERSON_EVENT_NEED_WELL_NOURISHED_SHORT_DESC","Healthy"
"#PERSON_EVENT_NEED_WELL_FED_SHORT_DESC","Full"
"#PERSON_CONDITION_POORLY_NOURISHED_SHORT_DESC","Needs more diverse food"
"#PERSON_CONDITION_COLD_SHORT_DESC","Needs warmth"
"#PERSON_CONDITION_HYPOTHERMIC_SHORT_DESC","Needs warmth"
"#PERSON_WORK_CAPABILITY_NORMAL","Normal"
"#PERSON_WORK_CAPABILITY_SICK","Sick"
"#PERSON_WORK_CAPABILITY_LEAVING","Protesting"
"#TOOLTIP_PERSON_STATUS","Colonist status indicates if they are able to perform as expected. Colonists without status effects work regularly, given that they have tasks.\n\nSome conditions and intense unhappiness can cause the colonist to decline work."
"#PERSON_WORK_CAPABILITY_NORMAL_DESC","Normal. Colonist is able to do work in their assigned role."
"#PERSON_WORK_CAPABILITY_SICK_DESC","Sick. Colonist is severely injured or too overworked to help the colony. They need some time to rest and possibly visit a medical facility."
"#PERSON_WORK_CAPABILITY_LEAVING_DESC","Protesting. Colonist refuses work and is threatening to leave the colony. If their level of happiness improves, they might decide to stay."
"#DEATH_LEFT_COLONY","N/A"
"#PERSON_EVENT_NEED_GENERIC_NEGATIVE_CATASTROPHE_SHORT_DESC","No effect"
"#PERSON_EVENT_NEED_ENTERTAINMENT_NAME","Relaxing"
"#PERSON_EVENT_NEED_ENTERTAINMENT_DESC","Currently reducing stress in an entertainment building."
"#PERSON_EVENT_NEED_ENTERTAINMENT_SHORT_DESC","No effect"
"#PERSON_BACKGROUND_DESC_WANDERER","Sins of the past created this ragged wanderer of the wasteland. After thousands of miles filled with hardships and solitude the body is scarred but the mind is at peace."
"#NOTIFICATION_PERSON_MUTATED","Colonist {0} is mutated"
"#SPECIALIST_DESCRIPTION_SPECIALIST1","Born and raised a natural fast-talker, she is the type of person who wraps you around her finger without noticing. She picked up the family trading business with ease and was doing just fine for herself before the catastrophe."
"#SPECIALIST_DESCRIPTION_SPECIALIST2","There's no gas-powered doodad he hasn't bought or sold. The hoarding habits have served him well in bartering and his rumored stash is now supposed to contain a mint-conditioned chopper. The ol' codger's eyesight isn't what it used to be, though, so taking it for a spin might prove dangerous."
"#SPECIALIST_DESCRIPTION_SPECIALIST3","She would probably be just as much at ease on a boat as on land. Her marksmanship aboard speeding vehicles is as legendary as her post-battle drinking. It's still unclear which cost her an eye, but that hasn't hindered her scoping abilities one bit."
"#SPECIALIST_DESCRIPTION_SPECIALIST4","Born into a military family, his career was already set for him at a young age. In the service he not only met but surpassed his peers' nigh-impossible expectations, and is still rather smug about it all. He prefers frontline combat, so don't ask him to go ""just scouting""."
"#SPECIALIST_DESCRIPTION_SPECIALIST5","Not the one for small-talk, or any kind of talk really, this man prefers solitude. Born into absolute poverty, he quickly learned both how to scavenge valuables from trash piles and defend his findings from less adept rivals. He isn't rude per se, but rather prefers the concept of a wide personal space."
"#SPECIALIST_DESCRIPTION_SPECIALIST6","As the runt of the litter with little care or love, he spent his formative years in a juvenile gang. He learned to fend for himself, steal what was needed and not worry about tomorrow. That keen survival instinct is going to come in handy, if he finds a worthy cause or leader to follow."
"#SPECIALIST_DESCRIPTION_SPECIALIST7","The sole survivor of three sisters, she was thrown into a lonely world as the apocalypse came and swept over their town. She prefers being constantly on the move exploring, but never forgets to hold a moment of silence for her two sisters in the evening."
"#SPECIALIST_DESCRIPTION_SPECIALIST8","He’s always been the odd one out, going a bit too deep on conspiracy theories for it to be endearing or funny. His ramblings of the Old Ones, spy drones or subversive cat memes make little sense to anyone else, but the combination of alertness and paranoia make him an excellent explorer."
"#SPECIALIST_DESCRIPTION_SPECIALIST12","She sees endless opportunity amidst the crumbling cities; countless treasures waiting to be given a new home. For her adventure is wrapping copper wire into a ball or cracking open an old tv. You may think she's just trading old junk, but for her there is a memory in each of them."
"#SPECIALIST_DESCRIPTION_SPECIALIST13","With no venues around anymore, he decided to simply take the stage with him. When doing business, he keeps humming and singing with a rocking melody. As such entertainment is rare, it keeps bringing people back as if mesmerized by him."
"#SPECIALIST_DESCRIPTION_SPECIALIST14","Poverty, war, sickness, loss, she witnessed and fought through it all. Decades of hardships have made her into a tough and fearless woman. She sees death as nothing more than an old friend, one who knows better than to try and lay a hand on her."
"#SPECIALIST_DESCRIPTION_SPECIALIST15","Having spent his entire life amidst a large family, he simply can't bear to live alone. He will cling onto people, willing to shed his blood and risk his life for them. When standing between his family and their enemy, he is an absolutely terrifying sight."
"#SPECIALIST_DESCRIPTION_SPECIALIST16","While most scavengers look for fortune in urban areas, she feels more at home in the forests. She finds peace in them, and can disappear amongst the green without a trace. She’s also skilled in reading the landscape, able to find things that most would consider already lost."
"#SPECIALIST_DESCRIPTION_SPECIALIST17","She knows all too well just how cruel the world can be. Countless scars and broken bones have made her more wary than most, and she hardly ever takes off her armor. Thanks to her anticipatory nature, there’s hardly any ruin too dangerous for her to scavenge."
"#SPECIALIST_DESCRIPTION_SPECIALIST18","She has lived a hard life in the wasteland, dreaming of a family. A few years ago, she adopted an orphan girl she found wandering alone. This has not hindered her in the slightest, though. If anything, she’s even more confident in risking her life to provide a better world for her daughter."
"#SPECIALIST_DESCRIPTION_SPECIALIST19","The apocalypse cut his dream of a lifelong career in the military short. Unlike most, he still believes in rebuilding society as it was and serving a country which might not exist anymore. While his military experience makes him an excellent specialist, some are worried he’s still living in denial."
"#SPECIALIST_DESCRIPTION_SPECIALIST21","He feels guilty about being away from his wife for such long periods of time. Still, the joy of reuniting with her almost makes up for the sorrow of having to leave again. It would be easier if their children were still with him, but in the end, it’s better that they’re somewhere safe."
"#SPECIALIST_DESCRIPTION_SPECIALIST24","As soon as the first major impacts happened, he knew his old life was gone. Terms like “stocks,” “quarterly earnings” and “performance review” had become meaningless, and people like him were the first to be plundered. Yet, his knowledge of business has helped him more than once on his quest for survival."
"#SPECIALIST_DESCRIPTION_SPECIALIST25","He is a perfectionist, often to the point of frustration. He calls it wisdom brought by age, while some counter he’s just become paranoid in his later years. It does come handy though; if he says to have emptied a place, you can be sure it's been cleaned out on every nook and cranny."
"#SPECIALIST_DESCRIPTION_SPECIALIST26","Before the apocalypse, he was on track to become a professional runner. Now he can’t help but to feel bitter, like he and the rest of humanity had been robbed of their future. It’s only when running, with his heart drumming against his chest, that he feels some relief."
"#SPECIALIST_DESCRIPTION_SPECIALIST28","He seems to always be functioning just below his breaking point. Such recklessness would be a death wish, if his mind wasn’t just as overcharged as his body. So far fighting has been the only way for him to let off steam and avoid becoming a jittery mess."
"#SPECIALIST_DESCRIPTION_SPECIALIST29","In her tumultuous childhood, she found stability in the art of fighting. She gained not just confidence from being able to defend herself, but the knowledge of when to use that power and when to walk away. Most importantly, people finally began to show her a measure of respect."
"#SPECIALIST_DESCRIPTION_SPECIALIST30","He never managed to settle into the new world order. He keeps on travelling around, picking up jobs wherever he can yet never truly settling in. Having seen so much, he is able to pick the quickest routes and most valuable targets almost instinctively."
"#SPECIALIST_DESCRIPTION_SPECIALIST32","Even after years of academia, he managed to put his economic knowledge back into practice. More surprisingly, he hasn't been saddened by seeing his entire field of study go up in flames. Instead he feels excited by the opportunity to start fresh, unburdened by the old systems."
"#SPECIALIST_DESCRIPTION_SPECIALIST33","Freed from the prejudices of the old world, he now enjoys the kind of respect which he always dreamed of. In this world, merit carries infinitely more weight than any other factor. He's acutely aware of his self-worth as trader and negotiator, and isn’t willing to budge on any type of deal."
"#SPECIALIST_DESCRIPTION_SPECIALIST35","Always the largest guy in the room, he has drawn unwanted attention his entire life. Even after finding out how big an advantage his size could be he still felt uncomfortable with it. He doesn’t fight because he wants to, but because he has to."
"#SPECIALIST_DESCRIPTION_SPECIALIST36","She mourns the culture that was lost during the apocalypse. She will hoard everything from books to paintings, trying to protect at least some of that legacy. Her knowledge of the arts, especially architecture, is useful in identifying collapsed buildings and what they might contain."
"#SPECIALIST_DESCRIPTION_SPECIALIST39","She found her small and nimble frame advantageous in scavenging hazardous buildings. On the other hand, people will try to take advantage of her size by walking over her. But thanks to her keen eyes, those efforts will quickly be responded with a fiery rebuttal."
"#SPECIALIST_DESCRIPTION_SPECIALIST40","Even the other specialists hold him in high regard. He can survive on only a few hours of sleep every night and never needs to slow his pace during the day. What’s even more bewildering is that he seems to relish these endless and dangerous hikes through the merciless wasteland terrain."
"#SPECIALIST_DESCRIPTION_SPECIALIST41","She believes that words can heal just as well as stitches and medicine. ""A burdened mind is like a noose around your neck,"" she would tell you. She herself won’t leave a single thing unsaid, however hurtful they may be, and encourages others to act the same way towards her."
"#SPECIALIST_DESCRIPTION_SPECIALIST43","Having lived alone for decades, he doesn't work well with other people. Thanks to his previous self-sufficiency, he's used to taking apart almost anything, provided that he can work in peace. This boneheadedness has given him a fair share of injuries and scars, which he carries with pride."
"#SPECIALIST_DESCRIPTION_SPECIALIST44","Nobody knows her real name or why she hides her face. The easy answer would be that it's all simply for the thrill of acting as a masked vigilante. If so, it's not like anyone could blame her for enjoying beating up bandits and other villainous scum."
"#SPECIALIST_DESCRIPTION_SPECIALIST46","She believes that there was something divine behind the event, a reason why humanity had to be struck down and made humble again. This belief of some greater presence gives her courage when she's traveling through the wilderness with nothing but darkness around her."
"#SPECIALIST_DESCRIPTION_SPECIALIST47","Her senses were honed by pure necessity. As she guided her family through the newly formed wastelands, her motherly instincts drew her to look out for every possible threat and safe haven. Even now she will gladly wander out there knowing her family is kept safe."
"#SPECIALIST_DESCRIPTION_SPECIALIST48","He was already tough to the bone before the apocalypse - nobody climbs to the top of a gang by being soft. You can see that from the way he fights; without mercy or hesitation. But a long, nasty scar across his back explains why he decided to leave the gang life behind."
"#SPECIALIST_DESCRIPTION_SPECIALIST49","He was already a wanderer long before everyone else. He's used to getting by with whatever he could find, whether it meant building shelter, gathering tools or collecting valuables. This makes him an excellent scavenger, though working with others still makes him feel a bit uncomfortable."
"#SPECIALIST_DESCRIPTION_SPECIALIST50","She used to travel around the world finding, buying and trading valuable old-world artifacts for colonies. Nowadays, she deals with different kinds of treasures altogether. The same principles apply though, and a few exciting (if fabricated) stories from days past can do wonders to seal a deal."
"#SPECIALIST_DESCRIPTION_SPECIALIST51","He has always had a natural calmness and an ability to trust things will eventually work out. He's able to keep his head clear even during the most stressful situations. If the scenery looks unfamiliar and he's not quite sure where to head towards, he knows there's no need to panic."
"#SPECIALIST_DESCRIPTION_SPECIALIST52","He has a brilliantly analytical and practical mind, which he never ended up finding a proper avenue for. After being driven to scavenging out of pure necessity, he found his brain to be quite useful in it. Being able to scan through junk effectively can make all the difference."
"#SPECIALIST_DESCRIPTION_SPECIALIST57","She dreamed of being a singer, touring post-apocalyptic bars and venues for years, but never got her big break. Afterwards, her intelligence and compassion drove her to seek medical training. But she never stopped singing, not even while performing surgery or exploring the land."
"#SPECIALIST_DESCRIPTION_SPECIALIST60","He grew up reading about the days the world was still uncharted with new lands waiting beyond the horizon. That attitude stuck, and even today he'll get excited just by finding something he hasn't seen before and he has a knack for spotting something truly unique."
"#SPECIALIST_DESCRIPTION_SPECIALIST61","You won't get many opportunities for smalltalk with her. Her straight-to-the-point attitude might scare away some, but it makes doing business a lot simpler. Whatever you offer, you won't have to worry about hurting her feelings, just remember that she doesn't care much about yours either."
"#SPECIALIST_DESCRIPTION_SPECIALIST62","He prefers calling himself a “trade specialist” to a mere specialist. This higher-than-thou attitude is something he upholds in every aspect of his life. Despite his snobby attitude, he's still a competent specialist, just more insistent than most on getting the best possible deal."
"#SPECIALIST_DESCRIPTION_SPECIALIST63","She not only has the brawn, but the brain for combat as well. As a former special forces squad leader she knows terrifyingly well what it takes to neutralize her targets. That said, her true strength lies in how she manages to inspire others to fight alongside her."
"#SPECIALIST_DESCRIPTION_SPECIALIST64","She was a local brawling champion who defended her title nine times. She still carries that champion attitude with her but has learned the fight is a whole lot different outside the ring. For one, she finally gets to fight dirty."
"#SPECIALIST_DESCRIPTION_SPECIALIST65","Though she doesn't talk much, her results speak for themselves. She will leave without a word and return with a bag full of scraps, only to depart again soon afterwards. Someone once asked if she'd like to stay a while longer, she shook her head and said: ""This isn't my home. It's out there."""
"#SPECIALIST_DESCRIPTION_SPECIALIST66","She has been put down all her life by people around her; parents, fellow children, partners... but never by herself. She won't accept anything less than her personal best, no matter what kind of rubble and dirt she has to scavenge through. Giving up is not an option."
"#SPECIALIST_DESCRIPTION_SPECIALIST67","With her fondness of seafaring, she feels most at ease when traversing on water. While the others see rivers and lakes as obstructions, for her—they are an advantage. Unfortunately, in these great wastelands, there is very little use for those seafaring skills."
"#SPECIALIST_DESCRIPTION_SPECIALIST68","He is a trailblazer who knows how to get around in thick forests and uncharted trails. Surviving through long scouting missions is not a problem, as he'll gladly hunt for food when needed. He sticks around other people if he has to, but you won't be able to hold his interest for long."
"#SPECIALIST_DESCRIPTION_SKYLINER","This Finn always wants to go higher, to reach the absolute pinnacle of whatever she's climbing. She seems to spend more time in the treetops and collapsed skyscraper penthouses than on actual firm ground. Several old cuts and bruises tell tales of less-than-successful descents from her vantage points."
"#SPECIALIST_DESCRIPTION_PLATYPUS","A great Nordic adventurer who claims to have been the Empress of Sweden before the apocalypse. She is an enthusiastic city designer who would not mind taking her troops into great wars. She also claims to have been part of a wizarding cult and to have helped aliens dominate the galaxy. A very talented person indeed."
"#SPECIALIST_DESCRIPTION_SPECIALIST72","This largely silent warrior has an aura of nobility about her. Two incredibly sharp swords hang from her belt and numerous old scars bare witness to battles won and lost. But never, ever try to touch her prized possessions, lest you want to add your thumb to the trail of cleanly severed fingers."
"#SPECIALIST_DESCRIPTION_SPECIALIST73","Wide as a truck and about as heavy, he is still a big lad despite his advancing age. Challenging this old and bearded brawler seems outright suicidal, but it hasn't stopped many from trying. Fighting has gained him respect and cost him an eye, but his opponents have lost a fair bit more."
"#SPECIALIST_DESCRIPTION_SPECIALIST74","He is what you'd call a character. This jolly old robber doesn't hide his criminal past, and he rather takes pleasure recounting old tales of botched bank robberies and high-stakes getaways to anyone willing to listen. He may have mended his ways since but still sleeps with one eye open with a nasty-looking shiv under the pillow."
"#SPECIALIST_DESCRIPTION_SPECIALIST75","Need an old digital alarm clock or a wooden train whistle? Or maybe a couple of neon-green sneakers and a bag of powdered milk? She has it all. There's no storage this perpetually merry specialist can't fill up with random junk. This makes her an invaluable scavenger and a horrible roommate."
"#SPECIALIST_DESCRIPTION_SPECIALIST76","It's hard to tell where he stops and shrubbery begins. His loose dreadlocks and bushy beard are a tangled mess of hair, twigs and leaves. You're pretty sure you saw a squirrel's nest in there too. Traversing the wasteland quickly and efficiently is a non-issue for him, and it’s definitely preferable to paved roads."
"#SPECIALIST_DESCRIPTION_SPECIALIST77","She's always been keen on classic, minimalistic styles combined with shiny things. This seems to go completely opposite to her almost child-like and ever curious demeanor. She's always pushing forward like a puppy, desperately wanting to see what's behind the next corner or hilltop."
"#SPECIALIST_DESCRIPTION_SPECIALIST79","Always efficient and to the point, he has gained much praise for strong leadership skills and impartial rule. Ready to survive whatever it takes, he's never one to shy away from what has to be done."
"#SPECIALIST_DESCRIPTION_SPECIALIST80","You wouldn't expect such a good eye and delicate touch to crisis management from a gruff-looking person like her. At times she's silent and even grumpy, preferring to be left alone. But when push comes to shove, she turns into an entirely different person, solving issues like no other."
"#SPECIALIST_DESCRIPTION_SPECIALIST81","Having spent half his life with wildly successful raiding parties, he has generated quite the fortune. He is happy to spread the wealth around, which has earned him an almost religious following. He is a bit superstitious, though, so don't ask him about the number three."
"#SPECIALIST_DESCRIPTION_SPECIALIST9","Post-apocalyptic wastelands have been hard on her, driving this once optimistic beacon of joy to her breaking point. Her experience in saving people is invaluable, though. In saving lives, she sometimes finds a spark of her old self under the surface."
"#SPECIALIST_DESCRIPTION_SPECIALIST10","Everybody loves him. Seemingly impervious to the catastrophes around him, he is able to retain his calm demeanor and a smile on his face. But where he got his medical training, nobody knows, and he sidesteps the topic every time when asked."
"#SPECIALIST_DESCRIPTION_SPECIALIST11","He is a polarizing figure. While impossible to work with by those he deems “less worthy,” he no doubt possesses a brilliant mind that gets him into trouble since he’s always right about everything."
"#SPECIALIST_DESCRIPTION_SPECIALIST20","A long time ago, she graduated to a new life with a long shift in the ruins of her old home, saving people from the rubble. The only spark in her life was her partner who perished during the great wars of succession."
"#SPECIALIST_DESCRIPTION_SPECIALIST22","Few people are as hardy as her. Nothing seems to faze her—not hunger, illness or even catastrophes. This helps her to thrive even during the most frustratingly complex tasks and the crude instruments at hand."
"#SPECIALIST_DESCRIPTION_SPECIALIST23","He likes to find solutions through experimentation. They are not always the most elegant nor the safest available, but it is the results that matter."
"#SPECIALIST_DESCRIPTION_SPECIALIST27","He spent most of his life as an overqualified village doctor, tending to common illnesses and injuries. When the apocalypse came, he couldn’t turn away from the suffering, and ended up leaving for a larger city nearby. But after that there was another place needing his help, and another, and another..."
"#SPECIALIST_DESCRIPTION_SPECIALIST31","He is a curious mix between a passionate, forward-thinking scientist and an absolute goofball. In his mind though, these are both means to bring joy and happiness back into the world. "
"#SPECIALIST_DESCRIPTION_SPECIALIST34","He suffered a high dose of radiation not long after the first nuclear fallout hit his home town. He survived, but the event left a permanent mark both physically and mentally. Now, it’s his life's mission to protect others from going through the same."
"#SPECIALIST_DESCRIPTION_SPECIALIST37","The reality of a post-apocalyptic world and all its gruesome hardships hit her hard. She knew that surviving is not only about physical strength but more importantly—mental fortitude. This helped her rise up to the challenge, even if things do get far messier than what she’s used to."
"#SPECIALIST_DESCRIPTION_SPECIALIST38","An esteemed geneticist, she has found great solace in her field. After all, people are still here, and though their civilisation had crumbled, they still carried their essence with them. Perhaps things haven't changed as much as everyone thought."
"#SPECIALIST_DESCRIPTION_SPECIALIST42","He pushes himself much harder than many, staying awake for hours when others have gone to sleep. He’s aware there are not many left who can do the work he's doing, and even fewer still able to practice their profession. During the early morning hours, the urge to give up is great, but if he won’t finish the work—who will?"
"#SPECIALIST_DESCRIPTION_SPECIALIST45","She has always been comfortable with death. She finds peace in its inevitability and tranquility, which surprisingly has made her a better at her profession than most. It's easier to focus on the living when you don't feel the need to still hang onto the dead."
"#SPECIALIST_DESCRIPTION_SPECIALIST53","One might think he hasn't even realized the apocalypse happened. This mild-mannered man doesn't seem to have much interest in anything outside the work he diligently pursues. Give him a room and half-way decent tools, and he'll be happy."
"#SPECIALIST_DESCRIPTION_SPECIALIST54","He left the warzones behind but couldn't escape them in his mind. Emergency surgeries in a tent turned into running a clinic for the poor and homeless. In the aftermath, he quickly learned how to treat others in less-than-ideal conditions with improvised tools and supplies."
"#SPECIALIST_DESCRIPTION_SPECIALIST55","She has always been fascinated with butterflies and their complete transformation from one form to another. Perhaps humanity could achieve something similar as well?"
"#SPECIALIST_DESCRIPTION_SPECIALIST56","There's still a softness to him which few others have held onto. The desire to help, comfort and heal is always with him in whatever he does. Even patients who curse and fight back get the warmest soothing smile from him."
"#SPECIALIST_DESCRIPTION_SPECIALIST58","His world collapsed in size along with the society around him. He used to reach toward the stars, inching himself just a little bit closer. Now, his days are filled with just trying to find ways to survive in a world barely stretching outside the borders of the colony."
"#SPECIALIST_DESCRIPTION_SPECIALIST59","With numerous extreme conditions threatening plants and crops in the world, her studies on plantlife will hopefully some day prove valuable for humanity's survival. She gets nervous around other people and compensates by joking a lot, even inappropriately with her dark humor."
"#SPECIALIST_DESCRIPTION_MARTIAN","Infatuated with the idea of turning the red planet green, he went to the deep end and beyond. Fungi experiments, atmospheric nuclear pollen detonations and a questionable amounts of caffeine ingestion made him persona non grata. All this and a degree in Advanced Propulsion is largely wasted when your materials consist of plumbing pipes and black gunpowder in the Aftermath."
"#SPECIALIST_DESCRIPTION_SPECIALIST78","He acts like a time-traveller from the 17th century, using outdated words few understand. A failed lab experiment left most of his face riddled with a condition resembling tree bark. Behind the aristocratic and cold demeanor is a sharp scientific intellect ready to crack open the mysteries of the universe."
"#SPECIALIST_NAME_SPECIALIST1","Rose"
"#SPECIALIST_ARCHETYPE_SPECIALIST1","Scavenger"
"#SPECIALIST_NAME_SPECIALIST2","Wheeler"
"#SPECIALIST_ARCHETYPE_SPECIALIST2","Scavenger"
"#SPECIALIST_NAME_SPECIALIST3","Bonny"
"#SPECIALIST_ARCHETYPE_SPECIALIST3","Fighter"
"#SPECIALIST_NAME_SPECIALIST4","Fritz"
"#SPECIALIST_ARCHETYPE_SPECIALIST4","Fighter"
"#SPECIALIST_NAME_SPECIALIST5","Vulture"
"#SPECIALIST_ARCHETYPE_SPECIALIST5","Scavenger"
"#SPECIALIST_NAME_SPECIALIST6","Pinkman"
"#SPECIALIST_ARCHETYPE_SPECIALIST6","Scavenger"
"#SPECIALIST_NAME_SPECIALIST7","Crow"
"#SPECIALIST_ARCHETYPE_SPECIALIST7","Scout"
"#SPECIALIST_NAME_SPECIALIST8","Tigon"
"#SPECIALIST_ARCHETYPE_SPECIALIST8","Scout"
"#SPECIALIST_NAME_SPECIALIST9","Stella"
"#SPECIALIST_ARCHETYPE_SPECIALIST9","Scientist"
"#SPECIALIST_NAME_SPECIALIST10","Mike"
"#SPECIALIST_ARCHETYPE_SPECIALIST10","Scientist"
"#SPECIALIST_NAME_SPECIALIST11","Linnaeus"
"#SPECIALIST_ARCHETYPE_SPECIALIST11","Scientist"
"#SPECIALIST_NAME_SPECIALIST12","Dafina"
"#SPECIALIST_ARCHETYPE_SPECIALIST12","Scavenger"
"#SPECIALIST_NAME_SPECIALIST13","Vegas"
"#SPECIALIST_ARCHETYPE_SPECIALIST13","Scout"
"#SPECIALIST_NAME_SPECIALIST14","Dame"
"#SPECIALIST_ARCHETYPE_SPECIALIST14","Fighter"
"#SPECIALIST_NAME_SPECIALIST15","Gorky"
"#SPECIALIST_ARCHETYPE_SPECIALIST15","Fighter"
"#SPECIALIST_NAME_SPECIALIST16","Nadia"
"#SPECIALIST_ARCHETYPE_SPECIALIST16","Scavenger"
"#SPECIALIST_NAME_SPECIALIST17","Ibis"
"#SPECIALIST_ARCHETYPE_SPECIALIST17","Scavenger"
"#SPECIALIST_NAME_SPECIALIST18","Jin"
"#SPECIALIST_ARCHETYPE_SPECIALIST18","Scout"
"#SPECIALIST_NAME_SPECIALIST19","Rico"
"#SPECIALIST_ARCHETYPE_SPECIALIST19","Scout"
"#SPECIALIST_NAME_SPECIALIST20","Cait"
"#SPECIALIST_ARCHETYPE_SPECIALIST20","Scientist"
"#SPECIALIST_NAME_SPECIALIST21","Aramis"
"#SPECIALIST_ARCHETYPE_SPECIALIST21","Scout"
"#SPECIALIST_NAME_SPECIALIST22","Lovelace"
"#SPECIALIST_ARCHETYPE_SPECIALIST22","Scientist"
"#SPECIALIST_NAME_SPECIALIST23","Turbine"
"#SPECIALIST_ARCHETYPE_SPECIALIST23","Scientist"
"#SPECIALIST_NAME_SPECIALIST24","Salt"
"#SPECIALIST_ARCHETYPE_SPECIALIST24","Scavenger"
"#SPECIALIST_NAME_SPECIALIST25","Raj"
"#SPECIALIST_ARCHETYPE_SPECIALIST25","Scavenger"
"#SPECIALIST_NAME_SPECIALIST26","Mingati"
"#SPECIALIST_ARCHETYPE_SPECIALIST26","Scout"
"#SPECIALIST_NAME_SPECIALIST27","Hakim"
"#SPECIALIST_ARCHETYPE_SPECIALIST27","Scientist"
"#SPECIALIST_NAME_SPECIALIST28","Scrappa"
"#SPECIALIST_ARCHETYPE_SPECIALIST28","Fighter"
"#SPECIALIST_NAME_SPECIALIST29","Prowler"
"#SPECIALIST_ARCHETYPE_SPECIALIST29","Fighter"
"#SPECIALIST_NAME_SPECIALIST30","Nomad"
"#SPECIALIST_ARCHETYPE_SPECIALIST30","Scavenger"
"#SPECIALIST_NAME_SPECIALIST31","Entwurf"
"#SPECIALIST_ARCHETYPE_SPECIALIST31","Scientist"
"#SPECIALIST_NAME_SPECIALIST32","Sobek"
"#SPECIALIST_ARCHETYPE_SPECIALIST32","Scout"
"#SPECIALIST_NAME_SPECIALIST33","Zhang"
"#SPECIALIST_ARCHETYPE_SPECIALIST33","Scavenger"
"#SPECIALIST_NAME_SPECIALIST34","Porter"
"#SPECIALIST_ARCHETYPE_SPECIALIST34","Scientist"
"#SPECIALIST_NAME_SPECIALIST35","Panda"
"#SPECIALIST_ARCHETYPE_SPECIALIST35","Fighter"
"#SPECIALIST_NAME_SPECIALIST36","Dragon"
"#SPECIALIST_ARCHETYPE_SPECIALIST36","Scout"
"#SPECIALIST_NAME_SPECIALIST37","Amara"
"#SPECIALIST_ARCHETYPE_SPECIALIST37","Scientist"
"#SPECIALIST_NAME_SPECIALIST38","Leena"
"#SPECIALIST_ARCHETYPE_SPECIALIST38","Scientist"
"#SPECIALIST_NAME_SPECIALIST39","Sable"
"#SPECIALIST_ARCHETYPE_SPECIALIST39","Scavenger"
"#SPECIALIST_NAME_SPECIALIST40","Absolom"
"#SPECIALIST_ARCHETYPE_SPECIALIST40","Scout"
"#SPECIALIST_NAME_SPECIALIST41","Makawee"
"#SPECIALIST_ARCHETYPE_SPECIALIST41","Scout"
"#SPECIALIST_NAME_SPECIALIST42","Satoshi"
"#SPECIALIST_ARCHETYPE_SPECIALIST42","Scientist"
"#SPECIALIST_NAME_SPECIALIST43","Lancaster"
"#SPECIALIST_ARCHETYPE_SPECIALIST43","Scavenger"
"#SPECIALIST_NAME_SPECIALIST44","Garrote"
"#SPECIALIST_ARCHETYPE_SPECIALIST44","Fighter"
"#SPECIALIST_NAME_SPECIALIST45","Hex"
"#SPECIALIST_ARCHETYPE_SPECIALIST45","Scientist"
"#SPECIALIST_NAME_SPECIALIST46","Sigyn"
"#SPECIALIST_ARCHETYPE_SPECIALIST46","Scout"
"#SPECIALIST_NAME_SPECIALIST47","Nahla"
"#SPECIALIST_ARCHETYPE_SPECIALIST47","Scout"
"#SPECIALIST_NAME_SPECIALIST48","Brok"
"#SPECIALIST_ARCHETYPE_SPECIALIST48","Fighter"
"#SPECIALIST_NAME_SPECIALIST49","Wallaby"
"#SPECIALIST_ARCHETYPE_SPECIALIST49","Scavenger"
"#SPECIALIST_NAME_SPECIALIST50","Cub"
"#SPECIALIST_ARCHETYPE_SPECIALIST50","Scout"
"#SPECIALIST_NAME_SPECIALIST51","Vert"
"#SPECIALIST_ARCHETYPE_SPECIALIST51","Scout"
"#SPECIALIST_NAME_SPECIALIST52","Roberts"
"#SPECIALIST_ARCHETYPE_SPECIALIST52","Scavenger"
"#SPECIALIST_NAME_SPECIALIST53","Daerius"
"#SPECIALIST_ARCHETYPE_SPECIALIST53","Scientist"
"#SPECIALIST_NAME_SPECIALIST54","Bishop"
"#SPECIALIST_ARCHETYPE_SPECIALIST54","Scientist"
"#SPECIALIST_NAME_SPECIALIST55","Erykah"
"#SPECIALIST_ARCHETYPE_SPECIALIST55","Scientist"
"#SPECIALIST_NAME_SPECIALIST56","Mishka"
"#SPECIALIST_ARCHETYPE_SPECIALIST56","Scientist"
"#SPECIALIST_NAME_SPECIALIST57","Domino"
"#SPECIALIST_ARCHETYPE_SPECIALIST57","Scavenger"
"#SPECIALIST_NAME_SPECIALIST58","Rocketman"
"#SPECIALIST_ARCHETYPE_SPECIALIST58","Scientist"
"#SPECIALIST_NAME_SPECIALIST59","Ivy"
"#SPECIALIST_ARCHETYPE_SPECIALIST59","Scientist"
"#SPECIALIST_NAME_SPECIALIST60","Polo"
"#SPECIALIST_ARCHETYPE_SPECIALIST60","Scout"
"#SPECIALIST_NAME_SPECIALIST61","Danube"
"#SPECIALIST_ARCHETYPE_SPECIALIST61","Fighter"
"#SPECIALIST_NAME_SPECIALIST62","Tudor"
"#SPECIALIST_ARCHETYPE_SPECIALIST62","Scavenger"
"#SPECIALIST_NAME_SPECIALIST63","Makeda"
"#SPECIALIST_ARCHETYPE_SPECIALIST63","Fighter"
"#SPECIALIST_NAME_SPECIALIST64","Karambit"
"#SPECIALIST_ARCHETYPE_SPECIALIST64","Fighter"
"#SPECIALIST_NAME_SPECIALIST65","Inuk"
"#SPECIALIST_ARCHETYPE_SPECIALIST65","Scavenger"
"#SPECIALIST_NAME_SPECIALIST66","Zari"
"#SPECIALIST_ARCHETYPE_SPECIALIST66","Scavenger"
"#SPECIALIST_NAME_SPECIALIST67","Orca"
"#SPECIALIST_ARCHETYPE_SPECIALIST67","Scout"
"#SPECIALIST_NAME_SPECIALIST68","Boone"
"#SPECIALIST_ARCHETYPE_SPECIALIST68","Scout"
"#SPECIALIST_NAME_MARTIAN","Marsonaut"
"#SPECIALIST_ARCHETYPE_MARTIAN","Scientist"
"#SPECIALIST_NAME_SKYLINER","Skyliner"
"#SPECIALIST_ARCHETYPE_SKYLINER","Scout"
"#SPECIALIST_NAME_PLATYPUS","Platy"
"#SPECIALIST_ARCHETYPE_PLATYPUS","Scavenger"
"#SPECIALIST_NAME_SPECIALIST72","Kensai"
"#SPECIALIST_ARCHETYPE_SPECIALIST72","Fighter"
"#SPECIALIST_NAME_SPECIALIST73","Balor"
"#SPECIALIST_ARCHETYPE_SPECIALIST73","Fighter"
"#SPECIALIST_NAME_SPECIALIST74","Mugga"
"#SPECIALIST_ARCHETYPE_SPECIALIST74","Scavenger"
"#SPECIALIST_NAME_SPECIALIST75","Packrat"
"#SPECIALIST_ARCHETYPE_SPECIALIST75","Scavenger"
"#SPECIALIST_NAME_SPECIALIST76","Druid"
"#SPECIALIST_ARCHETYPE_SPECIALIST76","Scout"
"#SPECIALIST_NAME_SPECIALIST77","Magpie"
"#SPECIALIST_ARCHETYPE_SPECIALIST77","Scout"
"#SPECIALIST_NAME_SPECIALIST78","Mr. Bark"
"#SPECIALIST_ARCHETYPE_SPECIALIST78","Scientist"
"#SPECIALIST_NAME_SPECIALIST79","Marshal"
"#SPECIALIST_ARCHETYPE_SPECIALIST79","Fighter"
"#SPECIALIST_NAME_SPECIALIST80","Donna"
"#SPECIALIST_ARCHETYPE_SPECIALIST80","Scout"
"#SPECIALIST_NAME_SPECIALIST81","Baron"
"#SPECIALIST_ARCHETYPE_SPECIALIST81","Fighter"
"#LEAVE_COLONY","Send to world map"
"#SPECIALIST_STATE_IDLE","Ready for action"
"#SPECIALIST_STATE_PREPARING_FOR_MISSION","Preparing"
"#SPECIALIST_STATE_IN_MISSION","On a mission:"
"#SPECIALIST_STATE_POST_MISSION_COOLDOWN","Resting"
"#SPECIALIST_STATE_CITYLEADER","Colony Leader"
"#SPECIALIST_MISSION_STATE_SCOUTING","Scouting"
"#SPECIALIST_MISSION_STATE_SCAVENGING","Scavenging"
"#SPECIALIST_MISSION_STATE_TRADING","Trading"
"#SPECIALIST_MISSION_STATE_SCIENCE","Exploring"
"#SPECIALIST_MISSION_STATE_COMBAT","In battle"
"#SPECIALIST_MISSION_TRAVELING","Traveling"
"#SPECIALIST_MISSION_CAMP","Camping"
"#SPECIALIST_MISSION_RETURNING_HOME","Returning home"
"#SPECIALIST_SKILL_SKILLSET","Role"
"#TOPIC_ASSIGNMENT","Assignment"
"#TOPIC_SKILLS","Skills"
"#SPECIALIST_SKILL_LEADERSHIP","Leadership"
"#SPECIALIST_SKILL_EXPLORATION","Speed"
"#SPECIALIST_SKILL_COMBAT","Combat"
"#SPECIALIST_SKILL_CHARISMA","Trading"
"#SPECIALIST_SKILL_INTELLECT","Research"
"#SPECIALIST_SKILL_PERCEPTION","Scavenging"
"#SPECIALIST_SKILL_MEDICAL","Medical"
"#SPECIALIST_SKILL_ENDURANCE","Recovery"
"#TOPIC_SPECIALISTS","Specialists"
"#EQUIPMENT_INVENTORY","Equipment"
"#EQUIPMENT_INVENTORY_TITLE","EQUIPMENT"
"#SPECIALIST_INVENTORY","Inventory"
"#SPECIALIST_INVENTORY_TITLE","INVENTORY"
"#TOPIC_SPECIALITY","Speciality"
"#SPECIALITY_FIGHTER","Fighter"
"#SPECIALITY_SCAVENGER","Scavenger"
"#SPECIALITY_SCOUT","Scout"
"#SPECIALITY_SCIENTIST","Scientist"
"#TOPIC_ASSIGN_VEHICLE","Select vehicle"
"#VEHICLE_TYPE","Type"
"#VEHICLE_SPECS_SPEED","Speed"
"#VEHICLE_SPECS_NAVIGATION","Manouverability"
"#VEHICLE_SPECS_DEFENCE","Armor"
"#VEHICLE_SPECS_CARRY_SPACE","Passengers"
"#VEHICLE_SPECS_CARGO_SPACE","Cargo capacity"
"#VEHICLE_SPECS_COMBAT","Attack"
"#VEHICLE_SPECS_DURABILITY","Durability"
"#TIME_TO_AP_REFILL","Next day in: {0}"
"#NO_AP","Recovering Action Points"
"#TEAM_MEMBER_HASCOOLDOWN","Recovering from injuries"
"#TEAM_AT_COLONY","In the Colony"
"#TEAM_READY","Waiting for orders"
"#ACTION_CYCLE","Action Cycle"
"#NOT_ENOUGH_AP","Not enough action points!"
"#TOPIC_ SPECIALIST_TEAM_SIDE_MENU","Specialist Teams"
"#AP_REFILL_INFO","Action points are filled each day."
"#SPECIALIST_SKILL_LEADERSHIP_DESC","Production boost to the assigned building."
"#SPECIALIST_SKILL_EXPLORATION_DESC","Amount of Action Points."
"#SPECIALIST_SKILL_COMBAT_DESC","Base attack damage."
"#SPECIALIST_SKILL_CHARISMA_DESC","Proficiency in trading with Societies."
"#SPECIALIST_SKILL_INTELLECT_DESC","Science Point gathering rate per action."
"#SPECIALIST_SKILL_PERCEPTION_DESC","Resource scavenging rate per action."
"#SPECIALIST_SKILL_MEDICAL_DESC","Medkit healing effectiveness."
"#SPECIALIST_SKILL_ENDURANCE_DESC","Healing speed in the colony."
"#SPECIALIST_SKILL_ALL","Leadership: Production boost to assigned building.\nExploration: Amount of Action Points.\nAttack: Base attack damage.\nTrading: Proficiency in trading with societies.\nResearch: Science Point gathering rate per action.\nScavenging: Resource scavenging rate per action.\nMedical: Medkit healing effectiveness.\nRecovery: Healing speed in the colony."
"#SPECIALIST_STATUS_IDLE","Idling"
"#SPECIALIST_STATUS_MOVING","Moving"
"#SPECIALIST_STATUS_RESEARCH","Researching"
"#SPECIALIST_STATUS_SCAVENGE","Scavenging"
"#SPECIALIST_STATUS_COMBAT","In Combat"
"#SPECIALIST_STATUS_DEAD","Dead"
"#SPECIALIST_STATUS_BUILD","Building"
"#SPECIALIST_STATUS_REST","Resting"
"#TOPIC_SPECIALIST_SKILL_HEALTH_VALUE","{0} HP"
"#HIRE_SPECIALIST_TOOLTIP_HEADER","Recruit a specialist"
"#HIRE_SPECIALIST_STATUS_AVAILABLE","Available"
"#HIRE_SPECIALIST_TOOLTIP_STATUS_COOLDOWN","Cooldown: {0}"
"#HIRE_SPECIALIST_TOOLTIP_STATUS_UNAVAILABLE","Unavailable"
"#TOPIC_SPECIALIST_SKILL_SPEED_VALUE","{0} AP"
"#TOPIC_SPECIALIST_SKILL_COMBAT_VALUE","{0} DMG"
"#TOPIC_SPECIALIST_SKILL_RESEARCH_VALUE","{0} SP/12h"
"#TOPIC_SPECIALIST_SKILL_SCAVENGE_VALUE","{0}%"
"#TOPIC_SPECIALIST_SKILL_RECOVERY_VALUE","{0} HP/12h"
"#TOOLTIP_SPECIALIST_SELECTION_ON_THE_WM","World Map"
"#TOOLTIP_SPECIALIST_SELECTION_AT_THE_COLONY","Colony"
"#SPECIALIST_INFO_SKILL_EXPLORATION_DESC","Action points"
"#SPECIALIST_INFO_SKILL_ATTACK_DESC","Base damage"
"#SPECIALIST_INFO_SKILL_RESEARCH_DESC","Research efficiency"
"#SPECIALIST_INFO_SKILL_SCAVENGE_DESC","Scavenge efficiency"
"#SPECIALIST_INFO_SKILL_RECOVERY_DESC","Healing speed"
"#SPECIALIST_INFO_SKILL_DEFENCE_DESC","Base defense"
"#SPECIALIST_SKILL_DEFENCE","Defence"
"#SPECIALIST_SKILL_SCAVENGE","Scavenge"
"#SPECIALIST_SKILL_RESEARCH","Research"
"#SPECIALIST_DIED","Specialist {0} died"
"#TOPIC_SPECIALIST_STATUS","Status"
"#TOPIC_SPECIALIST_INFO_SPECIALIST_TEAM","Team"
"#TOPIC_SINGLE_SPECIALIST","Specialist"
"#SPECIALIST_SKILL_SPEED","Speed"
"#SPECIALIST_SKILL_MOVEMENT","Movement"
"#SPECIALIST_SKILL_ATTACK","Attack"
"#SPECIALIST_SKILL_RECOVERY","Recovery"
"#SPECIALIST_INFO_SKILL_LEADERSHIP_DESC","Effectiveness in the colony"
"#SPECIALIST_STATUS_HEAL","Healing"
"#SPECIALIST_INFO_SKILL_HEALTH_DESC","Specialist health"
"#SPECIALIST_NAME_DELUXE","Nelson"
"#SPECIALIST_ARCHETYPE_DELUXE","Scientist"
"#SPECIALIST_DESCRIPTION_DELUXE","Part of a classified mission to outer space, he saw the Aftermath happen from afar. After orbiting the Earth for years with little hope of rescue, he miraculously found his way back. As an astronaut, his high adaptability and intellect have proven to be excellent assets in a post-apocalyptic world. A reward from the Ultimate Colony Edition questline."
"#POPUP_SURVIVOR_GROUP_FLAVOR1","Open the gates, we’re just asking for some shelter. Don’t make this more difficult than it has to be."
"#POPUP_SURVIVOR_GROUP_FLAVOR2","You have to let us in, we have nowhere else to go. Do you want to watch us die on your doorstep?"
"#POPUP_SURVIVOR_GROUP_FLAVOR3","Please, we’ve lost so many already, have some mercy. We’ll do anything, just save us, please!"
"#POPUP_SURVIVOR_GROUP_FLAVOR4","We can help you, just let us in. We’ve heard there are colonies up north already banding together, you’ll need all the help you can get."
"#POPUP_SURVIVOR_GROUP_FLAVOR5","We just can’t go on anymore, it’s hell on Earth out there...entire camps picked clean by hordes of wild beasts."
"#POPUP_SURVIVOR_GROUP_FLAVOR6","I’m on my knees here, begging you with all I got. We’re good souls, surely you can see that? Please, have mercy on your kin."
"#POPUP_SURVIVOR_GROUP_FLAVOR7","I hope you’re prepared. I heard someone say that half the continent is covered in massive storms."
"#POPUP_SURVIVOR_GROUP_FLAVOR8","Too pretty for sleeping under the trees, eh? Yeah, it’s not much fun actually. Still have room for some more?"
"#POPUP_SURVIVOR_GROUP_FLAVOR9","That’s mighty fine work you’ve done here! Not many people manage to stick together like this, but you...maybe this will turn out okay after all."
"#POPUP_SURVIVOR_GROUP_FLAVOR10","We had to travel for months to get here. I didn’t know something like this existed, but I see now that it was all worth it."
"#POPUP_SURVIVOR_GROUP_FLAVOR11","We were lost in this wilderness for months...I started to think that we were the only ones left, that there was nothing else but beasts out there."
"#POPUP_SURVIVOR_GROUP_FLAVOR12","I haven’t heard a song or children laughing in such a long time."
"#POPUP_SURVIVOR_GROUP_FLAVOR13","Can you let us in? We won’t harm you."
"#POPUP_SURVIVOR_GROUP_FLAVOR14","We don't have much to offer, but we have seen a lot during our life in the wasteland, hopefully you find that useful."
"#POPUP_SURVIVOR_GROUP_FLAVOR15","It’s the darndest thing, I had to bury my own son. I dug as deep as I could...I’m just glad he didn’t suffer any longer."
"#POPUP_SURVIVOR_GROUP_FLAVOR16","The truth is out there, somewhere. You should go into the wasteland and see it for yourself."
"#POPUP_SURVIVOR_GROUP_FLAVOR17","Our food ran out a month ago, we thought we were goners. But then a group appeared, filled our bags with meat and carried on; they didn’t say a word. Never encountered such kindness before."
"#POPUP_SURVIVOR_GROUP_FLAVOR18","We come from a nearby farm, had enough of everything we needed. But then the beasts came. Turns out, there’s one thing we didn’t have enough of—bullets."
"#POPUP_SURVIVOR_GROUP_FLAVOR19","Those bandits, they kept throwing themselves at us, like they had no self-preservation instinct at all."
"#POPUP_SURVIVOR_GROUP_FLAVOR20","I didn’t expect to find this here. Feels like a sign. Maybe we were supposed to end up here."
"#POPUP_SURVIVOR_GROUP_FLAVOR21","Open this gate, or I’ll tear it down! This is my last hope, I have nothing to lose."
"#POPUP_SURVIVOR_GROUP_FLAVOR22","It seems like there have been more and more settlements popping up. Soon we’ll have proper cities again. What’s one apocalypse against the human will?"
"#POPUP_SURVIVOR_GROUP_FLAVOR23","You wouldn’t believe the kind of snowstorm we had to push through. We lost half of our group and couldn’t even bury them into the frozen ground."
"#POPUP_SURVIVOR_GROUP_FLAVOR24","Some folks say that this was all intentional. That the Earth wanted to get rid of us like a virus. They don’t see the point in fighting back."
"#POPUP_SURVIVOR_GROUP_FLAVOR25","Do you have cars here? I've seen some of them in the wasteland, but never driven by someone who seemed like a safe person to approach."
"#POPUP_SURVIVOR_GROUP_FLAVOR26","How did you manage to do all this? You have so much here, how many did you have to kill for that? Actually, I don’t want to know."
"#POPUP_SURVIVOR_GROUP_FLAVOR27","You know what’s funny? We called it the apocalypse, but out there the plants grow and animals roam just fine, only the humans are struggling."
"#POPUP_SURVIVOR_GROUP_FLAVOR28","I heard one guy on the coast already declared himself a king; ”The king of the wastelands, the ruler of a new age”."
"#POPUP_SURVIVOR_GROUP_FLAVOR29","I heard that things are looking better across the sea. They’re even starting to run theaters again. Art, we never seem to be able to shake it off."
"#POPUP_SURVIVOR_GROUP_FLAVOR30","Our colony exiled us when we wouldn’t follow their orders. Well, I’d rather die than live like an animal. After all, we’ll all be dirt eventually."
"#POPUP_SURVIVOR_GROUP_FLAVOR31","We met a group that had built a settlement up in the trees. A bit cumbersome for sure but easy to defend."
"#POPUP_SURVIVOR_GROUP_FLAVOR32","I know the government is still active. They’re just waiting for us to get rid of the troublemakers so that they can roll over the rest."
"#POPUP_SURVIVOR_GROUP_FLAVOR33","The animals are getting bigger and stronger. We saw a wolf the size of a horse roaming through the forests one night."
"#POPUP_SURVIVOR_GROUP_FLAVOR34","No one laughs anymore. I know it’s hard, but you’d be surprised by how healthy it is to see the joy in life as well."
"#POPUP_SURVIVOR_GROUP_FLAVOR35","I wish I had been a farmer. I hear they’re treated like prophets now. I would like to help if you choose to accept us."
"#POPUP_SURVIVOR_GROUP_FLAVOR36","It’s a good thing you built this place. We need to protect what we have, so much of the land is already dead. I wonder how much we’ll have left?"
"#POPUP_SURVIVOR_GROUP_FLAVOR37","Can you let us in? I don’t know where else to go or what to do. I’m not a leader, but someone had to take charge after we were attacked."
"#POPUP_SURVIVOR_GROUP_FLAVOR38","It’s good to see people still sticking together and starting to rebuild. It’s starting to happen all across the wasteland."
"#POPUP_SURVIVOR_GROUP_FLAVOR39","Some folks said they saw deer with fangs roaming the greater wasteland. Sounds like pure nonsense to me."
"#POPUP_SURVIVOR_GROUP_FLAVOR40","We promise you won’t regret letting us in. We’re willing to work, anything’s better than being out there."
"#POPUP_SURVIVOR_GROUP_FLAVOR41","Places like this give me hope. Right now people see the catastrophes as divine punishment, but maybe one day we’ll think of them as normal weather."
"#POPUP_SURVIVOR_GROUP_FLAVOR42","Those nearby forests felt like they never end. They grow so thick over there, I thought nobody would ever find our bodies."
"#POPUP_SURVIVOR_GROUP_FLAVOR43","Will you give us shelter? We’re a lousy bunch who has been punished in every imaginable way from bandits to hellfire, you won’t get any trouble from us."
"#POPUP_SURVIVOR_GROUP_FLAVOR44","Some people have gone completely feral I heard. They live in the woods like animals and kill what they can with their bare hands."
"#POPUP_SURVIVOR_GROUP_FLAVOR45","I want to believe that things like this can last, people sticking together...but I just don’t know. After what happened to us...I just don’t know."
"#POPUP_SURVIVOR_GROUP_FLAVOR46","I think it’ll be the radiation that finishes us off. We can survive through anything else, but you can’t fight what you can’t see."
"#POPUP_SURVIVOR_GROUP_FLAVOR47","I heard it’s not like this everywhere, that some parts of the world survived. Do you think they’re just...watching us suffer?"
"#POPUP_SURVIVOR_GROUP_FLAVOR48","I feel like there are less bandits around than before. Guess the only way we can fight against nature is by sticking together."
"#POPUP_SURVIVOR_GROUP_FLAVOR49","Everyone’s starting to forget the old days. And the youngest have only seen this wretched, cruel world."
"#POPUP_SURVIVOR_GROUP_FLAVOR50","Can you let us in? I’d rather not talk about what happened to us, we’re all here now, aren’t we? Everyone’s alive, everyone’s safe. We made it. Right?"
"#POPUP_SURVIVOR_GROUP_FLAVOR51","It’s chaos out there, we already lost our leader and two others. You gotta let us in!"
"#POPUP_SURVIVOR_GROUP_FLAVOR52","Look, we’ve been turned down by every other colony, we’ll die if we don’t get in!"
"#POPUP_SURVIVOR_GROUP_FLAVOR53","We’ve been running from bandits, beasts and flaming rocks from the sky for what seems like an eternity."
"#POPUP_SURVIVOR_GROUP_FLAVOR54","In the north, beyond the greater wasteland, there are all kinds of strange things going on."
"#POPUP_SURVIVOR_GROUP_FLAVOR55","People keep wondering why after all this time we still don’t have a new government. It’s almost like this was all part of the plan."
"#POPUP_SURVIVOR_GROUP_FLAVOR56","It’s cute what you got here, but useless. People are done already. We will be molded into something new by this cruel, brutal world."
"#POPUP_SURVIVOR_GROUP_FLAVOR57","I feel like this is just prolonging the inevitable, but could you help us and let us stay?"
"#POPUP_SURVIVOR_GROUP_FLAVOR58","There are so many conspiracies about all that happened. Maybe this was all done on purpose, maybe not. All I know—things started falling from the sky."
"#POPUP_SURVIVOR_GROUP_FLAVOR59","We fear the radiation, but we should embrace it instead. Most may wither away, but the strongest will survive and evolve!"
"#POPUP_SURVIVOR_GROUP_FLAVOR60","My father once saw a giant fortress drifting across the clouds. That’s where the elite lives, the architects of our doom, just biding their time."
"#POPUP_SURVIVOR_GROUP_FLAVOR61","This is all a divine judgement, I’m sure of it. But how wicked were we that drowning us wasn’t punishment enough, that we must suffer as well?"
"#POPUP_SURVIVOR_GROUP_FLAVOR62","Just wait a little while longer. They are coming. Look to the sunrise and they will come one day: Knights of Dawn who will finally cleanse this land."
"#POPUP_SURVIVOR_GROUP_FLAVOR63","Don’t give up hope just yet. There are people coming with enough food for all, with technology that will turn this land into a paradise."
"#POPUP_SURVIVOR_GROUP_FLAVOR64","Wow, remember how sure we used to be that the world would end any day now? And now you have this, the beginnings of a new civilization!"
"#POPUP_SURVIVOR_GROUP_FLAVOR65","I didn’t think...you really live here, together? We’ve been travelling for so long, running from everyone else, I thought that’s all there was left."
"#POPUP_SURVIVOR_GROUP_FLAVOR66","This must’ve taken a lot of work. But, you don’t wake up feeling afraid and get to work towards something every day. That’s just wonderful."
"#POPUP_SURVIVOR_GROUP_FLAVOR67","I didn’t expect to find this here. What are you aiming for; a settlement, a town, a city? Well, maybe you’ll reach that sooner than you think."
"#POPUP_SURVIVOR_GROUP_FLAVOR68","You know, that’s a bold thing you’re doing here; daring to wish for something better. I can’t help but to admire it."
"#POPUP_SURVIVOR_GROUP_FLAVOR69","I see that you’ve done a lot here. Are you not afraid that it’ll all be taken away one day?"
"#POPUP_SURVIVOR_GROUP_FLAVOR70","Look, I’ve been travelling for months and this is the first time I’ve come across a place like this. Do you even realize how amazing you are?"
"#POPUP_SURVIVOR_GROUP_FLAVOR71","A place like this seems almost too good to be true. What are you hiding?"
"#POPUP_SURVIVOR_GROUP_FLAVOR72","I don’t believe that the government designed this. People aren’t that cruel, but they are that stupid. Someone made a mistake they couldn’t fix."
"#POPUP_SURVIVOR_GROUP_FLAVOR73","Isn’t it a bit odd how the government just...disappeared? It’s almost like they had a backup plan ready for when the country wasn’t useful anymore."
"#POPUP_SURVIVOR_GROUP_FLAVOR74","We used to be one nation, but now several are starting to pop up from the ruins. Just wait till they’re strong enough to wage war against each other."
"#POPUP_SURVIVOR_GROUP_FLAVOR75","We tried to build something like this. It didn’t last, since we lacked resources and eventually people turned on each other. How did you make this work?"
"#POPUP_SURVIVOR_GROUP_FLAVOR76","This looks good, but I think you need to aim bigger than this: build a city and then a country. Otherwise someone else will do it before you."
"#POPUP_SURVIVOR_GROUP_FLAVOR77","They say the lands up north are under permanent ice."
"#POPUP_SURVIVOR_GROUP_FLAVOR78","It was war that caused this, I’ve seen the signs. Travel far enough and you’ll find them; scars upon our land, craters where cities used to be."
"#POPUP_SURVIVOR_GROUP_FLAVOR79","It must be hard to keep something like this going, but trust me, it’s worth it. You’re keeping humanity alive in here."
"#POPUP_SURVIVOR_GROUP_FLAVOR80","Our ancestors had much less than this when they banded together for the first time. We can still reach what we used to be and go beyond."
"#POPUP_SURVIVOR_GROUP_FLAVOR81","I must admit, I never could’ve done what you do. Do you sleep your nights peacefully, proud and secure, or does the responsibility keep you awake?"
"#POPUP_SURVIVOR_GROUP_FLAVOR82","There are beasts roaming the wasteland that you can't even imagine. We've seen claw marks so big, you’d swear they were made by an excavator, but the human remains on the ground prove otherwise."
"#POPUP_SURVIVOR_GROUP_FLAVOR83","This world keeps changing us. We were ambushed by a group who spoke without words. They had even sewn their mouths shut."
"#POPUP_SURVIVOR_GROUP_FLAVOR84","Sometimes, you can see the Moon and the stars behind clouds. Have you ever wondered what it takes to shatter the Moon like that?"
"#POPUP_SURVIVOR_GROUP_FLAVOR85","You don’t know how good you have it here. I’ve seen... fire, all across the horizon. By morning, all that was left was dark, endless ash."
"#POPUP_SURVIVOR_GROUP_FLAVOR86","You know what I miss? Honey. I can’t find any bees anymore, I don’t know if they’re gone or just...hiding."
"#POPUP_SURVIVOR_GROUP_FLAVOR87","It takes an exceptional person to build something like this; a home, but not just for yourself. Did you do it out of necessity or compassion?"
"#POPUP_SURVIVOR_GROUP_FLAVOR88","I wish I’d found a settlement like this sooner. I’m not bothered by the weather, but the lack of security. You never know what could sneak up on you."
"#POPUP_SURVIVOR_GROUP_FLAVOR89","I see people are starting to find their faith again. They pray for forgiveness, for strength and retribution. What do you pray for?"
"#POPUP_SURVIVOR_GROUP_FLAVOR90","You ever feel tired? Like you can’t keep fighting any longer and you’d rather just lay down and let this brutal world do to you as it pleases?"
"#POPUP_SURVIVOR_GROUP_FLAVOR91","I used to live in a settlement just like this. The life there was good, for a while, but then more people came in. They divided our group badly, so I left."
"#POPUP_SURVIVOR_GROUP_FLAVOR92","Nice place you got here, but I wonder if it’s enough. We never found out what did all this, so what’s to say it won’t happen again?"
"#POPUP_SURVIVOR_GROUP_FLAVOR93","I heard settlements just like this are starting to band together already. We will have unions, then nations and soon enough; war."
"#POPUP_SURVIVOR_GROUP_FLAVOR94","Does your settlement practice faith? You should, a sinful community will be inevitably torn down. We need to keep praying for forgiveness."
"#POPUP_SURVIVOR_GROUP_FLAVOR95","Wow, all you have is scraps and you managed to build this! New things are finally sprouting from the corpse of the old world!"
"#POPUP_SURVIVOR_GROUP_FLAVOR96","I've heard rumors about a society that’s still pretty technologically advanced. Have you met them?"
"#POPUP_SURVIVOR_GROUP_FLAVOR97","Please, you have to listen! I swear I saw it with my own eyes: a plane flying through the sky just the other day!"
"#POPUP_SURVIVOR_GROUP_FLAVOR98","I met with a delirious man on the way here. He kept swearing he had seen people looking at him through an invisible wall, observing."
"#POPUP_SURVIVOR_GROUP_FLAVOR99","I suppose you don’t have any movies in there? Comedies? I never knew I could miss Chaplin so much."
"#POPUP_SURVIVOR_GROUP_FLAVOR100","People keep saying that the government never crumbled, that they just never left their own safe haven. I mean, why would they?"
"#POPUP_SURVIVOR_GROUP_FLAVOR101","Hey, try to keep your hopes up! I used to be so lost until I saw the first newborn child after the apocalypse. That changed everything."
"#POPUP_SURVIVOR_GROUP_FLAVOR102","I wonder if our time’s already up and we’re just barely hanging on? Folks say there are new species popping up that are far superior to us."
"#POPUP_SURVIVOR_GROUP_FLAVOR103","We saw the strangest thing on the way here: Some kind of a bootcamp in the middle of the woods. I wonder what it was for?"
"#POPUP_SURVIVOR_GROUP_FLAVOR104","Met up with some caravans on the way here. Odd folks, all smiles and cheers. They say they’re heading beyond the great wastelands."
"#EVENT_HUNTING_01_NOTIFICATION_HEADER","Colonist request"
"#EVENT_HUNTING_01_NOTIFICATION_DESC","Some want to venture outside the gate"
"#EVENT_HUNTING_01_NAME","Hunting Opportunity"
"#EVENT_HUNTING_01_DESC","A couple of colonists heard eerie calls not too far away. They would like to open the gate and venture outside to hunt down whatever’s making the sound. It’s dangerous business, people might get injured or worse, but whatever’s out there might yield some meat."
"#HUNTING_GO","Go for a hunt"
"#HUNTING_STAY","It’s too dangerous"
"#EVENT_HUNTING_01_MEAT_NAME","Hunting Opportunity"
"#EVENT_HUNTING_01_MEAT_DESC","Hunters return with <mark>meat</mark>! There was a large, agitated deer some ways outside the gate, grazing the glowing grass. Their courage paid off, and the colony received a nice haunch of meat."
"#EVENT_HUNTING_01_BERRIES_NAME","Hunting Opportunity"
"#EVENT_HUNTING_01_BERRIES_DESC","Hunters approach the gate with solemn looks. The mysterious animal was either long gone or never there to begin with. Some picked a bunch of wild <mark>Berries</mark> on the way back so they wouldn’t have to return completely empty-handed."
"#EVENT_HUNTING_01_FAIL_NAME","Hunting Opportunity"
"#EVENT_HUNTING_01_FAIL_DESC","The group scurries back to the gate, eyes wide and mouths agape. Whatever was making that noise, hunting it down was not an option. They say it was a bear-like creature but certainly bigger and more deformed than any bear they’ve encountered."
"#EVENT_HUNTING_01_STAY_NAME","Hunting Opportunity"
"#EVENT_HUNTING_01_STAY_DESC","Some colonists are discontent with the decision, muttering and lightly protesting at the consensus. The would-be hunters head back to the colony, seemingly determined to bring up the issue again at a later date."
"#EVENT_HUNTING_02_NOTIFICATION_HEADER","Bear spotted"
"#EVENT_HUNTING_02_NOTIFICATION_DESC","Some want to go hunt it"
"#EVENT_HUNTING_02_NAME","Hunting Opportunity"
"#EVENT_HUNTING_02_DESC","An old bear, humongous in size but limping as if injured, was seen walking past the camp a while ago. Going after it to hunt it down may give the colony a good amount of meat, though it may still have a lot of fight left despite its injury."
"#HUNTING_02_GO","Hunt down the bear"
"#HUNTING_02_STAY","Leave it alone"
"#EVENT_HUNTING_02_MEAT_NAME","Hunting Opportunity"
"#EVENT_HUNTING_02_MEAT_DESC","The group returns, barely able to carry the massive body of an adult bear. Judging from the wounds, it had definitely been injured already. Fortune favored the bold today, and the <mark>Meat</mark> will feed the colony for days."
"#EVENT_HUNTING_02_BERRIES_NAME","Hunting Opportunity"
"#EVENT_HUNTING_02_BERRIES_DESC","The group returns with an ashamed look on their faces. They couldn’t track down the bear and had to turn back before wandering too far. They did find some <mark>berries</mark> on the way, but it’s a far cry from the prize they had originally pursued."
"#EVENT_HUNTING_02_FAIL_NAME","Hunting Opportunity"
"#EVENT_HUNTING_02_FAIL_DESC","The group returns, but does so empty handed. Two are limping while others are drenched in sweat. A pack of wolves had already spotted the bear, and didn't take competition kindly. It was a miracle no one was killed."
"#EVENT_HUNTING_02_STAY_NAME","Hunting Opportunity"
"#EVENT_HUNTING_02_STAY_DESC","The colonists argue back and forth a bit but eventually conclude going after the bear is not wise. Despite the consensus, the thought of meat keeps lingering in everyone’s mind."
"#EVENT_HUNTING_03_NOTIFICATION_HEADER","Rabbit season"
"#EVENT_HUNTING_03_NOTIFICATION_DESC","Colonists want to try a new trap"
"#EVENT_HUNTING_03_NAME","Rabbit Season"
"#EVENT_HUNTING_03_DESC","Three colonists explain they’ve been working on a new kind of trap for hunting rabbits and the group wants to set them outside the camp. The contraptions look functional, but letting the group venture far away from the colony is not without risk."
"#HUNTING_03_GO","They should try out the trap"
"#HUNTING_03_STAY","It’s not worth the risk"
"#EVENT_HUNTING_03_MEAT_NAME","Rabbit Season"
"#EVENT_HUNTING_03_MEAT_DESC","Having been gone a while the group returns, each carrying two or three rabbits on their shoulders. It seems that the traps work very well as long as there’s enough rabbits running around."
"#EVENT_HUNTING_03_ONERABBIT_NAME","Rabbit Season"
"#EVENT_HUNTING_03_ONERABBIT_DESC","After having been gone for a suspiciously long time, the group finally returns. The only thing they managed to trap was a single sickly rabbit with enough <mark>meat</mark> on it for two people at most."
"#EVENT_HUNTING_03_FAIL_NAME","Rabbit Season"
"#EVENT_HUNTING_03_FAIL_DESC","The group finally returns, looking absolutely miserable and exhausted. The rabbits didn’t fall for the traps and rummaging through the polluted grounds seems to have left a few of the colonists quite sick."
"#EVENT_HUNTING_03_STAY_NAME","Rabbit Season"
"#EVENT_HUNTING_03_STAY_DESC","The group looks disappointed, having been so excited to be able to help the colony. They reluctantly accept the decision but are still holding on tightly to the traps as they return back to their duties."
"#EVENT_HUNTING_04_NOTIFICATION_HEADER","Down the river"
"#EVENT_HUNTING_04_NOTIFICATION_DESC","Colonists want to go exploring"
"#EVENT_HUNTING_04_NAME","Down the River"
"#EVENT_HUNTING_04_DESC","A group of colonists have gotten curious about a nearby river and want to see what it's like for travelling. They’ve managed to build a simple raft and are eager to test its floating capabilities, and what they'd find alongside the riverbank."
"#HUNTING_04_GO","Go and try"
"#HUNTING_04_STAY","Don’t bother"
"#EVENT_HUNTING_04_SUPPLIES_NAME","Down the River"
"#EVENT_HUNTING_04_SUPPLIES_DESC","After being away most of the day, the group returns with their boat full of various supplies. They stayed afloat most of the time and even came across an abandoned fishing cabin left untouched by other scavengers."
"#EVENT_HUNTING_04_FISH_NAME","Down the River"
"#EVENT_HUNTING_04_FISH_DESC","The group finally returns with middling results. The boat started to leak halfway through, and even worse than that, strong streams made the trip extremely exhausting. They had managed to catch some <mark>fish</mark>, but that’s all the trip was worth."
"#EVENT_HUNTING_04_FAIL_NAME","Down the River"
"#EVENT_HUNTING_04_FAIL_DESC","When the group finally returns, they do so completely empty-handed. The boat sank halfway through, and the colonists were unable to rescue the gathered equipment. After hearing voices from the nearby woods, they decided to flee instead of diving after the sunken vessel."
"#EVENT_HUNTING_04_STAY_NAME","Down the River"
"#EVENT_HUNTING_04_STAY_DESC","The group looks extremely disappointed but calms down after it’s explained why they shouldn’t go. Even though the river might be of use, there are far too many risks involved. It’s better to stick to travelling on foot, at least for now."
"#EVENT_SLAVERS_01_NOTIFICATION_HEADER","Slavers"
"#EVENT_SLAVERS_01_NOTIFICATION_DESC","They’ve come to trade—this time"
"#EVENT_SLAVERS_01_NAME","Slavers"
"#EVENT_SLAVERS_01_DESC","A large and imposing convoy of well-armed bandits approaches the gate. A couple of henchmen drag small groups of captives from the trucks while the leader addresses the colony. “You folks behind the gate, get over here! I've got a fresh batch of eager workers willing to participate in whatever you do in there—for a reasonable price, of course.”"
"#SLAVES_ONE","Trade for one captive"
"#SLAVES_TWO","Trade for two captives"
"#SLAVES_THREE","Trade for three captives"
"#SLAVERS_DECLINE","Refuse to take part in something like this"
"#EVENT_SLAVERS_01_SUCCESS_NAME","Slavers"
"#EVENT_SLAVERS_01_SUCCESS_DESC","""I knew you got the right idea on how the world turns these days."" With a simple nod from the leader, the bandits drag the rest of the desperate captives back into the trucks. ""Enjoy your purchase! We'll be sure to visit again for more willing recruits!"""
"#EVENT_SLAVERS_01_FAIL_NAME","Slavers"
"#EVENT_SLAVERS_01_FAIL_DESC","The leader seems more disappointed than angry at the response. ""Getting all high an' mighty, eh? You could have saved some of these runts, you know. There's no telling what the other owners will do to 'em."" He grins. ""Maybe we'll add some of you to our catalogue the next time we're around these parts,"" the leader threatens as they pack up the vehicles and speed away."
"#EVENT_DUMPSTER_01_NOTIFICATION_HEADER","Colonists seem excited"
"#EVENT_DUMPSTER_01_NOTIFICATION_DESC","It's something about a landfill"
"#EVENT_DUMPSTER_01_NAME","Dumpster Diving"
"#EVENT_DUMPSTER_01_DESC","Two colonists have found an old landfill, probably by the stench. It is not too far from here. Although the smell is awful, it may have kept scavengers away from there until now, and valuable stuff might still lie among the waste. An expedition might prove lucrative, but most definitely dangerous without any equipment. An extra layer of <mark>Clothing</mark> and a set of <mark>Tools</mark> would go a long way in keeping the colonists safe and efficient."
"#EVENT_DUMPSTER_GO_KITTED","Go with the equipment"
"#EVENT_DUMPSTER_GO_BARE","Go without equipment"
"#EVENT_DUMPSTER_STAY","Don't go"
"#EVENT_DUMPSTER_01_SUCCESS_DESC","The stench reaches the colony before the adventurers do. The pair approaches the gate, declaring the expedition a great success. The landfill was indeed left untouched, and the loot well worth the effort—once it's been properly washed and rinsed."
"#EVENT_DUMPSTER_01_PARTIAL_DESC","The two colonists return, smelling more foul than anyone thought possible. The expedition hit a few snags along the way, and one of them, rather unsurprisingly, caught some sort of disease. They didn't come back entirely empty-handed, but both are visibly disappointed by their haul."
"#EVENT_DUMPSTER_01_FAILURE_DESC","Something has clearly gone wrong. The pair look pale upon return and are coughing heavily. Neither is carrying any loot and both lean heavily on each other just to keep standing. They'll need immediate medical attention if they're to survive this."
"#EVENT_DUMPSTER_01_DECLINE_DESC","As tempting as diving into a landfill sounds, risking them getting sick while chasing something that might not even be there isn’t wise. The pair begrudgingly agrees."
"#EVENT_CRATE_01_NOTIFICATION_HEADER","Someone's yelling"
"#EVENT_CRATE_01_NOTIFICATION_DESC","Better check what it is"
"#EVENT_CRATE_01_NAME","Mystery Crate"
"#EVENT_CRATE_01_DESC","A visibly upset colonist is trampling around in circles, cheeks red from shouting and eyes feverishly scanning the area around the stockpile. “I'm sure I left it here. HERE!” he points to the ground. When questioned, the man claims he dropped a crate of <mark>Food</mark> on the ground to get something to drink. When he returned, the crate was gone."
"#EVENT_CRATE_01_SOMEONE","Someone probably carried it to a storage"
"#EVENT_CRATE_01_SEARCH","Search for the missing crate"
"#EVENT_CRATE_01_ACCUSE","Accuse him of mishandling valuable goods"
"#EVENT_CRATE_01_SOMEONE_DESC","Someone reassures the red-faced man that the crate must simply have been misplaced and that it’s probably already carried to storage. He seems relieved by this interpretation and calms down, carrying on with his tasks."
"#EVENT_CRATE_01_SEARCH_DESC","A couple of colonists stop their work to look for the missing crate. After a bit of futile searching, one of them finally shouts and gestures everyone to a nearby cluster of trees. A pile of half-eaten and buried boxes of food is found with hoof-prints around them. Some of the food is still edible and is carried back to storage."
"#EVENT_CRATE_01_ACCUSE_DESC","The colonist gets a harsh reprimand that leaves him dejected and close to tears. He’s told to never let this happen again, and as he walks back to his duties, the colonists around him seem appreciative of the strict approach."
"#EVENT_DIGGING_01_NOTIFICATION_HEADER","A colonist dug up something"
"#EVENT_DIGGING_01_NOTIFICATION_DESC","Looks like a pile of resources"
"#EVENT_DIGGING_01_NAME","Digging Around"
"#EVENT_DIGGING_01_DESC","A loud “ding” sounds from where some builders are working. One of the colonists has struck his shovel into a buried pile of resources while setting up a shelter. He'd very much like to use some to improve his new home, but offers half to the colony as construction materials."
"#EVENT_DIGGING_01_METAL","Take the metal"
"#EVENT_DIGGING_01_PLASTIC","Take the plastic"
"#EVENT_DIGGING_01_BOTH","Take both"
"#EVENT_DIGGING_01_METAL_DESC","The metal sheets would come in handy for the colony. The man hands them over and then leaves to begin work on an overly elaborate plastic drainage system in his tent."
"#EVENT_DIGGING_01_PLASTIC_DESC","The plastic sheets are put aside for the colony to use. The man takes the metal and starts carrying out his ambitious plan of reinforcing his tent against hazards."
"#EVENT_DIGGING_01_BOTH_DESC","The colony needs these materials more than a single person. After a bit of back and forth, the colonist caves and hands over both the metal and plastic. Some of the people nearby seem to disagree with this outcome but will likely forget about it within a day or two."
"#EVENT_HUNTING_05_NOTIFICATION_HEADER","A colonist appears"
"#EVENT_HUNTING_05_NOTIFICATION_DESC","She has some kind of idea"
"#EVENT_HUNTING_05_NAME","New Discoveries"
"#EVENT_HUNTING_05_DESC","One of the colonists, a meek woman no one has really paid attention to before, comes to view. She says there’s something important she needs to inspect in the woods but cannot really explain what it is. It’s something about mushrooms and medicine, but her speech is broken and she cannot find the right words."
"#HUNTING_05_GO","She can go"
"#HUNTING_05_STAY","Too dangerous"
"#EVENT_HUNTING_05_SUCCESS_NAME","New Discoveries"
"#EVENT_HUNTING_05_SUCCESS_DESC","She packs up and wanders into the forest. It takes a good while before she returns, carrying glass vials filled with strange looking mushrooms. “I knew it! New mutations. This is good!” she exclaims. It seems like there was a hidden mycologist in the colony this whole time."
"#EVENT_HUNTING_05_PARTIAL_NAME","New Discoveries"
"#EVENT_HUNTING_05_PARTIAL_DESC","The woman packs up and disappears into the forest. After what feels like an eternity, she finally drags herself back through the gate, carrying strange mushrooms on her belt but looking visibly disappointed. “No medicine. Just resistant. Little help, not much,” she explains. She seems to have hidden her scientific talents from the others up until now."
"#EVENT_HUNTING_05_FAIL_NAME","New Discoveries"
"#EVENT_HUNTING_05_FAIL_DESC","She packs up and wanders into the forest. Night goes by and the next morning is halfway through. She still hasn’t returned. A rescue party is deployed. They find her lying next to some mushrooms, visibly ill. Whatever tests she made with the mushrooms by eating them, they failed."
"#EVENT_HUNTING_05_STAY_NAME","New Discoveries"
"#EVENT_HUNTING_05_STAY_DESC","Sending her off on her own would be too risky, especially since she can’t even explain what she’s after. She struggles to find words, opening and closing her mouth a few times. Finally, she gives up, nods and walks off."
"#EVENT_HUNTING_06_NOTIFICATION_HEADER","A scientist needs help"
"#EVENT_HUNTING_06_NOTIFICATION_DESC","She wants to clear her mind"
"#EVENT_HUNTING_06_NAME","Peace of Mind"
"#EVENT_HUNTING_06_DESC","One of the more scientifically-minded colonists has a problem. Having struggled with a particularly tough issue for what feels like an eternity, she wants to take a hike outside the colony to clear her head. What’s more worrying though, is that she wants to do this alone."
"#HUNTING_06_GO","Let her go"
"#HUNTING_06_STAY","Too dangerous"
"#EVENT_HUNTING_06_SUCCESS_NAME","Peace of Mind"
"#EVENT_HUNTING_06_SUCCESS_DESC","She prepares for the trip, says her goodbyes and wanders off on a lonely trail. A long time passes without any sign of her, until she practically storms through the gate. “I got it, I finally got it!” she exclaims and rushes straight to her tent."
"#EVENT_HUNTING_06_PARTIAL_NAME","Peace of Mind"
"#EVENT_HUNTING_06_PARTIAL_DESC","She prepares for the trip, says her goodbyes and wanders off on a lonely trail. After quite some time, she returns looking quite rough. Clearly the hike ended up being anything but peaceful. ”I got an idea. I just didn’t get to really finish it,” she explains before dragging herself back to her tent."
"#EVENT_HUNTING_06_FAIL_NAME","Peace of Mind"
"#EVENT_HUNTING_06_FAIL_DESC","She prepares for the trip, says her goodbyes and wanders off on a lonely trail. It only takes about an hour for her to return. She’s limping and holding her side. “Those pestilent animals. I just barely got away,” she mutters. She needs medical attention."
"#EVENT_HUNTING_06_STAY_NAME","Peace of Mind"
"#EVENT_HUNTING_06_STAY_DESC","Wandering off just to catch some fresh air is not worth the risk. For a second, she looks like she’s about to snap. “Fine, just don’t expect any breakthroughs anytime soon!” she barks at the opposition and heads back to her tent."
"#EVENT_LOST_01_NOTIFICATION_HEADER","A little friend has been lost"
"#EVENT_LOST_01_NOTIFICATION_DESC","Bring her home?"
"#EVENT_LOST_01_NAME","Innocence Lost"
"#EVENT_LOST_01_DESC","A small girl approaches with watery eyes and snot running from her nose. “I can’t find my cat! Please, she must’ve run away! I can’t sleep without her!” the girl begs, her voice cracking. Combing the nearby woods for the cat is an option, but is it really worth it?"
"#EVENT_LOST_01_PARTY","Search for the cat"
"#EVENT_LOST_01_REFUSE","This is a waste of time"
"#EVENT_LOST_01_PARTY_SUCCESS_NAME","Innocence Lost"
"#EVENT_LOST_01_PARTY_SUCCESS_DESC","A few colonists venture out to look for the cat. The girl is beaming with joy, but the rest know that success is uncertain. However, the party soon returns with a massive white cat who, judging by the <mark>Fish</mark> the party is also carrying, had been hunting by the nearby river. “Lady Fuzzywhiskers!” the girl squeaks, embracing the cat who immediately begins to purr."
"#EVENT_LOST_01_PARTY_FAIL_NAME","Innocence Lost"
"#EVENT_LOST_01_PARTY_FAIL_DESC","A few colonists venture out to look for the cat. The girl is beaming with joy, but the rest know that success is uncertain. However, the party soon returns with a massive white cat who, judging by the scars on the rescuers' arms, wasn’t too keen on the strangers. “Lady Fuzzywhiskers!” the girl squeaks, embracing the cat who immediately begins to purr."
"#EVENT_LOST_01_REFUSE_NAME","Innocence Lost"
"#EVENT_LOST_01_REFUSE_DESC","The heartbreak is obvious in the girl’s eyes. “But... but...” she whimpers before bursting into tears and running away. Her wailing continues for a while before slowly quieting down."
"#EVENT_KIDS_01_NOTIFICATION_HEADER","Someone’s been stealing planks"
"#EVENT_KIDS_01_NOTIFICATION_DESC","Better get to the bottom of this"
"#EVENT_KIDS_01_NAME","Proper Fortification"
"#EVENT_KIDS_01_DESC","Someone seems to have been stealing <mark>wood</mark> from the storage. A few colonists go investigate and, after a bit of detective work, return with a group of rowdy children, one under each arm. Apparently, the kids used the planks to build themselves a tree fort in the nearby forest."
"#EVENT_KIDS_01_APPROVE","Leave the fort alone"
"#EVENT_KIDS_01_DISMANTLE","Tear the fort down"
"#EVENT_KIDS_01_APPROVE_NAME","Proper Fortification"
"#EVENT_KIDS_01_APPROVE_DESC","Let the kids have their fun. Who’s going to miss a few planks anyway? The children are practically beaming with joy after hearing that their precious fort will be saved. They thank the adults profusely. The next day, the colonists find a crude yet immensely colorful thank you card by the campsite, decorated with whatever might pass for finger paint."
"#EVENT_KIDS_01_DISMANTLE_NAME","Proper Fortification"
"#EVENT_KIDS_01_DISMANTLE_DESC","The colony’s precious resources aren’t something to be wasted for silly tree forts. A lot of yelling and crying ensues, but the decision stands. The next morning, there is a note by the campsite. Written with what is hopefully mud, the note simply says “poo poo heads.”"
"#EVENT_HANDCRAFT_01_NOTIFICATION_HEADER","A colonist has an idea"
"#EVENT_HANDCRAFT_01_NOTIFICATION_DESC","How about some old-fashioned handicraft?"
"#EVENT_HANDCRAFT_01_NAME","More Than a Bit of Wool"
"#EVENT_HANDCRAFT_01_DESC","One of the colonists approaches, looking more than a little nervous. She says that she might be able to provide some <mark>Clothing</mark> for the colony. Her grandmother used to teach her while she was a child and she seems fairly confident that she still remembers how it goes. The question is, can her skills be trusted?"
"#EVENT_HANDCRAFT_01_APPROVE","Give her the fiber"
"#EVENT_HANDCRAFT_01_REFUSE","It’s not a good idea"
"#EVENT_HANDCRAFT_01_APPROVE_SUCCESS_NAME","More Than a Bit of Wool"
"#EVENT_HANDCRAFT_01_APPROVE_SUCCESS_DESC","She’s handed the fiber and she seems grateful for the trust. As expected, the work takes some time, but she finally returns with some absolutely stunning traditional garbs. Wearing these will not only keep people warm but make them look good as well."
"#EVENT_HANDCRAFT_01_APPROVE_FAIL_NAME","More Than a Bit of Wool"
"#EVENT_HANDCRAFT_01_APPROVE_FAIL_DESC","She’s given the fiber and she hurries off, grateful for the trust. After not hearing from her for a while, some colonists decide to go take a look. The little fiber that hasn’t been ruined has been mangled into a patchy, poorly-made coat that will surely fail to protect even from the slightest dribble. “Sorry, I really tried,” the woman says, unable to meet anyone’s eyes."
"#EVENT_HANDCRAFT_01_REFUSE_NAME","More Than a Bit of Wool"
"#EVENT_HANDCRAFT_01_REFUSE_DESC","Given that the woman doesn’t seem that confident in herself, it’s better to pass. She looks disappointed but cannot bring herself to argue. “Okay, I just thought I might help. No problem,” she says before dejectedly walking back to her duties."
"#EVENT_CAR_FIX_01_NOTIFICATION_HEADER","Beaten-up car sputtering toward the colony"
"#EVENT_CAR_FIX_01_NOTIFICATION_DESC","It definitely needs some tender loving care"
"#EVENT_CAR_FIX_01_NAME","Your Neighborhood Mechanic"
"#EVENT_CAR_FIX_01_DESC","An ancient-looking car, covered in layers of dirt and rust, slowly approaches the colony before giving up a good walking distance from it. A rugged man steps out and waves, asking for assistance. A vehicle is rare around these parts, and those who drive them are a varying bunch, but many of them are successful one way or the other. The compensation might be worth it."
"#EVENT_CAR_FIX_01_FIX","Help the man fix his car"
"#EVENT_CAR_FIX_01_DECLINE","Decline help"
"#EVENT_CAR_FIX_01_FIX_NAME","Your Neighborhood Mechanic"
"#EVENT_CAR_FIX_01_FIX_DESC","The most mechanically-inclined colonists gather together and approach the man, who turns out to be rather friendly. “A thousand thanks! I’ve no idea what’s wrong, it just stops working after a while. Then I top it up again and it’s fine.”"
"#EVENT_CAR_FIX_01_IGNITION","The problem is with the ignition"
"#EVENT_CAR_FIX_01_ENGINE","The problem is with the engine valves"
"#EVENT_CAR_FIX_01_FUEL_TANK","The problem is with the fuel intake"
"#EVENT_CAR_FIX_01_IGNITION_NAME","Your Neighborhood Mechanic"
"#EVENT_CAR_FIX_01_IGNITION_DESC","The colonists begin working on the ignition, taking it apart bit by bit and inspecting everything in detail. However, once the car is put back together, it still fails to start. “Blimey! Well, thanks for trying. I suppose the old girl is just at the end of her road—scrap it for parts or do as you please with it,” the man sighs. He gathers up his belongings, bids his farewells and marches toward the wilderness, one step at a time."
"#EVENT_CAR_FIX_01_ENGINE_NAME","Your Neighborhood Mechanic"
"#EVENT_CAR_FIX_01_ENGINE_DESC","The colonists begin working on the engine, taking it apart bit by bit and inspecting everything in detail. However, once the car is put back together, it still fails to start. “Blimey! Well, thanks for trying. I suppose the old girl is just at the end of her road—scrap it for parts or do as you please with it,” the man sighs. He gathers up his belongings, bids his farewells and marches toward the wilderness, one step at a time."
"#EVENT_CAR_FIX_01_FUEL_TANK_NAME","Your Neighborhood Mechanic"
"#EVENT_CAR_FIX_01_FUEL_TANK_DESC","The colonists begin working on the fuel tank, taking it apart bit by bit and inspecting everything in detail. It turns out, the intake is indeed the problem; once the fuel dips below a certain point, it can't feed it into the engine anymore. The problem is fixed to the best of the mechanics' abilities and the car springs to life. “Brilliant! Thank you oh so much, you're blessed people, that's what you are!” the man exclaims. He parts with a few of his belongings as a token of his gratitude before putting pedal to the metal and speeding off."
"#EVENT_CAR_FIX_01_DECLINE_NAME","Your Neighborhood Mechanic"
"#EVENT_CAR_FIX_01_DECLINE_DESC","The colonists tell the man they wouldn’t recognize a car from a crane. “Oh, that’s a darn shame,” the man says. “Well, I suppose it’s high time to get rid of this heap of trash anyhow.” The man gathers his belongings into a backpack, waves goodbye and hikes away, leaving the broken car behind. Eager to get rid of the eyesore, the colonists scrap it."
"#EVENT_BEAST_03_NOTIFICATION_HEADER","Someone is screaming"
"#EVENT_BEAST_03_NOTIFICATION_DESC","What’s going on?"
"#EVENT_BEAST_03_NAME","Caught in a Stampede"
"#EVENT_BEAST_03_DESC","A group of colonists rushes back from the woods, their faces filled with absolute terror. A frenzied, mutated deer follows them to the colony, already knocking down a few tents. This issue needs to be handled quickly, but angering the beast further will surely backfire."
"#EVENT_BEAST_03_FOOD","Offer the deer some food"
"#EVENT_BEAST_03_CHASE","Chase the deer away"
"#EVENT_BEAST_03_HUNT","Try to take the deer down"
"#EVENT_BEAST_03_FOOD_NAME","Caught in a Stampede"
"#EVENT_BEAST_03_FOOD_DESC","Colonists gather leaves and grass into a big delicious pile in the middle of the colony. Soon enough, the deer tramples forth, its monstrous body dwarfing everything around it. It circles around the food for a while before calming down to eat. The colonists watch and wait for its next move. Luckily, the deer seems satisfied with the snack and heads back to the forest."
"#EVENT_BEAST_03_CHASE_NAME","Caught in a Stampede"
"#EVENT_BEAST_03_CHASE_DESC","A few colonists group together, carrying pots, pans, sheets of metal and whatever other loud objects they can find. They approach the deer, making as much noise as possible in the hope that it will be scared off. For a moment, the beast seems to tense up and prepare to charge at the colonists. However, something changes in its eyes and it instead backs away, galloping through the tents back to the forest."
"#EVENT_BEAST_03_HUNT_FAIL_NAME","Caught in a Stampede"
"#EVENT_BEAST_03_HUNT_FAIL_DESC","Colonists fetch whatever makeshift weapons they can and head toward the beast. It's rummaging through the tents, its massive body dwarfing everything around it. The colonists ready their spears and throw them. Two miss, one barely scrapes the beast’s hide and one sticks in its side. The deer immediately freaks out and charges the colonists in panic. They barely manage to avoid it, but the raging animal cannot be stopped now. When it finally flees to the forest, the tents are completely demolished."
"#EVENT_BEAST_03_HUNT_SUCCESS_NAME","Caught in a Stampede"
"#EVENT_BEAST_03_HUNT_SUCCESS_DESC","Some colonists fetch whatever makeshift weapons they find and head out to take the deer down. They see it rummaging through the tents, its massive body dwarfing everything around it. The colonists ready their spears and throw them. All of them hit their mark and the beast stumbles briefly before crashing to the ground. The colonists finish it off, almost unable to believe their luck. In addition to preserving the colony, they also managed to secure some fresh meat."
"#EVENT_SHELTER_01_NOTIFICATION_HEADER","Something's off with a shelter"
"#EVENT_SHELTER_01_NOTIFICATION_DESC","Some shortcuts have been made during building"
"#EVENT_SHELTER_01_NAME","Poor Foundations"
"#EVENT_SHELTER_01_DESC","Not everybody is equally skilled in the art of building, but one of the colonists seems extraordinarily bad at it. His tent looks like it could collapse at any moment, as the poorly sewed tarps slowly rip apart. Regardless, the colonist insists he knows what he is doing."
"#EVENT_SHELTER_01_IMPROVE","Improve the tent"
"#EVENT_SHELTER_01_IGNORE","Leave it be"
"#EVENT_SHELTER_01_IMPROVE_NAME","Poor Foundations"
"#EVENT_SHELTER_01_IMPROVE_DESC","Against his wishes, some adjustments are made to the colonist’s home. He seems displeased by the whole ordeal but manages to mumble his thanks after the work is done."
"#EVENT_SHELTER_01_IGNORE_NAME","Poor Foundations"
"#EVENT_SHELTER_01_IGNORE_DESC","Not an hour passes before the supporting poles give in and the flimsy tent comes tumbling down. Something inside bursts into flames as the colonist fights his way out of the ruins. He’s shouting curses about a faulty old Swedish manual."
"#EVENT_VERMIN_01_NOTIFICATION_HEADER","A colonist is hiding something"
"#EVENT_VERMIN_01_NOTIFICATION_DESC","There might be an infestation"
"#EVENT_VERMIN_01_NAME","Breeding Vermin"
"#EVENT_VERMIN_01_DESC","Turns out a colonist has been secretly feeding <mark>Rat Beetles</mark> in the colony. The feeder is surrounded by an angry flock of people demanding answers. The feeder tries to explain that rat beetles are actually misunderstood creatures, gentle and even intelligent by nature. They beg to keep the beloved pets, but the other colonists are worried things might go south quickly if these pests are allowed to live."
"#EVENT_VERMIN_01_CONSERVE","Nothing alarming here"
"#EVENT_VERMIN_01_EXTERMINATE","Get rid of the animals"
"#EVENT_VERMIN_01_CONSERVE_NAME","Breeding Vermin"
"#EVENT_VERMIN_01_CONSERVE_DESC","It’s just a hobby, even if an odd one. The feeder seems ecstatic at the decision and promises to keep the rat beetles under control. As a thank you, they even share some insight on their ongoing research about the insects’ regenerative capabilities."
"#EVENT_VERMIN_01_EXTERMINATE_NAME","Breeding Vermin"
"#EVENT_VERMIN_01_EXTERMINATE_DESC","The other colonists try to confiscate the vermin and exterminate them. The feeder, however, is not too keen on the idea. “These are my babies! You can have them over my dead body!” they scream while unleashing the animals' fury on the colony."
"#EVENT_CHILD_01_NOTIFICATION_HEADER","A strange child is spotted near the colony"
"#EVENT_CHILD_01_NOTIFICATION_DESC","She has been here long before the rest"
"#EVENT_CHILD_01_NAME","Among the Debris"
"#EVENT_CHILD_01_DESC","While looking for materials, one of the colonists spotted a child living among heaps of rubbish. The child does not look familiar and must have been there for a long time. She seems to live in a rinky-dink place put together from plastic bottles and rubber bands. “This is my home. I have nowhere else to go,” the kid whispers while staring at the ground."
"#EVENT_CHILD_01_REJECT","Throw the kid out"
"#EVENT_CHILD_01_WELCOME","Take her in"
"#EVENT_CHILD_01_REJECT_NAME","Among the Debris"
"#EVENT_CHILD_01_REJECT_DESC","The colony has no spare resources to feed another mouth. The child is removed from her home and thrown out of the gate. The child is holding tightly onto her tiny backpack, gazing back at the colony with lightless eyes. With small uncertain steps, she disappears into the wilderness."
"#EVENT_CHILD_01_WELCOME_NAME","Among the Debris"
"#EVENT_CHILD_01_WELCOME_DESC","The child is a pitiful sight, sitting on top of the debris pile. Her cheeks are hollow and there are dark circles under her eyes. One of the colonists approaches her and asks her to join the colony. The child looks neither happy nor sad but quietly nods and takes the colonist’s hand as they make their way back to the colony."
"#EVENT_WELL_02_NOTIFICATION_HEADER","The weather is quickly changing"
"#EVENT_WELL_02_NOTIFICATION_DESC","These are not your regular clouds"
"#EVENT_WELL_02_NAME","Well, Well, Well"
"#EVENT_WELL_02_DESC","The weather in the aftermath is unpredictable, but these clouds seem to have appeared out of nowhere. Dark droplets, hissing on every surface they strike, start pouring down. “Acid Rain! Everybody take cover!” the colonists shout and huddle under something protective. Someone quickly points out the <mark>Water Well’s</mark> faucet has been left open, meaning the water inside might get contaminated."
"#EVENT_WELL_02_WAIT","Wait until the worst has passed"
"#EVENT_WELL_02_PROTECT","Create makeshift armor"
"#EVENT_WELL_02_RISK","Risk it"
"#EVENT_WELL_02_WAIT_NAME","Well, Well, Well"
"#EVENT_WELL_02_WAIT_DESC","There is no way anyone should be risking their lives over the matter. The pour does not last long, and soon enough everyone is curiously gathered over the well, yet no one seems willing to take a sip. One of the more disliked colonists is forced to do the job, and immediately after drinking they fall weak on their knees. It might be best to drink stored water for a time."
"#EVENT_WELL_02_PROTECT_NAME","Well, Well, Well"
"#EVENT_WELL_02_PROTECT_DESC","One of the bravest colonists, equipped with every protective layer available, dashes into the downpour to secure the well. They run back and brush off the cheers as if it was nothing. This act of heroism has lifted everybody’s spirits."
"#EVENT_WELL_02_RISK_NAME","Well, Well, Well"
"#EVENT_WELL_02_RISK_DESC","One of the bravest colonists dashes into the downpour to secure the well. While running back, they are clearly already in great pain but to make matters worse, they fall into a nasty puddle of burning water. As they make it back to the others, it is evident that they need treatment, quickly. The colonists are cheering, relieved that their water supply is secure, at least for the time being."
"#EVENT_VISION_01_NOTIFICATION_HEADER","A colonist has received a vision"
"#EVENT_VISION_01_NOTIFICATION_DESC","Can she say what the future holds?"
"#EVENT_VISION_01_NAME","Visions of Gloom"
"#EVENT_VISION_01_DESC","An older colonist speaks up, claiming to bear grave news. She is shaking and in clear dismay. “I saw it... A bright wave of destruction... It will hit tonight...” Before people can ask for details, the colonist passes out from the stress. It is unclear how this news should be interpreted."
"#EVENT_VISION_01_FALLOUT","Prepare for fallout"
"#EVENT_VISION_01_FIRE","Prepare for a fire"
"#EVENT_VISION_01_METEOR","Prepare for a meteor"
"#EVENT_VISION_01_IGNORE","Ignore the warning"
"#EVENT_VISION_01_FALLOUT_NAME","Visions of Gloom"
"#EVENT_VISION_01_FALLOUT_DESC","This vision was clearly a warning of upcoming fallout. Colonists hurry to reinforce buildings before scurrying to safety. Before the job can even properly begin, black smoke and flames start raising from the <mark>Emergency Shelter</mark>. It seems like the signs were interpreted incorrectly."
"#EVENT_VISION_01_FIRE_NAME","Visions of Gloom"
"#EVENT_VISION_01_FIRE_DESC","The colonists believe the vision was a warning of an upcoming torching with disastrous effects. In unison, the colonists start to reinforce their dwellings in case of fire. Turns out, one colonist’s hearths had overheated and was about to set the whole colony aflame. Disaster was narrowly avoided this time."
"#EVENT_VISION_01_METEOR_NAME","Visions of Gloom"
"#EVENT_VISION_01_METEOR_DESC","There’s no mistake, this vision must be a sign of an upcoming meteor strike. The colonists nod in agreement and hurry off to reinforce their ceilings. Before the work can properly start, they’re interrupted by a cloud of pollution rising from the ground. Their interpretation was wrong."
"#EVENT_VISION_01_IGNORE_NAME","Visions of Gloom"
"#EVENT_VISION_01_IGNORE_DESC","There is no reason to believe this clearly deranged old-timer, and the colonists go about their day as usual. Leaving her be, they return to work, only to see a flaming object hurling from the sky toward the colony. Seems like they should have listened to her, after all."
"#EVENT_UNEVEN_01_NOTIFICATION_HEADER","Commotion in the camp"
"#EVENT_UNEVEN_01_NOTIFICATION_DESC","Someone's yelling inside a tent"
"#EVENT_UNEVEN_01_NAME","Uneven Ground"
"#EVENT_UNEVEN_01_DESC","Suddenly, muffled cries for help start echoing from one of the <mark>Shelters</mark>. Inside, a large hole has opened up on the ground, swallowing the poor colonist. The shelter was apparently built on top of a small sinkhole. A makeshift ladder should help get the colonist out without injury."
"#EVENT_UNEVEN_01_LADDER","Build a makeshift ladder"
"#EVENT_UNEVEN_01_CLIMB","The colonist can climb back up without one"
"#EVENT_UNEVEN_01_LADDER_DESC","Nearby colonists fetch <mark>wood</mark> from the stockpile. Together, they fashion a crude but functional ladder to lower down the sinkhole. The fallen colonist climbs up, rattled but otherwise unscathed. The hole is filled and carefully covered to prevent any future surprises."
"#EVENT_UNEVEN_01_CLIMB1_DESC","The fallen colonist looks a bit dumbfounded by the seeming lack of empathy for their predicament but starts climbing up the edge nonetheless. After a few strong words, they reach the surface, sweating profusely but is, apparently, unharmed. The sinkhole is then filled and covered to prevent further accidents."
"#EVENT_UNEVEN_01_CLIMB2_DESC","The fallen colonist looks dismayed but starts climbing up the crumbling edge nonetheless. Suddenly, the root they used for purchase gives out. The colonist manages to grab onto a sharp protruding rock which cuts deep into their hand but stops the fall. They push through the pain and manage to climb up, wounded. The sinkhole is then filled to prevent further accidents."
"#EVENT_DESPERATE_02_NOTIFICATION_HEADER","Someone's at the gate"
"#EVENT_DESPERATE_02_NOTIFICATION_DESC","A man pleads for help to save his brother"
"#EVENT_DESPERATE_02_NAME","Brotherly Love"
"#EVENT_DESPERATE_02_DESC","Two men approach the gate, arms on each other’s shoulders. One is limping badly, practically dragging his foot across the dirt. ""We need <mark>medicine</mark>! Please, he won’t survive like this much longer!"" the other man shouts frantically. ”He stepped in a trap. I didn’t think it’d get this bad.”"
"#EVENT_DESPERATE_02_SUCCESS_NAME","Brotherly Love"
"#EVENT_DESPERATE_02_SUCCESS_DESC","“Oh bless you! We already lost mom and dad, I didn’t want to bury him as well,” the man replies as he takes the medicine. “Here, these are from our garden back home,” he says and hands over a small bag of <mark>Seeds</mark>."
"#EVENT_DESPERATE_02_FAIL_NAME","Brotherly Love"
"#EVENT_DESPERATE_02_FAIL_DESC","“Your heart is pitch black and rotten like a corpse!” the man screams, broken by the response. “Fine. I’ll bury my brother like I did my parents, but there won’t be anyone left to bury me.” The two turn and slowly head off, eventually disappearing from sight."
"#EVENT_DESPERATE_02_GIVE_HELP","Give them some medicine"
"#EVENT_DESPERATE_02_REFUSE_HELP","Decline the brothers' request"
"#EVENT_DESPERATE_03_NOTIFICATION_HEADER","Someone's at the gate"
"#EVENT_DESPERATE_03_NOTIFICATION_DESC","How did she get here on her own?"
"#EVENT_DESPERATE_03_NAME","Mother’s Worry"
"#EVENT_DESPERATE_03_DESC","A weathered woman carrying a worn-out backpack marches toward the gate. “Please, do you have any <mark>Medicine</mark> there?” she asks, her voice trembling. “My baby is running a high fever, and I’m desperate. I don’t have a lot to offer, but I could trade you something for it.”"
"#EVENT_DESPERATE_03_SUCCESS_NAME","Mother’s Worry"
"#EVENT_DESPERATE_03_SUCCESS_DESC","“Thank you, thank you! I did not expect such kindness. Here, pick whatever you want, dear,” the woman says and opens up her backpack full of <mark>Seeds</mark>."
"#EVENT_DESPERATE_03_FAIL_NAME","Mother’s Worry"
"#EVENT_DESPERATE_03_FAIL_DESC","The woman stops shaking. “So that’s it. You just let the only thing I love die,” she says in a calm, icy tone. “But remember this—soon, I’ll have nothing to lose. Then, I’ll come back and let you do the begging.” Having said this, she turns away and heads back into the wasteland."
"#EVENT_DESPERATE_03_GIVE_HELP","Give her medicine"
"#EVENT_DESPERATE_03_REFUSE_HELP","Turn her away"
"#EVENT_DESPERATE_04_NOTIFICATION_HEADER","Someone's at the gate"
"#EVENT_DESPERATE_04_NOTIFICATION_DESC","Looks like an interesting fella"
"#EVENT_DESPERATE_04_NAME","A Modest Proposal"
"#EVENT_DESPERATE_04_DESC","A miscellaneous pile of cloth, nets and bags waddles toward the gate. From underneath them, a scruffy man lifts his face. “Greetings, friend! Would you mind trading some <mark>Medicine</mark> with me? I have some real delicacies right here, you’re going to love them!”"
"#EVENT_DESPERATE_04_SUCCESS_NAME","A Modest Proposal"
"#EVENT_DESPERATE_04_SUCCESS_DESC","“Much appreciated my friend,” the man says with a toothy grin. “And here you go, as promised. Some folks say they taste like chicken, but, honestly, they’re better!” he babbles and gleefully hands over some <mark>Insect Eggs</mark>."
"#EVENT_DESPERATE_04_FAIL_NAME","A Modest Proposal"
"#EVENT_DESPERATE_04_FAIL_DESC","The man looks flabbergasted. ”You’re kidding! Well, I guess I’ll have to find someone who can appreciate the finer things in life,” he says before turning around and wobbling toward the sunset."
"#EVENT_DESPERATE_04_GIVE_HELP","Give him medicine"
"#EVENT_DESPERATE_04_REFUSE_HELP","Turn him away"
"#EVENT_DESPERATE_05_NOTIFICATION_HEADER","Strange noises coming from the gate"
"#EVENT_DESPERATE_05_NOTIFICATION_DESC","Something about a ”unique item”"
"#EVENT_DESPERATE_05_NAME","A Piece of the Past"
"#EVENT_DESPERATE_05_DESC","A person wrapped in layers of cloth, rubber and mud is standing at the gate. There’s a slight twitch behind their goggles as the colonists approach. “Need things. Trade me? This, I know is unique,” the person says and starts unpacking a mysterious item laying on a wooden cart, revealing a pristine-looking, bulky computer protected by plates of lead."
"#EVENT_DESPERATE_05_SUCCESS_NAME","A Piece of the Past"
"#EVENT_DESPERATE_05_SUCCESS_DESC","It takes a couple colonists to lift the computer off the cart. The mysterious person accepts the food with their gloved hands and piles it onto the cart. ”Goodbye old friend,” the person says and turns around as the computer is carried inside."
"#EVENT_DESPERATE_05_FAIL_NAME","A Piece of the Past"
"#EVENT_DESPERATE_05_FAIL_DESC","It’s hard to read the person’s emotions behind the protective layers. “Fine. Your mistake. We’ll find another home,” the person says and walks away, their rubber suit squeaking with every step."
"#EVENT_DESPERATE_05_GIVE_HELP","Accept the computer"
"#EVENT_DESPERATE_05_REFUSE_HELP","Refuse the trade"
"#EVENT_DESPERATE_06_NOTIFICATION_HEADER","Someone’s rattling the gate"
"#EVENT_DESPERATE_06_NOTIFICATION_DESC","A small family needs help"
"#EVENT_DESPERATE_06_NAME","A Most Unlikely Guardian"
"#EVENT_DESPERATE_06_DESC","A man and three of his children are making a ruckus at the gate. As he sees people approaching, the man immediately throws his backpack on the ground and starts rummaging through it. “Please, my children need some food. If you just give us some, you can have this,” he says and holds up a thick notebook with the words “Physics Lecture Notes” on it."
"#EVENT_DESPERATE_06_SUCCESS_NAME","A Most Unlikely Guardian"
"#EVENT_DESPERATE_06_SUCCESS_DESC","The man almost drops the notebook as he’s handing it over. “Thank you, thank you so much! I can’t read, but somehow I knew this might be important. I hope it serves you well,” he says. The faces of the children light up as they see him shoveling the fresh food into his backpack."
"#EVENT_DESPERATE_06_FAIL_NAME","A Most Unlikely Guardian"
"#EVENT_DESPERATE_06_FAIL_DESC","The man keeps glancing at the book in disbelief. “But... I thought this would be worth something. I’ve been carrying it for so long... for nothing?” As the group walks away, the man slams the book into a muddy puddle, thoroughly soaking it and surely destroying whatever knowledge it might have contained."
"#EVENT_DESPERATE_06_GIVE_HELP","Accept the book"
"#EVENT_DESPERATE_06_REFUSE_HELP","Refuse the trade"
"#EVENT_EXPEDITION_01_NOTIFICATION_HEADER","Weird lights in the sky"
"#EVENT_EXPEDITION_01_NOTIFICATION_DESC","Could be danger, could be an opportunity"
"#EVENT_EXPEDITION_01_NAME","Carnival of Chaos"
"#EVENT_EXPEDITION_01_DESC","Strange, colorful lights have been spotted in the sky during at night. Their origin has been pinpointed, and a party could be sent to take a look. Question is, should the expeditioners arm themselves and prepare for the worst or travel light so they can take advantage of whatever opportunity they might find?"
"#EVENT_EXPEDITION_01_SECURITY","Send a party focusing on security"
"#EVENT_EXPEDITION_01_INVESTIGATION","Send a party focusing on investigation"
"#EVENT_EXPEDITION_01_IGNORE","Ignore the lights"
"#EVENT_EXPEDITION_01_SECURITY_NAME","Carnival of Chaos"
"#EVENT_EXPEDITION_01_SECURITY_DESC","The party leaves, armed and ready. They trek through the forest and find a small, abandoned amusement park. As they’re focusing on scavenging <mark>Components</mark> off a Ferris wheel, they’re attacked. A group of bandits jump from the ruins but are eventually pushed back as the party manages to escape safely."
"#EVENT_EXPEDITION_01_INVESTIGATION_NAME","Carnival of Chaos"
"#EVENT_EXPEDITION_01_INVESTIGATION_DESC","The party leaves, lightly-armed. They trek through the forest and find a small, abandoned amusement park. As they’re finishing up gathering <mark>Parts</mark> from the Ferris wheel, they are attacked. A group of bandits emerge from the ruins and injure one colonist. The party barely escapes with no casualties."
"#EVENT_EXPEDITION_01_IGNORE_NAME","Carnival of Chaos"
"#EVENT_EXPEDITION_01_IGNORE_DESC","The lights are not worth investigating. The day goes by as usual, but screaming can be heard from the gate later on. A group of bandits dressed as clowns attack the colony. They fail to grab any resources but injure a few colonists during the struggle. Afterwards, everyone can’t help but wonder where these oddly-dressed villains came from."
"#EVENT_WITCH_01_NOTIFICATION_HEADER","An old woman has appeared in front of the gate"
"#EVENT_WITCH_01_NOTIFICATION_DESC","What’s her business?"
"#EVENT_WITCH_01_NAME","Witch’s Wits"
"#EVENT_WITCH_01_DESC","Rumors circulate that an old woman, gone eccentric from all the radioactive waste, lives in a nearby forest. She’s now behind the gate. No one admits to seeing her arrive.\n\nThe woman cackles. “Interested in riddles? Answer this, <mark>‘I’m tall when I’m born but short when I’m gone. What am I?’”</mark>"
"#EVENT_WITCH_01_TIME","Time"
"#EVENT_WITCH_01_DAY","A day"
"#EVENT_WITCH_01_CANDLE","A candle"
"#EVENT_WITCH_01_PRIDE","Pride"
"#EVENT_WITCH_01_FAIL_NAME","Witch’s Wits"
"#EVENT_WITCH_01_FAIL_DESC","The woman shakes her head. “No, no, poor child, that won’t do at all.” She turns around and starts to very, very slowly make her way back to the woods. Everyone watches the strange woman for a while before returning back to their usual business. A moment later, she seems to have disappeared into thin air."
"#EVENT_WITCH_01_SUCCESS_NAME","Witch’s Wits"
"#EVENT_WITCH_01_SUCCESS_DESC","A wide, toothless smile appears on the woman’s wrinkly face. “Aye, that it be!” She reaches into her robes and hands over a basket filled with <mark>Medicine</mark> before turning around and waddling back toward the forest."
"#EVENT_WITCH_02_NOTIFICATION_HEADER","An old woman has appeared in front of the gate."
"#EVENT_WITCH_02_NOTIFICATION_DESC","What’s her business?"
"#EVENT_WITCH_02_NAME","Witch’s Wits"
"#EVENT_WITCH_02_DESC","Rumors have circulated that an old woman, gone eccentric from all the radioactive waste, lives in a nearby forest. She’s now behind the gate. Nobody admits to seeing her arrive.\n\nThe woman cackles, “Interested in riddles? Answer this, <mark>‘The poor have it. The rich need it. You die if you eat it.’ What is it?”</mark>"
"#EVENT_WITCH_02_HUMILITY","Humility"
"#EVENT_WITCH_02_NOTHING","Nothing"
"#EVENT_WITCH_02_MONEY","Money"
"#EVENT_WITCH_02_SPACE","Space"
"#EVENT_WITCH_02_FAIL_NAME","Witch’s Wits"
"#EVENT_WITCH_02_FAIL_DESC","The woman shakes her head, disappointed. “No, no. Completely wrong.” With a sigh, she turns around and slowly starts making her way back to the forest. A few colonists comment on her obviously unhinged mental state as they return to their duties."
"#EVENT_WITCH_02_SUCCESS_NAME","Witch’s Wits"
"#EVENT_WITCH_02_SUCCESS_DESC","A wide, toothless smile appears on the woman’s wrinkly face. “Aye, that it be!” She reaches into her robes and hands over a basket filled with <mark>Medicine</mark> before turning around and waddling back toward the forest."
"#EVENT_WITCH_03_NOTIFICATION_HEADER","An old woman has appeared in front of the gate."
"#EVENT_WITCH_03_NOTIFICATION_DESC","What's her business?"
"#EVENT_WITCH_03_NAME","Witch’s Wits"
"#EVENT_WITCH_03_DESC","Rumor has it that an old woman, gone eccentric from all the radioactive waste, lives in a nearby forest. She’s now behind the gate. Nobody admits seeing her arrive.\n\nThe woman cackles, “Interested in riddles? Answer this, <mark>‘The bigger I am, the less you will have. What am I?’</mark>”"
"#EVENT_WITCH_03_ARROGANCE","Arrogance"
"#EVENT_WITCH_03_SICKNESS","Sickness"
"#EVENT_WITCH_03_LIE","A lie"
"#EVENT_WITCH_03_HOLE","A hole"
"#EVENT_WITCH_03_FAIL_NAME","Witch’s Wits"
"#EVENT_WITCH_03_FAIL_DESC","The woman shakes her head. “No, no, poor child, that won’t do at all.” She turns around and starts to very, very slowly make her way back to the woods. Everyone watches the strange woman for a while before returning back to their usual business. When someone turns to look again, she has already disappeared."
"#EVENT_WITCH_03_SUCCESS_NAME","Witch’s Wits"
"#EVENT_WITCH_03_SUCCESS_DESC","A wide, toothless smile appears on the woman’s wrinkly face. “Aye, that it be!” She reaches into her robes and hands over a basket filled with <mark>Medicine</mark> before turning around and waddling back toward the forest."
"#EVENT_WITCH_05_NOTIFICATION_HEADER","There's a visitor"
"#EVENT_WITCH_05_NOTIFICATION_DESC","She arrived unannounced"
"#EVENT_WITCH_05_NAME","Witch’s Wits"
"#EVENT_WITCH_05_DESC","Rumors have circulated about a deranged, old woman living in the forest, but having her arrive at the gate is a surprise nonetheless.\n\nThe woman smiles with an almost toothless grin. “Interested in riddles? Then riddle me this: <mark>‘Everything here lives from me. I am bigger than the biggest, yet every day I disappear. What am I?’</mark>”"
"#EVENT_WITCH_05_ANSWER1","Rain"
"#EVENT_WITCH_05_ANSWER2","The wind"
"#EVENT_WITCH_05_ANSWER3","The sun"
"#EVENT_WITCH_05_ANSWER4","Mercy"
"#EVENT_WITCH_05_FAIL_NAME","Witch’s Wits"
"#EVENT_WITCH_05_FAIL_DESC","The woman shakes her head. ”No, no, poor child, that won’t do at all.” She turns around and starts to very, very slowly make her way back to the woods. Everyone watches the strange woman for a while before returning back to their usual business. Soon, she has already disappeared."
"#EVENT_WITCH_05_SUCCESS_NAME","Witch’s Wits"
"#EVENT_WITCH_05_SUCCESS_DESC","The woman’s toothless smile grows even wider. “Yes, that's it!” She reaches into her robes and hands over a basket filled with <mark>Pills</mark>. As soon as the colonists take the basket, she turns around without saying a word and heads back to the woods."
"#EVENT_WITCH_06_NOTIFICATION_HEADER","An old woman is at the gate"
"#EVENT_WITCH_06_NOTIFICATION_DESC","Where did she come from?"
"#EVENT_WITCH_06_NAME","Witch’s Wits"
"#EVENT_WITCH_06_DESC","Without a warning, an old, withered woman has appeared at the gate. Nobody saw her arrive, but some explain that there are rumors about an eccentric, old lady living in the woods.\n\nThe woman cackles. “Interested in riddles? Answer this, <mark>‘I arrive unasked, unseen, and when I do it early, I bring death with me. What am I?’</mark>”"
"#EVENT_WITCH_06_ANSWER1","Frost"
"#EVENT_WITCH_06_ANSWER2","Poison"
"#EVENT_WITCH_06_ANSWER3","Bad luck"
"#EVENT_WITCH_06_ANSWER4","A snake"
"#EVENT_WITCH_06_FAIL_NAME","Witch’s Wits"
"#EVENT_WITCH_06_FAIL_DESC","The woman shakes her head. ”No, no, poor child, that won’t do at all.” She turns around and limps her way back to the woods. The colonists return to their duties, and when some take another curious look back at the woman, she has already disappeared."
"#EVENT_WITCH_06_SUCCESS_NAME","Witch’s Wits"
"#EVENT_WITCH_06_SUCCESS_DESC","A wide, toothless smile appears on the woman’s ancient face. “Yes, that's it!” She reaches into her robes, hands over a basket filled with <mark>Pills</mark>, then turns around and waddles back toward the forest."
"#EVENT_WITCH_07_NOTIFICATION_HEADER","An old stranger has appeared"
"#EVENT_WITCH_07_NOTIFICATION_DESC","How odd"
"#EVENT_WITCH_07_NAME","Witch’s Wits"
"#EVENT_WITCH_07_DESC","Rumor has it, an old woman that’s gone a bit batty from all the radiation resides in the nearby forest. Any doubt of her existence is diminished when she suddenly appears at the gate.\n\nThe woman cackles. “Interested in riddles? Answer this, <mark>‘I make my home underground, yet I come back up when water falls. What am I?’</mark>”"
"#EVENT_WITCH_07_ANSWER1","A mole"
"#EVENT_WITCH_07_ANSWER2","A flower"
"#EVENT_WITCH_07_ANSWER3","An earthworm"
"#EVENT_WITCH_07_ANSWER4","A rock"
"#EVENT_WITCH_07_FAIL_NAME","Witch’s Wits"
"#EVENT_WITCH_07_FAIL_DESC","The woman shakes her head. “No, no, poor child, that won’t do at all.” She turns her bent back and heads back to the forest at a leisurely pace. Some worry whether she can make it, but most are convinced there’s more to this woman than meets the eye."
"#EVENT_WITCH_07_SUCCESS_NAME","Witch’s Wits"
"#EVENT_WITCH_07_SUCCESS_DESC","A wide, toothless smile appears on the woman’s wrinkly face. “Yes, that's it!” She reaches into her robes and hands over a basket filled with <mark>Pills</mark>, then she turns around and slowly walks back toward the forest."
"#EVENT_RADIATION_BOX_01_NOTIFICATION_HEADER","The colonists found something"
"#EVENT_RADIATION_BOX_01_NOTIFICATION_DESC","They’re not sure what"
"#EVENT_RADIATION_BOX_01_NAME","Buried Treasure"
"#EVENT_RADIATION_BOX_01_DESC","The colonists have found a large, sturdy box that was buried underground near the colony. It’s not clear what it’s made of, all they can say is that it’s dark grey, soft metal and weighs a lot."
"#EVENT_RADIATION_BOX_01_OPEN","Open the box"
"#EVENT_RADIATION_BOX_01_IGNORE","Leave it alone"
"#EVENT_RADIATION_BOX_01_COLONISTS","Ask others for advice"
"#EVENT_RADIATION_BOX_01_OPEN_NAME","Buried Treasure"
"#EVENT_RADIATION_BOX_01_OPEN_DESC","A few good hits with a shovel break the box open. Inside, there are blueprints and schematics. The colonists suddenly kneel to the ground holding their heads. There is a reason why the papers were so carefully protected—they are radioactive."
"#EVENT_RADIATION_BOX_01_IGNORE_NAME","Buried Treasure"
"#EVENT_RADIATION_BOX_01_IGNORE_DESC","The box was surely buried for a reason, and it’s not wise to mess with something you don’t understand. The colonists bury the ominous box back in the ground, quite happy to get it out of their sight."
"#EVENT_RADIATION_BOX_01_COLONISTS_NAME","Buried Treasure"
"#EVENT_RADIATION_BOX_01_COLONISTS_DESC","One of the other colonists recognizes the box’s material as lead. Whatever’s inside must be radioactive."
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL","Open the box with precautions"
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL_NAME","Buried Treasure"
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL_DESC","The colonists apply the necessary protection, or whatever’s closest to it, and open the box. Inside, they find blueprints and schematics that must have some value, but they are, evidently, also contaminated. Luckily, some safety measures were taken."
"#EVENT_BEAST_01_NOTIFICATION_HEADER","A beast is stalking the gate"
"#EVENT_BEAST_01_NOTIFICATION_DESC","This cannot be ignored"
"#EVENT_BEAST_01_NAME","The Beast Within"
"#EVENT_BEAST_01_DESC","A massive, horned beast has been seen stalking near the gate. It is evidently hungry and looking for a careless colonist for easy prey. The fastest way to solve this would be to hunt it down, but trying to lure it into a trap is also an option."
"#EVENT_BEAST_01_SHOOT","Hunt the animal"
"#EVENT_BEAST_01_TRAP","Trap it first"
"#EVENT_BEAST_01_SHOOT_NAME","The Beast Within"
"#EVENT_BEAST_01_SHOOT_DESC","The colonists decide to shoot the beast, and a couple of crude hunting bows are brought to the gate. An arrow hits the beast in the torso, but it doesn’t go down. It lets out an angry wail and rams its antlers against the gate. The colonists shoot arrow after arrow at the horned beast until it finally slumps down, unmoving. Its meat is harvested, but a lot of it was ruined by the arrows."
"#EVENT_BEAST_01_TRAP_SUCCESS_NAME","The Beast Within"
"#EVENT_BEAST_01_TRAP_SUCCESS_DESC","A few nervous colonists walk outside the gate with a large net and some weapons. The beast charges at them, but they manage to throw a net over it. The ground shakes as it trips and falls. One heavy swing from an axe dives deep into the beast's skull, ending this incident. The meat from the body won’t be the best quality, but it was, at least, not contaminated by bullets or arrows."
"#EVENT_BEAST_01_TRAP_FAIL_NAME","The Beast Within"
"#EVENT_BEAST_01_TRAP_FAIL_DESC","A few nervous colonists walk outside the gate with a large net and some weapons. The beast charges at them, and as the net is thrown at it, the animal easily shrugs it off. One colonist is hit head-on and falls to the ground, bleeding. The other colonists manage to retrieve the net and finally bring the animal down. A few brutal axe swings later, the beast’s head falls off, leaving its entire body to be harvested for meat."
"#EVENT_POISON_01_NOTIFICATION_HEADER","A colonist is poisoned"
"#EVENT_POISON_01_NOTIFICATION_DESC","Their life might be worth risking"
"#EVENT_POISON_01_NAME","Source of Sickness"
"#EVENT_POISON_01_DESC","A delirious colonist is carried into the camp. Something seems to have poisoned him, but he’s unable to say what. Should the colony be willing to take the risk and try an experimental and intensive treatment to get the colonist healed enough to say what might have caused these symptoms?"
"#EVENT_POISON_01_RISKY","Take the risk"
"#EVENT_POISON_01_CONSERVATIVE","Take things slow and steady"
"#EVENT_POISON_01_RISKY_SUCCESS_NAME","Source of Sickness"
"#EVENT_POISON_01_RISKY_SUCCESS_DESC","The man is taken away to a medical tent. The next hours are intense and grueling on both him and the medical staff, but he responds to the treatment and comes to. Following his instructions, the colonists find a strange-looking rodent in the nearby woods. This was the first time anyone in the colony encountered anything like this, so the gamble was worth the risk, this time."
"#EVENT_POISON_01_RISKY_FAIL_NAME","Source of Sickness"
"#EVENT_POISON_01_RISKY_FAIL_DESC","The information could be worth the gamble. The man is taken into treatment, but as time goes by, his condition fails to improve. The treatment has to be prolonged, and while the poisoning dissipates eventually, the wound remains infected. By the time the man regains consciousness and talks about a strange rodent that bit him, the vermin is nowhere to be found."
"#EVENT_POISON_01_CONSERVATIVE_NAME","Source of Sickness"
"#EVENT_POISON_01_CONSERVATIVE_DESC","It’s not worth it to gamble with people’s lives. The man is taken into treatment and carefully nursed back to health. When he finally wakes up, he is unable to recall what happened. The source of his condition remains a mystery, but at least he’s safe."
"#EVENT_FEAST_01_NOTIFICATION_HEADER","Colonists are gathering"
"#EVENT_FEAST_01_NOTIFICATION_DESC","They have an idea"
"#EVENT_FEAST_01_NAME","A Feast!"
"#EVENT_FEAST_01_DESC","A small group of colonists have come up with an idea. Times are tough for everyone, and they'd like to organize a harvest feast to cheer people up. There's more than enough doom and gloom going around already. It would require digging into the food stockpile, though."
"#FEAST_CORN","A small feast"
"#FEAST_FISH","A moderate feast"
"#FEAST_MEAT","A large feast"
"#FEAST_NONE","There’s no food to spare"
"#EVENT_FEAST_RESULT_NAME","A Feast!"
"#EVENT_FEAST_RESULT_DESC","People are excited and rush to make arrangements. Makeshift tables fill up with food and townsfolk. It's not exactly a feast worthy of kings and queens, but it lifts people's spirits more than anticipated."
"#EVENT_FEAST_RESULT_DECLINE_NAME","A Feast!"
"#EVENT_FEAST_RESULT_DELINE_DESC","As much as the thought of a feast appeals to everyone, the colony simply can’t spare any resources in these trying times. The colonists argue back and forth for a while before deciding against the feast, even though the disappointment is evident on their faces."
"#EVENT_FEAST_03_NOTIFICATION_HEADER","Time for a celebration?"
"#EVENT_FEAST_03_NOTIFICATION_DESC","The colonists want to prepare a feast"
"#EVENT_FEAST_03_NAME","Celebratory Venting"
"#EVENT_FEAST_03_DESC","There are talks of planning a big, grandiose feast for the colonists to enjoy. It would certainly be good for general morale, but such a celebration would not be cheap."
"#EVENT_FEAST_03_REFUSE","It's too costly"
"#EVENT_FEAST_03_ALLOW","Have a feast"
"#EVENT_FEAST_03_REFUSE_NAME","Celebratory Venting"
"#EVENT_FEAST_03_REFUSE_DESC","There are simply not enough resources to spare, so celebrations won’t be coming anytime soon. As the consensus is reached, the colonists are visibly upset and the atmosphere is one of disappointment for a good while."
"#EVENT_FEAST_03_ALLOW_NAME","Celebratory Venting"
"#EVENT_FEAST_03_ALLOW_DESC","Food is prepared, drinks poured and tables set all over the settlement. People soon forget their exhaustion as the celebration starts. Suddenly, a loud noise cuts through the air. One man has thrown over tables around him. People around look shocked, some almost in tears. “What’s the matter with you?! What’s there to celebrate?! We’re all dead! There’s no hope, none!” the man fumes."
"#EVENT_FEAST_03_SUBDUE","Subdue the man by force"
"#EVENT_FEAST_03_SYMPATHY","Show sympathy"
"#EVENT_FEAST_03_SUBDUE_NAME","Celebratory Venting"
"#EVENT_FEAST_03_SUBDUE_DESC","The people around the man, annoyed by the mood being dampened, roughly tackle him to the ground. He’s subdued but refuses to remain calm as he’s hauled outside. “Idiots! We will all die! Stop lying to yourselves, the sooner this ends the better!” As the man’s voice finally disappears, people try to return to the celebration, but the mood seems to have been killed completely."
"#EVENT_FEAST_03_SYMPATHY_NAME","Celebratory Venting"
"#EVENT_FEAST_03_SYMPATHY_DESC","A few colonists approach the man, telling him they understand his feelings and that they’re sorry for everything he’s been through. They reassure him that things will get better and that the colony will survive. More colonists join in to comfort the man, and he soon breaks down in tears. “I’m sorry... I didn’t want to ruin everything, it just hurts so much,” he sobs. Despite the incident, the rest of the celebrations are carried out in even better spirits than before."
"#EVENT_LOOTING_01_NOTIFICATION_HEADER","Colonists are curious"
"#EVENT_LOOTING_01_NOTIFICATION_DESC","They've seen something interesting"
"#EVENT_LOOTING_01_NAME","Looting Local"
"#EVENT_LOOTING_01_DESC","A couple of colonists have spotted some sort of a vehicle stuck in a deep crevasse. It might still have some useful stuff left inside, but climbing down without proper gear will be dangerous. They want to try it nonetheless, claiming it will surely be worth the effort."
"#LOOTING_GO","Let them try"
"#LOOTING_STAY","Decline, not worth it"
"#EVENT_LOOTING_01_LOOT_NAME","Looting Local"
"#EVENT_LOOTING_01_LOOT_DESC","The group lowers one member down. There's indeed an old off-road vehicle wedged-in tight. The space is narrow, and falling rocks ominously rattle against the truck's body. Most of the doors are rusted shut. After some grunting and strong language, something valuable is finally pulled back to the surface."
"#EVENT_LOOTING_01_INJURY_NAME","Looting Local"
"#EVENT_LOOTING_01_INJURY_DESC","One from the group is lowered down. An old off-road truck is precariously wedged between two rocks, teetering from one side to the other, but the climber insists it's safe to go on. As the passenger door is yanked open, one of the rocks gives out and the vehicle tilts and falls, hitting the climber painfully on the way down. The loot is gone for good, but at least no lives were lost."
"#EVENT_LOOTING_01_BOTH_NAME","Looting Local"
"#EVENT_LOOTING_01_BOTH_DESC","The climber is lowered down to an old off-road truck teetering precariously on a small ledge. Something on the back seat catches the colonist’s attention. With a quick yank, she grabs the item through a broken window but inadvertently kicks the side door, causing it to plummet down. The climber is pulled back up to safety with some nice loot in hand."
"#EVENT_LOOTING_01_STAY_NAME","Looting Local"
"#EVENT_LOOTING_01_STAY_DESC","There are far too many unknown factors. Climbing down without proper equipment is too risky and there might not even be anything of worth there. Despite knowing this, the colony still feels disappointed."
"#EVENT_BRAWL_02_NOTIFICATION_HEADER","A couple is arguing"
"#EVENT_BRAWL_02_NOTIFICATION_DESC","They're quite loud about it"
"#EVENT_BRAWL_02_NAME","Children’s Rights"
"#EVENT_BRAWL_02_DESC","A commotion has formed in the middle of the colony. A couple is arguing about how their children should be raised. The mother thinks they should be tasked with handling domestic work, while the father thinks they should be allowed to spend their days playing."
"#BRAWL_02_MOTHER","Side with the mother"
"#BRAWL_02_FATHER","Side with the father"
"#BRAWL_02_EDUCATE","The children should be educated"
"#BRAWL_02_IGNORE","Ignore the dispute"
"#EVENT_BRAWL_02_RESULT_MOTHER_DESC","A few people around the couple cut in, telling them it’s important to have everyone help out, including children. As unfortunate as that is, the colony needs all the help it can get."
"#EVENT_BRAWL_02_RESULT_FATHER_DESC","A few colonists cut in, telling the couple that even though things are tough, children should be allowed their childhood. If for nothing else, then to become balanced and happy members of the colony."
"#EVENT_BRAWL_02_RESULT_EDUCATE_DESC","Even though the colony needs all the help it can get, the best solution long-term is to look into educating the children. Talk of building schools ensues, as everyone wants the children to learn how to be productive members of the colony."
"#EVENT_BRAWL_02_RESULT_IGNORE_DESC","Some colonists give the couple uneasy glances, but everyone seems to agree this is a private matter. It’s up to the parents how they wish to raise their children."
"#EVENT_BRAWL_03_NOTIFICATION_HEADER","Two scavengers are arguing"
"#EVENT_BRAWL_03_NOTIFICATION_DESC","Apparently over faith"
"#EVENT_BRAWL_03_NAME","Issues of Faith"
"#EVENT_BRAWL_03_DESC","Two scavengers are bickering. One of them has decided to start fasting for spiritual reasons, but the other doesn’t think that’s fair toward the colony. He claims that the spiritual man has become slow and sluggish, falling behind on his workload."
"#BRAWL_03_ACCUSER","Side with the accuser"
"#BRAWL_03_RELIGION","Side with the spiritual man"
"#BRAWL_03_WORK","The spiritual man should work more later"
"#BRAWL_03_IGNORE","Ignore the dispute"
"#EVENT_BRAWL_03_RESULT_ACCUSER_DESC","Even though the spiritual man’s views are important, the good of the colony must come first. He’s told he’s free to practice his spiritualism, but if it affects his workload, it’ll be treated like any other offense."
"#EVENT_BRAWL_03_RESULT_RELIGION_DESC","The accuser is told that even though it might not seem fair, it’s important that everyone is allowed to practice their spiritual beliefs as they see fit. The colony does not aim to take anyone’s freedom as long as it does not intentionally harm others."
"#EVENT_BRAWL_03_RESULT_WORK_DESC","Aiming to find a compromise, other colonists approach the pair and suggest the spiritual man is allowed to continue his fast. However, should his work slow down, he would have to compensate for that later by doing extra work once his fast is over."
"#EVENT_BRAWL_03_RESULT_IGNORE_DESC","No one in the colony feels comfortable taking a stance on the matter. Recognizing the complexity of the issue, other colonists merely keep their heads down and resume working."
"#EVENT_LASTHOPE_01_NOTIFICATION_HEADER","There's a small group at the gate"
"#EVENT_LASTHOPE_01_NOTIFICATION_DESC","They look like they've gone through a lot"
"#EVENT_LASTHOPE_01_NAME","Our Last Hope"
"#EVENT_LASTHOPE_01_DESC","A ragged bunch shuffles slowly towards the <mark>gate</mark>. Their clothes are torn and dirty with traces of dried blood. One of them pleads: ""Our caravan was torn to shreds by bandits and we got no place to go. Could you please help us? We'll give every little bit we have left for some <mark>medicine</mark> or shelter."""
"#LASTHOPE_IN","Take them in and alert the medic"
"#LASTHOPE_AID","Give medicine and wish good luck"
"#LASTHOPE_OUT","Decline their plea"
"#EVENT_LASTHOPE_01_IN_NAME","Our Last Hope"
"#EVENT_LASTHOPE_01_IN_DESC","The group is frankly surprised by the offer, having few words except “thank you” to say. The injured are advised to see the medic immediately."
"#EVENT_LASTHOPE_01_AID_NAME","Our Last Hope"
"#EVENT_LASTHOPE_01_AID_DESC","""You're most kind, thank you!"" the leader says and offers what little they had in return. Their part of the exchange is meager and hardly a proper payment for valuable medicine."
"#EVENT_LASTHOPE_01_OUT_NAME","Our Last Hope"
"#EVENT_LASTHOPE_01_OUT_DESC","“But we can’t survive out here, not like this!” the leader shouts angrily. “I wish there’s a kinder soul than yourself to help should you ever find yourself in trouble!” he calls back as the group marches away."
"#EVENT_WANDERER_01_NOTIFICATION_HEADER","Someone's at the gate"
"#EVENT_WANDERER_01_NOTIFICATION_DESC","A hooded figure wants to talk"
"#EVENT_WANDERER_01_NAME","Lone Wanderer"
"#EVENT_WANDERER_01_DESC","A man approaches the gate, dressed in a beaten old trenchcoat and burying his face inside a large hood. He remains tight-lipped about his exact origins or motives but offers to join the colony and bring knowledge only few possess these days. He's constantly looking over his shoulder while talking and seems nervous overall."
"#WANDERER_IN","Let the wanderer in"
"#WANDERER_OUT","Ask the wanderer to leave"
"#EVENT_WANDERER_01_STEAL_NAME","Lone Wanderer"
"#EVENT_WANDERER_01_STEAL_DESC","The gate is opened and the wanderer looks around nervously as he walks into the colony. As soon as he finds a storage, he bolts toward it and grabs whatever food he can find. Before anyone realizes what’s going on, the man nimbly slips between the closing gate doors. The guards look after him, flabbergasted, and before anyone can take aim, the hooded figure vanishes into the wild."
"#EVENT_WANDERER_01_JOIN_NAME","Lone Wanderer"
"#EVENT_WANDERER_01_JOIN_DESC","“Wait, really? You're just going to let me in? No one's ever done that, you should really be more careful.” Despite his words, the lone wanderer is impressed by the hospitality. He wanders around the colony for a while and then makes up his mind, offering to join."
"#EVENT_WANDERER_01_OUT_NAME","Lone Wanderer"
"#EVENT_WANDERER_01_OUT_DESC","“Look, I'm just hungry alright!” the wanderer protests at the unyielding gate. He turns around and heads back into the wasteland, angrily kicking pebbles aside as he goes."
"#EVENT_BLACKMAIL_01_NAME","Blackmail"
"#EVENT_BLACKMAIL_01_DESC","A small group of bandits approaches the gate, dragging someone with them. The leader points a gun to the captive's head and yells: “We found yer colonist snoopin' around our camp! Ya want ‘em back, parlay this sod's life for some o' that sweet loot ya gots stashed.” The captive is definitely not from the colony, but their life is at stake."
"#EVENT_BLACKMAIL_01_NOTIFICATION_HEADER","Bandits approach the gate"
"#EVENT_BLACKMAIL_01_NOTIFICATION_DESC","They're dragging someone with them"
"#PAY_BANDITS","Pay the bandits"
"#DECLINE_BANDITS","Decline the bandits"
"#EVENT_BLACKMAIL_01_SUCCESS_NAME","Blackmail"
"#EVENT_BLACKMAIL_01_SUCCESS_DESC","The colonists begrudgingly pay the bandits the ransom. The group leaves the gate with their spoils, laughing along the way. The freed survivor swears allegiance to the colony, and they promise to work hard in exchange for saving their life."
"#EVENT_BLACKMAIL_01_FAIL_NAME","Blackmail"
"#EVENT_BLACKMAIL_01_FAIL_DESC","“Yer precious junk is more valuable to ya than an actual, breathing human being? That's some cold-blooded action right there, I give ya that. I’m impressed,” the bandit leader laughs as the group disappears to the wasteland with the victim in tow. Moments later, a single gunshot can be heard echoing in the distance."
"#EVENT_JAMMED_01_NOTIFICATION_HEADER","A tortuous screech echoes through the colony"
"#EVENT_JAMMED_01_NOTIFICATION_DESC","Something must have gone very, very wrong"
"#EVENT_JAMMED_01_NAME","Jammed Tight"
"#EVENT_JAMMED_01_DESC","There’s a problem with one of the extractors. It’s completely halted, occasionally screeching and twitching. Upon closer inspection, it turns out some scrap fell between the cogs. One of the colonists offers to pull the scrap loose to avoid any further damage."
"#EVENT_JAMMED_01_ALLOW","Let her pull the scrap out"
"#EVENT_JAMMED_01_DENY","Do this the safe way"
"#EVENT_JAMMED_01_ALLOW_NAME","Jammed Tight"
"#EVENT_JAMMED_01_ALLOW_DESC","Without hesitation, the colonist secures her feet against the extractor, plunges her hand inside the machinery and pulls. The extractor wails loudly, but suddenly something gives, and the colonist's hand flies back out. It's still in one piece, holding tightly onto a bent piece of metal. The extractor will need some repairs, but the risky move managed to keep the damage to a minimum."
"#EVENT_JAMMED_01_DENY_NAME","Jammed Tight"
"#EVENT_JAMMED_01_DENY_DESC","The image of someone's hand getting crushed in the machinery makes everyone’s skin crawl. The colonist’s offer is declined. Instead, the machine is shut down and dismantled just enough to pull the rogue scrap out. The extractor will need some major repairs, but at least no one's arm was turned into minced meat."
"#EVENT_NEGOTIATION_03_NOTIFICATION_HEADER","Your sawmill has suddenly ceased production"
"#EVENT_NEGOTIATION_03_NOTIFICATION_DESC","Some intense negotiations are needed"
"#EVENT_NEGOTIATION_03_NAME","For the Working Man"
"#EVENT_NEGOTIATION_03_DESC","A single man has strapped himself to the <mark>Sawmill</mark>’s machinery. He’s holding a large shovel close to the spinning saw blade, ready to jam it in at a moment's notice. “I'm sick of having to work all day for next to nothing! I deserve to be paid for my work, just like in the old days!” he exclaims."
"#EVENT_NEGOTIATION_03_PAY","Pay the man"
"#EVENT_NEGOTIATION_03_ATTACK","Try to pull the man away"
"#EVENT_NEGOTIATION_03_DECLINE","Refuse to pay"
"#EVENT_NEGOTIATION_03_PAY_NAME","For the Working Man"
"#EVENT_NEGOTIATION_03_PAY_DESC","Begrudgingly, the other colonists cough up the money to pay the man, figuring that keeping the sawmill running is more important than a few coins. The man accepts, looking stunned his demands were met. The sawmill returns to operation, though no one’s sure this was the right choice in the long run."
"#EVENT_NEGOTIATION_03_ATTACK_SUCCESS_NAME","For the Working Man"
"#EVENT_NEGOTIATION_03_ATTACK_SUCCESS_DESC","A few colonists devise a plan. While one keeps him occupied, the others circle around the sawmill to tackle him from behind. Before he can react, the man is grappled and pulled away from the machinery. “Fine, fine, I’ll work! I was just a little frustrated, is all!” he pleads."
"#EVENT_NEGOTIATION_03_EXTRA_WORK","Punish the man"
"#EVENT_NEGOTIATION_03_FORGIVE","Let it go"
"#EVENT_NEGOTIATION_03_EXTRA_WORK_NAME","For the Working Man"
"#EVENT_NEGOTIATION_03_EXTRA_WORK_DESC","The man is told that, as punishment for his behavior, he’s going to be doing extra work. The man glares at his fellow colonists, clearly unhappy, but the rest of the colony is content with the resolution."
"#EVENT_NEGOTIATION_03_FORGIVE_NAME","For the Working Man"
"#EVENT_NEGOTIATION_03_FORGIVE_DESC","The man is let off without punishment, but he’s sternly warned that he won’t be so lucky next time. Everyone's having a hard time trying to survive, now’s not the time to be selfish. The man looks relieved and genuinely remorseful."
"#EVENT_NEGOTIATION_03_ATTACK_FAIL_NAME","For the Working Man"
"#EVENT_NEGOTIATION_03_ATTACK_FAIL_DESC","A few colonists devise a plan. While one keeps him occupied, the others circle around the sawmill to tackle him from behind. Before they manage to close in, though, the man sees them coming and plunges the shovel into the machinery, causing it to screech horribly as the saw blade is jammed. “Look what you made me do!” he exclaims as he's being dragged away."
"#EVENT_NEGOTIATION_03_DECLINE_NAME","For the Working Man"
"#EVENT_NEGOTIATION_03_DECLINE_DESC","Blackmail will not be tolerated. Everyone’s working and getting exactly as much the colony is able to give. The man listens, readying his shovel, but instead of jamming the machinery, he eventually lets out a sigh and instead tosses the shovel aside. “I’m just so tired. That’s all,” the man says, dejected, and walks away."
"#EVENT_NEIGHBORS_01_NOTIFICATION_HEADER","Two neighbors are arguing about something"
"#EVENT_NEIGHBORS_01_NOTIFICATION_DESC","Nothing new under the sun, it seems"
"#EVENT_NEIGHBORS_01_NAME","Common Capital"
"#EVENT_NEIGHBORS_01_DESC","Two colonists are arguing over a rusty metal box which lays on the ground between them. They both claim ownership over the coins inside; the man for finding the box, and the woman for getting the lock open. There are plenty of coins inside, enough to considerably help the entire colony if needed."
"#EVENT_NEIGHBORS_01_MAN","Interview the man"
"#EVENT_NEIGHBORS_01_WOMAN","Interview the woman"
"#EVENT_NEIGHBORS_01_JUDGEMENT","Render judgment"
"#EVENT_NEIGHBORS_01_JUDGEMENT_NAME","Common Capital"
"#EVENT_NEIGHBORS_01_JUDGEMENT_DESC","Who should get their way?"
"#EVENT_NEIGHBORS_01_MAN_NAME","Common Capital"
"#EVENT_NEIGHBORS_01_MAN_DESC","The man is asked how he found the box. “We were scouting around the perimeter, looking for any plants or animals we could use for cooking. I was going through some bushes when I noticed a spot which was unusually clear of vegetation. I dug through it a bit and found the box buried there. If it wasn't for me, we wouldn't have the coins at all, so I think I deserve 80% of the pot,” he explains."
"#EVENT_NEIGHBORS_01_WOMAN_NAME","Common Capital"
"#EVENT_NEIGHBORS_01_WOMAN_DESC","The woman is asked how she managed to get the box open. “Well, he didn't seem to get anywhere with all the smashing and hammering, and I'm quite handy with tools. It took some patience and concentration, but once I got familiar with the mechanism, I managed to crack the lock. Without me, all we'd have would be a rusty box, so I deserve at least 40% of the coins,” she says."
"#EVENT_NEIGHBORS_01_8020","Agree with the man"
"#EVENT_NEIGHBORS_01_4060","Agree with the woman"
"#EVENT_NEIGHBORS_01_TAX33","Confiscate one third of the coins, split the rest evenly"
"#EVENT_NEIGHBORS_01_TAX100","Confiscate all the coins"
"#EVENT_NEIGHBORS_01_8020_NAME","Common Capital"
"#EVENT_NEIGHBORS_01_8020_DESC","The colonists agree with the man, pointing out how there would be no coins to share had he not found them first. The woman is quite upset but takes her share nonetheless. The situation seems to be resolved."
"#EVENT_NEIGHBORS_01_4060_NAME","Common Capital"
"#EVENT_NEIGHBORS_01_4060_DESC","Seeing how the coins would still be locked inside the box without the woman's help, the colonists think she should keep 40% of them. The man is upset but takes his share nonetheless. The situation seems to be resolved for now."
"#EVENT_NEIGHBORS_01_TAX33_NAME","Common Capital"
"#EVENT_NEIGHBORS_01_TAX33_DESC","One of the more diplomatic colonists steps up and suggests a third of the coins is given to the colony while the pair share the rest evenly. The suggestion is met with widespread support. The neighbors complain a little but seem content to have resolution."
"#EVENT_NEIGHBORS_01_TAX100_NAME","Common Capital"
"#EVENT_NEIGHBORS_01_TAX100_DESC","One of the rowdier colonists grabs the coins and loudly proclaims it should be confiscated and used for the common good. The colonist’s sheer size and reputation keep the neighbors from arguing, but despite his noble cause, his antics are not entirely appreciated. Quiet, annoyed muttering fills the colony for the next little while, but some kind of resolution was reached, at least."
"#EVENT_LAZY_01_NOTIFICATION_HEADER","Work has begun to pile up"
"#EVENT_LAZY_01_NOTIFICATION_DESC","Someone is not doing his duties"
"#EVENT_LAZY_01_NAME","Lazy Solution"
"#EVENT_LAZY_01_DESC","It’s a busy day of work and duties, yet one colonist has oddly stopped working. He’s lying on his back, simply staring at the open sky. When questioned why he’s lying there, he smiles a wide, half-toothless smile and sighs. “After everything that’s happened, we were given a second chance at life. So why don’t you?”"
"#EVENT_LAZY_01_SCOLD","Tell him to snap out of it"
"#EVENT_LAZY_01_CHILL","Join the colonist"
"#EVENT_LAZY_01_SCOLD_NAME","Lazy Solution"
"#EVENT_LAZY_01_SCOLD_DESC","The man is sternly ordered to stop slacking off and get up. He smirks but gets on his feet nonetheless to resume his duties. “Life is in the little things. You’ll see eventually,” he says before trekking off. The colony seems pleased to have him do his part."
"#EVENT_LAZY_01_CHILL_NAME","Lazy Solution"
"#EVENT_LAZY_01_CHILL_DESC","A few colonists join the man, realizing they haven’t had fun in a long time. They calmly watch the clouds drift by while nonchalantly talking about the ways of old. The man takes out a wooden box and hands it to the others to “give some joy back.” Meanwhile, the other colonists were not as amused, having to pick up the slack for the cloud-watchers."
"#EVENT_RELIGION_01_NOTIFICATION_HEADER","The colonists have found something shiny"
"#EVENT_RELIGION_01_NOTIFICATION_DESC","Is it a sign from above?"
"#EVENT_RELIGION_01_NAME","Men Before Us"
"#EVENT_RELIGION_01_DESC","A group of colonists have found something “extraordinary” in the nearby forest. They bring out a beautiful relic, sparkling gold in the light. The colonists are convinced that this is a sign of good fortune, and they want to have a ceremony in its honor."
"#EVENT_RELIGION_01_ALLOW","Allow the worship"
"#EVENT_RELIGION_01_FORBID","Melt the statue down"
"#EVENT_RELIGION_01_CEREMONY_NAME","Men Before Us"
"#EVENT_RELIGION_01_CEREMONY_DESC","The other colonists see no harm in allowing the relic. A small ceremony is set up at the edge of the colony, where people start bringing in offerings and singing the few songs they still remember. Although the site is quickly overrun by hogs and forgotten, the colonists feel a little more hopeful toward the future."
"#EVENT_RELIGION_01_FIGHT_NAME","Men Before Us"
"#EVENT_RELIGION_01_FIGHT_DESC","Most other colonists see no harm in allowing the relic and it’s brought in. However, not everyone agrees. Almost instantly, a quarrel breaks out over wasting materials on the ceremony. Working hard for everything and then spending those resources like this was not met with understanding. Fists fly and objects swing through the air, as do equally painful insults. After dragging people off each other’s throats, the idol is then melted for resources."
"#EVENT_RELIGION_01_FORBID_NAME","Men Before Us"
"#EVENT_RELIGION_01_FORBID_DESC","A strange deity figure in the colony is bound to bring nothing but harm. Resources are a lot more useful at this time. To everyone’s surprise, the idol does not melt down to gold, but instead the foul smell of burning paint and plastic fills the air. Coughing and holding their noses, the colonists discard what remains of the statue."
"#EVENT_CHILD_02_NOTIFICATION_HEADER","A child has arrived at the gate"
"#EVENT_CHILD_02_NOTIFICATION_DESC","What is she doing here all by herself?"
"#EVENT_CHILD_02_NAME","Lone Child"
"#EVENT_CHILD_02_DESC","A lone child slowly walks up to the gate with weak, little steps. She keeps nervously looking up at the gate. “Have you seen my mommy? She hasn’t come back, and I’m getting pretty hungry...”"
"#EVENT_CHILD_02_REJECT","Turn her away"
"#EVENT_CHILD_02_WELCOME","Take the kid in"
"#EVENT_CHILD_02_REJECT_NAME","Lone Child"
"#EVENT_CHILD_02_REJECT_DESC","The colonists tell the child they haven’t seen her mother, but maybe she should ask around other societies as well. Her act changes suddenly as she frowns and spits at the gate. “Whatever, losers!” she shouts while running away. Dumbfounded, the colonists return to their daily duties, but they hear a car driving away in the distance."
"#EVENT_CHILD_02_WELCOME_NAME","Lone Child"
"#EVENT_CHILD_02_WELCOME_DESC","The gates are opened when the child suddenly dashes inside the colony and starts stuffing her pockets full of food and other goods. The colonists try to stop her, but just as they do—a group of bandits drives through the open gate. The kid runs out of the colony but takes one look back to smirk at the dumbfounded colonists. Baffled, the colony readies for battle."
"#EVENT_JAMMED_02_NOTIFICATION_HEADER","Foul-smelling fumes drift through the air"
"#EVENT_JAMMED_02_NOTIFICATION_DESC","What a way to ruin a day!"
"#EVENT_JAMMED_02_NAME","Machine Malfunction"
"#EVENT_JAMMED_02_DESC","A terrible stench of smoke originating from the <mark>Mechanic Shop</mark> can be smelled all around the colony. The worker is in clear distress, huddled over the machine. “I don’t know what happened! It just... broke.”"
"#EVENT_JAMMED_02_FIX","Repair the machine"
"#EVENT_JAMMED_02_HIT","Hit the machine"
"#EVENT_JAMMED_02_FIX_NAME","Machine Malfunction"
"#EVENT_JAMMED_02_FIX_DESC","Parts of the machine are torn open to identify the problem. Inside, the issue is quickly located to be with the core, which seems to be a huge cluster of nasty, partly-melted pieces of plastic used as makeshift adhesive. The worker blushes, quietly hands over some <mark>Parts</mark> and asks the incidence not be discussed any further."
"#EVENT_JAMMED_02_SUCCESS_NAME","Machine Malfunction"
"#EVENT_JAMMED_02_SUCCESS_DESC","One of the colonists walks forward with brash confidence and slams the machine with his fist. Like a cough, the machine spits out some <mark>Junk</mark> and immediately goes back to chugging along as usual. Pleased, the worker pats the colonist on the back and quickly gets back to work."
"#EVENT_JAMMED_02_FAILURE_NAME","Machine Malfunction"
"#EVENT_JAMMED_02_FAILURE_DESC","One of the colonists walks forward with brash confidence and slams the machine with his fist. Immediately, the machine goes completely haywire. Smoke starts clogging up the room and soon the machine itself catches fire. The colonists scramble back, wondering if there would have been better ways to solve this."
"#EVENT_LOCKED_01_NOTIFICATION_HEADER","A mysterious box has appeared"
"#EVENT_LOCKED_01_NOTIFICATION_DESC","But how does it open?"
"#EVENT_LOCKED_01_NAME","Locked from the Inside"
"#EVENT_LOCKED_01_DESC","A hunter has made an interesting find in the forest. A curious old box with something rattling inside. There is no lock and raw force has proved ineffective as can be observed from the colonist’s bruised fingertips. There is a carving on the side however: “feed key to share in my secrets”. How does the box open?"
"#EVENT_LOCKED_01_WATER","Soak in cold water"
"#EVENT_LOCKED_01_FIRE","Set on fire"
"#EVENT_LOCKED_01_FOOD","Offer food"
"#EVENT_LOCKED_01_HAMMER","Smash with a hammer"
"#EVENT_LOCKED_01_WATER_NAME","Locked from the Inside"
"#EVENT_LOCKED_01_WATER_DESC","A bucket of water is brought to the scene and the box is completely submerged in it. It indeed bursts open, knocking down the container and spewing out caustic gas that quickly fills the air and destroys what’s inside the box. As the colonists escape, some manage to take a glance to see that all that remains of the box are molten scraps and a half-destroyed plate. It simply reads “Fool.”"
"#EVENT_LOCKED_01_FIRE_NAME","Locked from the Inside"
"#EVENT_LOCKED_01_FIRE_DESC","The box is placed in a bin and lit on fire. In the immense heat, the box springs open, revealing its contents, and the colonists hurry to remove it from the flames. Happily, the colonists gather the loot of silver coins and a peculiar handwritten note. “Congratulations. You beat my final challenge and have earned my inheritance.”"
"#EVENT_LOCKED_01_FOOD_NAME","Locked from the Inside"
"#EVENT_LOCKED_01_FOOD_DESC","The colonists try to feed the box with food, but nothing happens. When one tries to force a potato under the lid, the box springs open, spewing caustic gas everywhere. Whatever was inside is now completely ruined by the gas, leaving behind only scraps and a half-destroyed plate that simply reads “Fool.”"
"#EVENT_LOCKED_01_HAMMER_NAME","Locked from the Inside"
"#EVENT_LOCKED_01_HAMMER_DESC","The hunter takes a massive hammer and swings at the box. It springs open, only to release a caustic gas that fills the air and destroys whatever was inside the box. As the colonists escape, some manage to take a glance to see that all that remains of the box are molten scraps and a half-destroyed plate. It simply reads “Fool.”"
"#EVENT_RANCH_FIRE_01_NOTIFICATION_HEADER","The ranch is smoking"
"#EVENT_RANCH_FIRE_01_NOTIFICATION_DESC","There’s no time to lose"
"#EVENT_RANCH_FIRE_01_NAME","A Hot Mess"
"#EVENT_RANCH_FIRE_01_DESC","The <mark>Ranch</mark> has caught on fire. Some dry hay must have been ignited by the sun and spread the fire onto the wall. It’s not too big yet, but it could get very serious very fast."
"#EVENT_RANCH_FIRE_01_WATER","Find water"
"#EVENT_RANCH_FIRE_01_INSIDE","Rush in to extinguish the hay"
"#EVENT_RANCH_FIRE_01_WATER_NAME","A Hot Mess"
"#EVENT_RANCH_FIRE_01_WATER_DESC","The colonists notice what’s going on and start gathering up whatever water they can carry. Together, they manage to put out the fire, but not before it has had the time to burn a good chunk of the wall."
"#EVENT_RANCH_FIRE_01_INSIDE_NAME","A Hot Mess"
"#EVENT_RANCH_FIRE_01_INSIDE_DESC","A willing colonist rushes in and sees a pile of hay burning against the wall. She looks around and..."
"#EVENT_RANCH_FIRE_01_STOMP","Stomps it out"
"#EVENT_RANCH_FIRE_01_SHOVEL","Grabs a shovel"
"#EVENT_RANCH_FIRE_01_STOMP_NAME","A Hot Mess"
"#EVENT_RANCH_FIRE_01_STOMP_DESC","The colonist practically jumps onto the hay pile, trying to desperately stomp the fire into submission. This doesn’t really help though. If anything, it looks to give the fire more air. As the situation gets hotter, she is forced to flee back outside and watch the ranch burn."
"#EVENT_RANCH_FIRE_01_SHOVEL_NAME","A Hot Mess"
"#EVENT_RANCH_FIRE_01_SHOVEL_DESC","The colonist strikes the earth, digging into the ground with their shovel and piling dirt onto the blazing hay. The effect is practically instantaneous—the fire starts suffocating as it’s buried under the sand. With nothing to feed it, the burning wall dies out as well."
"#EVENT_RANCH_DAMAGE_01_NOTIFICATION_HEADER","Ranch needs fixing up"
"#EVENT_RANCH_DAMAGE_01_NOTIFICATION_DESC","Better late than never?"
"#EVENT_RANCH_DAMAGE_01_NAME","Mandatory Maintenance"
"#EVENT_RANCH_DAMAGE_01_DESC","The colonists are unhappy about the condition of the ranch. The shoddy woodwork could make it easy for animals to get out of their stalls, and it’s simply not safe to work there anymore. They want to improve it somehow."
"#EVENT_RANCH_DAMAGE_01_FIX","Fix the most glaring issues"
"#EVENT_RANCH_DAMAGE_01_REMODEL","Redo the structures"
"#EVENT_RANCH_DAMAGE_01_IGNORE","Ignore the issue"
"#EVENT_RANCH_DAMAGE_01_FIX_NAME","Mandatory Maintenance"
"#EVENT_RANCH_DAMAGE_01_FIX_DESC","The colonists decide to only take care of the biggest issues within the ranch. This helps to keep the animals where they belong, but the colonists are still feeling unsafe amid the shoddy structures."
"#EVENT_RANCH_DAMAGE_01_REMODEL_NAME","Mandatory Maintenance"
"#EVENT_RANCH_DAMAGE_01_REMODEL_DESC","The entire interior should be reworked from the ground up. The colonists fix the ranch, immensely grateful for now having a safe work environment that will surely last for years to come."
"#EVENT_RANCH_DAMAGE_01_IGNORE_NAME","Mandatory Maintenance"
"#EVENT_RANCH_DAMAGE_01_IGNORE_DESC","The principle is that everything should be used as long as possible. Now is not the time to make renovations and spend valuable resources on a ranch that is still functioning. The colonists begrudgingly go back to work, having to constantly be on their guard as they tend to the livestock."
"#EVENT_RANCH_DISEASE_01_NOTIFICATION_HEADER","The ranch is diseased"
"#EVENT_RANCH_DISEASE_01_NOTIFICATION_DESC","It’s more than a flu"
"#EVENT_RANCH_DISEASE_01_NAME","Contagious Cattle"
"#EVENT_RANCH_DISEASE_01_DESC","A nasty infection among the animals is making its way through the ranch. If not treated, there is a risk of losing the animals and even the disease spreading to the colonists."
"#EVENT_RANCH_DISEASE_01_ANTIBIOTICS","Use antibiotics"
"#EVENT_RANCH_DISEASE_01_RESEARCH","Research the disease"
"#EVENT_RANCH_DISEASE_01_IGNORE","Ignore the bacteria"
"#EVENT_RANCH_DISEASE_01_ANTIBIOTICS_NAME","Contagious Cattle"
"#EVENT_RANCH_DISEASE_01_ANTIBIOTICS_DESC","An antibiotic is administered to the livestock in the hopes that it will drive the infection away. Sure enough, the disease seems to be vulnerable to the treatment, and the animals are able to recover."
"#EVENT_RANCH_DISEASE_01_RESEARCH_NAME","Contagious Cattle"
"#EVENT_RANCH_DISEASE_01_RESEARCH_DESC","Colonists are interviewed and one old rancher recollects something like this happening in the old days. If he remembers correctly, the reason was that bacteria are causing severe iron deficiencies. Some extra-nutritional meals, medicine and rest are enough to nurse the animals back to full health, but not before some of the colonists manage to catch the disease themselves from the animals."
"#EVENT_RANCH_DISEASE_01_IGNORE_NAME","Contagious Cattle"
"#EVENT_RANCH_DISEASE_01_IGNORE_DESC","Disease is a part of life, most likely this one will go away on its own like they always do. Sure enough, the animals manage to recover, but the infection has already spread to the rest of the colony."
"#EVENT_ANIMALS_01_NOTIFICATION_HEADER","A pack of boars is roaming nearby"
"#EVENT_ANIMALS_01_NOTIFICATION_DESC","They could cause trouble"
"#EVENT_ANIMALS_01_NAME","Unboarable Hunger"
"#EVENT_ANIMALS_01_DESC","A pack of boars has been causing trouble for a while. They are circling around the colony, clearly looking for food. The colonists wonder if the issue should be addressed before it gets out of hand or someone gets injured."
"#EVENT_ANIMALS_01_ATTACK","Attack the pack"
"#EVENT_ANIMALS_01_LURE","Lure them away with food"
"#EVENT_ANIMALS_01_IGNORE","Ignore the issue"
"#EVENT_ANIMALS_01_ATTACK_NAME","Unboarable Hunger"
"#EVENT_ANIMALS_01_ATTACK_DESC","The colonists gather around the far edge of the colony, waiting for the pack to pass. As the boars roam into sight, the colonists strike at them. The pack goes wild and charges back."
"#EVENT_ANIMALS_01_LURE_NAME","Unboarable Hunger"
"#EVENT_ANIMALS_01_LURE_DESC","The colonists gather a delicious-looking pile of food which they spread around a path leading away from the colony. As the pack circles back again, they notice the food and begin following it deeper into the forest in search of more sustenance."
"#EVENT_ANIMALS_01_IGNORE_NAME","Unboarable Hunger"
"#EVENT_ANIMALS_01_IGNORE_DESC","The defenses are strong enough, a few overgrown piglets shouldn’t be a problem. The colonists agree to leave the boars be. Moments later, a cry echoes in the colony as the boars push through. Now roaming inside the colony, they have already maimed a few colonists."
"#EVENT_ANIMALS_02_NOTIFICATION_HEADER","Rats are eating the crops"
"#EVENT_ANIMALS_02_NOTIFICATION_DESC","How should this be dealt with?"
"#EVENT_ANIMALS_02_NAME","Pest Control"
"#EVENT_ANIMALS_02_DESC","Pesky rats have taken a liking to the crops and could very well eat away a huge chunk of them. A colonist spots them scouring a hollow tree trunk; they must’ve made a nest there."
"#EVENT_ANIMALS_02_SMOKE","Smoke them out from afar"
"#EVENT_ANIMALS_02_TRAP","Trap them and harvest their meat"
"#EVENT_ANIMALS_02_SMOKE_NAME","Pest Control"
"#EVENT_ANIMALS_02_SMOKE_DESC","A colonist approaches the nest, puts together a small lump of cloth and grass, lights it up and throws it inside the trunk before backing away. Soon enough, the rats run out before heading deeper into the forest. The problem seems to be taken care of."
"#EVENT_ANIMALS_02_TRAP_SUCCESS_NAME","Pest Control"
"#EVENT_ANIMALS_02_TRAP_SUCCESS_DESC","A colonist devises a simple trap with some leftover food as bait. It takes a while for the rats to take interest, but once they do—they scurry inside, chasing the promise of a tasty meal. One yank of a string traps them in the makeshift cage, ready to harvested and made into tasty rat burgers."
"#EVENT_ANIMALS_02_TRAP_FAIL_NAME","Pest Control"
"#EVENT_ANIMALS_02_TRAP_FAIL_DESC","It takes a while for the rats to take interest, but once they do, they scurry inside the trap, lured by the promise of a tasty meal. The nearby colonist springs the trap, but the rats rush out before they’re caught, irritated and ready to attack."
"#EVENT_ANIMALS_03_NOTIFICATION_HEADER","Colonists have captured something"
"#EVENT_ANIMALS_03_NOTIFICATION_DESC","It looks mighty big"
"#EVENT_ANIMALS_03_NAME","Bear With It?"
"#EVENT_ANIMALS_03_DESC","A group of colonists are pulling a big pile of fur, paws and teeth behind them. It’s a living bear! “We found Bennie here lying unconscious in the forest, probably drugged by some hunter’s bait. We could try to tame him and make him our own war bear!” they say. There is almost child-like glee in the colonists’ eyes."
"#EVENT_ANIMALS_03_KILL","Kill it"
"#EVENT_ANIMALS_03_FREE","Let it go"
"#EVENT_ANIMALS_03_WAIT","See how it behaves"
"#EVENT_ANIMALS_03_KILL_NAME","Bear With It?"
"#EVENT_ANIMALS_03_KILL_DESC","The rest of the colonists consider it simply foolish to entertain such a dangerous idea. Instead, they proceed to kill the bear and use it for food. The group that brought it in seems upset, but, despite their quivering lips, they don’t dare go against the rest of the colony."
"#EVENT_ANIMALS_03_FREE_NAME","Bear With It?"
"#EVENT_ANIMALS_03_FREE_DESC","The other colonists gang up on the group, shoving them toward the forest and practically yelling at them to take the beast back where it came from. The group tries to argue, but their protests fall on deaf ears. The bear is taken back, and it will surely be much happier that way."
"#EVENT_ANIMALS_03_WAIT_NAME","Bear With It?"
"#EVENT_ANIMALS_03_WAIT_DESC","The other colonists let their curiosity get the best of them, so they gather around to observe how the bear will react upon waking up. The moment its eyes open, it realizes it’s been surrounded, tears off the restraints and leaps to its feet, teeth exposed and a deep, guttural roar rumbling from its throat."
"#EVENT_FISHERY_DAMAGE_01_NOTIFICATION_HEADER","The fishery has been damaged"
"#EVENT_FISHERY_DAMAGE_01_NOTIFICATION_DESC","Human error is to blame"
"#EVENT_FISHERY_DAMAGE_01_NAME","Smoking Salmon"
"#EVENT_FISHERY_DAMAGE_01_DESC","A colonist is being berated and pushed around by their neighbors. Apparently, they had fallen asleep while working at the fishery, and their little campfire got out of control. Now, the building is in danger of burning down, with today’s catch still inside."
"#EVENT_FISHERY_DAMAGE_01_FISH","Tell them to fetch the fish"
"#EVENT_FISHERY_DAMAGE_01_FIRE","Put out the fire first"
"#EVENT_FISHERY_DAMAGE_01_FISH_NAME","Smoking Salmon"
"#EVENT_FISHERY_DAMAGE_01_FISH_DESC","The slacker is practically pushed back into the hut. Luckily, the fire hasn’t spread too far, so they manage to save the fish with only minor injuries, but that gives the fire enough time to spread around the building."
"#EVENT_FISHERY_DAMAGE_01_FIRE_NAME","Smoking Salmon"
"#EVENT_FISHERY_DAMAGE_01_FIRE_DESC","A small group is assigned to put out the fire. They manage to do so but not before all fish inside is burned to ash."
"#EVENT_MESS_HALL_DAMAGE_01_NOTIFICATION_HEADER","Screams come from the mess hall"
"#EVENT_MESS_HALL_DAMAGE_01_NOTIFICATION_DESC","Someone is freaking out inside"
"#EVENT_MESS_HALL_DAMAGE_01_NAME","Dangerous Diet"
"#EVENT_MESS_HALL_DAMAGE_01_DESC","A colonist who’s drenched in sweat and clearly delirious is causing a ruckus inside the mess hall. They’re holding a burning branch in one hand and a gasoline-soaked rag in the other. “What did you feed me?!” the colonist yells."
"#EVENT_MESS_HALL_DAMAGE_01_CALM","Calm them down"
"#EVENT_MESS_HALL_DAMAGE_01_REACH","Reach for the branch"
"#EVENT_MESS_HALL_DAMAGE_01_CALM_NAME","Dangerous Diet"
"#EVENT_MESS_HALL_DAMAGE_01_CALM_DESC","The colonist seems hesitant but responsive. “I haven’t slept in days... They fed me something that sings in my ears!” Their eyes barely blink. Whatever they’ve been exposed to, it’s poisonous."
"#EVENT_MESS_HALL_DAMAGE_01_EXPLAIN","Explain that they’ve been mistaken"
"#EVENT_MESS_HALL_DAMAGE_01_ASK","Ask if they’ve been in the woods"
"#EVENT_MESS_HALL_DAMAGE_01_EXPLAIN_NAME","Dangerous Diet"
"#EVENT_MESS_HALL_DAMAGE_01_EXPLAIN_DESC","Whatever calm the colonist had is instantly swept away. “Mistaken?! About the song burrowing in my head?!” they scream and throw the rag and branch to the floor. The mess hall is set ablaze, the colonists inside just managing to get out. The delirious colonist is taken for treatment, as it seems they have been exposed to some kind of hallucinogenic poison."
"#EVENT_MESS_HALL_DAMAGE_01_ASK_NAME","Dangerous Diet"
"#EVENT_MESS_HALL_DAMAGE_01_ASK_DESC","The colonist nods hesitantly. ”Yes...I was looking for berries and...” They reach out, as if to grab something, then notice the inflamed scratches on their hand. ”Oh... When did those get there?” The colonist becomes completely calm and the branch is taken away. A quick inspection reveals that they’ve been exposed to some kind of hallucinogenic poison."
"#EVENT_MESS_HALL_DAMAGE_01_REACH_NAME","Dangerous Diet"
"#EVENT_MESS_HALL_DAMAGE_01_REACH_DESC","Another colonist lunges toward their delirious comrade, but the tensed-up target immediately steps back. “The silence will come!” they yell before throwing the rag and the branch to the floor. The mess hall is set ablaze, though everyone inside miraculously manages to get out. The colonist is taken for treatment, as it seems they have been exposed to some kind of hallucinogenic poison."
"#EVENT_BATTERY_DAMAGE_01_NOTIFICATION_HEADER","A bandit has snuck inside"
"#EVENT_BATTERY_DAMAGE_01_NOTIFICATION_DESC","The power grid is in danger"
"#EVENT_BATTERY_DAMAGE_01_NAME","An Explosive Situation"
"#EVENT_BATTERY_DAMAGE_01_DESC","A bandit has managed to sneak into the colony and is standing by the battery rack, holding what looks like some sort of explosive. ”Alright folks, open yer ears! You’re gonna give me a nice, big reward and nothing’s gonna happen to this one here, get it?”"
"#EVENT_BATTERY_DAMAGE_01_SOME","Pay the bandit fairly"
"#EVENT_BATTERY_DAMAGE_01_ALL","Pay the bandit a lot"
"#EVENT_BATTERY_DAMAGE_01_REFUSE","Refuse to pay"
"#EVENT_BATTERY_DAMAGE_01_PAY_NAME","An Explosive Situation"
"#EVENT_BATTERY_DAMAGE_01_PAY_DESC","The bandit motions for the colonists to leave the payment a few feet away from him. “Thank ya, much obliged. Now, ya better wait till I’m gone, or I’ll blow this up!” he says. The bandit gathers the loot and runs off, holding up the bomb as a threat."
"#EVENT_BATTERY_DAMAGE_01_REFUSE_FAKE_NAME","An Explosive Situation"
"#EVENT_BATTERY_DAMAGE_01_REFUSE_FAKE_DESC","“Oh really? Thanks! Bye!” the bandit exclaims and sprints into the wilderness. After he has completely disappeared, the colonists approach the explosive device that he left behind. It’s fake."
"#EVENT_BATTERY_DAMAGE_01_REFUSE_REAL_NAME","An Explosive Situation"
"#EVENT_BATTERY_DAMAGE_01_REFUSE_REAL_DESC","”Oh really? Heh, heh... BOOM!” the bandit exclaims. He lights the fuse and throws the explosive at the bottom of the battery. A fiery explosion engulfs it in flames. In the midst of all the chaos, the bandit manages to escape."
"#EVENT_CAR_KIDNAPPING_01_NOTIFICATION_HEADER","A strange car was spotted"
"#EVENT_CAR_KIDNAPPING_01_NOTIFICATION_DESC","It was carefully camouflaged"
"#EVENT_CAR_KIDNAPPING_01_NAME","Dubious Delivery"
"#EVENT_CAR_KIDNAPPING_01_DESC","A few colonists have found a large van hidden in the woods. It looks to be undergoing repair but not abandoned. The colonists were led there by muffled yells coming from inside. But, judging by how it was camouflaged, whoever drives it doesn’t want to be found."
"#EVENT_CAR_KIDNAPPING_01_SEIZE","Seize the van"
"#EVENT_CAR_KIDNAPPING_01_IGNORE","Leave the van alone"
"#EVENT_CAR_KIDNAPPING_01_SEIZE_NAME","Dubious Delivery"
"#EVENT_CAR_KIDNAPPING_01_SEIZE_DESC","The colonists form a small group that sneaks to the suspicious van. They spot two bandits fixing something underneath it."
"#EVENT_CAR_KIDNAPPING_01_SCARE","Scare the bandits away"
"#EVENT_CAR_KIDNAPPING_01_ATTACK","Attack the bandits"
"#EVENT_CAR_KIDNAPPING_01_SCARE_NAME","Dubious Delivery"
"#EVENT_CAR_KIDNAPPING_01_SCARE_DESC","The colonists unleash an avalanche of threats toward the bandits who immediately turn around. Just one look at the large group sends them fleeing. The colonists open the van and find five people sitting inside, tied up and gagged."
"#EVENT_CAR_KIDNAPPING_01_ATTACK_NAME","Dubious Delivery"
"#EVENT_CAR_KIDNAPPING_01_ATTACK_DESC","The colonists jump at the bandits who fall to the ground after a quick squabble. After looting them, the colonists open the van and find five people sitting inside, tied up and gagged."
"#EVENT_CAR_KIDNAPPING_01_ACCEPT","Accept them into the colony"
"#EVENT_CAR_KIDNAPPING_01_DENY","Send them on their way"
"#EVENT_CAR_KIDNAPPING_01_ACCEPT_NAME","Dubious Delivery"
"#EVENT_CAR_KIDNAPPING_01_ACCEPT_DESC","The people are freed and welcomed to the colony. They are beyond thankful and can hardly believe their luck, finally having a place to call home."
"#EVENT_CAR_KIDNAPPING_01_DENY_NAME","Dubious Delivery"
"#EVENT_CAR_KIDNAPPING_01_DENY_DESC","The people are freed and given some information as to their current whereabouts. They seem adamant to survive, but such a thing can hardly be certain."
"#EVENT_CAR_KIDNAPPING_01_IGNORE_NAME","Dubious Delivery"
"#EVENT_CAR_KIDNAPPING_01_IGNORE_DESC","It’s better to ignore the dubious van. It was probably a trap anyway."
"#EVENT_MERCHANT_01_NAME","Wandering Merchant"
"#EVENT_MERCHANT_01_DESC","A van approaches the gate, squeaking and creaking under the heavy load inside. A man, dressed in eccentric clothes, steps outside and waves. “Greetings! May I interest you in some fine goods?” he shouts and opens the back of his van to show a varied collection of items."
"#EVENT_MERCHANT_01_NOTIFICATION_HEADER","Wandering Merchant"
"#EVENT_MERCHANT_01_NOTIFICATION_DESC","A colorful van approaches the gate"
"#EVENT_MERCHANT_02_NAME","Wandering Merchant"
"#EVENT_MERCHANT_02_DESC","A big van stands by the gate. The back has been opened, revealing an assortment of miscellaneous goods. Next to the van stands an eccentric-looking man. “Good day! May I interest you in some goods?” he asks."
"#EVENT_MERCHANT_02_NOTIFICATION_HEADER","Wandering Merchant"
"#EVENT_MERCHANT_02_NOTIFICATION_DESC","A packed van has parked in front of the gate"
"#EVENT_MERCHANT_03_NAME","Wandering Merchant"
"#EVENT_MERCHANT_03_DESC","A van parks outside the gate. A man dressed in eccentric clothing steps out and opens the back, revealing a small collection of goods. “No need to be alarmed, I’m here for business,” he reassures the colony. “How about some bartering?”"
"#EVENT_MERCHANT_03_NOTIFICATION_HEADER","Wandering Merchant"
"#EVENT_MERCHANT_03_NOTIFICATION_DESC","Someone's waiting at the gate"
"#EVENT_MERCHANT_04_NAME","Wandering Merchant"
"#EVENT_MERCHANT_04_DESC","""Well, I do have these as well. But that's all I’ve got right now, so take it or leave it!"
"#EVENT_MERCHANT_RESULT_DECLINE_NAME","Wandering Merchant"
"#EVENT_MERCHANT_RESULT_DELINE_DESC","“Fair enough. Maybe some other time. I’ll be back!” the man calls. He closes the van, hops in and drives off into the wasteland."
"#TRADE_ACCEPT","Accept the offer"
"#TRADE_HAGGLE","What else do you have?"
"#TRADE_REJECT","No deal"
"#EVENT_MERCHANT_RESULT_NAME","Trade complete"
"#EVENT_MERCHANT_RESULT_DESC","“Thank you kindly! I’ll make sure to visit again with new goods. Until next time!” the trader calls. He packs up, whistling happily, and drives away."
"#EVENT_DESPERATE_01_NOTIFICATION_HEADER","Someone's at the gate"
"#EVENT_DESPERATE_01_NOTIFICATION_DESC","A child pleads for help"
"#EVENT_DESPERATE_01_NAME","Desperate Plea"
"#EVENT_DESPERATE_01_DESC","A child arrives at the gate, holding the hand of a clearly feverish and delirious woman. Even an untrained eye can see she needs help, and quickly. “Is anyone there? Please, can you help my mom?” the child calls, voice stuttering and almost breaking. “We were going back to my dad in another colony but my mom just suddenly fell.”"
"#EVENT_DESPERATE_01_SUCCESS_NAME","Desperate Plea"
"#EVENT_DESPERATE_01_SUCCESS_DESC","The colonists hurry to open the gate and hand the child some medicine. A medic instructs him on correct dosage, too. “Thank you!” the child says, relieved, and hurries to reach for his pockets. “I found these in a farm we passed. I was going to give them to dad, but you can have them instead,” he says, holding a pouch of <mark>seeds</mark> in his small hands."
"#EVENT_DESPERATE_01_FAIL_NAME","Desperate Plea"
"#EVENT_DESPERATE_01_FAIL_DESC","“But...but why?” he asks, tears brimming in his eyes. “What do I do now?” Looking defeated, he quietly takes his mother’s hand and leads her back into the wasteland, trying to find someone else to help them."
"#GIVE_HELP","Give them some medicine"
"#REFUSE_HELP","Decline the child’s request"
"#EVENT_TRADERBANDIT_01_NOTIFICATION_HEADER","A bandit's at the gate"
"#EVENT_TRADERBANDIT_01_NOTIFICATION_DESC","He's acting a bit unusual"
"#EVENT_TRADERBANDIT_01_NAME","Trader Bandit"
"#EVENT_TRADERBANDIT_01_DESC","A rough-looking man with a heavy backpack walks to the gate. From afar, he looks deceivingly much like a bandit but upon arriving at the colony, he takes off his backpack and shows a collection of goods inside. “Hello!” he shouts with a friendly wave. “I’m short on basic stuff so I’m looking to trade. May I interest you in my wares? I’m sure we can come to an agreement!”"
"#TRADE_ILLEGAL","Ask if he has anything more worthwhile"
"#EVENT_TRADERBANDIT_RESULT_TRADE_NAME","Trader Bandit"
"#EVENT_TRADERBANDIT_RESULT_TRADE_DESC","“Excellent, excellent!” the man says, delighted, as he’s given the resources. He hands over the goods and then treks off back the way he came from, seemingly in good spirits."
"#EVENT_TRADERBANDIT_RESULT_UPSET_NAME","Trader Bandit"
"#EVENT_TRADERBANDIT_RESULT_UPSET_DESC","The man looks visibly offended. He scoffs and throws his backpack over his back. “If you’re just going to insult me, then I best be on my way,” he says with a sneer and marches off, muttering under his breath."
"#EVENT_TRADERBANDIT_RESULT_DECLINE_NAME","Trader Bandit"
"#EVENT_TRADERBANDIT_RESULT_DECLINE_DESC","“Really, now? Huh,” the man says, scratching his head. “I wonder where I’m supposed to get these resources, then. You wouldn’t happen to know of any other settlements I could trade with?” he asks. One recently arrived colonist knows to tell there’s a small colony, maybe a day’s hike away. The man offers a curt thanks and heads off."
"#EVENT_BRAWL_01_NOTIFICATION_HEADER","Commotion in the colony"
"#EVENT_BRAWL_01_NOTIFICATION_DESC","Two colonists are fighting"
"#EVENT_BRAWL_01_NAME","Brawl"
"#EVENT_BRAWL_01_DESC","A fight suddenly breaks out in the colony. The two colonists are swiftly separated and questioned about the disagreement. Apparently, one colonist has constantly provoked the other, who finally snapped and threw the first punch. The colonists, even though bloodied and bruised, won’t stop glaring at each other."
"#BRAWL_PUNISH_INSTIGATOR","Punish the instigator"
"#BRAWL_PUNISH_FIGHTER","Punish the aggressor"
"#BRAWL_HEAL_BOTH","Give them medicine"
"#BRAWL_IGNORE","Let them fight"
"#EVENT_BRAWL_RESULT_INSTIGATOR_DESC","There is disagreement among the colonists but eventually, most agree that the one who provoked the other into a rage is to blame. The instigator is punished for their actions, albeit some colonists heavily disagree with the decision."
"#EVENT_BRAWL_RESULT_FIGHTER_DESC","Ultimately, the blame is laid on the person who threw the first punch. Even if provoked, violence is unacceptable. Some of the colonists disagree with the decision, but despite that the person is punished for starting the fight."
"#EVENT_BRAWL_RESULT_HEAL_DESC","A few colonists slap a pack of medicine in both of their hands and tell them to patch up and get back to work. This is hardly the time to get into fights like this. The colony seems to be happy with this, though a couple of people mutter how the culprits should’ve been punished more harshly."
"#EVENT_BRAWL_RESULT_IGNORE_DESC","The colonists can’t keep them back for long and eventually, their verbal attacks again escalate into physical ones. The rest of the colonists watch them brawl it out. They’re visibly unhappy, yet no one dares to step in."
"#EVENT_APOTHECARY_01_NOTIFICATION_HEADER","Someone’s at the gate"
"#EVENT_APOTHECARY_01_NOTIFICATION_DESC","Looks like a scientist"
"#EVENT_APOTHECARY_01_NAME","The Apothecary"
"#EVENT_APOTHECARY_01_DESC","A barely functional car has parked by the gate and a woman steps out. Although she looks unruly and dishevelled, she’s carrying a backpack filled with medicine. “I have been raiding hospitals for a good bit now. Would you be interested in some medicine?” she asks, holding up old-world blister packs of various meds."
"#EVENT_APOTHECARY_RESULT_NAME","The Apothecary"
"#EVENT_APOTHECARY_RESULT_DESC","“Much obliged. I’ll make sure to come back every time I’m in these parts. Hoping to do business with you again,” she says and gets back in the car, speeding away."
"#EVENT_APOTHECARY_RESULT_DECLINE_NAME","The Apothecary"
"#EVENT_APOTHECARY_RESULT_DELINE_DESC","“Well, that’s a first. Most people are dying to get their hands on these,” the woman remarks. She shrugs, packs her things and drives away to find other potential customers."
"#EVENT_WIZARD_01_NOTIFICATION_HEADER","There’s an odd man at the gate"
"#EVENT_WIZARD_01_NOTIFICATION_DESC","He’s trying to give you something"
"#EVENT_WIZARD_01_NAME","Madness or Genius?"
"#EVENT_WIZARD_01_DESC","A rather eccentric man has approached the gate. On his belt, he’s carrying a number of vials filled with muddy-looking liquid. He seems animated and excited, but something about his demeanour tells the colony he’s not all there. “Made it, tried it. Ultimate medicine. I’ll let you try it for free,” he explains eerily. “Don’t worry. It should be safe.” Whatever this medicine of his is, he wants to test it on the sick colonists."
"#WIZARD_AGREE","Let the colonists be treated"
"#WIZARD_DECLINE","Decline the offer"
"#EVENT_WIZARD_01_RESULT_NOTHING_NAME","Madness or Genius?"
"#EVENT_WIZARD_01_RESULT_NOTHING_DESC","The colonists drink the foul-smelling potion as the man watches keenly, his unnerving eyes darting between the subjects. The anticipation soon turns to disappointment as nothing happens. The man frowns. He takes out a notebook and starts jotting down very messy notes. The colonists watch as he heads out without a word, muttering to himself."
"#EVENT_WIZARD_01_RESULT_MIXED_NAME","Madness or Genius?"
"#EVENT_WIZARD_01_RESULT_MIXED_DESC","The colonists chug down the potion despite its pungent smell. For a few seconds, nothing happens. Then, they fall down and start convulsing in pain. Whatever was in this medicine, it has poisoned them. The man watches, oddly gleefully, but before anyone can jump him, he runs off. The colony should have known better than trusting an obvious madman."
"#EVENT_WIZARD_01_RESULT_CURED_NAME","Madness or Genius?"
"#EVENT_WIZARD_01_RESULT_CURED_DESC","The colonists drink the potion, some gagging at the taste. It takes a few seconds before the effects kick in but when they do, the colonists fall to the ground and start convulsing. At first, things don’t look so good but surprisingly, after a few minutes the seizures pass and the colonists stand back up, not cured but not any worse for wear, either. The man nods to himself knowingly. “Yes. As intended.” He jots down a few lines of messy notes and then walks off, leaving the colony to wonder what exactly just happened. His bag is found forgotten by the gate. Inside is an assortment of old-world medicine that the man used in his experiments."
"#EVENT_WIZARD_01_DECLINE_NAME","Madness or Genius?"
"#EVENT_WIZARD_01_DECLINE_DESC","This man is clearly insane and there’s no way anyone will drink anything he offers. “No?” the man asks, clearly taken aback. He wasn’t expecting to be turned down. He blinks, confused, and then simply nods. “Alright, then.” He walks off, muttering to himself about outlandish things."
"#EVENT_GLOW_01_NOTIFICATION_HEADER","A colonist is acting weird"
"#EVENT_GLOW_01_NOTIFICATION_DESC","What could be wrong?"
"#EVENT_GLOW_01_NAME","Healthy Glow"
"#EVENT_GLOW_01_DESC","One of the colonists has been acting off lately. She’s having a hard time completing simple tasks and even as she walks, she veers from side to side. When asked about it, she insists she’s fine but when pushed, she admits to finding a spring a few days ago, from which she’s been drinking."
"#EVENT_GLOW_01_MEDIC","Send her to a medic"
"#EVENT_GLOW_01_CHECK","Check the water"
"#EVENT_GLOW_01_MEDIC_DESC","The woman protests, seeing nothing wrong with herself, yet when she’s practically shoved to a medic, it takes no time to figure out she’s severely ill. The spring she’s been drinking from is polluted, and she’s showing symptoms of severe radiation sickness."
"#EVENT_GLOW_01_CHECK_DESC","She shows the way to the spring. On the surface, the water looks clean and safe to drink but as a few colonists follow the stream, they discover a point of contamination. Clearly, the water is polluted and the woman is suffering from radiation sickness. The woman is clearly shocked by the discovery and after being treated, she vows to stay away from dubious water sources."
"#EVENT_MERCS_01_NOTIFICATION_HEADER","Mean-looking group at the gate"
"#EVENT_MERCS_01_NOTIFICATION_DESC","They’re demanding supplies"
"#EVENT_MERCS_01_NAME","Mercs"
"#EVENT_MERCS_01_DESC","A heavily armored truck screeches to a halt by the gate. A group of well-armed people pours out, led by a large man with a machine gun. The leader kicks the gate menacingly. “We’re on a hunt and need some supplies,” he announces. “I suggest you hand them over so no one has to get hurt.” The mercenaries are clearly capable of doing a lot of damage to the colony, yet giving in to their demands doesn’t sit right with people."
"#EVENT_MERCS_01_SUPPLIES","Give the supplies"
"#EVENT_MERCS_01_SCRAPS","Give them less than they demand"
"#EVENT_MERCS_01_REFUSE","Say there’s none to spare"
"#EVENT_MERCS_01_THREAT","Tell them threats are not tolerated"
"#EVENT_MERCS_01_RESULT1_DESC","Deciding to play it safe, the colonists quickly gather together what the group demands. The goods are handed to the leader, who passes them along to his underlings. “Good. Seems like no blood will be shed here, after all,” the leader remarks and orders everyone back in the car. The group speeds off into the wasteland to continue their hunt."
"#EVENT_MERCS_01_RESULT2_DESC","The leader watches the pitiful pile of goods placed in front of him. He looks at the clearly scared colonists, contemplating his options. “Just because you lot look so pitiful, I’ll let it slide...this time,” he finally announces. “But next time, you won’t be so lucky.” He gestures for his gang to pack up the goods. The car drives off into the wasteland."
"#EVENT_MERCS_01_RESULT3_DESC","The man chuckles, clearly amused. “Now, I don’t think that’s true. I think I’ll see for myself.” He orders the group to attack the colony. The colonists push back, more so than what the leader had anticipated, and as he sees one too many of his underlings get injured, he finally orders them to retreat. “Who would’ve known you’ve got this much spunk?” he says, a little irritated but also impressed. “Alright, then. Keep your goods. This isn’t worth the hassle.” The group packs up and drives away. A few colonists got injured in the fight and need medical attention."
"#EVENT_MERCS_01_DECLINE_DESC","The leader sizes up the gate and ultimately decides that trying to breach it isn’t worth the hassle. “Have it your way,” he says. He gestures to the group, and they open fire on the colonists standing on the gate. Before the colonists can shoot back, the group has jumped in their car and driven off."
"#EVENT_WAGON_01_NOTIFICATION_HEADER","A colonist found something"
"#EVENT_WAGON_01_NOTIFICATION_DESC","There’s a mysterious wagon outside"
"#EVENT_WAGON_01_NAME","Abandoned Property"
"#EVENT_WAGON_01_DESC","Something unusual has been found from the forests surrounding the colony. A wagon is parked deep into the woods, the windows covered with tarp. There are footprints around the vehicle, but they can’t be tracked. There could be something valuable inside, but opening the wagon is not without risk."
"#EVENT_WAGON_GO_ARMED","Search the wagon, but arm the colonists"
"#EVENT_WAGON_GO_PEACEFULLY","Search the wagon"
"#EVENT_WAGON_STAY","Don’t open the wagon"
"#EVENT_WAGON_01_SUCCESS_DESC","The wagon is opened, just to reveal a stash of supplies inside, next to two decomposing corpses. An illness must have struck them and taken them both. The goods are taken back to the colony for better use."
"#EVENT_WAGON_01_PARTIAL_DESC","The wagon is opened, revealing a disappointingly modest stash of items inside. As the goods are taken back to the colony, some of the people at the wagon start showing signs of radiation sickness. The van must have gotten contaminated somewhere along the way."
"#EVENT_WAGON_01_FAILURE_DESC","The wagon is opened, only to reveal a group of thugs sleeping inside. Not taking kindly to the surprise, they swiftly open fire on the colonists. A few people get injured before eventually the thugs are taken down."
"#EVENT_WAGON_01_DECLINE_DESC","There is something ominous about this wagon. Who knows what’s inside it? It’s probably for the better not to open it. The rest of the colonists are disappointed when they hear the people who found the wagon were too scared to open it. A few colonists go look for it but come back empty-handed. The wagon must have had an owner after all, who has now driven off."
"#EVENT_PARASITE_01_NOTIFICATION_HEADER","A colonist is under the weather"
"#EVENT_PARASITE_01_NOTIFICATION_DESC","This needs to be taken care of"
"#EVENT_PARASITE_01_NAME","An Unwanted Visitor"
"#EVENT_PARASITE_01_DESC","A colonist has been acting up lately. He’s been getting more and more apathetic and he has lost a lot of weight. He complains about stomach pains and says he feels weak and fatigued even though he eats and sleeps the same as everyone else. Something is clearly off."
"#EVENT_PARASITE_01_MEDIC","Tell him to go see a medic"
"#EVENT_PARASITE_01_CHECK","Check his rations"
"#EVENT_PARASITE_01_MEDIC_DESC","He's not happy about having to go get a checkup, but all in all looks a bit relieved to finally get some help. It turns out that he has contracted a parasitic worm that’s been living in his intestines for a while now."
"#EVENT_PARASITE_01_CHECK_DESC","One of the colonists asks to see the man’s rations. Hesitantly, he allows it. Sadly, the food doesn’t reveal anything. The man’s condition deteriorates quickly until he finally collapses and is taken to see a medic. It’s soon discovered he has lived with a nasty parasite in his stomach for a good while."
"#EVENT_FEUD_NOTIFICATION_HEADER","There’s a heated argument"
"#EVENT_FEUD_NOTIFICATION_DESC","What’s this about?"
"#EVENT_FEUD_01_NAME","Family Feud"
"#EVENT_FEUD_01_DESC","Two men are fighting by the gate. One of them seems adamant to leave, claiming he’s had it with communal living and wants to live alone in the wilderness. His partner is begging him not to go, citing how venturing out there will cost him his life as the nature is harsh and very hard to survive in. The two men clearly don’t see eye to eye and might need help mediating the argument."
"#EVENT_FEUD_01_FORBID","Make the man stay"
"#EVENT_FEUD_01_SUPPORT","Let him go"
"#EVENT_FEUD_01_IGNORE","Don’t interfere"
"#EVENT_FEUD_01_RESULT1_DESC","The man is told that leaving the settlement would be incredibly selfish. Not only would he waste his own life, he would be leaving his partner behind and cause the colony to lose a member, something that it can’t afford right now. The man hesitates at that, and eventually he gives in. He marches back in with a deep sigh, resigned to staying."
"#EVENT_FEUD_01_RESULT2_DESC","As sad as it is to lose the man, everyone has the right to choose how to live their life. The man bids farewell to his partner and walks off. His partner stares after him until he’s out of sight, clearly distraught, before quietly walking back to his duties."
"#EVENT_FEUD_01_RESULT3_DESC","This is hardly something anyone else should have a say in. Surely these two grown men can figure out their relationship by themselves. The men argue back and forth until eventually one of them gives in. Seeing how there’s no changing his partner’s mind, he asks to come along. This seems to shock the man who wants to leave and he quickly bursts into moved tears. The rest of the colony decides to leave the two be, allowing them their privacy as they sort things out."
"#EVENT_MERCHANTBIG_01_NAME","Big Business"
"#EVENT_MERCHANTBIG_01_DESC","A lone van rattles towards the gate, filled to the brim with various goods. “Good day! May I interest you in my wares? I’m sure you’ll find something you like!” a friendly, if eccentric-looking man calls as he climbs out of his car."
"#EVENT_MERCHANTBIG_01_NOTIFICATION_HEADER","A packed van wobbles to the gate"
"#EVENT_MERCHANTBIG_01_NOTIFICATION_DESC","Up for some business?"
"#EVENT_MERCHANTBIG_02_NAME","Big Business"
"#EVENT_MERCHANTBIG_02_DESC","A big, colorful van, so full of goods it’s creaking under its own weight, has driven up to the gate. A man steps out, smiling ear to ear. “Good day! No need to be alarmed. I’m just a simple trader in search of business. Everything’s for sale, take a look!”"
"#EVENT_MERCHANTBIG_02_NOTIFICATION_HEADER","Big Business"
"#EVENT_MERCHANTBIG_02_NOTIFICATION_DESC","A packed van has parked in front of the gate"
"#EVENT_MERCHANTBIG_03_NAME","Big Business"
"#EVENT_MERCHANTBIG_03_DESC","A van drives up to the colony and stops in front of the gate. An eccentric-looking man steps out with a wide smile. “Good day! I’m here to trade and you are in luck! I got my hands on something truly special!”"
"#EVENT_MERCHANTBIG_03_NOTIFICATION_HEADER","Big Business"
"#EVENT_MERCHANTBIG_03_NOTIFICATION_DESC","A packed van awaits at the gate"
"#EVENT_MERCHANTBIG_RESULT_DECLINE_NAME","Big Business"
"#EVENT_MERCHANTBIG_RESULT_DELINE_DESC","“A true shame,” the man says but puts his wares away without further complaints. “I’ll come by again. Until next time!” He climbs back in and drives off to look for other potential customers."
"#EVENT_MERCHANTBIG_RESULT_NAME","Trade complete"
"#EVENT_MERCHANTBIG_RESULT_DESC","“Thank you kindly. I’ll make sure to visit again when I’m in these parts of the lands,” he promises. He packs his van and drives away with a happy whistle."
"#EVENT_MERCHANTBIG_04_NAME","Big Business"
"#EVENT_MERCHANTBIG_04_DESC","""Well, I do have these as well. But that's all I've got right now, so take it or leave it!"
"#EVENT_HIRE_NAME","Recruit a specialist"
"#EVENT_HIRE_01_DESC","A specialist approaches the gate. ""Hey there! I was led to believe you might have need of a highly skilled pair of hands?"" \n\nThe colony can <mark>recruit this specialist</mark> to join their efforts."
"#EVENT_HIRE_02_DESC","A specialist approaches the gate carrying a backpack on their shoulders. ""Greetings! A little birdie told me about a nice settlement around these parts? Am I in the right place?"" \n\nThe colony can <mark>recruit this specialist</mark> to join their efforts."
"#EVENT_HIRE_03_DESC","A specialist approaches the gate, wasting no time introducing themselves. ""I'm looking for work, and from the looks of it, you could definitely use some help."" \n\nThe colony can <mark>recruit this specialist</mark> to join their efforts."
"#EVENT_HIRE_NOTIFICATION_HEADER","Specialist available"
"#EVENT_HIRE_NOTIFICATION_DESC","They're waiting at the gate"
"#EVENT_HIRE_ACCEPT","Recruit"
"#EVENT_HIRE_DECLINE","Decline"
"#EVENT_HIRE_RESULT_ACCEPT_DESC","“Thanks for the payment—you won't regret this!” The specialist grabs their gear and walks through the gate."
"#EVENT_HIRE_RESULT_DECLINE_DESC","“That’s a shame. Who knows, maybe we’ll meet again.” The specialist heads back into the wasteland with their gear."
"#EVENT_HUMAN_TRIALS_01_NOTIFICATION_HEADER","A curious colonist has an idea"
"#EVENT_HUMAN_TRIALS_01_NOTIFICATION_DESC","Sacrifices may be required"
"#EVENT_HUMAN_TRIALS_01_NAME","Human Trials"
"#EVENT_HUMAN_TRIALS_01_DESC","One of the colonists, a woman known for her sharp wit and reckless experiments, has an idea. She claims she’s discovered a new herbal medicine that boosts the immune system, but only if injected directly into patients. She wants to conduct her first human trial. Giving them to people would be extremely reckless, but if they work, the payoff could be huge."
"#EVENT_HUMAN_TRIALS_01_AGREE","Agree to the trial"
"#EVENT_HUMAN_TRIALS_01_REFUSE","Refuse her request"
"#EVENT_HUMAN_TRIALS_01_RESULT1_DESC","The colonists agree that the risk is worth it, and three people are appointed to the trials at random. Two of them seem to be fine and show signs of boosted immunity, but one gets very ill and needs immediate medical attention. Despite that, the woman seems happy and calls it a major success, even if she is banned from using the medicine on people ever again."
"#EVENT_HUMAN_TRIALS_01_RESULT2_DESC","There’s no way this is safe. The woman’s request is declined. She’s upset and argues some, but eventually gives up. Without human trials, her experiments eventually grind to a halt and the thought of vaccines is forgotten."
"#EVENT_TRADING_01_NOTIFICATION_HEADER","Traders at the gate"
"#EVENT_TRADING_01_NOTIFICATION_DESC","These look a bit unusual, though"
"#EVENT_TRADING_01_NAME","Blood-Stained Goods"
"#EVENT_TRADING_01_DESC","A small caravan of traders arrives at the gate. They starkly resemble raiders with their heavy armor and weaponry. They open some crates to show loot. It’s certainly stuff worth trading for, but it’s covered in blood and ash. When asked about the origins, the traders shrug dismissively and refuse to answer."
"#EVENT_TRADING_01_TRADE1","Trade with them"
"#EVENT_TRADING_01_REFUSE","Refuse to trade"
"#EVENT_TRADING_01_TRADE_NAME","Blood-Stained Goods"
"#EVENT_TRADING_01_TRADE_DESC","The group seems happy. The trade is completed without issues and the blood-covered loot is handed over to the colony. The traders pack up and leave with satisfied grins, but the colonists feel uneasy and dirty for cooperating with obvious raiders."
"#EVENT_TRADING_01_REFUSE_NAME","Blood-Stained Goods"
"#EVENT_TRADING_01_REFUSE_DESC","The traders give the colony murderous looks. For a moment, it looks like they may attack but eventually, the leader turns to leave. The rest follow, a few spitting on the ground and telling the colony they got lucky. Despite the lost opportunity for trading, the colony is happy they didn’t do business with obvious raiders."
"#EVENT_INSTRUMENTS_01_NOTIFICATION_HEADER","Colonists have been depressed lately"
"#EVENT_INSTRUMENTS_01_NOTIFICATION_DESC","Maybe it’s time to liven things up?"
"#EVENT_INSTRUMENTS_01_NAME","Music Therapy"
"#EVENT_INSTRUMENTS_01_DESC","A colonist has an idea; he’d like to make an instrument, citing how music will surely lift the spirits around the colony. Being an old-world musician, he can play many instruments and he knows how to make a guitar, drums or even a simple harp. Some music would improve the morale for sure, but is it worth the resources needed?"
"#EVENT_INSTRUMENTS_01_GUITAR","Build a guitar"
"#EVENT_INSTRUMENTS_01_DRUMS","Build drums"
"#EVENT_INSTRUMENTS_01_ORGANS","Build a harp"
"#EVENT_INSTRUMENTS_01_GUITAR_NAME","Music Therapy"
"#EVENT_INSTRUMENTS_01_GUITAR_DESC","It takes a while, but the man eventually returns with a well-made guitar. He sits down near some workers and starts to play a beautiful melody, reminiscent of old-time smooth jazz. Most of the colony gathers around to listen, and their spirits are instantly lifted by the music."
"#EVENT_INSTRUMENTS_01_DRUMS_NAME","Music Therapy"
"#EVENT_INSTRUMENTS_01_DRUMS_DESC","It takes a bit of time, but the man eventually manages to make a pair of drums. He starts drumming an energetic rhythm which soon gauges the other colonists to break out in dance. The music seems to improve the colonists’ mood quite a bit."
"#EVENT_INSTRUMENTS_01_ORGANS_NAME","Music Therapy"
"#EVENT_INSTRUMENTS_01_ORGANS_DESC","Making a harp from scratch takes a considerable amount of time but the man eventually returns. He sets the instrument down in the middle of the colony and starts playing a beautiful, somber tune. The other colonists gather around and before long, many begin to weep. As the session comes to a close, the colonists get up. Even though they got emotional, having a good cry made them feel heaps better."
"#EVENT_NEGOTIATION_01_NOTIFICATION_HEADER","A group of survivors arrived at the gate"
"#EVENT_NEGOTIATION_01_NOTIFICATION_DESC","They look desperate"
"#EVENT_NEGOTIATION_01_NAME","Immortal Words"
"#EVENT_NEGOTIATION_01_DESC","A crowd of people has gathered at the gate. Their eyes pleading and cheeks hollow from malnourishment, they make their case. “Our family has been through a lot. I know asking to take us all in is too much, but please, at least take grandpa. He’s too old to keep travelling and he needs a place to spend his last years and write his memoir.” The old man in question is obviously ill and needs medical attention."
"#EVENT_NEGOTIATION_01_REFUSE","Refuse the offer"
"#EVENT_NEGOTIATION_01_ACCEPT","Take grandpa in"
"#EVENT_NEGOTIATION_01_EVERYONE","Take everyone in"
"#EVENT_NEGOTIATION_01_REFUSE_NAME","Immortal Words"
"#EVENT_NEGOTIATION_01_REFUSE_DESC","The colony can’t afford to take in an old and sick person. Upon being told that, the family is visibly upset. “We don’t know how much longer he’ll last out here!” one of them yells, but when there’s no changing the colony’s mind, the family guides the coughing old man back to the wasteland."
"#EVENT_NEGOTIATION_01_ACCEPT_NAME","Immortal Words"
"#EVENT_NEGOTIATION_01_ACCEPT_DESC","The family rejoices. They hug the old man and exchange goodbyes. Despite some tears being shed, everyone is happy the old man will be safe at least. The old man walks in and looks around happily. Albeit he wants to spend some time writing his memoir, he promises to help out however he can once he’s been healed."
"#EVENT_NEGOTIATION_01_EVERYONE_NAME","Immortal Words"
"#EVENT_NEGOTIATION_01_EVERYONE_DESC","The family seems absolutely baffled. They exchange looks, hardly believing their ears. “Really?” one of them finally asks. “You- you’ll take us all in? Thank you so much!” She seems choked up as she finally sees the end to what looks like years of living out there. The family is allowed to start their new life."
"#EVENT_EXPEDITION_02_NOTIFICATION_HEADER","A strange bottle has landed on the shore"
"#EVENT_EXPEDITION_02_NOTIFICATION_DESC","It has a message"
"#EVENT_EXPEDITION_02_NAME","Treasure Map"
"#EVENT_EXPEDITION_02_DESC","A colonist has spotted a bottled message on a riverbank. It seems to have streamed down the river. The handwriting is hard to make out, but it seems to say the following: “Where the ever-running snake makes its turn, go year’s worth to the old man of the forest. My time is running out, you can have what I leave behind.” Where should an expedition be sent?"
"#EVENT_EXPEDITION_02_OPTION_01","365 steps from river bend to an old tree"
"#EVENT_EXPEDITION_02_OPTION_02","365 steps from road bend to an old tree"
"#EVENT_EXPEDITION_02_OPTION_03","Twelve steps from the river bend to a big rock"
"#EVENT_EXPEDITION_02_IGNORE","Ignore the message"
"#EVENT_EXPEDITION_02_SUCCESS_NAME","Treasure Map"
"#EVENT_EXPEDITION_02_SUCCESS_DESC","The colonists decipher the message and send a party to investigate the area. They return a while later. The cave the instructions were pointing to had already been scavenged but some notes about tracking and hunting were left behind, which prove to be of use to the colony’s research efforts."
"#EVENT_EXPEDITION_02_FAILURE_NAME","Treasure Map"
"#EVENT_EXPEDITION_02_FAILURE_DESC","The colony sends a party to where they conclude the message must be pointing towards. They’re not back until nightfall and when they return, they do so empty-handed. Apparently there was nothing to be found there. The colony discards the bottle, deeming its message faulty."
"#EVENT_EXPEDITION_02_IGNORE_NAME","Treasure Map"
"#EVENT_EXPEDITION_02_IGNORE_DESC","The message is deemed hogwash and thrown away. It’s not worth spending time on. The bottle, however, carries a few parts inside it, clearly put in by whoever sent it. Even without the treasure hunt, the colony got something out of it."
"#EVENT_BEAST_02_NOTIFICATION_HEADER","Something alarming has been spotted"
"#EVENT_BEAST_02_NOTIFICATION_DESC","Could something be lurking in the woods?"
"#EVENT_BEAST_02_NAME","Lurking Beast"
"#EVENT_BEAST_02_DESC","A colonist has made a gruesome discovery in the forest: a wolf carcass, with two massive puncture wounds on each side. It’s partially dissolved, as if something swallowed it whole and then coughed it back up. The colonists are scared of the idea of a beast capable of doing this lurking around the colony."
"#EVENT_BEAST_02_SEARCH","Try to hunt down the beast"
"#EVENT_BEAST_02_DEFENSE","Prop up the colony’s defenses"
"#EVENT_BEAST_02_SEARCH_NAME","Lurking Beast"
"#EVENT_BEAST_02_SEARCH_DESC","A party of hunters is sent out to look for the beast. They find massive tracks, leading deeper and deeper into the forest. The beast has fallen some trees and its trail is easy to spot and follow. The tracks end abruptly by a river. From the corner of his eye, one colonist could swear he saw something large move on the other side of the river, but when checked, nothing can be found. With no tracks to follow, the hunters soon give up. The beast seems to have moved away from the colony in either case."
"#EVENT_BEAST_02_DEFENSE_NAME","Lurking Beast"
"#EVENT_BEAST_02_DEFENSE_DESC","Extra guards are posted around the colony to keep an eye on the woods. A few nights go by undisturbed until one day during wee hours, a guard spots what she swears was a being so massive it looked like the ground itself was moving. The guards rush to the scene but find nothing aside from a freshly killed deer. The beast must have gotten scared and left, hopefully for good."
"#EVENT_EXPEDITION_03_NOTIFICATION_HEADER","A colonist has been having nightmares"
"#EVENT_EXPEDITION_03_NOTIFICATION_DESC","He insists they mean something"
"#EVENT_EXPEDITION_03_NAME","Ghost Town"
"#EVENT_EXPEDITION_03_DESC","A recently arrived survivor has been plagued by nightmares. He says he’s been having dreams of a ghost town that he passed by to get here. All of the inhabitants had perished, and he took a few heirlooms with him as a souvenir. Now, however, he’s convinced he’s haunted by these artifacts and asks a small party to be sent out to return the memorabilia back to the town. He insists the spirits can only be calmed this way. There are dark circles around his eyes and he looks to be on the verge of collapsing from exhaustion."
"#EVENT_EXPEDITION_03_SCIENCE","Take a pragmatic approach"
"#EVENT_EXPEDITION_03_SUPERNATURAL","Appease the restless spirits"
"#EVENT_EXPEDITION_03_REFUSE","There is no time for this nonsense"
"#EVENT_EXPEDITION_03_SCIENCE_NAME","Ghost Town"
"#EVENT_EXPEDITION_03_SCIENCE_DESC","Obviously, the ghosts aren’t to blame for the man’s sudden nightmares. The man is sent to the medic to overgo an evaluation and afterwards, another colonist who used to be a councillor volunteers to help out the man. After a few sessions of talking about things that have happened to him as well as his anxieties, his sleep begins to improve. After a few weeks, the nightmares seem to have all but disappeared. Happy, the colonist willingly hands over the things he took from the town as well as some of his personal belongings to pay back for the help."
"#EVENT_EXPEDITION_03_SUPERNATURAL_NAME","Ghost Town"
"#EVENT_EXPEDITION_03_SUPERNATURAL_DESC","The man’s plea is taken into account and eventually, the colony agrees to send a small party to the town. The man joins them, and as they reach the ghost town, everyone’s hair stands on end. The remains of people look like they were in the middle of an everyday life when things suddenly fell apart. Not even vultures circle the town anymore. The man places the things he stole in a pile and pays his respects. On the way back, the group finds a small stash of supplies and takes it with them. The man’s condition seems to improve and he begins sleeping normally again, visibly relieved he could get the weight off his shoulders."
"#EVENT_EXPEDITION_03_REFUSE_NAME","Ghost Town"
"#EVENT_EXPEDITION_03_REFUSE_DESC","There are more important things to do than making lengthy trips to ghost towns. The man reluctantly agrees. A little time goes by until the man one day suddenly vanishes. A search party is sent out and after an extensive search, he’s found deep into the woods. His exhaustion got the best of him and he’s collapsed right by a nasty pile of pollution. He’s carried back to the colony. He’s obviously sick and needs help for not only the poisoning but the exhaustion as well. After being treated, the man suffers from nightmares for a bit longer until they finally stop on their own."
"#EVENT_STRANGER_02_NOTIFICATION_HEADER","A thief has been spotted"
"#EVENT_STRANGER_02_NOTIFICATION_DESC","He’s getting away"
"#EVENT_STRANGER_02_NAME","Hidden Fortunes"
"#EVENT_STRANGER_02_DESC","A sudden call for help rings in the colony. A thief has managed to sneak to the colony and has grabbed some loot. He looks rugged and like he probably lives in the wild. Some colonists give chase but wonder what to do once they catch the thief."
"#EVENT_STRANGER_02_MERCIFUL","Be merciful"
"#EVENT_STRANGER_02_VENGEFUL","Be vengeful"
"#EVENT_STRANGER_02_FAIR","Be firm"
"#EVENT_STRANGER_02_IGNORE","Ignore him"
"#EVENT_STRANGER_02_MERCIFUL_NAME","Hidden Fortunes"
"#EVENT_STRANGER_02_MERCIFUL_DESC","The chase leads them to the man’s apparent home, a small cave filled to the brim with all sorts of items, some more useful than others. The man seems to have strong hoarding tendencies. “Please don’t take my treasures! I’ll give you back what’s yours,” he pleads. The colonists take back the stolen items and sternly warn the man not to come back to the colony lest he want his home to be raided. He seems to understand and promises to stay away."
"#EVENT_STRANGER_02_VENGEFUL_NAME","Hidden Fortunes"
"#EVENT_STRANGER_02_VENGEFUL_DESC","The colonists follow the thief back to his cave. It’s filled to the brim with different items, so much so there’s hardly any space to even sleep. The man seems to have a hoarding problem. “I’ll return your things so please, don’t touch my home,” the man pleads but it’s no use. The colonists, angry about being robbed, take back the stolen goods and then start to systematically loot the cave despite the man’s pleas. The man tries to defend his home, managing to inflict some minor injuries, but it doesn’t stop the colonists."
"#EVENT_STRANGER_02_FAIR_NAME","Hidden Fortunes"
"#EVENT_STRANGER_02_FAIR_DESC","The colonists chase the man to a cave. It’s filled with miscellaneous goods from floor to ceiling, so much so it’s hard to even fit inside. This man is clearly a hoarder. He pleads to leave his goods untouched and offers the stolen items back. The colonists take back what’s theirs, plus a little extra as punishment. They do, however, leave most of the man’s possessions untouched. The man seems dejected but he accepts the outcome."
"#EVENT_STRANGER_02_IGNORE_NAME","Hidden Fortunes"
"#EVENT_STRANGER_02_IGNORE_DESC","The colonists give a short chase, but the man is quicker than he looks and disappears into the woods. Tracking him down is too much hassle given how little he stole."
"#EVENT_DEPARTURE_01_NOTIFICATION_HEADER","A colonist is leaving"
"#EVENT_DEPARTURE_01_NOTIFICATION_DESC","She is looking for something better"
"#EVENT_DEPARTURE_01_NAME","The Great Unknown"
"#EVENT_DEPARTURE_01_DESC","A woman, visibly nervous but also very excited, has packed up her things and walked to the gate. “It’s great here, but there’s got to be something more, you know? I haven’t seen the world, but I want to,” she explains to her fellow colonists. She looks ill-equipped and woefully optimistic about venturing out to the wastelands alone."
"#EVENT_DEPARTURE_01_GUILT","Tell her she’s being selfish"
"#EVENT_DEPARTURE_01_WARN","Warn her about the dangers of the world"
"#EVENT_DEPARTURE_01_EQUIP","Give her better equipment"
"#EVENT_DEPARTURE_01_GUILT_NAME","The Great Unknown"
"#EVENT_DEPARTURE_01_GUILT_DESC","If she leaves, the other colonists need to pick up her slack. The colony is always in need of more hands, so her leaving would be incredibly selfish. The woman is not happy to hear all this, but the words do make her reconsider. Eventually, she shrugs. “Fine, then. I don’t want to leave everyone in a pinch,” she mutters and marches back."
"#EVENT_DEPARTURE_01_WARN_NAME","The Great Unknown"
"#EVENT_DEPARTURE_01_WARN_DESC","The colonists gather around the woman. One after the other, they tell her about the terrifying and dangerous things they’ve encountered. Going out there is no walk in the park and given how flippant her decision to leave seems to be, it’s almost guaranteed she’s not prepared. She listens with a frown and eventually gives in with a sigh. “Fine. I want to see the world, but I don’t want to get killed.”"
"#EVENT_DEPARTURE_01_EQUIP_NAME","The Great Unknown"
"#EVENT_DEPARTURE_01_EQUIP_DESC","Seeing how she seems to have already made up her mind, there isn’t much to do except help her in any way possible. She’s given better equipment to keep herself safe. She walks out and disappears into the wilderness. Some time passes, but she unexpectedly eventually returns with a backpack full of things she’s collected. “It wasn’t all that great. I’m glad I went, but I’m happy to come back home,” she says as she hands over her loot."
"#EVENT_MUD_01_NOTIFICATION_HEADER","A car has been spotted in the distance"
"#EVENT_MUD_01_NOTIFICATION_DESC","It’s stuck"
"#EVENT_MUD_01_NAME","An Extra Push"
"#EVENT_MUD_01_DESC","A colonist on the lookout has noticed a car in the middle of the desert. It belongs to a woman, who’s waving a cloth furiously at the colony, yelling out for help. Her car is stuck in the wash and she can’t pull it out without help and equipment. With a bit of rope and manpower, she could be on her way but trekking there is definitely a bother."
"#EVENT_MUD_01_ACCEPT","Help her out"
"#EVENT_MUD_01_DECLINE","Leave her alone"
"#EVENT_MUD_01_ACCEPT_SUCCESS_NAME","An Extra Push"
"#EVENT_MUD_01_ACCEPT_SUCCESS_DESC","Leaving her out there would be too cruel, so a small party of colonists walks to her location with some cranks and rope. With a bit of pushing and pulling, the car finally lurches out of the wash and back to the solid ground. The colonists are covered in wash and dirt and definitely need a good scrub, but at least the deed was done. The woman is very grateful and offers a modest reward. The woman climbs back in the car and speeds off, continuing her journey."
"#EVENT_MUD_01_ACCEPT_FAIL_NAME","An Extra Push"
"#EVENT_MUD_01_ACCEPT_FAIL_DESC","A group of colonists go to help her. With ropes and manpower, they try to pull the car out while the woman presses the gas pedal. It’s no use and the car won’t budge at all. After what feels like hours of trying, the group is finally ready to give up. “Darn it. I can’t exactly go on foot, either. I was on my way to another colony to ask to settle, but I suppose yours will do as well, even if it’s a bit smaller. You wouldn’t happen to have a need for an extra pair of hands, would you?”"
"#EVENT_MUD_01_TAKE","Take her in"
"#EVENT_MUD_01_EXILE","Decline"
"#EVENT_MUD_01_TAKE_NAME","An Extra Push"
"#EVENT_MUD_01_TAKE_DESC","“Oh, thank you so much! I promise you won’t be disappointed,” she says, relieved. She joins the colony and quickly proves herself to be a good worker."
"#EVENT_MUD_01_EXILE_NAME","An Extra Push"
"#EVENT_MUD_01_EXILE_DESC","“Oh, figures,” she sighs, a little disappointed. “Oh well. On foot we go, then,” she says and gathers her belongings from the car. “Thanks for trying to help, though,” she says with a joyless smile and walks off."
"#EVENT_MUD_01_DECLINE_NAME","An Extra Push"
"#EVENT_MUD_01_DECLINE_DESC","The woman is much too far away to reach safely. The lookouts gesture a large X with their arms to decline the plea for help. She yells a few distant curses and grabs her gear to march off into the wasteland."
"#EVENT_CRAFTING_01_NOTIFICATION_HEADER","A colonist smudged with motor oil has an idea"
"#EVENT_CRAFTING_01_NOTIFICATION_DESC","How about some car tuning?"
"#EVENT_CRAFTING_01_NAME","Mechanical Experiments"
"#EVENT_CRAFTING_01_DESC","A messy-looking woman informs the rest she has found a very old and partially decayed old-world car in the woods. She insists she can fix it up if given some parts to work with. She’s known to be a good mechanic but this is ambitious even for her."
"#EVENT_CRAFTING_01_APPROVE","Let her try"
"#EVENT_CRAFTING_01_DECLINE","Don’t give her parts"
"#EVENT_CRAFTING_01_SUCCESS_NAME","Mechanical Experiments"
"#EVENT_CRAFTING_01_SUCCESS_DESC","She’s given the parts she requests and she immediately runs to the woods with them. A few hours go by before a loud bang sounds from the forest. The woman is unharmed and admits that the experiment didn’t go as expected, the battery exploded upon ignition thanks to her overestimating the needed voltage and causing it to overheat. The parts are inevitably lost and the car is beyond saving, but her experiment did yield some interesting knowledge about mechanical engineering that surely will come in handy for the colony in the future."
"#EVENT_CRAFTING_01_FAIL_NAME","Mechanical Experiments"
"#EVENT_CRAFTING_01_FAIL_DESC","The parts are given to the woman and she hurries to the woods with her tools and the parts. A few hours go by before smoke starts pushing out from the woods. The other colonists hurry to the scene just to find the busted car on fire. The woman frantically tries to put it out before it spreads to the forest. The other colonists rush to help her. After the fire is put out, the woman sheepishly admits she may have miscalculated. The parts are lost, but at least a bigger catastrophe was avoided."
"#EVENT_CRAFTING_01_DECLINE_NAME","Mechanical Experiments"
"#EVENT_CRAFTING_01_DECLINE_DESC","The woman seems devastated. She argues passionately for her project but when the others won’t budge, she eventually gives up and marches away."
"#EVENT_CULT_02_NOTIFICATION_HEADER","An odd group is approaching the gate"
"#EVENT_CULT_02_NOTIFICATION_DESC","They seem to want to trade"
"#EVENT_CULT_02_NAME","Faithful Finances"
"#EVENT_CULT_02_DESC","A group of robed figures is approaching the colony. Their faces are hard to make out thanks to the hoods pulled tightly over their heads, but their clothes have a purple sun painted on them. They stop by the gate, pulling along trolleys of goods. “No need to be alarmed!” the leader calls and waves. “We’re Sons of Helios, looking to trade.” The name rings no bells, but it’s safe to assume it’s one of the numerous doomsday cults around the wastelands."
"#EVENT_CULT_02_TRADE_01","Trade with them"
"#EVENT_CULT_02_TRADE_02","Trade with them"
"#EVENT_CULT_02_TRADE_03","Trade with them"
"#EVENT_CULT_02_DECLINE","Refuse the trade"
"#EVENT_CULT_02_TRADE_NAME","Faithful Finances"
"#EVENT_CULT_02_TRADE_DESC","“Thank you. May Helios bless you all,” the leader says as he gestures towards the scorching sun. Once the trade is complete, the cultists form a ceremonial circle around the newly acquired goods. They perform a prayer of some sort before departing, walking back to where they came from."
"#EVENT_CULT_02_DECLINE_NAME","Faithful Finances"
"#EVENT_CULT_02_DECLINE_DESC","The cultists erupt into hushed murmurs, clearly scandalized that their offers were refused. The leader silences them with a wave of his hand. “This is unfortunate indeed. Fret not! We shall find another settlement to trade with. May Helios bless you,” he tells the colony, gesturing towards the sun before the lot begins to pull away, back the way they came."
"#EVENT_TRADING_02_NOTIFICATION_HEADER","A group is crawling toward the gate"
"#EVENT_TRADING_02_NOTIFICATION_DESC","What on Earth is happening?"
"#EVENT_TRADING_02_NAME","Nature’s Call"
"#EVENT_TRADING_02_DESC","Seeing eccentrics in these parts is not uncommon, but even then this group is unlike anything anyone’s ever seen. They look dirty and come from the direction of the forest, their clothes made of leather and fur. They don’t speak, but from the gestures it’s obvious they’re asking for food."
"#EVENT_TRADING_02_TRADE_01","Trade with them"
"#EVENT_TRADING_02_TRADE_02","Trade with them"
"#EVENT_TRADING_02_TRADE_03","Trade with them"
"#EVENT_TRADING_02_DECLINE","Refuse the trade"
"#EVENT_TRADING_02_TRADE_NAME","Nature’s Call"
"#EVENT_TRADING_02_TRADE_DESC","The people rush to grab the food as soon as it’s placed in front of them. They examine the offerings, some taking a few suspicious bites, but eventually they seem to be happy and head back without a word."
"#EVENT_TRADING_02_DECLINE_NAME","Nature’s Call"
"#EVENT_TRADING_02_DECLINE_DESC","The people seem unhappy when the trade is refused. They gesture amongst themselves but when they see colonists reach for their weapons, they swiftly decide to retreat. They turn and wander back towards the wilderness where they came from, leaving the colony to wonder what exactly it was they just witnessed."
"#EVENT_RESEARCH_01_NOTIFICATION_HEADER","A strange device has been found"
"#EVENT_RESEARCH_01_NOTIFICATION_DESC","What secrets could it hold?"
"#EVENT_RESEARCH_01_NAME","Dangers of Knowledge"
"#EVENT_RESEARCH_01_DESC","A strange-looking device has been found from an abandoned car discovered in the forest. It turns out to be a directional antenna, accompanied by some maps and frequencies to track whatever it is they’re pointing towards. Many colonists are curious to find what the device will lead them to, but it’s definitely risky to go."
"#EVENT_RESEARCH_01_FOLLOW","Track down the location"
"#EVENT_RESEARCH_01_DECLINE","Do nothing"
"#EVENT_RESEARCH_01_FOLLOW_NAME","Dangers of Knowledge"
"#EVENT_RESEARCH_01_FOLLOW_DESC","A party is sent to investigate. They find an abandoned research facility, hidden deep into the woods. The place is deeply contaminated, to the point where lingering would be very unwise. The group finds some research notes in secure containers, safe from the radiation, but the bulk of them seem to be further into the facility, in areas that are deeply contaminated. Venturing in brings a risk of radiation sickness but could provide valuable knowledge."
"#EVENT_RESEARCH_01_INVESTIGATE","Venture further in"
"#EVENT_RESEARCH_01_DISREGARD","Only bring back the uncontaminated notes"
"#EVENT_RESEARCH_01_INVESTIGATE_NAME","Dangers of Knowledge"
"#EVENT_RESEARCH_01_INVESTIGATE_DESC","The colonists venture in and grab the contaminated notes. As they return, all notes are inspected as carefully as possible. It seems that the facility was researching the irradiated zones. Most of the gathered data looks useful but not very interesting...except for one photo—that of an unusually massive deer with sprawling antlers and pitch-black skin that's seemingly unaffected by radiation. The same cannot be said for the colonists though, some are already showing signs of radiation sickness."
"#EVENT_RESEARCH_01_DISREGARD_NAME","Dangers of Knowledge"
"#EVENT_RESEARCH_01_DISREGARD_DESC","Venturing in is too risky. The uncontaminated notes are brought back to the colony and inspected. They provide some useful intel about irradiated zones."
"#EVENT_RESEARCH_01_DECLINE_NAME","Dangers of Knowledge"
"#EVENT_RESEARCH_01_DECLINE_DESC","A mysterious antenna left in an abandoned car? Sure, this doesn't sound dangerous at all. Scrapping the device is the safest way to handle the situation."
"#EVENT_COMBUSTION_01_NOTIFICATION_HEADER","A colonist has an idea"
"#EVENT_COMBUSTION_01_NOTIFICATION_DESC","He's very excited about something"
"#EVENT_COMBUSTION_01_NAME","Combustion Engine"
"#EVENT_COMBUSTION_01_DESC","One colonist has found what looks like an old lawnmower engine. Having spent a lot of his life scavenging and tinkering in old-world junkyards before settling here, he’s ecstatic about the idea of trying to restore the engine. He needs some metal, parts and fuel to get the combustion engine to work. The engine is barely in one piece and restoring it is risky, but it could prove valuable if successful."
"#EVENT_COMBUSTION_01_APPROVE","Let him try"
"#EVENT_COMBUSTION_01_REFUSE","Too risky"
"#EVENT_COMBUSTION_01_APPROVE_SUCCESS_NAME","Combustion Engine"
"#EVENT_COMBUSTION_01_APPROVE_SUCCESS_DESC","The man is given the necessary resources. He quickly skips off to a toolshop and starts tinkering with the engine. A lot of time and a few curses later, the engine sputters and comes to life. The man cheers, seemingly unconcerned about the damage the toolshop sustained when used as a makeshift garage. Most of the materials were lost as well, but the man’s notes do have some useful insights."
"#EVENT_COMBUSTION_01_APPROVE_FAIL_NAME","Combustion Engine"
"#EVENT_COMBUSTION_01_APPROVE_FAIL_DESC","The man is given what he needs. He hauls the engine to the toolshop and starts his work. Eventually, the engine springs to life. The man is over the moon and hurries to scribble down the notes. In his excitement, he forgets to make sure the engine stays cool and moments later, it combusts violently. The man barely has time to run out of the way and the toolshop definitely suffers some damage."
"#EVENT_COMBUSTION_01_REFUSE_NAME","Combustion Engine"
"#EVENT_COMBUSTION_01_REFUSE_DESC","Combustion engines can do just that: combust. It’s too dangerous and the engine could be faulty, to begin with."
"#EVENT_PARTY_HARD_01_NOTIFICATION_HEADER","Ruckus coming from a house"
"#EVENT_PARTY_HARD_01_NOTIFICATION_DESC","Someone’s having a good time"
"#EVENT_PARTY_HARD_01_NAME","Party Hard"
"#EVENT_PARTY_HARD_01_DESC","A group of colonists are crammed inside a house. There are empty bottles littered around the floor, some toppled over and spilling the pungent-smelling drink everywhere. The lot are acting very happy, albeit also clumsy. They cheerfully ask other colonists to join them for their game of cards. When asked about the drinks, they proudly reveal it’s home-made."
"#EVENT_PARTY_HARD_01_DISBAND","Disband the party"
"#EVENT_PARTY_HARD_01_CONFISCATE","Confiscate the drinks"
"#EVENT_PARTY_HARD_01_ALLOW","Let them party"
"#EVENT_PARTY_HARD_01_DISBAND_NAME","Party Hard"
"#EVENT_PARTY_HARD_01_DISBAND_DESC","The colonists are told to stop their party and do something more productive with their time. They protest unhappily but have no choice but to obey. They get up and, in their anger, smash some bottles on their way out. The other colonists roll their eyes at the childish gesture and ignore the unhappy muttering of the group."
"#EVENT_PARTY_HARD_01_CONFISCATE_NAME","Party Hard"
"#EVENT_PARTY_HARD_01_CONFISCATE_DESC","The suspicious homemade brew is confiscated. The group protests, citing how they’re still thirsty, but the drinks are taken away and ridded of. The next day, the drinking colonists appear to be in a very poor condition. Keeping them from drinking any more was surely the right choice."
"#EVENT_PARTY_HARD_01_ALLOW_NAME","Party Hard"
"#EVENT_PARTY_HARD_01_ALLOW_DESC","The group are left to their devices to continue their party. They obviously need to let off some steam. Some time later, a scream sounds from the direction of the houses. The group is standing outside, the house and a few next to it now on fire. Apparently, one of them had the brilliant idea to play with matches inside and the spilled drinks inside the house quickly caught fire."
"#EVENT_KNOT_01_NOTIFICATION_HEADER","Accident at the wind turbine"
"#EVENT_KNOT_01_NOTIFICATION_DESC","A play has gone wrong"
"#EVENT_KNOT_01_NAME","Child’s Play"
"#EVENT_KNOT_01_DESC","A few distraught children fetch some adults to the wind turbine. The children’s crudely made kite has flown right into the turbine, the rotor completely tangled in the string. “We’re sorry, we didn’t mean to!” the children say, holding back tears. Climbing up there to untangle the rotor is a little dangerous."
"#EVENT_KNOT_01_HELP","Send one of the colonists up"
"#EVENT_KNOT_01_FATHER","Send the children’s father up"
"#EVENT_KNOT_01_CHILD","Send one of the children up"
"#EVENT_KNOT_01_CHILD_NAME","Child’s Play"
"#EVENT_KNOT_01_CHILD_DESC","Since the children are the cause of all this, it’s only fair they take care of it as well. The kids seem scared and confused by the sudden demand, but one of them wipes her tears and walks to the turbine anyway. She manages to climb only a few feet before she falls back down, startled but unharmed. Seems like the children won’t be able to complete the task anyway, and someone else has to do it."
"#EVENT_KNOT_01_HELP_NAME","Child’s Play"
"#EVENT_KNOT_01_HELP_DESC","A woman rushes to the scene before volunteers can be sought. “Oh dear. What did my kids do now?” she asks. She’s told the situation while she consoles the crying children. She easily kicks her shoes off and nimbly climbs the turbine with little difficulty. She gets to the top and untangles the kite from the rotor. “There. Now, no more playing around the machines, alright?” she asks her kids upon landing. The children nod sheepishly, having learned their lesson."
"#EVENT_KNOT_01_FATHER_NAME","Child’s Play"
"#EVENT_KNOT_01_FATHER_DESC","The father is sought out and ordered to climb the turbine. He looks horrified but does as he’s told. He starts climbing clumsily. More than once, his foot slips. The children watch, terrified, and as he finally gets to the top, it takes him a long time to untangle the strings. He climbs down, leaving the wind turbine pretty mangled in his wake. The children rush to hug their father and promise to never play near the machinery again."
"#EVENT_EXPERIMENT_01_NOTIFICATION_HEADER","A new fungus has been found"
"#EVENT_EXPERIMENT_01_NOTIFICATION_DESC","It could prove useful"
"#EVENT_EXPERIMENT_01_NAME","Fascinating Fungus"
"#EVENT_EXPERIMENT_01_DESC","Some colonists have found an odd, bright-red fungus that seems to be resistant to the harmful effects of the pollution deposits near it. Some resources could be used to cultivate this fungus in a controlled environment and see if it can be used to help with radiation sickness."
"#EVENT_EXPERIMENT_01_RESOURCES1","Use plenty of resources"
"#EVENT_EXPERIMENT_01_RESOURCES2","Use some resources"
"#EVENT_EXPERIMENT_01_DENY","Do nothing"
"#EVENT_EXPERIMENT_01_SUCCESS_NAME","Fascinating Fungus"
"#EVENT_EXPERIMENT_01_SUCCESS_DESC","Some fungus is planted and grown in one colonist’s home. When ground into herbal medicine and tested internally and externally on patients with radiation sickness, they seem to offer a noticeable, albeit marginal, boost. The aid is so small that farming this fungus is hardly worth it but the findings nonetheless offer the colony a nugget of knowledge."
"#EVENT_EXPERIMENT_01_FAIL_NAME","Fascinating Fungus"
"#EVENT_EXPERIMENT_01_FAIL_DESC","The fungus is grown in the medical tent and tested against radiation sickness both internally and externally. The tests yield no results. Additionally, the fungus turns out to have properties similar to mold in that it’s both allergenic and spreads aggressively. It quickly eats its way to the structures of the medical tent, polluting it. Some extensive repair is needed to salvage it."
"#EVENT_EXPERIMENT_01_DENY_NAME","Fascinating Fungus"
"#EVENT_EXPERIMENT_01_DENY_DESC","Playing around with mutated fungus doesn’t sound like a good idea at all. It is a clear health hazard and has to be treated as such. The fungus is disposed of and colonists are advised not to touch it should they see it in the wild again."
"#COMBAT_DEADCREEK_01_NAME","Hostile Dead Creek Forces"
"#COMBAT_DEADCREEK_01_DESC","The leader of Dead Creek approaches with her troops. She’s obviously angry and her troops are armed with rifles and firebombs. “You’ve been an eyesore to my colony for the last time! Pay up or suffer the consequences!” she yells."
"#COMBAT_DEADCREEK_01_NOTIFICATION_HEADER","Attack imminent!"
"#COMBAT_DEADCREEK_01_NOTIFICATION_DESC","Hostile Dead Creek Forces"
"#COMBAT_DEADCREEK_01_INSULT","Fight"
"#COMBAT_DEADCREEK_01_PAY","Pay up"
"#COMBAT_DEADCREEK_01_NEGOTIATE","Bargain"
"#COMBAT_DEADCREEK_01_NEGOTIATE_SUCCESS_NAME","Hostile Dead Creek Forces"
"#COMBAT_DEADCREEK_01_NEGOTIATE_SUCCESS_DESC","“Coward AND poor? Wow, I’d feel sorry for you if you weren’t such a nuisance. This is the last offer, take it or leave it.”"
"#COMBAT_DEADCREEK_01_REFUSE","Fight"
"#COMBAT_DEADCREEK_01_ACCEPT","Pay them off"
"#COMBAT_DEADCREEK_01_NEGOTIATE_FAIL_NAME","Hostile Dead Creek Forces"
"#COMBAT_DEADCREEK_01_NEGOTIATE_FAIL_DESC","“Nice try, but no. You’ve had this coming for a long time now,” she says. The forces throw the bombs at the gate. As they explode, the troops come pouring in."
"#COMBAT_DEADCREEK_01_LATER","Ask for more time"
"#COMBAT_DEADCREEK_01_LATER_NAME","Hostile Dead Creek Forces"
"#COMBAT_DEADCREEK_01_LATER_DESC","She thinks about it and finally nods. “Fine. But we will be back and should you not have the money by then, it’s time to attack.”"
"#COMBAT_DEADCREEK_01_POSTPONE_NAME","Hostile Dead Creek Forces"
"#COMBAT_DEADCREEK_01_POSTPONE_DESC","The Dead Creek forces are back, led by the same woman as before. She kicks the gate demandingly. “You’ve had your time. Now cough up the money,” she demands. The troops are heavily armed."
"#COMBAT_DEADCREEK_01_POSTPONE_NOTIFICATION_HEADER","Dead Creek forces are back"
"#COMBAT_DEADCREEK_01_POSTPONE_NOTIFICATION_DESC","They demand you keep your promise"
"#COMBAT_DEADCREEK_01_POSTPONE_PAY","Pay up"
"#COMBAT_DEADCREEK_01_POSTPONE_FIGHT","Fight"
"#EVENT_EXTORTION_01_NOTIFICATION_HEADER","A lone mercenary approaches"
"#EVENT_EXTORTION_01_NOTIFICATION_DESC","He has a proposition"
"#EVENT_EXTORTION_01_NAME","Highlife Lowlifes"
"#EVENT_EXTORTION_01_DESC","A lone man in a merc outfit approaches the gate. “Nice colony you got here,” he says. “You sure this thing’s gonna protect it well enough? Me and my associates can defend your people from wildlife, bandits and the like for a very reasonable price.”"
"#EVENT_EXTORTION_01_PAY","Pay up"
"#EVENT_EXTORTION_01_POSTPONE","Ask him to come back later"
"#EVENT_EXTORTION_01_DECLINE","Decline the offer"
"#EVENT_EXTORTION_01_PAY_DESC","“Thank you kindly,” the man says. “I knew you were a reasonable lot.” Before he can as much as be asked about protecting the colony, a vehicle swerves to the gate. The man quickly hops on board and speeds off, having never intended to keep his end of the deal."
"#EVENT_EXTORTION_01_POSTPONE_DESC","“Very well, then. We’ll be back. You should give us a payment then, if you know what’s good for your colony.” The man smiles ominously."
"#EVENT_EXTORTION_01_DECLINE_DESC","“I don’t think you quite understood. I tried to do this the easy way but if you insist on being difficult, so be it.” More bandits suddenly appear on vehicles, having been on standby, and they easily pierce through the colony’s defenses to attack."
"#EVENT_EXTORTION_01B_NOTIFICATION_HEADER","A familiar man at the gate"
"#EVENT_EXTORTION_01B_NOTIFICATION_DESC","The mercenary wants a word"
"#EVENT_EXTORTION_01B_NAME","Highlife Lowlifes"
"#EVENT_EXTORTION_01B_DESC","A familiar-looking mercenary approaches the gate. He’s the same man who stopped by some time back asking for a payment to offer protective services for the colony. He’s now back for a deal."
"#EVENT_EXTORTION_01B_PAY","Pay up"
"#EVENT_EXTORTION_01B_POSTPONE","Ask him to come back later"
"#EVENT_EXTORTION_01B_DECLINE","Decline"
"#EVENT_EXTORTION_01B_PAY_DESC","“Finally. Thank you for your donation.” The man laughs. A car suddenly drives up to the gate and before he can be asked about the services, he’s left with the payment."
"#EVENT_EXTORTION_01B_POSTPONE_DESC","“Nope, that ain’t how this works. I gave you plenty of time to get the goods. Maybe you just need a lesson in humility and punctuality. I’ll provide that, for free!” As soon as he’s done talking, his armed thugs quickly climb over the gate."
"#EVENT_EXTORTION_01B_DECLINE_DESC","“I don’t think you quite understood. I tried to do this the easy way but if you insist on being difficult, so be it.” More bandits suddenly appear on vehicles, having been on standby, and they easily pierce through the colony’s defenses to attack."
"#EVENT_FARMER_01_NOTIFICATION_HEADER","A farmer has made an invention"
"#EVENT_FARMER_01_NOTIFICATION_DESC","They want to test it out"
"#EVENT_FARMER_01_NAME","Farmer’s Idea"
"#EVENT_FARMER_01_DESC","One of the people working at the field has made their own pesticide. They insist they have a lot of experience with mixing up their own and want to try their creation on the crops. The liquid looks all but trustworthy and smells horrid. Then again, getting rid of pests would be a huge gain."
"#EVENT_FARMER_01_USE","Use the pesticide"
"#EVENT_FARMER_01_DECLINE","Too risky"
"#EVENT_FARMER_01_SUCCESS_NAME","Farmer’s Idea"
"#EVENT_FARMER_01_SUCCESS_DESC","The farmer seems delighted, and for a time everything seems to work as promised. Fairly quickly, it becomes evident that something has gone wrong. The farmer starts coughing and wheezing as the plants show signs of decaying. Others quickly carry the farmer off to breathe some fresh air, but little can be done for the withering harvest."
"#EVENT_FARMER_01_FAILURE_NAME","Farmer’s Idea"
"#EVENT_FARMER_01_FAILURE_DESC","The farmer seems delighted and quickly returns to their field. They spray the pesticide carefully all over the crops and everything seems to work as the farmer promised. Pests seem to steer clear of the crops, securing a good yield. The farmer’s formula will surely be valuable and can be used in research later on."
"#EVENT_FARMER_01_DECLINE_NAME","Farmer’s Idea"
"#EVENT_FARMER_01_DECLINE_DESC","It’s too dangerous. Risking the yield is definitely not worth it. The farmer seems sullen about it and refuses to talk to the rest for a while, but he nonetheless agrees to keep the homemade pesticide away from the crops."
"#EVENT_SOCIETY_03_NOTIFICATION_HEADER","A society has come to negotiate"
"#EVENT_SOCIETY_03_NOTIFICATION_DESC","They’re looking for a deal"
"#EVENT_SOCIETY_03_NAME","Friendly Society"
"#EVENT_SOCIETY_03_DESC","A group from [SOCIETY_NAME] has walked up to the gate, pulling several crates of loot. “Greetings. We’ve been on a quest to find resources from locations nearby but we didn’t find all we were looking for. Would you care to trade?”"
"#EVENT_SOCIETY_03_GENEROUS","Give them a good deal"
"#EVENT_SOCIETY_03_FAIR","Give them a fair deal"
"#EVENT_SOCIETY_03_BAD","Get the best price possible"
"#EVENT_SOCIETY_03_REFUSE","Refuse the trade"
"#EVENT_SOCIETY_03_GENEROUS_NAME","Friendly Society"
"#EVENT_SOCIETY_03_GENEROUS_DESC","The group is clearly taken aback. “That is quite generous of you,“ one of them remarks as they pack up. “Thank you for the help, I’ll make sure to tell people back home how you helped out!”"
"#EVENT_SOCIETY_03_FAIR_NAME","Friendly Society"
"#EVENT_SOCIETY_03_FAIR_DESC","“That is a reasonable offer,” one of them nods. “Very well, it’s a deal.” The goods are exchanged and the group goes on their way."
"#EVENT_SOCIETY_03_BAD_NAME","Friendly Society"
"#EVENT_SOCIETY_03_BAD_DESC","The group is a little sour. “I guess we’re not in a position to be choosy, so alright,” one of them remarks wryly. The deal is sealed and the group goes on their way."
"#EVENT_SOCIETY_03_REFUSE_NAME","Friendly Society"
"#EVENT_SOCIETY_03_REFUSE_DESC","“Oh. I see. I must say I was hoping you’d cooperate but it can’t be helped. I guess we’ll have to keep looking.” They pack up, looking tired, and venture back out to find the resources they need."
"#EVENT_SOCIETY_05_NOTIFICATION_HEADER","Visitors from another society"
"#EVENT_SOCIETY_05_NOTIFICATION_DESC","They come with gifts"
"#EVENT_SOCIETY_05_NAME","The Fruits of Friendship"
"#EVENT_SOCIETY_05_DESC","A scouting party from [SOCIETY_NAME] has arrived at the gate. They’re carrying a bag of goods and are now offering it to the colony. “It’s good to have neighbors like you around. Here, please take this as a token of our friendship. I hope we can continue our cooperation.”"
"#EVENT_SOCIETY_05_ACCEPT","Accept the gifts"
"#EVENT_SOCIETY_05_REFUSE","Refuse the gifts"
"#EVENT_SOCIETY_05_ACCEPT_NAME","The Fruits of Friendship"
"#EVENT_SOCIETY_05_ACCEPT_DESC","The colonists come out to receive the bag. They converse with the scouts and offer them some refreshments for their journey back. Everyone’s in good spirits. It feels nice to have a friend in a world like this."
"#EVENT_SOCIETY_05_REFUSE_NAME","The Fruits of Friendship"
"#EVENT_SOCIETY_05_REFUSE_DESC","The scouts are a little confused but nod anyway. “You’re too kind. We really could have spared these,” one of them says. They chat a bit with the colonists and eventually leave with a friendly wave. “Should you ever need help, you can count on us!”"
"#EVENT_SOCIETY_06_NOTIFICATION_HEADER","Visitors from another colony have arrived"
"#EVENT_SOCIETY_06_NOTIFICATION_DESC","Something seems to have gone wrong"
"#EVENT_SOCIETY_06_NAME","When It Counts"
"#EVENT_SOCIETY_06_DESC","A small group from [SOCIETY_NAME] arrives at the gate. They look tired and unruly. “A group of bandits has made repeated attacks on our colony. We need to constantly fend them off and it’s making us all work around the clock. We hate to ask, but could you lend some manpower and equipment to take care of these bandits once and for all?”"
"#EVENT_SOCIETY_06_ALL","Give them equipment and people"
"#EVENT_SOCIETY_06_EQUIPMENT","Give them equipment"
"#EVENT_SOCIETY_06_COLONISTS","Send a few colonists"
"#EVENT_SOCIETY_06_REFUSE","Refuse the plea"
"#EVENT_SOCIETY_06_ALL_NAME","When It Counts"
"#EVENT_SOCIETY_06_ALL_DESC","Relief floods through their faces. “Thank you, thank you! Let’s go, there’s no time to waste.” The group departs. Later, the volunteer colonists return. They’re alive but wounded. The bandits were taken care of, and the society is safe."
"#EVENT_SOCIETY_06_COLONISTS_NAME","When It Counts"
"#EVENT_SOCIETY_06_COLONISTS_DESC","The group seems relieved. “Any help is greatly appreciated! Please, we must hurry.” The group leaves. Later, the colonists return. They’re alive, even if just barely. The bandits were taken care of and the society can leave in peace once more."
"#EVENT_SOCIETY_06_EQUIPMENT_NAME","When It Counts"
"#EVENT_SOCIETY_06_EQUIPMENT_DESC","The group seems a little disappointed. “We were hoping for manpower, too, but any help is appreciated. You have our gratitude.” They take the equipment and leave."
"#EVENT_SOCIETY_06_REFUSE_NAME","When It Counts"
"#EVENT_SOCIETY_06_REFUSE_DESC","The group stares at the gate in disbelief. “Really? You’d stab us in the back like this? And here we thought of you as friends! Very well, then. Just know there’s no begging us for help should you ever need it.”"
"#EVENT_RANCH_BANDITS_01_NOTIFICATION_HEADER","Someone is at the ranch"
"#EVENT_RANCH_BANDITS_01_NOTIFICATION_DESC","What could they be after?"
"#EVENT_RANCH_BANDITS_01_NAME","Cattle Thief"
"#EVENT_RANCH_BANDITS_01_DESC","Some strange people have sneaked into the ranch. There were quite a few of them, so it’s wise to exercise some caution with them."
"#EVENT_RANCH_BANDITS_01_AMBUSH","Ambush them"
"#EVENT_RANCH_BANDITS_01_CONFRONT","Confront them"
"#EVENT_RANCH_BANDITS_01_AMBUSH_NAME","Cattle Thief"
"#EVENT_RANCH_BANDITS_01_AMBUSH_DESC","The colonists form a small band and make their way to the ranch. They hide and wait, and surely enough the doors soon open and some bandits sneak out with cattle in tow. The colonists jump out and corner the lot before they can flee. They’re clearly taken aback and ask for mercy."
"#EVENT_RANCH_BANDITS_01_CONFRONT_NAME","Cattle Thief"
"#EVENT_RANCH_BANDITS_01_CONFRONT_DESC","The colonists march to the ranch and walk right inside where the bandits are rounding up the livestock. They immediately stop and raise their hands, being caught in the act. “Look, we really crave some meat and these animals look so plump and nice,” one of them tries to explain."
"#EVENT_RANCH_BANDITS_01_RUN","Tell them to run"
"#EVENT_RANCH_BANDITS_01_STEAL","Demand their belongings"
"#EVENT_RANCH_BANDITS_01_RUN_NAME","Cattle Thief"
"#EVENT_RANCH_BANDITS_01_RUN_DESC","The bandits immediately let go of the animals and sprint away, visibly relieved to get away and more than happy to leave you alone. As they run off, they can be heard arguing about whose brilliant idea this was."
"#EVENT_RANCH_BANDITS_01_STEAL_NAME","Cattle Thief"
"#EVENT_RANCH_BANDITS_01_STEAL_DESC","“We don’t have much,” they argue but the colonists don’t let up. The bandits sigh and give whatever they have before walking off, fighting amongst each other about how no one will take them seriously as bandits if they keep messing up their operations."
"#EVENT_RANCH_ANIMALS_01_NOTIFICATION_HEADER","Rats have infested the ranch"
"#EVENT_RANCH_ANIMALS_01_NOTIFICATION_DESC","They’re becoming a problem"
"#EVENT_RANCH_ANIMALS_01_NAME","Uninvited Guests"
"#EVENT_RANCH_ANIMALS_01_DESC","A pack of rats has overtaken the ranch, eating the food of the livestock and risking disease spread to the animals. It’s best to take care of them before the infestation becomes uncontrollable."
"#EVENT_RANCH_ANIMALS_01_ATTACK","Attack the vermin"
"#EVENT_RANCH_ANIMALS_01_IGNORE","Ignore the problem"
"#EVENT_RANCH_ANIMALS_01_ATTACK_NAME","Uninvited Guests"
"#EVENT_RANCH_ANIMALS_01_ATTACK_DESC","Some colonists go to the ranch to drive out the vermin. They usher the rats out of the nooks and crannies. The rats run out in a horde and attack whoever they come across outside, obviously panicking and scared."
"#EVENT_RANCH_ANIMALS_01_IGNORE_NAME","Uninvited Guests"
"#EVENT_RANCH_ANIMALS_01_IGNORE_DESC","It’s better to let them be. Rats are an inevitable part of any settlement and they’re more of a nuisance than a danger. Some colonists are deeply unhappy about the decision. The rats prove to have quite the appetite which causes significant problems for the colony."
"#EVENT_CAR_FIX_02_NOTIFICATION_HEADER","An abandoned car was found in the woods"
"#EVENT_CAR_FIX_02_NOTIFICATION_DESC","It could be useful"
"#EVENT_CAR_FIX_02_NAME","Mechanic’s Dilemma"
"#EVENT_CAR_FIX_02_DESC","Deep into the woods, an abandoned and rusty car has been found. It could be scrapped for parts or fixed up. Fixing it would surely be hard, but it could be possible with due work."
"#EVENT_CAR_FIX_02_FIX","Fix the car"
"#EVENT_CAR_FIX_02_RESOURCES","Strip it for resources"
"#EVENT_CAR_FIX_02_FIX_NAME","Mechanic’s Dilemma"
"#EVENT_CAR_FIX_02_FIX_DESC","A group of colonists start working on the car. After hours of tweaking, the car is worse off than it was before. “Sorry. We did our best but it seems like we only managed to damage it further,” one of the colonists explains with a wince."
"#EVENT_CAR_FIX_02_RESOURCES_NAME","Mechanic’s Dilemma"
"#EVENT_CAR_FIX_02_RESOURCES_DESC","The car is stripped of anything usable or valuable. It takes some time to dismantle everything, but eventually the colony has managed to get everything they can out of the discovery. The resources are taken to the colony where they’re put to good use."
"#EVENT_SOCIETY_07_NOTIFICATION_HEADER","Hostile society forces approach"
"#EVENT_SOCIETY_07_NOTIFICATION_DESC","They seem angry"
"#EVENT_SOCIETY_07_NAME","Decisive Action"
"#EVENT_SOCIETY_07_DESC","The invaders, seething with rage, glare at the colony. They appear to be from another colony or society. “We’ve had it with you hogging resources! It’s time to take you down!”"
"#EVENT_SOCIETY_07_BRIBE","Bribe them"
"#EVENT_SOCIETY_07_FIGHT","Get ready to fight"
"#EVENT_SOCIETY_07_BRIBE_NAME","Decisive Action"
"#EVENT_SOCIETY_07_BRIBE_DESC","The leader of the group seems unconvinced, but the rest hush him. After an intense discussion, they accept the money. “Alright, then. We’ve reached an understanding,” the leader says as they speed off."
"#EVENT_SOCIETY_07_FIGHT_NAME","Decisive Action"
"#EVENT_SOCIETY_07_FIGHT_DESC","The soldiers raise their arms and step forward. ”Resistance is futile. We will wipe you out and take all you own!”"
"#EVENT_SOCIETY_07A_NOTIFICATION_HEADER","A small entourage approaches"
"#EVENT_SOCIETY_07A_NOTIFICATION_DESC","They’re unarmed"
"#EVENT_SOCIETY_07A_NAME","Price of Insolence"
"#EVENT_SOCIETY_07A_DESC","The entourage, led by a woman, walks to the gate and dumps a pile of resources in front of it. “Some of mine came here earlier causing a ruckus. I never authorized this and want no bad blood, so take it back,” she says. “They have been dealt with, we’ll leave your colony alone from now on.”"
"#EVENT_SOCIETY_07B_NOTIFICATION_HEADER","A society envoy approaches"
"#EVENT_SOCIETY_07B_NOTIFICATION_DESC","They’re led by a well-dressed woman"
"#EVENT_SOCIETY_07B_NAME","Price of Insolence"
"#EVENT_SOCIETY_07B_DESC","A woman comes to the gate with a small group. She calls out to the colony. “I heard you took care of some of mine. They did talk something about resource hogging but I never thought they’d wage war behind my back. Thanks for taking care of them for me. This colony is tougher than I thought,” she grins and leaves."
"#EVENT_POISON_PLANT_01_NOTIFICATION_HEADER","What is this strange plant?"
"#EVENT_POISON_PLANT_01_NOTIFICATION_DESC","Could it be useful?"
"#EVENT_POISON_PLANT_01_NAME","Mystery Flora"
"#EVENT_POISON_PLANT_01_DESC","A strange, gleaming plant has been found in the woods. The leaves are perfectly square and red lines cover most of the stem. The person who found it is convinced it’s some kind of a miracle plant that can help with all sorts of things. What should be done with it?"
"#EVENT_POISON_PLANT_01_EDIBLE","Find out if it’s edible"
"#EVENT_POISON_PLANT_01_MEDICINE","Find out if it’s medicinal"
"#EVENT_POISON_PLANT_01_BIOLOGY","Compost it to use as fertilizer"
"#EVENT_POISON_PLANT_01_IGNORE","Throw it away"
"#EVENT_POISON_PLANT_01_EDIBLE_NAME","Mystery Flora"
"#EVENT_POISON_PLANT_01_EDIBLE_DESC","The plant is ground and mixed with food. The colonist who found the flower volunteers to eat it. After gobbling the meal down, it hardly takes a minute for the immediate stomach ache. The colonist doubles up in pain and is taken to see a medic. Whatever the plant was, it wasn't edible."
"#EVENT_POISON_PLANT_01_MEDICINE_NAME","Mystery Flora"
"#EVENT_POISON_PLANT_01_MEDICINE_DESC","The plant is ground up with water and tested on superficial wounds and rashes. The plant has no effect on anything and is soon used up. If there was a use for it, it wasn’t medicinal."
"#EVENT_POISON_PLANT_01_BIOLOGY_NAME","Mystery Flora"
"#EVENT_POISON_PLANT_01_BIOLOGY_DESC","The plant is placed in a compost and after it’s decayed, it’s used as a fertilizer on some plants around the colony to see what happens. The plants do indeed grow substantially faster and the insight is written down in the colony’s research notes. However, as there’s no more flowers to be found, the reward is purely scientific."
"#EVENT_POISON_PLANT_01_IGNORE_NAME","Mystery Flora"
"#EVENT_POISON_PLANT_01_IGNORE_DESC","The plant looks suspicious and has obviously had its chromosomes change thanks to radiation. It’s best to get rid of it before people get sick."
"#EVENT_POISON_BANDIT_01_NOTIFICATION_HEADER","A lone bandit has struck"
"#EVENT_POISON_BANDIT_01_NOTIFICATION_DESC","He’s taken a hostage"
"#EVENT_POISON_BANDIT_01_NAME","High-Stakes Negotiations"
"#EVENT_POISON_BANDIT_01_DESC","A lone bandit scouting the area around the colony saw his opportunity and grabbed one of the colonists that was scavenging a good distance from the colony center. He walks back with the hostage, holding something in his hand. “No one panic! Pay up, and you can get your friend back unharmed!” he yells. The device in his hand could be something dangerous, but it could be a bluff, too."
"#EVENT_POISON_BANDIT_01_PAY","Pay the bandit"
"#EVENT_POISON_BANDIT_01_REFUSE","Refuse to pay"
"#EVENT_POISON_BANDIT_01_ATTACK","Attack the bandit"
"#EVENT_POISON_BANDIT_01_BLUFF","Call his bluff"
"#EVENT_POISON_BANDIT_01_PAY_NAME","High-Stakes Negotiations"
"#EVENT_POISON_BANDIT_01_PAY_DESC","The bandit grabs the silver. He backs off until he’s almost back in the woods and at the last moment, he shoves the colonist back and runs off, disappearing into the woods."
"#EVENT_POISON_BANDIT_01_REFUSE_NAME","High-Stakes Negotiations"
"#EVENT_POISON_BANDIT_01_REFUSE_DESC","“How stingy.” The bandit clicks his tongue and presses whatever he has in his hand against the hostage’s face. The colonist struggles and then goes limp. The bandit shoves the colonist into the crowd and bolts off while the colonists are more occupied with checking on the hostage. The bandit is gone but the hostage is alive, albeit poisoned."
"#EVENT_POISON_BANDIT_01_ATTACK_NAME","High-Stakes Negotiations"
"#EVENT_POISON_BANDIT_01_ATTACK_DESC","The bandit is clearly surprised. He pushes the colonist into the attacking horde to distract them, but it’s too late. A fight ensues."
"#EVENT_POISON_BANDIT_01_BLUFF_NAME","High-Stakes Negotiations"
"#EVENT_POISON_BANDIT_01_BLUFF_DESC","“Bluffing? We’ll see about that.” The bandit clicks his tongue and presses whatever he has in his hand against the hostage’s face. The colonist struggles and then goes limp. The bandit shoves the colonist into the crowd and bolts off while the colonists are more occupied with checking on the hostage. The bandit is gone but the hostage is alive, albeit poisoned."
"#EVENT_RELIGION_ATTACK_01_NOTIFICATION_HEADER","A strange group is approaching the colony"
"#EVENT_RELIGION_ATTACK_01_NOTIFICATION_DESC","They’re carrying weapons"
"#EVENT_RELIGION_ATTACK_01_NAME","Divine Wrath"
"#EVENT_RELIGION_ATTACK_01_DESC","Cults are not unheard of in a world like this, feeding on fear and people's desire for meaning within the chaos. Now, one such cult has arrived at the gate. Their leader rings a bell and calls out to the colony. “Listen up, you faithless lot. Salvation awaits those who offer everything for it! Open the gates and give us what we seek.” They look to be rather weak and poorly armed."
"#EVENT_RELIGION_ATTACK_01_ALL","Gift a lot of resources"
"#EVENT_RELIGION_ATTACK_01_SOME","Gift some resources"
"#EVENT_RELIGION_ATTACK_01_DENY","Tell them to leave"
"#EVENT_RELIGION_ATTACK_01_ALL_NAME","Divine Wrath"
"#EVENT_RELIGION_ATTACK_01_ALL_DESC","The resources are brought out. The leader checks them thoroughly before finally nodding and solemnly ringing his bell. “These shall do. May you open your eyes one day and join us in our quest for salvation,” he says as the group departs."
"#EVENT_RELIGION_ATTACK_01_SOME_NAME","Divine Wrath"
"#EVENT_RELIGION_ATTACK_01_SOME_DESC","Instead of placating the group, the small offerings seem to offend them. “This is not enough. If you don’t part with the offerings willingly, we’ll take them by force. Attack!”"
"#EVENT_RELIGION_ATTACK_01_DENY_NAME","Divine Wrath"
"#EVENT_RELIGION_ATTACK_01_DENY_DESC","The leader nods. “So be it. You brought this upon yourselves,” he says before he readies his weapon and charges in."
"#EVENT_GROUP_ATTACK_01_NOTIFICATION_HEADER","Ragged people are gathering outside the gate"
"#EVENT_GROUP_ATTACK_01_NOTIFICATION_DESC","They seem desperate enough to do anything"
"#EVENT_GROUP_ATTACK_01_NAME","Desperate Times"
"#EVENT_GROUP_ATTACK_01_DESC","These people have clearly been through a lot. They look frail and are likely easy to overpower, but the look on their faces makes it clear they’re desperate enough to do anything. At the front, a weary woman speaks up. “Please. We won’t last for much longer. Could you spare a little food?”"
"#EVENT_GROUP_ATTACK_01_EXTRA","Give a lot of food"
"#EVENT_GROUP_ATTACK_01_LITTLE","Give a little food"
"#EVENT_GROUP_ATTACK_01_DENY","“We got nothing for you.”"
"#EVENT_GROUP_ATTACK_01_EXTRA_NAME","Desperate Times"
"#EVENT_GROUP_ATTACK_01_EXTRA_DESC","The travelers don’t seem to believe their eyes as the food is carried out to them. “Thank you. Thank you so much. It’s not much, but please take this.” The woman hands over some silver. The group heads off with heavier pockets and lighter hearts."
"#EVENT_GROUP_ATTACK_01_LITTLE_NAME","Desperate Times"
"#EVENT_GROUP_ATTACK_01_LITTLE_DESC","The group scurries to grab the food and quickly packs it up. “Thank you so much. Even as the world is right now, I’m glad there’s still room for some kindness,” the woman says as the group leaves."
"#EVENT_GROUP_ATTACK_01_DENY_NAME","Desperate Times"
"#EVENT_GROUP_ATTACK_01_DENY_DESC","There is sorrow in the leader’s eyes. The group puts their backpacks down and readies their weapons. ”I told you, we need the food. I’m sorry for this.”"
"#EVENT_GROUP_ATTACK_02_NOTIFICATION_HEADER","An enraged group is marching toward the colony"
"#EVENT_GROUP_ATTACK_02_NOTIFICATION_DESC","This cannot be good"
"#EVENT_GROUP_ATTACK_02_NAME","Fatal Mistakes"
"#EVENT_GROUP_ATTACK_02_DESC","A group of plain-looking but obviously angry survivors storms to the gate. They insist one of the colonists stole something valuable and demand to be let in to retrieve it. They look to be rather well armed and fending them off might be challenging."
"#EVENT_GROUP_ATTACK_02_MISTAKE","Let them in"
"#EVENT_GROUP_ATTACK_02_DETER","Ask for details on this supposed theft"
"#EVENT_GROUP_ATTACK_02_MOCK","Laugh and say they can try and get it back"
"#EVENT_GROUP_ATTACK_02_MISTAKE_NAME","Fatal Mistakes"
"#EVENT_GROUP_ATTACK_02_MISTAKE_DESC","The moment the gates open, the group drops the act and charges in, splitting up with a clear motive to loot. Time to defend the colony from the bandits in disguise."
"#EVENT_GROUP_ATTACK_02_DETER_NAME","Fatal Mistakes"
"#EVENT_GROUP_ATTACK_02_DETER_DESC","At the questions, the leader snorts and readies his weapon. “Well, bluffing was worth a shot.” Quickly, the bandits storm the gate and split to attack from two different directions."
"#EVENT_GROUP_ATTACK_02_MOCK_NAME","Fatal Mistakes"
"#EVENT_GROUP_ATTACK_02_MOCK_DESC","The mockery seems to hit a nerve. The bandits quickly drop their act and rush the gate. They split up to flank the colony, intent on looting as much as they can."
"#EVENT_BANDIT_ATTACK_01_NOTIFICATION_HEADER","A group of bandits has snuck up on the colony"
"#EVENT_BANDIT_ATTACK_01_NOTIFICATION_DESC","This is a problem"
"#EVENT_BANDIT_ATTACK_01_NAME","Wasteland Conquerors"
"#EVENT_BANDIT_ATTACK_01_DESC","A group of bandits have appeared at the gate, seemingly out of thin air. Several skillfully camouflaged and well-armed individuals are ready to charge and wreak havoc on the colony. Taking them down will be hard but not impossible. One of them approaches the gate, ""This is your first and last chance, give up the goods or we will attack!"""
"#EVENT_BANDIT_ATTACK_01_BRIBE1","Try to bribe them"
"#EVENT_BANDIT_ATTACK_01_BRIBE2","Try to bribe them"
"#EVENT_BANDIT_ATTACK_01_DENY","Let them come"
"#EVENT_BANDIT_ATTACK_01_BRIBE_NAME","Wasteland Conquerors"
"#EVENT_BANDIT_ATTACK_01_BRIBE_DESC","The leader pauses to think through her options. She looks at the offerings and eventually gestures for one of her underlings to grab the goods. “You made a wise decision,” she says as the bandits retreat back into the wilderness."
"#EVENT_BANDIT_ATTACK_01_DENY_NAME","Wasteland Conquerors"
"#EVENT_BANDIT_ATTACK_01_DENY_DESC","The leader grins ominously, egged on by the colony’s defiant attitude. She raises her weapon and, in unison, the bandits open fire on the gate and its defenders."
"#EVENT_BANDIT_ATTACK_02_NOTIFICATION_HEADER","Bandits are approaching the camp"
"#EVENT_BANDIT_ATTACK_02_NOTIFICATION_DESC","They are...chanting"
"#EVENT_BANDIT_ATTACK_02_NAME","Glory in Death"
"#EVENT_BANDIT_ATTACK_02_DESC","An unusually aggressive group of bandits marches toward the gate. Their chants are filled with bloodlust and can be heard from a good distance away. They look tough, and taking them on would be risky. An offering of some sort might appease them for the moment."
"#EVENT_BANDIT_ATTACK_02_BRIBE","Offer them goods"
"#EVENT_BANDIT_ATTACK_02_THREAT","Threaten them"
"#EVENT_BANDIT_ATTACK_02_PREPARE","Start the fight"
"#EVENT_BANDIT_ATTACK_02_BRIBE_NAME","Glory in Death"
"#EVENT_BANDIT_ATTACK_02_BRIBE_DESC","The offer makes them halt their advance. They’re obviously craving blood, but the promise of free loot is enticing. Eventually, their leader decides to accept the goods, and the group takes off, presumably toward another colony, chanting as they go."
"#EVENT_BANDIT_ATTACK_02_THREAT_NAME","Glory in Death"
"#EVENT_BANDIT_ATTACK_02_THREAT_DESC","The threats only serve to escalate the group’s skin-prickling chants. They bang their weapons against their chests, demanding blood. There’s nothing to do but fight."
"#EVENT_BANDIT_ATTACK_02_PREPARE_NAME","Glory in Death"
"#EVENT_BANDIT_ATTACK_02_PREPARE_DESC","If blood is what they want, then blood they shall get. The colony prepares for a strenuous battle, determined not to let their home be ransacked."
"#EVENT_BANDIT_ATTACK_03_NOTIFICATION_HEADER","A group of lowlifes approaches"
"#EVENT_BANDIT_ATTACK_03_NOTIFICATION_DESC","Are they picking a fight?"
"#EVENT_BANDIT_ATTACK_03_NAME","Beyond Reason"
"#EVENT_BANDIT_ATTACK_03_DESC","A disorganized group of bandits has rallied around the gate. They have an unnerving sheen to their eyes and none of them utter a word aside from incoherent yells. It’s unclear what has sent them into such a frenzy but something needs to be done about it, and quickly."
"#EVENT_BANDIT_ATTACK_03_PREPARE","Reason with them"
"#EVENT_BANDIT_ATTACK_03_THREAT","Threaten the horde"
"#EVENT_BANDIT_ATTACK_03_DISTRACT","Try to distract them"
"#EVENT_BANDIT_ATTACK_03_PREPARE_NAME","Beyond Reason"
"#EVENT_BANDIT_ATTACK_03_PREPARE_DESC","Any attempts at logic or mercy fall on deaf ears. There’s clearly no reasoning with these people who have whipped themselves into a frenzy. Better get ready to fight."
"#EVENT_BANDIT_ATTACK_03_DISTRACT_NAME","Beyond Reason"
"#EVENT_BANDIT_ATTACK_03_DISTRACT_DESC","All promises of wealth or lies about non-existent allies have no effect on these lowlifes. They’re too far gone to understand any threats or promises, no matter how subtle or blunt. It’s better to put these enraged people out of their misery."
"#EVENT_GROUP_ATTACK_03_NOTIFICATION_HEADER","Weary travelers are gathering outside the gate"
"#EVENT_GROUP_ATTACK_03_NOTIFICATION_DESC","There is desperation in their eyes"
"#EVENT_GROUP_ATTACK_03_NAME","Forced Hands"
"#EVENT_GROUP_ATTACK_03_DESC","A large group of refugees have gathered outside the gate. They look extremely malnourished and their eyes sheen with quiet desperation. “The bandits took us hostage. They sent us out to gather resources. If we don’t bring anything back, they’ll kill our families. Please,” one of them pleads. The group is large and taking them down by force would be very hard."
"#EVENT_GROUP_ATTACK_03_FOOD","Give them food"
"#EVENT_GROUP_ATTACK_03_TECH","Give them medicine"
"#EVENT_GROUP_ATTACK_03_DENY","“I have nothing for you.”"
"#EVENT_GROUP_ATTACK_03_GIVE_NAME","Forced Hands"
"#EVENT_GROUP_ATTACK_03_GIVE_DESC","A wave of relief washes over the group. “Thank you. We didn’t want to fight. This will help us for sure.” The group takes the resources and hurries off to trade them for their families."
"#EVENT_GROUP_ATTACK_03_DENY_NAME","Forced Hands"
"#EVENT_GROUP_ATTACK_03_DENY_DESC","The travelers exchange looks, first unsure but soon growing more determined. They grip their weapons tighter. “We have to bring something back. I’m sorry,” one of them says remorsefully while the rest of the group readies for an attack."
"#EVENT_BANDIT_ATTACK_04_NOTIFICATION_HEADER","A group of bandits approaches the gate"
"#EVENT_BANDIT_ATTACK_04_NOTIFICATION_DESC","This is never good"
"#EVENT_BANDIT_ATTACK_04_NAME","Hard Bargains"
"#EVENT_BANDIT_ATTACK_04_DESC","The bandits arrive at the gate. They look relatively weak, but taking them down is still no easy task. The leader half-heartedly kicks the gate. “Look—we don’t have all day. We need supplies. You gonna hand them over or watch your colony burn instead?”"
"#EVENT_BANDIT_ATTACK_04_BRIBE1","Give them plenty of food"
"#EVENT_BANDIT_ATTACK_04_BRIBE2","Give them a little food"
"#EVENT_BANDIT_ATTACK_04_DENY","Tell them to come and take it"
"#EVENT_BANDIT_ATTACK_04_FAIL_NAME","Hard Bargains"
"#EVENT_BANDIT_ATTACK_04_FAIL_DESC","The leader gives the meager offerings an unimpressed look. “You think this covers it? I’m afraid not,” he says and orders the bandits to attack."
"#EVENT_BANDIT_ATTACK_04_SUCCESS_NAME","Hard Bargains"
"#EVENT_BANDIT_ATTACK_04_SUCCESS_DESC","“I knew you were reasonable folk,” the leader grins as the goods are piled in front of him. His subordinates quickly pack everything and they retreat back into the wastelands, in visibly good spirits."
"#EVENT_BANDIT_ATTACK_04_DENY_NAME","Hard Bargains"
"#EVENT_BANDIT_ATTACK_04_DENY_DESC","The leader loads up his weapon. “How brave of you. You lot just managed to get yourselves in an early grave. I hope you’re not all talk.”"
"#EVENT_RELIGION_ATTACK_02_NOTIFICATION_HEADER","Fanatics marching toward the colony"
"#EVENT_RELIGION_ATTACK_02_NOTIFICATION_DESC","Their chants are blood-chilling"
"#EVENT_RELIGION_ATTACK_02_NAME","The Great Purge"
"#EVENT_RELIGION_ATTACK_02_DESC","With the apocalypse, doomsday cults have gotten the validation they craved and are spreading around the wasteland like wildfire. This particular group looks tough and is fully armed. As they stop behind the gate, their leader bangs the wall with the end of his rifle. “The Great Purge is here! Prove your worth or perish!”"
"#EVENT_RELIGION_ATTACK_02_RESOURCES","Tell them they’re lunatics"
"#EVENT_RELIGION_ATTACK_02_THREAT","Goad the fanatics to attack"
"#EVENT_RELIGION_ATTACK_02_MOCK","Insult their ""costume party"""
"#EVENT_RELIGION_ATTACK_02_RESOURCES_NAME","The Great Purge"
"#EVENT_RELIGION_ATTACK_02_RESOURCES_DESC","“You will see the error of your ways. Your future is already known to us, and it is written in blood.” In unison, the cultists attack the gate in a furious rage."
"#EVENT_RELIGION_ATTACK_02_THREAT_NAME","The Great Purge"
"#EVENT_RELIGION_ATTACK_02_THREAT_DESC","Taunting just excites the cultists even more. Many clutch their weapons and laugh while staring at the weary defenders. The leader grins, takes a deep breath and launches toward the gate with the rest of the group in tow."
"#EVENT_RELIGION_ATTACK_02_MOCK_NAME","The Great Purge"
"#EVENT_RELIGION_ATTACK_02_MOCK_DESC","The cultists are enraged by the mockery. Some are barely able to stay put, and others are visibly shaking in anger while brandishing their weapons at the colonists. “Enough! We will not stand for this,” the leader fumes and orders the assault to begin."
"#EVENT_SOCIETY_01_NOTIFICATION_HEADER","Society forces are approaching"
"#EVENT_SOCIETY_01_NOTIFICATION_DESC","This could be bad"
"#EVENT_SOCIETY_01_NAME","Hostile Society"
"#EVENT_SOCIETY_01_DESC","Troops from [SOCIETY_NAME] have made their way to the gate. They’re dressed in full gear and clearly ready to go to battle. Taking them down would be challenging but not impossible. “You have disrespected our colony for the last time!” their leader calls. Seems like the strained relationship has come to a head."
"#EVENT_SOCIETY_01_BRIBE","Offer resources as appeasement"
"#EVENT_SOCIETY_01_SURRENDER","Surrender"
"#EVENT_SOCIETY_01_THREATEN","Taunt them"
"#EVENT_SOCIETY_01_BRIBE_NAME","Hostile Society"
"#EVENT_SOCIETY_01_BRIBE_DESC","The troops accept the resources, clearly having expected this. “I see you’re a reasonable lot after all. Alright. We’ll let you be—for now.”"
"#EVENT_SOCIETY_01_SURRENDER_NAME","Hostile Society"
"#EVENT_SOCIETY_01_SURRENDER_DESC","“Your kind cannot be trusted. You have a trick up your sleeves, I just know it!” the leader yells and rams through the gates with his forces."
"#EVENT_SOCIETY_01_THREATEN_NAME","Hostile Society"
"#EVENT_SOCIETY_01_THREATEN_DESC","The leader scoffs and spits on the ground. “Didn’t expect anything classier from this place,” he says. The forces quickly overwhelm the gate and pour in."
"#EVENT_SOCIETY_02_NOTIFICATION_HEADER","Incoming group from another society"
"#EVENT_SOCIETY_02_NOTIFICATION_DESC","This does not look like a social visit"
"#EVENT_SOCIETY_02_NAME","Uneasy Society"
"#EVENT_SOCIETY_02_DESC","[SOCIETY_NAME] troops have arrived at the gates, seemingly bringing the strained relations with them to a head. They’re heavily armed, enough to make combat with them extremely dangerous. “If you think you can treat us like trash, you’re mistaken!” one of them yells."
"#EVENT_SOCIETY_02_INVITE","Tell them they’re welcome to try"
"#EVENT_SOCIETY_02_BRIBE1","Try to bribe them"
"#EVENT_SOCIETY_02_BRIBE2","Apologize"
"#EVENT_SOCIETY_02_THREATEN","Ask if they really want to risk it"
"#EVENT_SOCIETY_02_INVITE_NAME","Uneasy Society"
"#EVENT_SOCIETY_02_INVITE_DESC","“Well, if you insist,” the leader says and gestures for the troops to attack. They break through the gates quickly."
"#EVENT_SOCIETY_02_BRIBE_NAME","Uneasy Society"
"#EVENT_SOCIETY_02_BRIBE_DESC","The leader scratches his chin, clearly weighing his options. Finally, he nods. “Very well, then. But I’d watch it if I were you. The next time, we won’t be as forgiving.”"
"#EVENT_SOCIETY_02_THREATEN_NAME","Uneasy Society"
"#EVENT_SOCIETY_02_THREATEN_DESC","The leader sizes up the defenses and manpower of the colony. Eventually, he seems to come to the conclusion it’s not worth it as he gestures for the forces to retreat. “We’ll be back, and next time you won’t be so lucky.”"
"#POPUP_SURVIVOR_GROUP_TITLE","Survivors are seeking shelter"
"#POPUP_SURVIVOR_GROUP_CONTENT","Survivor group info"
"#POPUP_SURVIVOR_GROUP_DESC","A rugged group of survivors have set a camp outside the colony. Their leader approaches the gate and requests a friendly negotiation. The weary group is in search of some shelter and a safe place to live."
"#POPUP_SURVIVOR_GROUP_ACCEPT","Accept"
"#POPUP_SURVIVOR_GROUP_REJECT","Reject"
"#POPUP_SURVIVOR_GROUP_IGNORE","Ignore for now"
"#POPUP_SURVIVOR_GROUP_QUICK_TITLE","Survivors:"
"#POPUP_SURVIVOR_GROUP_QUICK_INFO","Specialists: {0} | Adults: {1} | Children: {2}"
"#EVENT_DONE","Done"
"#EVENT_DEBUG_SKIP","Skip event result"
"#EVENT_ATGATE_01_NOTIFICATION_HEADER","Gate event"
"#EVENT_ATGATE_01_NOTIFICATION_DESC","Someone's at the gate"
"#EVENT_CONSTRUCTION_START","Started building {0}"
"#EVENT_BUILDING_START","Completed building {0}"
"#EVENT_PERSON_GAINED_CONDITION","{0} gained {1}"
"#EVENT_PERSON_LOST_CONDITION","{0} lost {1}"
"#EVENT_RESULT_MODIFY_HAPPINESS","{0} Happiness"
"#EVENT_RESULT_INCREASE_REPUTATION","Gain {1} reputation with {0}"
"#EVENT_RESULT_DECREASE_REPUTATION","Lose {1} reputation with {0}"
"#EVENT_RESULT_SET_REPUTATION","{0} reputation set to {1}"
"#STARTER_EVENT_BUILD_CAMPSITE_NOTIFICATION_HEADER","On the lookout for a new home"
"#STARTER_EVENT_BUILD_CAMPSITE_NOTIFICATION_DESC","Everyone starts somewhere"
"#STARTER_EVENT_BUILD_CAMPSITE_NAME","New Home"
"#STARTER_EVENT_BUILD_CAMPSITE_DESC","The world is in ruins. Many things once considered normal are hard to find, and habitable land is no exception. A settler has finally found a spot for a new colony. With a place to call home, it is time for a new beginning. Welcome to the aftermath, survivor.\n\nBuild the <mark>campsite</mark> to mark the center of the new <mark>colony</mark> and start uncovering the surrounding area."
"#STARTER_EVENT_INVITE_NOTIFICATION_HEADER","People are waiting for a signal"
"#STARTER_EVENT_INVITE_NOTIFICATION_DESC","Shoot a flare"
"#STARTER_EVENT_INVITE_NAME","The Inhabitants"
"#STARTER_EVENT_INVITE_DESC","There are survivors, waiting for a signal from the settler. They are cold and hungry yet willing to work—should the colony take care of them in return. They can be invited in right away or later, in case the settlement needs some more time to be prepared.\n\n<mark>Invite the colonists</mark> by firing the signal flare from the <mark>campsite options</mark> when the colony is ready for them."
"#EVENT_APOTHECARYBIG_01_NAME","Big Pharma"
"#EVENT_BANDIT_ATTACK_NEW_01_NOTIFICATION_HEADER","A group of bandits has snuck up on the colony"
"#EVENT_BANDIT_ATTACK_NEW_01_NOTIFICATION_DESC","This is a problem"
"#EVENT_BANDIT_ATTACK_NEW_01_NAME","Wasteland Conquerors"
"#EVENT_BANDIT_ATTACK_NEW_01_DESC","A group of bandits have appeared at the gate, seemingly out of thin air. Several skillfully camouflaged and well-armed individuals are ready to charge and wreak havoc on the colony. Taking them down will be hard but not impossible. One of them approaches the gate, ""This is your first and last chance, give up the goods or we will attack!"""
"#EVENT_BANDIT_ATTACK_NEW_01_BRIBE1","Try to bribe them"
"#EVENT_BANDIT_ATTACK_NEW_01_BRIBE2","Try to bribe them"
"#EVENT_BANDIT_ATTACK_NEW_01_DENY","Let them come"
"#EVENT_BANDIT_ATTACK_NEW_01_BRIBE_NAME","Wasteland Conquerors"
"#EVENT_BANDIT_ATTACK_NEW_01_BRIBE_DESC","The leader pauses to think through her options. She looks at the offerings and eventually gestures for one of her underlings to grab the goods. “You made a wise decision,” she says as the bandits retreat back into the wilderness."
"#EVENT_BANDIT_ATTACK_NEW_01_DENY_NAME","Wasteland Conquerors"
"#EVENT_BANDIT_ATTACK_NEW_01_DENY_DESC","The leader grins ominously, egged on by the colony’s defiant attitude. She raises her weapon and, in unison, the bandits open fire on the gate and its defenders."
"#EVENT_BANDIT_ATTACK_NEW_02_NOTIFICATION_HEADER","Bandits are approaching the camp"
"#EVENT_BANDIT_ATTACK_NEW_02_NOTIFICATION_DESC","They are...chanting"
"#EVENT_BANDIT_ATTACK_NEW_02_NAME","Glory in Death"
"#EVENT_BANDIT_ATTACK_NEW_02_DESC","An unusually aggressive group of bandits marches toward the gate. Their chants are filled with bloodlust and can be heard from a good distance away. They look tough, and taking them on would be risky. An offering of some sort might appease them for the moment."
"#EVENT_BANDIT_ATTACK_NEW_02_BRIBE","Offer them goods"
"#EVENT_BANDIT_ATTACK_NEW_02_THREAT","Threaten them"
"#EVENT_BANDIT_ATTACK_NEW_02_PREPARE","Start the fight"
"#EVENT_BANDIT_ATTACK_NEW_02_BRIBE_NAME","Glory in Death"
"#EVENT_BANDIT_ATTACK_NEW_02_BRIBE_DESC","The offer makes them halt their advance. They’re obviously craving blood, but the promise of free loot is enticing. Eventually, their leader decides to accept the goods, and the group takes off, presumably toward another colony, chanting as they go."
"#EVENT_BANDIT_ATTACK_NEW_02_THREAT_NAME","Glory in Death"
"#EVENT_BANDIT_ATTACK_NEW_02_THREAT_DESC","The threats only serve to escalate the group’s skin-prickling chants. They bang their weapons against their chests, demanding blood. There’s nothing to do but fight."
"#EVENT_BANDIT_ATTACK_NEW_02_PREPARE_NAME","Glory in Death"
"#EVENT_BANDIT_ATTACK_NEW_02_PREPARE_DESC","If blood is what they want, then blood they shall get. The colony prepares for a strenuous battle, determined not to let their home be ransacked."
"#EVENT_BANDIT_ATTACK_NEW_03_NOTIFICATION_HEADER","A group of lowlifes approaches"
"#EVENT_BANDIT_ATTACK_NEW_03_NOTIFICATION_DESC","Are they picking a fight?"
"#EVENT_BANDIT_ATTACK_NEW_03_NAME","Beyond Reason"
"#EVENT_BANDIT_ATTACK_NEW_03_DESC","A disorganized group of bandits has rallied around the gate. They have an unnerving sheen to their eyes and none of them utter a word aside from incoherent yells. It’s unclear what has sent them into such a frenzy but something needs to be done about it, and quickly."
"#EVENT_BANDIT_ATTACK_NEW_03_PREPARE","Reason with them"
"#EVENT_BANDIT_ATTACK_NEW_03_THREAT","Threaten the horde"
"#EVENT_BANDIT_ATTACK_NEW_03_DISTRACT","Try to distract them"
"#EVENT_BANDIT_ATTACK_NEW_03_PREPARE_NAME","Beyond Reason"
"#EVENT_BANDIT_ATTACK_NEW_03_PREPARE_DESC","Any attempts at logic or mercy fall on deaf ears. There’s clearly no reasoning with these people who have whipped themselves into a frenzy. Better get ready to fight."
"#EVENT_BANDIT_ATTACK_NEW_03_DISTRACT_NAME","Beyond Reason"
"#EVENT_BANDIT_ATTACK_NEW_03_DISTRACT_DESC","All promises of wealth or lies about non-existent allies have no effect on these lowlifes. They’re too far gone to understand any threats or promises, no matter how subtle or blunt. It’s better to put these enraged people out of their misery."
"#EVENT_BANDIT_ATTACK_NEW_04_NOTIFICATION_HEADER","A group of bandits approaches the gate"
"#EVENT_BANDIT_ATTACK_NEW_04_NOTIFICATION_DESC","This is never good"
"#EVENT_BANDIT_ATTACK_NEW_04_NAME","Hard Bargains"
"#EVENT_BANDIT_ATTACK_NEW_04_DESC","The bandits arrive at the gate. They look relatively weak, but taking them down is still no easy task. The leader half-heartedly kicks the gate. “Look—we don’t have all day. We need supplies. You gonna hand them over or watch your colony burn instead?”"
"#EVENT_BANDIT_ATTACK_NEW_04_BRIBE1","Give them plenty of food"
"#EVENT_BANDIT_ATTACK_NEW_04_BRIBE2","Give them a little food"
"#EVENT_BANDIT_ATTACK_NEW_04_DENY","Tell them to come and take it"
"#EVENT_BANDIT_ATTACK_NEW_04_FAIL_NAME","Hard Bargains"
"#EVENT_BANDIT_ATTACK_NEW_04_FAIL_DESC","The leader gives the meager offerings an unimpressed look. “You think this covers it? I’m afraid not,” he says and orders the bandits to attack."
"#EVENT_BANDIT_ATTACK_NEW_04_SUCCESS_NAME","Hard Bargains"
"#EVENT_BANDIT_ATTACK_NEW_04_SUCCESS_DESC","“I knew you were reasonable folk,” the leader grins as the goods are piled in front of him. His subordinates quickly pack everything and they retreat back into the wastelands, in visibly good spirits."
"#EVENT_BANDIT_ATTACK_NEW_04_DENY_NAME","Hard Bargains"
"#EVENT_BANDIT_ATTACK_NEW_04_DENY_DESC","The leader loads up his weapon. “How brave of you. You lot just managed to get yourselves in an early grave. I hope you’re not all talk.”"
"#EVENT_GROUP_ATTACK_NEW_01_NOTIFICATION_HEADER","Ragged people are gathering outside the gate"
"#EVENT_GROUP_ATTACK_NEW_01_NOTIFICATION_DESC","They seem desperate enough to do anything"
"#EVENT_GROUP_ATTACK_NEW_01_NAME","Desperate Times"
"#EVENT_GROUP_ATTACK_NEW_01_DESC","These people have clearly been through a lot. They look frail and are likely easy to overpower, but the look on their faces makes it clear they’re desperate enough to do anything. At the front, a weary woman speaks up. “Please. We won’t last for much longer. Could you spare a little food?”"
"#EVENT_GROUP_ATTACK_NEW_01_EXTRA","Give a lot of food"
"#EVENT_GROUP_ATTACK_NEW_01_LITTLE","Give a little food"
"#EVENT_GROUP_ATTACK_NEW_01_DENY","“We got nothing for you.”"
"#EVENT_GROUP_ATTACK_NEW_01_EXTRA_NAME","Desperate Times"
"#EVENT_GROUP_ATTACK_NEW_01_EXTRA_DESC","The travelers don’t seem to believe their eyes as the food is carried out to them. “Thank you. Thank you so much. It’s not much, but please take this.” The woman hands over some silver. The group heads off with heavier pockets and lighter hearts."
"#EVENT_GROUP_ATTACK_NEW_01_LITTLE_NAME","Desperate Times"
"#EVENT_GROUP_ATTACK_NEW_01_LITTLE_DESC","The group scurries to grab the food and quickly packs it up. “Thank you so much. Even as the world is right now, I’m glad there’s still room for some kindness,” the woman says as the group leaves."
"#EVENT_GROUP_ATTACK_NEW_01_DENY_NAME","Desperate Times"
"#EVENT_GROUP_ATTACK_NEW_01_DENY_DESC","There is sorrow in the leader’s eyes. The group puts their backpacks down and readies their weapons. ”I told you, we need the food. I’m sorry for this.”"
"#EVENT_GROUP_ATTACK_NEW_02_NOTIFICATION_HEADER","An enraged group is marching toward the colony"
"#EVENT_GROUP_ATTACK_NEW_02_NOTIFICATION_DESC","This cannot be good"
"#EVENT_GROUP_ATTACK_NEW_02_NAME","Fatal Mistakes"
"#EVENT_GROUP_ATTACK_NEW_02_DESC","A group of plain-looking but obviously angry survivors storms to the gate. They insist one of the colonists stole something valuable and demand to be let in to retrieve it. They look to be rather well armed and fending them off might be challenging."
"#EVENT_GROUP_ATTACK_NEW_02_MISTAKE","Let them in"
"#EVENT_GROUP_ATTACK_NEW_02_DETER","Ask for details on this supposed theft"
"#EVENT_GROUP_ATTACK_NEW_02_MOCK","Laugh and say they can try and get it back"
"#EVENT_GROUP_ATTACK_NEW_02_MISTAKE_NAME","Fatal Mistakes"
"#EVENT_GROUP_ATTACK_NEW_02_MISTAKE_DESC","The moment the gates open, the group drops the act and charges in, splitting up with a clear motive to loot. Time to defend the colony from the bandits in disguise."
"#EVENT_GROUP_ATTACK_NEW_02_DETER_NAME","Fatal Mistakes"
"#EVENT_GROUP_ATTACK_NEW_02_DETER_DESC","At the questions, the leader snorts and readies his weapon. “Well, bluffing was worth a shot.” Quickly, the bandits storm the gate and split to attack from two different directions."
"#EVENT_GROUP_ATTACK_NEW_02_MOCK_NAME","Fatal Mistakes"
"#EVENT_GROUP_ATTACK_NEW_02_MOCK_DESC","The mockery seems to hit a nerve. The bandits quickly drop their act and rush the gate. They split up to flank the colony, intent on looting as much as they can."
"#EVENT_GROUP_ATTACK_NEW_03_NOTIFICATION_HEADER","Weary travelers are gathering outside the gate"
"#EVENT_GROUP_ATTACK_NEW_03_NOTIFICATION_DESC","There is desperation in their eyes"
"#EVENT_GROUP_ATTACK_NEW_03_NAME","Forced Hands"
"#EVENT_GROUP_ATTACK_NEW_03_DESC","A large group of refugees have gathered outside the gate. They look extremely malnourished and their eyes sheen with quiet desperation. “The bandits took us hostage. They sent us out to gather resources. If we don’t bring anything back, they’ll kill our families. Please,” one of them pleads. The group is large and taking them down by force would be very hard."
"#EVENT_GROUP_ATTACK_NEW_03_FOOD","Give them food"
"#EVENT_GROUP_ATTACK_NEW_03_TECH","Give them medicine"
"#EVENT_GROUP_ATTACK_NEW_03_DENY","“I have nothing for you.”"
"#EVENT_GROUP_ATTACK_NEW_03_GIVE_NAME","Forced Hands"
"#EVENT_GROUP_ATTACK_NEW_03_GIVE_DESC","A wave of relief washes over the group. “Thank you. We didn’t want to fight. This will help us for sure.” The group takes the resources and hurries off to trade them for their families."
"#EVENT_GROUP_ATTACK_NEW_03_DENY_NAME","Forced Hands"
"#EVENT_GROUP_ATTACK_NEW_03_DENY_DESC","The travelers exchange looks, first unsure but soon growing more determined. They grip their weapons tighter. “We have to bring something back. I’m sorry,” one of them says remorsefully while the rest of the group readies for an attack."
"#EVENT_RELIGION_ATTACK_NEW_01_NOTIFICATION_HEADER","A strange group is approaching the colony"
"#EVENT_RELIGION_ATTACK_NEW_01_NOTIFICATION_DESC","They’re carrying weapons"
"#EVENT_RELIGION_ATTACK_NEW_01_NAME","Divine Wrath"
"#EVENT_RELIGION_ATTACK_NEW_01_DESC","Cults are not unheard of in a world like this, feeding on fear and people's desire for meaning within the chaos. Now, one such cult has arrived at the gate. Their leader rings a bell and calls out to the colony. “Listen up, you faithless lot. Salvation awaits those who offer everything for it! Open the gates and give us what we seek.” They look to be rather weak and poorly armed."
"#EVENT_RELIGION_ATTACK_NEW_01_ALL","Gift a lot of resources"
"#EVENT_RELIGION_ATTACK_NEW_01_SOME","Gift some resources"
"#EVENT_RELIGION_ATTACK_NEW_01_DENY","Tell them to leave"
"#EVENT_RELIGION_ATTACK_NEW_01_ALL_NAME","Divine Wrath"
"#EVENT_RELIGION_ATTACK_NEW_01_ALL_DESC","The resources are brought out. The leader checks them thoroughly before finally nodding and solemnly ringing his bell. “These shall do. May you open your eyes one day and join us in our quest for salvation,” he says as the group departs."
"#EVENT_RELIGION_ATTACK_NEW_01_SOME_NAME","Divine Wrath"
"#EVENT_RELIGION_ATTACK_NEW_01_SOME_DESC","Instead of placating the group, the small offerings seem to offend them. “This is not enough. If you don’t part with the offerings willingly, we’ll take them by force. Attack!”"
"#EVENT_RELIGION_ATTACK_NEW_01_DENY_NAME","Divine Wrath"
"#EVENT_RELIGION_ATTACK_NEW_01_DENY_DESC","The leader nods. “So be it. You brought this upon yourselves,” he says before he readies his weapon and charges in."
"#EVENT_RELIGION_ATTACK_NEW_02_NOTIFICATION_HEADER","Fanatics marching toward the colony"
"#EVENT_RELIGION_ATTACK_NEW_02_NOTIFICATION_DESC","Their chants are blood-chilling"
"#EVENT_RELIGION_ATTACK_NEW_02_NAME","The Great Purge"
"#EVENT_RELIGION_ATTACK_NEW_02_DESC","With the apocalypse, doomsday cults have gotten the validation they craved and are spreading around the wasteland like wildfire. This particular group looks tough and is fully armed. As they stop behind the gate, their leader bangs the wall with the end of his rifle. “The Great Purge is here! Prove your worth or perish!”"
"#EVENT_RELIGION_ATTACK_NEW_02_RESOURCES","Tell them they’re lunatics"
"#EVENT_RELIGION_ATTACK_NEW_02_THREAT","Goad the fanatics to attack"
"#EVENT_RELIGION_ATTACK_NEW_02_MOCK","Insult their ""costume party"""
"#EVENT_RELIGION_ATTACK_NEW_02_RESOURCES_NAME","The Great Purge"
"#EVENT_RELIGION_ATTACK_NEW_02_RESOURCES_DESC","“You will see the error of your ways. Your future is already known to us, and it is written in blood.” In unison, the cultists attack the gate in a furious rage."
"#EVENT_RELIGION_ATTACK_NEW_02_THREAT_NAME","The Great Purge"
"#EVENT_RELIGION_ATTACK_NEW_02_THREAT_DESC","Taunting just excites the cultists even more. Many clutch their weapons and laugh while staring at the weary defenders. The leader grins, takes a deep breath and launches toward the gate with the rest of the group in tow."
"#EVENT_RELIGION_ATTACK_NEW_02_MOCK_NAME","The Great Purge"
"#EVENT_RELIGION_ATTACK_NEW_02_MOCK_DESC","The cultists are enraged by the mockery. Some are barely able to stay put, and others are visibly shaking in anger while brandishing their weapons at the colonists. “Enough! We will not stand for this,” the leader fumes and orders the assault to begin."
"#EVENT_HOSTILE_FORCE","Hostiles:"
"#EVENT_NOTIFICATION_PREPARE_DEFENCES","Negotiate or prepare defenses"
"#EVENT_HIRE_DISMISS","Dismiss this specialist"
"#EVENT_HIRE_WAIT","Have them wait"
"#EVENT_BANDIT_ATTACK_NOTIFICATION_DESC","Negotiate or prepare defenses before the assault!"
"#EVENT_BACK","Back to colony view"
"#EVENT_HIRE_QUEUE_NAME","The specialist is back"
"#EVENT_HIRE_QUEUE_NOTIFICATION_HEADER","A familiar face approaches the colony"
"#EVENT_HIRE_QUEUE_NOTIFICATION_DESC","They’re asking for work"
"#EVENT_HIRE_QUEUE_DESC","A specialist has arrived at the gate, offering their services. “Last time, it didn’t pan out but maybe you have use for me now?”\n\nRecruit this specialist?"
"#EVENT_HIRE_QUEUE_ACCEPT","Recruit"
"#EVENT_HIRE_QUEUE_DECLINE","Decline"
"#EVENT_HIRE_QUEUE_RESULT_ACCEPT_DESC","“Wonderful!” The specialist steps inside, ready to do their utmost best to assist the colony."
"#EVENT_HIRE_QUEUE_RESULT_DECLINE_DESC","“I see. Perhaps some other time. I’ll stay in touch!” The specialist waves and retreats back into the wasteland."
"#EVENT_DELUXERADIO_NAME","Outback Radio"
"#EVENT_DELUXERADIO_DESC","It’s vital to stay vigilant and keep an eye on the wasteland to prepare for potential threats. While exploring, one of the scouts has spotted what seems to be an abandoned radio tower in the distance. Radio communications are a rarity around these parts and long-distance communication is almost unheard of, so sending an expedition to see if anything could be salvaged is definitely worth it."
"#EVENT_DELUXERADIO_NOTIFICATION_HEADER","An expedition is in order"
"#EVENT_DELUXERADIO_NOTIFICATION_DESC","Something interesting has been spotted"
"#EVENT_DELUXERADIO_ACCEPT","Have colonists check it out"
"#EVENT_DELUXERADIO_ACCEPT_DESC","The tower itself is in very rough condition and too large for transport. However, the radio unit is still somewhat functional and the colonists decide to bring it back with them. People feel excited by the opportunity of sending and receiving signals from other colonies—or even beyond.\n\n<mark>Build a radio tower to start the Ultimate Colony Edition quest “Written in the Stars.”</mark>"
"#EVENT_HIRE_WAIT_GATE","Have them wait by the gate"
"#EVENT_RELIGION_ATTACK_NEW_01_SILVER_LOT","Give them a lot of silver"
"#EVENT_RELIGION_ATTACK_NEW_01_SILVER_SOME","Give them some silver"
"#EVENT_GROUP_ATTACK_NEW_03_SILVER","Give them silver"
"#MISSION_START_SCOUTING","Scout"
"#LOCATION_HOSPITAL","Hospital"
"#LOCATION_FACTORY","Factory"
"#LOCATION_CONCRETE_FACTORY","Concrete Factory"
"#LOCATION_FARM","Farm"
"#LOCATION_MILITARY_BASE","Military Base"
"#LOCATION_TOWN","Abandoned Town"
"#LOCATION_GAS_STATION","Gas Station"
"#LOCATION_OIL","Oil Pump"
"#LOCATION_WAREHOUSE","Warehouse"
"#LOCATION_CAMPING_SITE","Camping Site"
"#LOCATION_CONSTRUCTION_SITE","Construction Site"
"#LOCATION_DINER","Diner"
"#LOCATION_MOTEL","Motel"
"#LOCATION_RADAR","Radar"
"#LOCATION_TRUCK","Old Truck"
"#LOCATION_BANDITS","Bandit Lair"
"#LOCATION_ELECTRONICS_STORE","Electronics Store"
"#LOCATION_EMPTY","Empty location"
"#LOCATION_JETLINER_CRASH_SITE","Jetliner Crash Site"
"#LOCATION_MUSEUM","Museum"
"#LOCATION_TIMBER_MILL","Timber Mill"
"#LOCATION_STRANDED_TANKER","Stranded Tanker"
"#LOCATION_NUCLEAR_POWER_PLANT","Nuclear Plant"
"#LOCATION_SHOPPING_CENTER","Shopping Center"
"#LOCATION_AIRPLANE_HANGARS","Hangars"
"#LOCATION_AIRPORT","Airport"
"#LOCATION_APOTHECARY","Pharmacy"
"#LOCATION_MECHANIC_SHOP","Mechanic's Shop"
"#LOCATION_CONVENIENCE_STORE","Convenience Store"
"#LOCATION_CRASHED_AIRPLANE","Crashed Airplane"
"#LOCATION_CRASHED_HELICOPTER","Downed Helicopter"
"#LOCATION_ISOLATED_CABIN","Lone Cabin"
"#LOCATION_MACHINE_SHOP","Manufactory"
"#LOCATION_MILITARY_CAMP","Military Camp"
"#LOCATION_OBSERVATORY","Observatory"
"#LOCATION_ORDNANCE_WORKS","Ordnance Works"
"#LOCATION_POLICE_STATION","Police Station"
"#LOCATION_RADIO_STATION","Radio Station"
"#LOCATION_TNT_STORAGE_IGLOO","Explosives Storage"
"#LOCATION_TRAILER_PARK","Trailer Park"
"#LOCATION_CAR_MECHANIC_SHOP","Auto Mechanic"
"#LOCATION_DOWNTOWN","Ruined Downtown Area"
"#LOCATION_ABANDONED_SUBURBS","Abandoned Suburbs"
"#SMALL_TOWN","Small Town"
"#DEVASTATED_HIGHRISE","Devastated Highrises"
"#LOCATION_UNKNOWN","Unexplored Sector"
"#LOCATION_SUBURB_1","Crumbling Houses"
"#LOCATION_SUBURB_2","Crumbling Houses"
"#LOCATION_SUBURB_3","Crumbling Houses"
"#LOCATION_SUBURB_4","Decaying Houses"
"#LOCATION_SUBURB_5","Decaying Houses"
"#LOCATION_SUBURB_6","Decaying Houses"
"#LOCATION_DOWNTOWN_1","Destroyed Downtown"
"#LOCATION_DOWNTOWN_2","Destroyed Downtown"
"#LOCATION_DOWNTOWN_3","Destroyed Downtown"
"#LOCATION_DOWNTOWN_4","Desolate Downtown"
"#LOCATION_DOWNTOWN_5","Desolate Downtown"
"#LOCATION_DOWNTOWN_6","Desolate Downtown"
"#LOCATION_HIGHRISE_1","Devastated Highrises"
"#LOCATION_HIGHRISE_2","Devastated Highrises"
"#LOCATION_HIGHRISE_3","Devastated Highrises"
"#LOCATION_HIGHRISE_4","Collapsed Highrises"
"#LOCATION_HIGHRISE_5","Collapsed Highrises"
"#LOCATION_HIGHRISE_6","Collapsed Highrises"
"#LOCATION_APARTMENTS_1","Ruined Apartments"
"#LOCATION_APARTMENTS_2","Ruined Apartments"
"#LOCATION_APARTMENTS_3","Ruined Apartments"
"#LOCATION_APARTMENTS_4","Collapsed Apartments"
"#LOCATION_APARTMENTS_5","Collapsed Apartments"
"#LOCATION_APARTMENTS_6","Collapsed Apartments"
"#LOCATION_SMALLTOWN_1","Derelict town"
"#LOCATION_SMALLTOWN_2","Derelict town"
"#LOCATION_SMALLTOWN_3","Derelict town"
"#LOCATION_SMALLTOWN_4","Abandoned Town"
"#LOCATION_SMALLTOWN_5","Abandoned Town"
"#LOCATION_SMALLTOWN_6","Abandoned Town"
"#LOCATION_BANDITS_LVL1","Bandit Camp"
"#LOCATION_BANDITS_LVL2","Bandit Hideout"
"#LOCATION_BANDITS_LVL3","Bandit Lair"
"#LOCATION_BANDITS_LVL4","Bandit Fort"
"#TOOLTIP_BIOME_LAKE","Lake"
"#SECTOR_FRIENDLY","Friendly"
"#SECTOR_NEUTRAL","Neutral"
"#SECTOR_HOSTILE","Hostile"
"#OUTPOST_SCIENCE","Research outpost"
"#OUTPOST_RESOURCES","Scavenger outpost"
"#OUTPOST_MEDICAL","Medical outpost"
"#OUTPOST_COLONISTS","Survivor outpost"
"#OUTPOST_TRANSPORT","Transport station"
"#OUTPOST_SCIENCE_DESC","Research outposts gather science points from demanding locations that cannot be researched by normal specialists."
"#OUTPOST_RESOURCES_DESC","Scavenger outposts scavenge and send materials to the colony at a steady pace. These outposts can exploit locations that are inaccessible to normal specialists."
"#OUTPOST_MEDICAL_DESC","Medical outposts allow specialists to heal their wounds without having to return to the colony."
"#OUTPOST_COLONISTS_DESC","Survivor outposts find survivors from sectors and send them back to the colony. Survivors are usually more numerous in urban and temperate areas and more scarce in harsh environments."
"#OUTPOST_TRANSPORT_DESC","A drop off point for scavenged resources on the world map. Specialists can drop off any gathered resources into this station and they are automatically sent back to the colony."
"#TOPIC_COLONY_SECTOR","Colony"
"#TOPIC_SOCIETY_SECTOR","Society"
"#TOPIC_BANDITS_SECTOR","Bandits"
"#TOPIC_OUTPOST_SECTOR","Outpost"
"#TOPIC_EMPTY","None"
"#BUTTON_DEMOLISH_OUTPOST","DEMOLISH"
"#TOPIC_DEMOLISH_OUTPOST","Demolish Outpost"
"#SETTLER_DESC","Settlers build outposts on the world map. They cannot fight or scavenge resources."
"#SETTLER","Settler"
"#TOPIC_COLONY_FULL","Can’t take in more survivors"
"#TOPIC_SECTOR_OCCUPIER","Controlled"
"#TOPIC_SECTOR_HOSTILITY","Hostility"
"#TOPIC_LOCATION_WARNING","No production in this sector"
"#TOPIC_LOCATION_SCIENCE_PRODUCTION","Useful knowledge can be gained by researching this location.\n\nBuild a <mark>research outpost</mark> into the sector to get access to the knowledge it holds."
"#TOPIC_LOCATION_COLONIST_PRODUCTION","A resting place for survivors passing by. Build a <mark>survivor outpost</mark> to invite them to your colony."
"#TOPIC_LOCATION_RESOURCE_PRODUCTION","Resources in this location can be scavenged only by building a <mark>scavenger outpost</mark> to this sector."
"#TOPIC_BANDIT_LOCATION_INFO","Defeat the bandits to gain access to this location and its resources."
"#MISSION_RESOURCES_SCAVENGE","Collected Resources:"
"#MISSION_EMPTY_SCAVENGE","No resources collected"
"#MISSION_TIME_SPENT","In {0} turns"
"#MISSION_COMPLETE_SCAVENGE","FINISH MISSION"
"#TOPIC_WM_MISSION_DURATION","Time"
"#OUTPOST_COLONISTS_SHORT_DESC","Finds survivors within the sector and invites them to join the colony."
"#OUTPOST_SCIENCE_SHORT_DESC","Produces science points by reclaiming lost knowledge from old world locations."
"#OUTPOST_TRANSPORT_SHORT_DESC","A drop off point for scavenged resources that are transported back to the colony."
"#OUTPOST_RESOURCES_SHORT_DESC","Scavenges and transports resources from locations inaccessible to normal specialists."
"#OUTPOST_MEDICAL_SHORT_DESC","Heals wounded specialists on the field."
"#TOPIC_SECTOR_INFO","Sector Info"
"#REPUTATION_VERY_NEGATIVE","Hostile"
"#REPUTATION_NEGATIVE","Unfriendly"
"#REPUTATION_NEUTRAL","Cautious"
"#REPUTATION_POSITIVE","Positive"
"#REPUTATION_VERY_POSITIVE","Friendly"
"#MISSION_START_SCAVENGING","Scavenge"
"#MISSION_START_TRADING","Trade"
"#MISSION_START_SCIENCE","Research"
"#MISSION_START_MILITARY","Attack"
"#MISSION_START_TRAVEL","Travel"
"#MISSION_START_MOVE","Move"
"#MISSION_START_RETURN_TO_HOME","RETURN TO COLONY"
"#TOPIC_BIOME","Biome: {0}"
"#TOPIC_BANDIT_INFO","Defeat the bandits to make the sector accessible. This will reveal locations and make travelling through this sector possible."
"#INFO_SECTOR_DESCRIPTION","Unscouted sector. Scout the sector to reveal the terrain and locations."
"#TOPIC_SECTOR_DISTANCE","Distance"
"#TOPIC_SECTOR_SIZE","Size"
"#TOPIC_TRAVEL_SPEED","Travel Speed"
"#TOPIC_TRAVEL_TIME","Travel Time"
"#TOPIC_UNKNOWN","Unknown"
"#TOPIC_THREATS","Threats"
"#TOPIC_SCOUT","Scout"
"#TOPIC_TERRAIN","Biome"
"#TRADE_TOPIC_REPUTATION","Reputation"
"#TRADE_TOPIC_INSTRUCTION","See the current trade options from the trade menu."
"#LOCATION_OTHER_SOCIETY","Society"
"#TITLE_SOCIETY_NAME_1","Mechanis"
"#TITLE_SOCIETY_NAME_2","Trinity"
"#TITLE_SOCIETY_NAME_3","Brotherhood"
"#TITLE_SOCIETY_NAME_4","New Haven"
"#TITLE_SOCIETY_NAME_5","Northfield"
"#TITLE_SOCIETY_NAME_6","Benedict"
"#TITLE_SOCIETY_NAME_7","Woodbury"
"#TITLE_SOCIETY_NAME_8","Little Anvil"
"#TITLE_SOCIETY_NAME_9","Alexandria"
"#TITLE_SOCIETY_NAME_10","Old Forum"
"#TITLE_SOCIETY_NAME_11","Triagia"
"#TITLE_SOCIETY_NAME_12","Maximus"
"#TITLE_SOCIETY_NAME_13","Chemville"
"#TITLE_SOCIETY_NAME_14","Greentown"
"#LOCATION_PLAYER","Your Colony"
"#LOCATION_PLAYER_DESC","The fate of the future is in your hands. Make this the greatest colony on Earth."
"#DESC_SOCIETY_1","Mechanis is truly worthy of its name. The region is filled with old tool shops, junkyards and vehicle dealerships, feeding much-needed metal and parts to the society for use and trade."
"#DESC_SOCIETY_2","Very secretive and suspicious group who are wary of strangers on their lands. They seem to have plenty of resources, but sell their most valuable goods only to those who have proven themselves worthy."
"#DESC_SOCIETY_3","A militaristic cult of ex-soldiers and guns for hire. They appreciate those who have what they need, but double-crossing them will lead to dire consequences. Their enemies are dealt with extreme measures."
"#DESC_SOCIETY_4","A mysterious society that happens to produce a lot of meat. They're adamant it's from fishing and hunting, but rumours say their secret is in capturing lone survivors. Whatever the case, there's definitely more here than meets the eye."
"#DESC_SOCIETY_5","Real jolly bunch of smugglers and hustlers, who'll happily scam you every chance they get. However, they have the best selection of very valuable electronics and components around these parts."
"#DESC_SOCIETY_6","An old sect of people who still believe in the kindness of people, but will punish sinners without mercy. Their fertile lands have avoided wide scale fallouts, but the society is widespread and is therefore vulnerable to attacks."
"#DESC_SOCIETY_7","A society built around a functioning sawmill with lots of production facilities still in working condition. These people are rebuilding fast and pay a good price for spare parts and other high-end materials."
"#DESC_SOCIETY_8","A burgeoning town set up around an old forge. The thick air's heavy with smoke and soot pouring out from the metalworks. The people here are hardy and surprisingly open to newcomers and trades alike."
"#DESC_SOCIETY_9","An ambitious but vital project, the town of Alexandria is essentially one big library. Some of the most notable archivists, historians and sociologists work here in order to preserve knowledge still left in the world."
"#DESC_SOCIETY_10","Founded inside a massive shopping center, Old Forum has grown into a respectable-sized village. Its stores have been converted into apartments and lowest floors are heavily barricaded and defended against any threat."
"#DESC_SOCIETY_11","Discovering a fully stocked hospital is like finding a unicorn next to a fountain of youth. The people of Triagia area acutely aware of the jackpot they're sitting on top of and jealously defend its riches against bandits and thieves alike."
"#DESC_SOCIETY_12","An explosion of color and flashing lights, Maximus doesn't hide its hedonistic excess. They've hoarded a mountain of trashy movies, novels and old entertainment to binge on, and lure traders to stay in town for a while longer, or forever."
"#DESC_SOCIETY_13","You smell Chemville long before you see it. The fumes from old polymer vats and sun-baked plastics are guaranteed to give traders a headache. Their stockpiles are considerable, though, and chemvilleans assure you'll get used to the smell."
"#DESC_SOCIETY_14","Greentown's name is very on-the-nose but accurate. Built on top of possible the most fertile bit of land around, anything townsfolk grow prospers. They're flush with all types of vegetables, and happy to trade them."
"#TITLE_SOCIETY_NAME_1B","Junkton"
"#TITLE_SOCIETY_NAME_2B","Trinity"
"#TITLE_SOCIETY_NAME_3B","Coalition"
"#TITLE_SOCIETY_NAME_4B","New Haven"
"#TITLE_SOCIETY_NAME_5B","Rackham"
"#TITLE_SOCIETY_NAME_6B","Sageford"
"#TITLE_SOCIETY_NAME_7B","Dead Creek"
"#TITLE_SOCIETY_NAME_8B","Little Anvil"
"#TITLE_SOCIETY_NAME_9B","Omicron"
"#TITLE_SOCIETY_NAME_10B","Malltown"
"#TITLE_SOCIETY_NAME_11B","Hospitalia"
"#TITLE_SOCIETY_NAME_12B","Sin Town"
"#TITLE_SOCIETY_NAME_13B","Chemville"
"#TITLE_SOCIETY_NAME_14B","Lushton"
"#DESC_SOCIETY_1B","The society is built next to a sizable old junkyard dotted with machine shops and metalworks. They are known for their skill at working metal, and the society reminds one of the times when the industrial revolution was starting. The town’s many defenses seem formidable, with the makeshift bolt throwers and flame walls guarding every direction."
"#DESC_SOCIETY_2B","A very secretive and suspicious society, wary of strangers in their lands. Visitors are only allowed to see a small inner courtyard with a new closed gate leading to the actual settlement. All walls are adorned with texts written in an unknown language. Their colonists prefer to cover their heads with heavy cowls and exchange as few words as possible. All visitors are followed a fair distance to and from the society to make sure none attempt sneaking in."
"#DESC_SOCIETY_3B","Society with routines and order controlling peoples' daily lives with almost military precision. They are organized, disciplined and a bit on edge at all times. Their world is rather black-and-white, though, and their attitude toward outsiders is notoriously harsh. Although allies are—usually—looked after, enemies are ruthlessly wiped out."
"#DESC_SOCIETY_4B","A prosperous society with friendly people that won't reveal a lot about themselves or their daily lives. Ranching, fishing and other ways of producing meat are their specialty, but the place has an ominous feeling to it. Many of the people are missing parts of their body, and there are rumors implying that their wealthy life does not come solely from traditional ways of ranching."
"#DESC_SOCIETY_5B","Despite having a spokesperson, this colony may appear almost like an anarchy to an outsider, with no single ruling body but a number of groups loosely working together. The townsfolk are as social as ever, and the concept of privacy seems woefully forgotten here. They are completely open about their operations, such as looting, pillaging, trading, drinking and smuggling."
"#DESC_SOCIETY_6B","A society that usually won't pick a side in feuds between other societies. In fact, their teachings blame extremism for everything that went wrong. They still respect the old rules of engagement and give treatment to their wounded enemies. People here are reluctant to speak their mind to outsiders. They will trade with you but also with your enemies."
"#DESC_SOCIETY_7B","Simple wooden buildings carry an old frontier town feel to them, and colonists here carry arms openly. There is even a big movie theater built on the town square, where they also have seasonal public executions to enforce the law and have fun at the same time. The place is ruled by the self-appointed “sheriff” and “mayor”, who encourage the charade to impose their rule over the settlement."
"#DESC_SOCIETY_8B","The air is thick with smoke and soot which pours out day and night from its metalworks. The few people that live here are hardy; men, women and children all look like they could wrestle a bear. Many are skilled blacksmiths and engineers, visibly proud of their craft and how it can help one survive in the aftermath."
"#DESC_SOCIETY_9B","One of the most technologically advanced societies in the wasteland. They are keepers of knowledge that’s been lost elsewhere in the aftermath. Everyone knows the rumors of their underground bunkers, but no one knows what truths have been buried there. They usually have a very indifferent attitude toward others. But if their agendas clash, their adversaries will feel their full wrath."
"#DESC_SOCIETY_10B","Founded inside a massive shopping mall. Stores have been converted into apartments, and other areas are heavily barricaded to repel intruders. The inhabitants are well aware of the value of what they have, and they furiously defend their homes. They’re very cautious and even paranoid of letting outsiders inside the mall."
"#DESC_SOCIETY_11B","A society based in an old central hospital with thick and high concrete walls, with surroundings that can be easily defended. Such a place attracts all kinds of people, and it’s surrounded by refugees camping outside their fortified outer walls. The only way in is the monthly citizenship lottery. If you get in, your wounds and illnesses are taken care of, but you must adhere to their rules, and there is no way out."
"#DESC_SOCIETY_12B","Depending on one’s taste, this place can be a veritable den of sin or somewhere to have a bloody good time. Forget your worries at the fighting pits, enjoy the food and drinks with or without other, more exotic, offerings. People there seem to drift onward with a permanent hazy look in their eyes, no concern for tomorrow. Everyone from mercenaries, bandits and survivors alike seems to be welcome to stay as long as their ability to pay permits."
"#DESC_SOCIETY_13B","The fumes from the place's operational refinery can be seen from a distance. However, attacking it would mean navigating an endless labyrinth of walkways surrounded by toxic waste vats. Despite their rather hazardous settlement, people are surprisingly friendly toward outsiders. They gladly offer a taste of their rather “unique” insect-based local cuisine."
"#DESC_SOCIETY_14B","The settlement is a forerunner in making farming a sustainable way of life once again. The townsfolk can be somewhat eccentric in their views of the world outside their community, but they are fiercely loyal to their own. They won't turn a visitor away, but one should not offend their way of life or culture as they have a good and long memory of such things."
"#DESC_SOCIETY_1B_SHORT","They are known for their skill at working metal, and the society reminds one of the times when the industrial revolution was starting. The town’s many defenses seem formidable, with makeshift bolt throwers and flame walls guarding every direction."
"#DESC_SOCIETY_2B_SHORT","A very secretive and suspicious society, wary of strangers in their lands. Their colonists prefer to cover their heads with heavy cowls and exchange as few words as possible. Visitors are followed a fair distance to and from the society to make sure none attempt sneaking in."
"#DESC_SOCIETY_3B_SHORT","These people are organized, disciplined and a bit on edge at all times. Their world is rather black-and-white, though, and their attitude toward outsiders is notoriously harsh. Although allies are—usually—looked after, enemies are ruthlessly wiped out."
"#DESC_SOCIETY_4B_SHORT","Ranching, fishing and other ways of producing meat are their specialty, but the place has an ominous feeling to it. Many of the people are missing parts of their body, and there are rumors implying that their wealthy life does not come solely from traditional ways of ranching."
"#DESC_SOCIETY_5B_SHORT","For an outsider, it may appear almost anarchic since there seems to be no single ruling body within the walls but a number of groups working loosely together. The townsfolk are as social as ever, and they are completely open about their operations as well, such as pillaging, trading, drinking and smuggling."
"#DESC_SOCIETY_6B_SHORT","A society that usually won't pick a side in feuds. In fact, their teachings blame extremism for everything that went wrong. They still respect the old rules of engagement and even treat their enemies’ wounds. People here are reluctant to speak their mind to outsiders."
"#DESC_SOCIETY_7B_SHORT","The society has an western frontier town feel to it with colonists carrying arms openly. Public executions are carried out on the town square for both law enforcement and entertainment purposes. The town's ruled by the self-appointed “sheriff” and “mayor”, who upholds the charade to stay in power."
"#DESC_SOCIETY_8B_SHORT","The air is thick with smoke and soot which pours out day and night from its metalworks. The few people that live here are hardy; men, women and children all look like they could wrestle a bear. Many are skilled blacksmiths and engineers, visibly proud of their craft."
"#DESC_SOCIETY_9B_SHORT","As one of the most technologically advanced societies, they are keepers of knowledge otherwise lost in the aftermath. Many have heard the rumors of their massive underground bunkers, but no one has ever seen them. While usually indifferent toward others, their adversaries will feel their full wrath."
"#DESC_SOCIETY_10B_SHORT","Founded inside a massive shopping mall. Stores have been converted into apartments and other areas are heavily barricaded to repel intruders. Its inhabitants are well aware of what they have, and they furiously defend their homes. They’re very cautious of letting outsiders inside the place."
"#DESC_SOCIETY_11B_SHORT","A society based in an old central hospital with thick concrete walls and surroundings that can be easily defended. Such a place attracts all kinds of people, evident from the sprawling camps outside. A monthly citizenship lottery is your only way in. Its winners are treated well but can never leave."
"#DESC_SOCIETY_12B_SHORT","Depending on one’s taste, this place can be a veritable den of sin or a spot to have a bloody good time. Forget your worries at the fighting pits, enjoy the food and drinks with or without other, more exotic, offerings. People seem to drift onward with a permanent hazy look in their eyes."
"#DESC_SOCIETY_13B_SHORT","The fumes from the place's operational refinery can be seen from distance. Attacking it would mean navigating an endless labyrinth of walkways surrounded by toxic waste vats. Despite their rather hazardous settlement, people are surprisingly friendly toward outsiders."
"#DESC_SOCIETY_14B_SHORT","They are forerunners in making farming a sustainable way of life once again. The townsfolk can be somewhat eccentric in their views of the world outside their community, but they are fiercely loyal to their own. One should not offend them—they have a good memory of such things."
"#GREETING_LEADER_NAME","Hey there stranger. People call me {0}."
"#GREETING_LEADER1_POSITIVE1","Let me share the fruits of my knowledge with you."
"#GREETING_LEADER1_NEUTRAL1","Speak, and reveal your value."
"#GREETING_LEADER1_NEGATIVE1","There's the unknown factor, one I'd gladly erase."
"#GREETING_LEADER2_POSITIVE1","Come on in, my stuff is your stuff!"
"#GREETING_LEADER2_NEUTRAL1","Got something nice for me?"
"#GREETING_LEADER2_NEGATIVE1","Stay back! I have nothing for you."
"#GREETING_LEADER3_POSITIVE1","I smell another lucrative deal coming up!"
"#GREETING_LEADER3_NEUTRAL1","I'm always up for a bit of haggling."
"#GREETING_LEADER3_NEGATIVE1","You are not welcome here."
"#GREETING_LEADER4_POSITIVE1","Another guest! This calls for a celebration!"
"#GREETING_LEADER4_NEUTRAL1","Good to meet another friendly face!"
"#GREETING_LEADER4_NEGATIVE1","People usually make me smile, but you... you I don't like."
"#GREETING_LEADER5_POSITIVE1","At ease, speak your mind."
"#GREETING_LEADER5_NEUTRAL1","Got something for me?"
"#GREETING_LEADER5_NEGATIVE1","You better learn to stand in line."
"#GREETING_LEADER6_POSITIVE1","Welcome to my kingdom, friend."
"#GREETING_LEADER6_NEUTRAL1","Oh, I wasn't expecting an envoy today."
"#GREETING_LEADER6_NEGATIVE1","You? Either bend your knee or get out of my sight."
"#GREETING_LEADER7_POSITIVE1","I see the seeds of our future growing in you."
"#GREETING_LEADER7_NEUTRAL1","Go ahead and have a seat."
"#GREETING_LEADER7_NEGATIVE1","You poison the very land you stand on."
"#GREETING_LEADER8_POSITIVE1","I might be wary of others, but you I like."
"#GREETING_LEADER8_NEUTRAL1","If you need a favor, you better give something in return."
"#GREETING_LEADER8_NEGATIVE1","I'd rather grind my wares to dust than hand them over to you."
"#GREETING_LEADER9_POSITIVE1","Here for business?"
"#GREETING_LEADER9_NEUTRAL1","Come closer, the gun's not for you."
"#GREETING_LEADER9_NEGATIVE1","No sudden moves! I have my sights on you."
"#GREETING_LEADER10_POSITIVE1","Welcome my friend!"
"#GREETING_LEADER10_NEUTRAL1","Maybe we can help each other out here?"
"#GREETING_LEADER10_NEGATIVE1","Be thankful for my oath, for I know pain rather well."
"#GREETING_LEADER11_POSITIVE1","This can be a good day for both of us."
"#GREETING_LEADER11_NEUTRAL1","Let's get down to business."
"#GREETING_LEADER11_NEGATIVE1","Stop right there! I won't hesitate to pull the trigger."
"#GREETING_LEADER12_POSITIVE1","Can I do something for you?"
"#GREETING_LEADER12_NEUTRAL1","Speak out, or leave this place."
"#GREETING_LEADER12_NEGATIVE1","I can show you the true meaning of pain."
"#GREETING_LEADER13_POSITIVE1","I like your attitude, let's talk."
"#GREETING_LEADER13_NEUTRAL1","You may approach."
"#GREETING_LEADER13_NEGATIVE1","Know your place stranger."
"#GREETING_LEADER14_POSITIVE1","I offer my services to you."
"#GREETING_LEADER14_NEUTRAL1","Maybe we can make something good out of this."
"#GREETING_LEADER14_NEGATIVE1","I would gladly see you leave while you can."
"#TRADE_CONFIRM_LEADER1_POSITIVE1","This seems very mutually beneficial."
"#TRADE_CONFIRM_LEADER1_NEUTRAL1","An agreeable compromise."
"#TRADE_CONFIRM_LEADER1_NEGATIVE1","Let's just get this over with."
"#TRADE_CONFIRM_LEADER2_POSITIVE1","A great bargain for both, yes?"
"#TRADE_CONFIRM_LEADER2_NEUTRAL1","We can make something out of this."
"#TRADE_CONFIRM_LEADER2_NEGATIVE1","Get your stuff and get lost."
"#TRADE_CONFIRM_LEADER3_POSITIVE1","Happy to do business with you."
"#TRADE_CONFIRM_LEADER3_NEUTRAL1","So you will accept this transaction?"
"#TRADE_CONFIRM_LEADER3_NEGATIVE1","Just be glad we need these."
"#TRADE_CONFIRM_LEADER4_POSITIVE1","Looks good to me."
"#TRADE_CONFIRM_LEADER4_NEUTRAL1","Yeah, I can make this work."
"#TRADE_CONFIRM_LEADER4_NEGATIVE1","Just take it and leave, ok?"
"#TRADE_CONFIRM_LEADER5_POSITIVE1","This is acceptable."
"#TRADE_CONFIRM_LEADER5_NEUTRAL1","Ok, we're square?"
"#TRADE_CONFIRM_LEADER5_NEGATIVE1","This was a waste of time."
"#TRADE_CONFIRM_LEADER6_POSITIVE1","Great, just great. "
"#TRADE_CONFIRM_LEADER6_NEUTRAL1","This is an ok compromise wouldn't you say?"
"#TRADE_CONFIRM_LEADER6_NEGATIVE1","Just take your stuff and leave."
"#TRADE_CONFIRM_LEADER7_POSITIVE1","This would ensure growth for both, friend."
"#TRADE_CONFIRM_LEADER7_NEUTRAL1","This deal could lead to something better."
"#TRADE_CONFIRM_LEADER7_NEGATIVE1","Take it, just take it."
"#TRADE_CONFIRM_LEADER8_POSITIVE1","Let us strike when the iron is hot!"
"#TRADE_CONFIRM_LEADER8_NEUTRAL1","Let's hammer out a deal here."
"#TRADE_CONFIRM_LEADER8_NEGATIVE1","Take it and leave."
"#TRADE_CONFIRM_LEADER9_POSITIVE1","A great bargain for both, I'm sure?"
"#TRADE_CONFIRM_LEADER9_NEUTRAL1","A deal like every other, I suppose."
"#TRADE_CONFIRM_LEADER9_NEGATIVE1","Take ‘em and leave, I got my eye on you."
"#TRADE_CONFIRM_LEADER10_POSITIVE1","A properly balanced deal."
"#TRADE_CONFIRM_LEADER10_NEUTRAL1","We get something, you get something."
"#TRADE_CONFIRM_LEADER10_NEGATIVE1","There is balance—now, let us part ways."
"#TRADE_CONFIRM_LEADER11_POSITIVE1","This would serve our goals well."
"#TRADE_CONFIRM_LEADER11_NEUTRAL1","We will accept for the good of the people."
"#TRADE_CONFIRM_LEADER11_NEGATIVE1","Just accept and don't resist."
"#TRADE_CONFIRM_LEADER12_POSITIVE1","Feels good to us."
"#TRADE_CONFIRM_LEADER12_NEUTRAL1","Very well, seems acceptable."
"#TRADE_CONFIRM_LEADER12_NEGATIVE1","Be glad we're willing to accept this."
"#TRADE_CONFIRM_LEADER13_POSITIVE1","This'll put food on the table!"
"#TRADE_CONFIRM_LEADER13_NEUTRAL1","Let's cut a deal outta this."
"#TRADE_CONFIRM_LEADER13_NEGATIVE1","Grab your scraps and leave."
"#TRADE_CONFIRM_LEADER14_POSITIVE1","An absolutely radiant trade if I’ve ever seen one!"
"#TRADE_CONFIRM_LEADER14_NEUTRAL1","We can make this happen."
"#TRADE_CONFIRM_LEADER14_NEGATIVE1","Fine—take it."
"#TRADE_DONE_LEADER1_POSITIVE1","This was most acceptable."
"#TRADE_DONE_LEADER1_NEUTRAL1","This is enough, for now."
"#TRADE_DONE_LEADER1_NEGATIVE1","Now go and leave me be."
"#TRADE_DONE_LEADER2_POSITIVE1","Knew we could get a deal outta this."
"#TRADE_DONE_LEADER2_NEUTRAL1","Suppose it's a deal, then."
"#TRADE_DONE_LEADER2_NEGATIVE1","Now leave, there's work to do."
"#TRADE_DONE_LEADER3_POSITIVE1","Have a good day."
"#TRADE_DONE_LEADER3_NEUTRAL1","A trade’s a trade."
"#TRADE_DONE_LEADER3_NEGATIVE1","Take your loot and leave."
"#TRADE_DONE_LEADER4_POSITIVE1","Always happy to see satisfied customer."
"#TRADE_DONE_LEADER4_NEUTRAL1","A mutual agreement. Done."
"#TRADE_DONE_LEADER4_NEGATIVE1","Now, beat it or I'll throw you in the arena."
"#TRADE_DONE_LEADER5_POSITIVE1","We’re done. Back to our duties then."
"#TRADE_DONE_LEADER5_NEUTRAL1","You may leave, we're done here."
"#TRADE_DONE_LEADER5_NEGATIVE1","Now, get lost."
"#TRADE_DONE_LEADER6_POSITIVE1","I thank you for your time."
"#TRADE_DONE_LEADER6_NEUTRAL1","Let's do this again some time."
"#TRADE_DONE_LEADER6_NEGATIVE1","Pay up and go."
"#TRADE_DONE_LEADER7_POSITIVE1","This was super!"
"#TRADE_DONE_LEADER7_NEUTRAL1","Fair trade, man."
"#TRADE_DONE_LEADER7_NEGATIVE1","Now spare me for more trouble and leave."
"#TRADE_DONE_LEADER8_POSITIVE1","This was great! Glad to trade again, friend."
"#TRADE_DONE_LEADER8_NEUTRAL1","That's settled, then."
"#TRADE_DONE_LEADER8_NEGATIVE1","We're done here."
"#TRADE_DONE_LEADER9_POSITIVE1","Great to work with a like minded person."
"#TRADE_DONE_LEADER9_NEUTRAL1","It is done."
"#TRADE_DONE_LEADER9_NEGATIVE1","Go before I make you."
"#TRADE_DONE_LEADER10_POSITIVE1","For the betterment of us both."
"#TRADE_DONE_LEADER10_NEUTRAL1","Seems fair to me."
"#TRADE_DONE_LEADER10_NEGATIVE1","Done. Now leave us to our work."
"#TRADE_DONE_LEADER11_POSITIVE1","Grand, praise be!"
"#TRADE_DONE_LEADER11_NEUTRAL1","We’re done here."
"#TRADE_DONE_LEADER11_NEGATIVE1","Now leave our presence."
"#TRADE_DONE_LEADER12_POSITIVE1","To your good health!"
"#TRADE_DONE_LEADER12_NEUTRAL1","We will now see you leave, yes?"
"#TRADE_DONE_LEADER12_NEGATIVE1","You are done here."
"#TRADE_DONE_LEADER13_POSITIVE1","We should trade again someday!"
"#TRADE_DONE_LEADER13_NEUTRAL1","A reasonable cut for both."
"#TRADE_DONE_LEADER13_NEGATIVE1","Now take your things and leave."
"#TRADE_DONE_LEADER14_POSITIVE1","This made my day."
"#TRADE_DONE_LEADER14_NEUTRAL1","Done and done."
"#TRADE_DONE_LEADER14_NEGATIVE1","Now leave, before I throw you in the vats."
"#BANDIT_VARIANT_DEAD_RATS","Weak bandits"
"#BANDIT_VARIANT_DEAD_RATS_MANY","Weak bandits"
"#BANDIT_VARIANT_DEAD_RATS_FEW","Weak bandits"
"#BANDIT_VARIANT_RIPPERS","Weak thugs"
"#BANDIT_VARIANT_RIPPERS_MANY","Weak thugs"
"#BANDIT_VARIANT_WOLFGANG","Tough ambushers"
"#BANDIT_VARIANT_WOLFGANG_MANY","Tough ambushers"
"#BANDIT_VARIANT_FRONTIER_NOMADS","Tough raiders"
"#BANDIT_VARIANT_FRONTIER_NOMADS_MANY","Tough raiders"
"#BANDIT_VARIANT_TRIBUNAL","Deadly fanatics"
"#BANDIT_VARIANT_TRIBUNAL_MANY","Deadly fanatics"
"#BANDIT_VARIANT_TRIBUNAL_FEW","Deadly fanatics"
"#BANDIT_VARIANT_DOOMSDAY_MILITIA","Deadly militants"
"#BANDIT_VARIANT_DOOMSDAY_MILITIA_MANY","Deadly militants"
"#COMBAT_EXPECTED_RESULT_MAJOR_VICTORY","Major Victory"
"#COMBAT_EXPECTED_RESULT_MINOR_VICTORY","Minor Victory"
"#COMBAT_EXPECTED_RESULT_MINOR_DEFEAT","Minor Defeat"
"#COMBAT_EXPECTED_RESULT_MAJOR_DEFEAT","Major Defeat"
"#TOPIC_MAJOR_VICTORY","Major Victory"
"#TOPIC_MINOR_VICTORY","Minor Victory"
"#TOPIC_MINOR_DEFEAT","Minor Defeat"
"#TOPIC_MAJOR_DEFEAT","Major Defeat"
"#COMBAT_RESULT_BANDIT_WIN","Bandits Win"
"#COMBAT_RESULT_SPECIALISTS_WIN","Specialists Win"
"#TOPIC_WM_LOCATION_TYPE_RESEARCH","Research site"
"#TOPIC_WM_LOCATION_TYPE_SCAVENGE","Scavengable location"
"#TOPIC_WM_QUEST_LOCATION","Quest location"
"#TOPIC_SOCIETIES","Societies"
"#NO_SOCIETIES_FOUND_DESC","No societies found. Explore the world map to discover other societies."
"#TOPIC_POPUP_DEVELOPER_NOTE","BUILD THE GATE"
"#INFO_TRADE_CENTER_REQUIRED","Trade center is required to barter with other societies."
"#TEAM_NAME_ENDING","{0}"
"#TOPIC_HAZARD_TITLE","Hazards"
"#TOPIC_DANGER_TITLE","Danger"
"#TOPIC_BANDIT_TYPE","Bandits"
"#TOPIC_OWNERSHIP","Ownership"
"#TOPIC_FIREPOWER","Firepower"
"#TOPIC_DEFENCE","Defence"
"#TOPIC_PROBABILITY","Probability"
"#TOPIC_EFFECTS","Effects"
"#TOPIC_TRADE","Trade"
"#TRADE_PLAYER_NOT_ENOUGH_RESOURCES","Not enough resources"
"#TRADE_SOCIETY_NOT_ENOUGH_RESOURCES","Society has nothing to trade"
"#TRADE_PLAYER_OFFER","They want"
"#TOPIC_TRADE_OPTIONS_TITLE","Accept?"
"#TOPIC_HAZARD_DAMAGE","Damage"
"#INFO","Info"
"#TOPIC_HAZARD_LEVEL_TITLE","Hazard"
"#TOPIC_DANGER_LEVEL_TITLE","Danger level"
"#TOPIC_WM_SCAVENGE_INFO_RESOURCES_PER_DAY","Rate"
"#TITLE_SCAVENGE_COMPLETE","Scavenging Completed"
"#TITLE_SCAVENGE_RESULT","Result"
"#TITLE_SCAVENGE_MANUALLY_STOPPED","Scavenging Canceled"
"#TITLE_MISSION_ABORT","Abort?"
"#DESC_LOCATION_SCAVENGE","<color=#E8CF45>{0}</color> has been scavenged!"
"#TOPIC_CURRENCY_FOUND","Currency found"
"#TOPIC_TIME_SPENT","Time spent"
"#TOPIC_EFFICIENCY","{0} (+{1}% Efficiency)"
"#TOPIC_DAMAGE_RECEIVED","Damage received"
"#TOPIC_REMAINING_RESOURCES","Remaining resources"
"#SPECIALIST_LOW_HP_WARNING_TITLE","Specialist in danger!"
"#SPECIALIST_LOW_HP_WARNING_DESCRIPTION","Specialist is near death"
"#MISSION_CANCEL_SCAVENGE","CANCEL MISSION"
"#TOPIC_WM_SCAVENGE_INFO_SCAVENGE_TIME","Scavenge Time"
"#MISSION_CANCEL_SCOUT","CANCEL MISSION"
"#WORLD_MAP_BALANCE_OF_POWER","Balance of Power"
"#TOPIC_RETREAT","Retreat?"
"#DESC_RETREAT_FREE","Specialist has not yet engaged the enemy and can retreat."
"#WORLD_MAP_COMBAT_GROUP_HEALTH","Group health"
"#WORLD_MAP_COMBAT_ATTACK_PER_BANDIT","Attack/bandit"
"#WORLD_MAP_COMBAT_HEALTH_PER_BANDIT","Health/bandit"
"#COMBAT_PREDICTION_CLEAR_VICTORY","Specialists are dominating"
"#COMBAT_PREDICTION_VICTORY","Specialists are winning"
"#COMBAT_PREDICTION_CLEAR_DEFEAT","Bandits are dominating"
"#COMBAT_PREDICTION_DEFEAT","Bandits are winning"
"#COMBAT_PREDICTION_EVEN","Evenly matched"
"#DESC_RETREAT_DAMAGE","Retreating affects the balance of power and will inflict extra damage to the specialist."
"#DESC_RETREAT_PREDICTION","Battle Prediction: {0} -> {1}"
"#MISSION_CANCEL_COMBAT","RETREAT"
"#WITHDRAW_FROM_COMBAT","Retreated from combat"
"#NOTIFICATION_WORLDMAP_COMBAT_WON_TITLE","Hostiles defeated!"
"#NOTIFICATION_WORLDMAP_COMBAT_WON_DESC","Battle was won on the world map"
"#NOTIFICATION_WORLDMAP_COMBAT_LOST_TITLE","Specialists defeated!"
"#NOTIFICATION_WORLDMAP_COMBAT_LOST_DESC","Battle was lost on the world map"
"#DESC_BANDITS_DEFEATED","<color=#E8CF45>Bandits</color> have been defeated"
"#TOPIC_DAMAGE_INFLICTED","Damage inflicted"
"#TOPIC_REMAINING_HEALTH","Remaining bandit health"
"#SPECIALIST_DEAD","Specialist <color=#E8CF45>{0}</color> was killed in action"
"#BUTTON_CYCLE_SPECIALISTS","CHANGE SPECIALIST"
"#MISSION_START_CONSTRUCT_OUTPOST","BUILD OUTPOST"
"#OUTPOST_PLACEMENT_OCCUPIED_PLAYER","Cannot build in the colony sector!"
"#TOPIC_OUTPOST_CONSTRUCTION_ALLOWED","Suitable location"
"#OUTPOST_PLACEMENT_OCCUPIED_TERRITORY","Cannot build in an occupied sector!"
"#OUTPOST_PLACEMENT_HOSTILE_SECTOR","Cannot build in a hostile sector!"
"#OUTPOST_PLACEMENT_OCCUPIED_OUTPOST","No more outposts can be built in this sector!"
"#TOPIC_INVALID_REASON","Outpost cannot be built here"
"#TOPIC_BUILDING_OUTPOST","Build time: {0}"
"#DESC_CONVOY","A convoy moves resources and survivors from the outpost to back to the colony."
"#TOPIC_PREPARING_CONVOY","Preparing a convoy..."
"#TOPIC_CURRENT_CONVOYS","Current convoys: {0}"
"#TOPIC_SCIENCE","Science"
"#TOPIC_SURVIVORS","Survivors"
"#TOPIC_SECTOR","Sector"
"#OUTPOST_POPULATION_CAP_REACHED","Colony has reached the maximum population"
"#OUTPOST_BLOCKED_LOCATION","Can't build on a location"
"#TOPIC_CONVOY","Convoy"
"#DESC_DEMOLISH_OUTPOST","Are you sure you want to demolish the outpost? Resources in the outpost and the settler will be lost.\n\nThis action cannot be reverted."
"#DESC_DEMOLISH_OUTPOST_SETTLER","Are you sure you want to demolish the outpost? Resources in the outpost will be lost.\n\nThis action cannot be reverted."
"#BUTTON_SEND_COLONISTS","TAKE SURVIVORS"
"#TOPIC_SEND_COLONIST","Invite survivors"
"#DESC_SEND_COLONISTS","Ready to invite survivors from the outpost into the colony? They will join the colony as colonists upon arrival."
"#TOPIC_SCIENCE_PRODUCTION","Science production"
"#TOPIC_SECTOR_POTENTIAL","Outpost Resources"
"#TOPIC_UNPASSAPBLE","Inaccessible"
"#TOPIC_PASSAPBLE","Accessible"
"#TOPIC_BUILDING_ENABLED","Buildable"
"#TOPIC_BUILDING_BLOCKED","Blocked"
"#TOPIC_YES","Yes"
"#TOPIC_NO","No"
"#TOPIC_TRADE_STATUS","Trade Status"
"#TRADE_STATUS_AVAILABLE","Available"
"#TRADE_STATUS_ONGOING","Ongoing"
"#TRADE_STATUS_BLOCKED","Unavailable"
"#TOPIC_TRADING","Trading"
"#TOPIC_SOCIETY_INFO","Society Info"
"#TOPIC_RESOURCES","Resources"
"#TOPIC_SOCIETY_DISTANCE","Distance"
"#TOPIC_VEHICLE_ENTER","Enter Vehicle"
"#VEHICLE_ENTER_DESC","Use an AP to enter the vehicle."
"#TOPIC_VEHICLE_EXIT","Exit Vehicle"
"#VEHICLE_EXIT_DESC","Use an AP to exit the vehicle."
"#EXIT_TO_DO_SCAVENGE","Exit the vehicle to scavenge."
"#EXIT_TO_DO_SCOUT","Exit the vehicle to scout."
"#EXIT_TO_DO_RESEARCH","Exit the vehicle to research."
"#EXIT_TO_DO_ATTACK","Exit the vehicle to attack."
"#EXIT_TO_DO_ACTION","Exit the vehicle to"
"#TOPIC_ABANDONED_VEHICLE","Abandoned Vehicle"
"#TEAM_ABANDONED_VEHICLE","Abandoned {0}"
"#VEHICLE_SEDAN_DESC","Traditional passenger car that works as a general purpose vehicle.\n\nPassengers: 3\n\nDurability: Low"
"#VEHICLE_HATCHBACK","Hatchback"
"#VEHICLE_HATCHBACK_DESC","Fast, but small vehicle with a limited range.\n\nPassengers: 2\n\nDurability: Low"
"#VEHICLE_VAN","Van"
"#VEHICLE_VAN_DESC","Balanced vehicle with increased operational range.\n\nPassengers: 2\n\nDurability: Medium"
"#VEHICLE_STATIONWAGON","Station Wagon"
"#VEHICLE_STATIONWAGON_DESC","Durable vehicle with room for passengers and with an increased operational range.\n\nPassengers: 4\n\nDurability: Medium"
"#VEHICLE_SEDAN","Sedan"
"#VEHICLE_HEAVYOFFROADER","Offroader"
"#VEHICLE_HEAVYOFFROADER_DESC","High operational range combined with a plenty of room for passengers.\n\nPassengers: 4\n\nDurability: High"
"#TOPIC_VEHICLE_RETURN_TO_COLONY","RETURN TO COLONY"
"#SPECIALIST_STATUS_SCOUT","Scouting"
"#TOPIC_SPECIALIST_SKILL_RESEARCH_VALUE_HALF_DAY","{0} SP/12h"
"#TOPIC_SPECIALIST_SKILL_RECOVERY_VALUE_HALF_DAY","{0} HP/12h"
"#TOPIC_PER_DAY_SHORT","{0}/d"
"#TOPIC_PER_HALF_DAY","{0}/12 hours"
"#TOPIC_PER_HALF_DAY_SHORT","{0}/12h"
"#TOPIC_WM_HAZARD_INFO_DAMAGE_TAKEN_PER_HALF_DAY","{0} DMG /12h"
"#TOPIC_WM_HAZARD_INFO_MAX_DAMAGE_TAKEN_PER_DAY","Max {0} DMG /12h"
"#TOPIC_WM_HAZARD_INFO_DAMAGE_TAKEN_PER_DAY","{0} DMG /12h"
"#BANDIT_VARIANT_RIPPERS_LEADER","Ripper Boss"
"#BANDIT_VARIANT_WOLFGANG_LEADER","Wolf Gang Pack Master"
"#BANDIT_VARIANT_FRONTIER_NOMADS_LEADER","Nomad Master at Arms"
"#BANDIT_VARIANT_DOOMSDAY_MILITIA_LEADER","Doomsday Captain"
"#TOPIC_WM_LOCATION_TYPE_BANDIT","Bandit group"
"#TOPIC_WM_LOCATION_TYPE_BANDIT_CAMP","Bandit camp"
"#TOPIC_WM_LOCATION_TYPE_BANDIT_STRONGHOLD","Bandit stronghold"
"#BANDIT_CAMP_DEAD_RATS_TITLE","Dead Rats' Hideout"
"#BANDIT_CAMP_DOOMSDAY_MILITIA_TITLE","Doomsday Fort"
"#BANDIT_CAMP_FRONTIER_NOMADS_TITLE","Nomad Camp"
"#BANDIT_CAMP_RIPPERS_TITLE","Rippers Lair"
"#BANDIT_CAMP_TRIBUNAL_TITLE","Tribunal Camp"
"#BANDIT_CAMP_WOLF_GANG_TITLE","Wolf Gang's Lair"
"#BANDIT_FRONTIER_NOMADS","Wasteland Nomads"
"#BANDIT_FRONTIER_NOMADS_CONTENT","Ragged group of bandits without a proper goal or leadership."
"#BANDIT_WOLF_GANG","The Wolf Gang"
"#BANDIT_WOLF_GANG_CONTENT","Ferocious but poorly equipped bandits specialized in ambushes."
"#BANDIT_DOOMSDAY_MILITIA","Doomsday Militia"
"#BANDIT_DOOMSDAY_MILITIA_CONTENT","Paramilitary group of bandits and former soldiers adept at assaulting heavily defended colonies."
"#BANDIT_TRIBUNAL","The Tribunal"
"#BANDIT_TRIBUNAL_CONTENT","Secretive group of well-equipped bandits hell-bent on prolonging and escalating the apocalypse."
"#BANDIT_RIPPERS","Rippers"
"#BANDIT_RIPPERS_CONTENT","A loose group of common thugs and pillagers who would be unable to survive without robbing others."
"#BANDIT_DEAD_RATS","The Dead Rats"
"#BANDIT_DEAD_RATS_CONTENT","Reckless to the point of being suicidal, The Dead Rats will attack anything or anyone on their path."
"#TOPIC_BANDIT_CAMP_INFO","Destroy this bandit camp to reveal locations in this sector"
"#TOPIC_WM_COMBAT_CRITICAL_MISS","Critical miss ({0} chance)"
"#TOPIC_WM_COMBAT_CRITICAL_HIT","Critical hit ({0} chance)"
"#TOPIC_WM_COMBAT_CRITICAL_MISS_DMG","{0}x damage"
"#TOPIC_WM_COMBAT_CRITICAL_HIT_DMG","{0}x damage"
"#OPPONENT_DEFEATED","Opposing forces defeated"
"#COMBAT_DAMAGE","Damage done {0}, damage taken {1}"
"#MISSION_COMPLETE_COMBAT","FINISH COMBAT"
"#TOPIC_SCAVENGE","Scavenge"
"#TOPIC_ATTACK","Attack"
"#TOPIC_CHANCE_TITLE","Chance"
"#TOPIC_SUMMARY_DISCOVERED_LOCATIONS","Discovered Locations"
"#TOPIC_COMBAT","Attack"
"#TOPIC_TEAMUPDOWN","SELECT TEAM"
"#TOPIC_DAMAGE","<color=orange>{0}</color> Damage"
"#TOPIC_DAMAGE_RANGE","<color=orange>{0}</color>-<color=red>{1}</color> Damage"
"#OUTPOST","Outpost"
"#LOCATION_OUTPOST_DESC","Transports scavenged resources automatically to the colony. Command a specialist to move on the outpost to drop off their resources."
"#TOPIC_PER_MULTIPLE_DAY","{0} in 12h"
"#TOPIC_PER_MULTIPLE_24h","{0} in 24h"
"#NOTIFICATION_SPECIALIST_DIED_DESC","{0} died in combat"
"#NOTIFICATION_SPECIALIST_DIED_SCAVENGE_DESC","{0} died while scavenging"
"#NOTIFICATION_SPECIALIST_DIED_COMBAT_DESC","{0} was killed in combat"
"#TOPIC_VEHICLE_RETURN_TO_COLONY_DESC","Return back to the colony."
"#TOPIC_SALVAGE_VEHICLE","Salvage Vehicle"
"#TOPIC_COLONIST_AMOUNT","Survivors in the outpost"
"#TOPIC_COMBAT_STATUS","Combat Report"
"#LEGEND_OCCUPIED_SECTOR","Occupied Sector"
"#LEGEND_RESTRICTED_SECTOR","Restricted Sector"
"#LEGEND_TITLE_SECTOR","Sector Overlay"
"#LEGEND_OUTPOST_SECTOR","Outpost"
"#TOPIC_WM_INFO_RESEARCHING_LOCATION","Researching at a location"
"#TOPIC_WM_INFO_SCAVENGING_LOCATION","Scavenging a location"
"#TEAM_ABANDONED_VEHICLE_DESC","Specialist vehicle"
"#TEAM_ABANDONED_VEHICLE_STATUS","Waiting for retrieval"
"#TOPIC_DROP_RESOURCES_TO_OUTPOST","Drop Resources"
"#INFO_DROP_RESOURCES_TO_OUTPOST_DESC","Move the specialist on the outpost to drop off their resources."
"#TOPIC_SCAVENGED_IN","{0} per 24h"
"#TOPIC_PER_DAY","{0} / 24h"
"#TOOLTIP_BIOME_PLAINS","Plains"
"#TOOLTIP_BIOME_PLAINS_CONTENT","Lush area covered with occasional forests. Easy to travel."
"#TOOLTIP_BIOME_DESERT","Desert"
"#TOOLTIP_BIOME_DESERT_CONTENT","Easy to travel, but aggressive bandits might reside in this environment."
"#TOOLTIP_BIOME_MARSH","Marshland"
"#TOOLTIP_BIOME_MARSH_CONTENT","Wet environment that is slow and hard to cross."
"#TOOLTIP_BIOME_WASTELAND","Wasteland"
"#TOOLTIP_BIOME_WASTELAND_CONTENT","Dangerous environment with plenty of contaminated locations."
"#TOOLTIP_BIOME_URBAN","Urban"
"#TOOLTIP_BIOME_URBAN_CONTENT","Devastated ruins of an old city. Difficult to navigate, locations filled with hazards."
"#TOOLTIP_BIOME_TUNDRA","Tundra"
"#TOOLTIP_BIOME_TUNDRA_CONTENT","Demanding environment where only the toughest bandits survive."
"#TOOLTIP_BIOME_MOUNTAIN","Mountain"
"#TOOLTIP_BIOME_MOUNTAIN_CONTENT","Impassable terrain which must be circled around"
"#TOPIC_SPECIALIST_TEAM_ASSIGN","ASSIGN"
"#SPECIALIST_TEAM_ASSIGN","Assign"
"#SPECIALIST_TEAM_VEHICLE","Vehicle"
"#VEHICLE_BUS","Bus"
"#VEHICLE_BUS_DESC","Big and spacious but terribly slow."
"#TOPIC_RESOURCES_LEFT","Resources in transport"
"#TOPIC_RESOURCES_DROPPED","Preparing resource transport"
"#QUEST_ESCAPEPOD","Landing site"
"#BANDIT_UNKNOWN","Unknown enemies"
"#BANDIT_UNKNOWN_CONTENT","A hostile group of previously unknown adversaries. Their origins and plans are shrouded in mystery."
"#BANDIT_VARIANT_UNKNOWN_SCOUT","Unknown scouts"
"#BANDIT_VARIANT_UNKNOWN_RAIDER","Unknown raiders"
"#BANDIT_VARIANT_UNKNOWN_COMMANDER","Unknown commander"
"#BANDIT_CAMP_UNKNOWN_TITLE","Unknown stronghold"
"#ALL_SOCIETIES","every society"
"#TITLE_ALL_SOCIETIES","every society"
"#SETTLER_LEVEL2","Engineer"
"#TOPIC_LOCATION_QUEST_ELIGIBLE","Build to gather knowledge"
"#DESC_DEMOLISH_ENGINEER_OUTPOST","Are you sure you want to demolish the outpost? The engineer will be lost.\n\nThis action cannot be reverted."
"#OUTPOST_ENDGAME_INTENSITY","Knowledge intensity"
"#ENDGAME_KNOWLEDGE","Knowledge"
"#OUTPOST_ENDGAME_1","Life Support Outpost"
"#OUTPOST_ENDGAME_1_DESC","Created to study how to keep the <mark>doomsday bunker’s</mark> life support systems running in any situation.\n\nGenerates points toward completing <mark>Project Tomorrow’s</mark> <mark>life support</mark> goal."
"#OUTPOST_ENDGAME_1_SHORT_DESC","Generates points toward completing <mark>Project Tomorrow’s</mark> <mark>life support</mark> goal."
"#OUTPOST_ENDGAME_2","Medicine Outpost"
"#OUTPOST_ENDGAME_2_DESC","Collects medical equipment and know-how to bring the medical facilities inside the <mark>doomsday bunker</mark> up to par.\n\nGenerates points toward completing <mark>Project Tomorrow’s</mark> <mark>medicine</mark> goal."
"#OUTPOST_ENDGAME_2_SHORT_DESC","Generates points toward completing <mark>Project Tomorrow’s</mark> <mark>medicine</mark> goal."
"#OUTPOST_ENDGAME_3","Defense Outpost"
"#OUTPOST_ENDGAME_3_DESC","Searches for the strongest materials and methods to create a <mark>doomsday bunker</mark> that can withstand anything.\n\nGenerates points toward completing <mark>Project Tomorrow’s</mark> <mark>defense</mark> goal."
"#OUTPOST_ENDGAME_3_SHORT_DESC","Generates points toward completing <mark>Project Tomorrow’s</mark> <mark>defense</mark> goal."
"#OUTPOST_ENDGAME_4","Ecosystem Outpost"
"#OUTPOST_ENDGAME_4_DESC","Studies different biomes to help the <mark>doomsday bunker</mark> withstand extreme weather conditions.\n\nGenerates points toward completing <mark>Project Tomorrow’s</mark> <mark>ecosystem</mark> goal."
"#OUTPOST_ENDGAME_4_SHORT_DESC","Generates points toward completing <mark>Project Tomorrow’s</mark> <mark>ecosystem</mark> goal."
"#TOPIC_SEND_COLONIST_ALL","Invite survivors from each outpost"
"#TUTORIAL_NOTIFICATIO_BUILD_MESSAGE","Press here to learn how"
"#TUTORIAL_NOTIFICATION_WORKAREA_HEADLINE","Adjust work areas"
"#TUTORIAL_NOTIFICATION_WORKAREA_MESSAGE","Task: Move any work area"
"#TUTORIAL_DIALOG_WORKAREA_HEADLINE","WORK AREAS"
"#TUTORIAL_DIALOG_WORKAREA_MESSAGE","<mark>Colonists</mark> scavenge resources inside <mark>work areas</mark>. Select a highlighted building and choose <mark>move work area</mark> from the building menu to start gathering materials or doing other tasks inside that area.\n\nThen, you can select the <mark>work area sign</mark> directly to easily readjust its placement."
"#TUTORIAL_NOTIFICATION_FOOD_PRODUCTION_HEADLINE","Food production"
"#TUTORIAL_NOTIFICATION_FOOD_PRODUCTION_MESSAGE","Task: Increase food production"
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_HEADLINE","FOOD PRODUCTION"
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_MESSAGE","Colonists will need <quad name=Food> <mark>food</mark> to avoid starving to death. Stable production can be achieved by building a <mark>trapper</mark> or a <mark>fishing pier</mark>.\n\nNow, build either of these buildings."
"#TUTORIAL_NOTIFICATION_SETTIME_HEADLINE","Game speed"
"#TUTORIAL_NOTIFICATION_SETTIME_MESSAGE","Task: Change the game speed"
"#TUTORIAL_DIALOG_SETTIME_HEADLINE","GAME SPEED"
"#TUTORIAL_DIALOG_SETTIME_MESSAGE","Did you notice you can change the game speed in the lower left corner? Try changing it and find the pace that suits you best."
"#TUTORIAL_NOTIFICATION_CHANGEWORKSLOTS_HEADLINE","Adjusting worker slots"
"#TUTORIAL_NOTIFICATION_CHANGEWORKSLOTS_MESSAGE","Task: Assign workers"
"#TUTORIAL_DIALOG_CHANGEWORKSLOTS_HEADLINE","WORK SLOTS"
"#TUTORIAL_DIALOG_CHANGEWORKSLOTS_MESSAGE","You can decrease or increase a building’s productivity by changing the amount of <mark>workers</mark>.\n\nTry adding or removing colonists in a building by selecting it and interacting with a <mark>work slot</mark>."
"#TUTORIAL_NOTIFICATION_DEAD_COLONISTS_HEADLINE","Dead colonists"
"#TUTORIAL_NOTIFICATION_DEAD_COLONISTS_MESSAGE","Task: Build a burial pit"
"#TUTORIAL_DIALOG_DEAD_COLONISTS_HEADLINE","DEAD COLONISTS"
"#TUTORIAL_DIALOG_DEAD_COLONISTS_MESSAGE","One of your colonists has sadly died! Build a <mark>burial pit</mark> before the corpse starts decaying and spreading disease."
"#TUTORIAL_NOTIFICATION_CONDITIONS_HEADLINE","Injuries and other conditions"
"#TUTORIAL_NOTIFICATION_CONDITIONS_MESSAGE","Task: Build a medical tent"
"#TUTORIAL_DIALOG_CONDITIONS_HEADLINE","INJURIES AND OTHER CONDITIONS"
"#TUTORIAL_DIALOG_CONDITIONS_MESSAGE","One of your colonists is hurt! Most <mark>conditions</mark> can be healed in a <mark>medical tent</mark>. Left untreated, these conditions cause health loss and can lead to death."
"#TUTORIAL_CODEX_WATER_HEADLINE","WATER"
"#TUTORIAL_CODEX_WATER","Sufficient production of <quad name=Water> <mark>water</mark> is critical for colonists. Each consumes a set amount every day, and going thirsty for extended periods will result in <mark>dehydration</mark>. This critical condition will quickly lead to death unless more water sources are built.\n\nA regular <mark>water well</mark> cannot be built on <mark>barren soil</mark> and provides the maximum amount of water only when placed on <mark>fertile</mark> terrain. Wells cannot be built too close to one another.\n\nA <mark>water collector</mark> is a low-cost alternative, but less efficient requiring colonists to do the manual labor. A water collector needs to be placed next to a lake, making it a challenging build for some of the dryer areas.\n\nWater storages can help alleviate a situation during catastrophes like the <mark>heat wave</mark> or when lots of new survivors join the colony and the demand for water ramps up. Colonists drink only fresh water or whatever is stored in the <mark>clean water storages</mark> whereas buildings use water of a lesser quality stored and distributed by <mark>water towers</mark>.\n\nA <mark>bore well</mark> and a <mark>water pump</mark> are far more efficient gatherers as they can access water from much deeper, but first these need to be unlocked from the <mark>tech tree</mark>."
"#TUTORIAL_NOTIFICATION_WATER_HEADLINE","Build a water source"
"#TUTORIAL_NOTIFICATION_WATER_MESSAGE","Task: Increase water production"
"#TUTORIAL_DIALOG_WATER_HEADLINE","WATER SOURCES"
"#TUTORIAL_DIALOG_WATER_MESSAGE","Your colonists need <quad name=Water> <mark>water</mark> to survive or they will get <mark>dehydrated</mark> and die. Open the build menu to choose your first source of water.\n\nA <mark>water well</mark> performs best in fertile soil whereas a <mark>water collector</mark> needs to be placed right next to a lake."
"#TUTORIAL_NOTIFICATION_SHELTER_HEADLINE","Build shelters"
"#TUTORIAL_NOTIFICATION_SHELTER_MESSAGE","Task: Build a shelter"
"#TUTORIAL_DIALOG_SHELTER_HEADLINE","SHELTERS"
"#TUTORIAL_DIALOG_SHELTER_MESSAGE","Your colonists will need <mark>shelters</mark> to live in. Open the <mark>build menu</mark> and build a few tents or emergency shelters for the otherwise <mark>homeless</mark> colonists."
"#TUTORIAL_NOTIFICATION_DAMAGED_CROPS_HEADLINE","Damaged crops"
"#TUTORIAL_NOTIFICATION_DAMAGED_CROPS_MESSAGE","Task: Harvest crops"
"#TUTORIAL_DIALOG_DAMAGED_CROPS_HEADLINE","DAMAGED CROPS"
"#TUTORIAL_DIALOG_DAMAGED_CROPS_MESSAGE","Crops can endure only so much. Crops can wither during catastrophes like the <mark>heat wave</mark> and <mark>fallout</mark> or be damaged by pollution and disastrous events like the <mark>rat swarm</mark>. Protect your plants by harvesting them before it’s too late."
"#TUTORIAL_NOTIFICATION_HYGIENE_HEADLINE","Colonist hygiene"
"#TUTORIAL_NOTIFICATION_HYGIENE_MESSAGE","Task: Build an outhouse"
"#TUTORIAL_DIALOG_HYGIENE_HEADLINE","COLONIST HYGIENE"
"#TUTORIAL_DIALOG_HYGIENE_MESSAGE","Colonists can have a hard time taking care of their <mark>hygiene</mark> in the wasteland. Filthy colonists quickly become discontent and are more prone to catching various diseases. Help them out by building some <mark>outhouses</mark>!\n\nSadly, outhouses also <quad name=Pollution> <mark>pollute</mark> the area around them, so keep that in mind when considering their placement."
"#TUTORIAL_CODEX_HYGIENE_HEADLINE","HYGIENE"
"#TUTORIAL_CODEX_HYGIENE","Colonists become <mark>dirty</mark> if they do not have appropriate access to buildings that improve their personal hygiene. These buildings include <mark>outhouses</mark>, for proper waste disposal, and <mark>saunas</mark> to more effectively wash off the pollution and other debris from their skin. The sauna and its upgrade can be unlocked from the <mark>tech tree</mark>.\n\nRemember, the demand for hygiene upkeep rises with each new colonist, so keep providing them the cleaning facilities they need."
"#TUTORIAL_NOTIFICATION_PRODUCTION_LIMITS_HEADLINE","Production limits"
"#TUTORIAL_NOTIFICATION_PRODUCTION_LIMITS_MESSAGE","Task: Set a production limit"
"#TUTORIAL_DIALOG_PRODUCTION_LIMITS_HEADLINE","PRODUCTION LIMITS"
"#TUTORIAL_DIALOG_PRODUCTION_LIMITS_MESSAGE","You can set <mark>production limits</mark> for the resources created by production buildings. You can set limits to save storage space or free up colonists for more important tasks."
"#TUTORIAL_NOTIFICATION_COLONIST_GATHERING_HEADLINE","Resource gathering"
"#TUTORIAL_NOTIFICATION_COLONIST_GATHERING_MESSAGE","Task: Build basic storages"
"#TUTORIAL_DIALOG_COLONIST_GATHERING_HEADLINE","RESOURCE GATHERING"
"#TUTORIAL_DIALOG_COLONIST_GATHERING_MESSAGE","To get colonists gathering resources, you will need to have a <mark>stockpile</mark> to collect basic resources and a <mark>food storage</mark> to gather food, like <quad name=Berries> <mark>berries</mark>. Build them in central locations as they also store and distribute materials."
"#TUTORIAL_NOTIFICATION_TEMPERATURE_HEADLINE","Temperature"
"#TUTORIAL_NOTIFICATION_TEMPERATURE_MESSAGE","Task: Build a burner"
"#TUTORIAL_DIALOG_TEMPERATURE_HEADLINE","TEMPERATURE"
"#TUTORIAL_DIALOG_TEMPERATURE_MESSAGE","Colonists will struggle to keep warm when summer subsides and winter creeps in.\n\nWarm <mark>shelters</mark> and workplaces up by building heating solutions like <mark>burners</mark> nearby.\n\n A burner’s inner radius provides enough heat to keep both colonists and buildings warm, while the outer radius only gives mild benefits. Without heat, buildings freeze and colonists can become <mark>hypothermic</mark>.\n\nCarriers keep burners running with <quad name=Firewood> <mark>firewood</mark> which can be produced by a <mark>logging camp</mark>."
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE_XBOX","Actions like moving on the world map use a specialist’s <mark>action points</mark>. Once they’ve been spent, the specialist needs to rest for a time before they can carry out new orders.\n\nMove selected specialist by pressing the <mark>A button</mark>."
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE","Actions like moving on the world map use a specialist’s <mark>action points</mark>. Once they’ve been spent, the specialist needs to rest for a time before they can carry out new orders.\n\nMove selected specialist by <mark>right-clicking</mark>."
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE_NX","Actions like moving on the world map use a specialist’s <mark>action points</mark>. Once they’ve been spent, the specialist needs to rest for a time before they can carry out new orders.\n\nMove selected specialist by pressing the <mark>A Button</mark>."
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE_PS","Actions like moving on the world map use a specialist’s <mark>action points</mark>. Once they’ve been spent, the specialist needs to rest for a time before they can carry out new orders.\n\nMove selected specialist by pressing the <mark>cross button</mark>."
"##TUTORIAL_CODEX_SETTIME_XBOX","You can <mark>pause</mark> and <mark>speed up</mark> the game with the buttons on the lower left corner of the screen. You can also change the speed using the <mark>D-pad</mark>.\n\nSome events will automatically pause the game until they're resolved."
"##TUTORIAL_CODEX_SETTIME","You can <mark>pause</mark> and <mark>speed up</mark> the game with the buttons on the lower left corner of the screen. You can also change the speed using the 1–3 number keys and space on your <mark>keyboard</mark>.\n\nSome events will automatically pause the game until they are resolved."
"##TUTORIAL_CODEX_SETTIME_NX","You can <mark>pause</mark> and <mark>speed up</mark> the game using the <mark>Directional Buttons</mark>.\n\nSome events will automatically pause the game until they are resolved."
"##TUTORIAL_CODEX_SETTIME_NX_PRO","You can <mark>pause</mark> and <mark>speed up</mark> the game using the <mark>+Control pad</mark>.\n\nSome events will automatically pause the game until they are resolved."
"##TUTORIAL_CODEX_SETTIME_PS","You can <mark>pause</mark> and <mark>speed up</mark> the game using the <mark>left and right buttons</mark>. Some events will automatically pause the game until they are resolved."
"##TUTORIAL_DIALOG_RETURN_RESOURCES_MESSAGE","Specialists need to carry scavenged resources back to the colony. A convenient option is to use the <mark>return to colony</mark> button on the specialist’s info panel, which automatically creates a route back home. After giving a return command, specialists move towards home every turn until they reach the colony. You can also bring them back manually, especially if you want to make a detour on your way back.\n\nWhen resources are dropped off, the colonists must move them to appropriate <mark>storages</mark> for safekeeping.\n\nIf you ever happen to lose sight of your colony, you can easily get back to it by pressing <mark>“C”</mark> on your keyboard."
"##TUTORIAL_DIALOG_RETURN_RESOURCES_MESSAGE_XBOX","Specialists need to carry scavenged resources back to the colony. A convenient option is to use the <mark>return to colony</mark> button on a specialist’s info panel, which automatically creates a route back home. After giving a return command, specialists move toward home every turn until they reach the colony. You can also bring them back manually, especially if you want to make a detour on your way back.\n\nWhen resources are dropped off, the colonists must move them to appropriate <mark>storages</mark> for safekeeping."
"##TUTORIAL_DIALOG_RETURN_RESOURCES_MESSAGE_NX","Specialists need to carry scavenged resources back to the colony. A convenient option is to use the <mark>return to colony</mark> button on the specialist’s info panel, which automatically creates a route back home. After giving a return command, specialists move toward home at the end of every turn until they reach the colony. You can also bring them back manually, especially if you want to make a detour on your way back.\n\nWhen resources are dropped off, the colonists must move them to appropriate <mark>storages</mark> for safekeeping."
"##TUTORIAL_DIALOG_RETURN_RESOURCES_MESSAGE_PS","Specialists need to carry scavenged resources back to the colony. A convenient option is to use the <mark>return to colony</mark> button on the specialist’s info panel—it automatically creates a route back home. After giving a return command, specialists move toward home every turn until they reach the colony. You can also bring them back manually, especially if you want to make a detour on your way back.\n\nWhen resources are dropped off, the colonists must move them to appropriate <mark>storages</mark> for safekeeping."
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE_XBOX","It seems you have arrived at a promising piece of land to set up a new home. Try <mark>moving the camera</mark> around to check out the surroundings.\n\n<mark>Pan the view</mark> with the <mark>left stick</mark>, press the <mark>A button</mark> to <mark>select</mark> or confirm and <mark>B button</mark> to <mark>deselect</mark> or go back."
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE","It seems you have arrived at a promising piece of land to set up a new home. Try <mark>moving the camera</mark> around to check out the surroundings.\n\n<mark>Pan with the WASD keys</mark> or hold the <mark>right mouse button</mark> and drag the view. <mark>Select</mark> items and use the interface with the <mark>left mouse button</mark>."
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE_NX","It seems you have arrived at a promising piece of land to set up a new home. Try <mark>moving the camera</mark> around to check out the surroundings.\n\n<mark>Pan the view</mark> with the <mark>Left Stick</mark>, press the <mark>A Button</mark> to <mark>select</mark> or confirm and <mark>B Button</mark> to <mark>deselect</mark> or go back."
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE_PS","It seems you have arrived at a promising piece of land to set up a new home. Try <mark>moving the camera</mark> around to check out the surroundings.\n\n<mark>Pan the view</mark> with the <mark>left stick</mark>, press the <mark>cross button</mark> to <mark>select</mark> or confirm and the <mark>circle button</mark> to <mark>deselect</mark> or go back."
"##TUTORIAL_CODEX_CONTROLS_XBOX","<mark>Rotate the camera</mark> by moving the <mark>right stick</mark> horizontally and <mark>zoom</mark> by moving it <mark>vertically</mark>."
"##TUTORIAL_CODEX_CONTROLS","<mark>Zoom</mark> with the <mark>mouse wheel</mark> and <mark>tilt</mark> or <mark>rotate</mark> by <mark>pressing and holding the mouse wheel</mark>."
"##TUTORIAL_CODEX_CONTROLS_NX","<mark>Rotate the camera</mark> by moving the <mark>right stick</mark> horizontally and <mark>zoom</mark> by moving it <mark>vertically</mark>."
"##TUTORIAL_CODEX_CONTROLS_PS","<mark>Rotate the camera</mark> by moving the <mark>right stick</mark> horizontally and <mark>zoom</mark> by moving it <mark>vertically</mark>."
"##TUTORIAL_CODEX_WORKAREA","Many buildings use <mark>work areas</mark> to determine which resources are scavenged. You must move work areas manually over the deposits you want to scavenge. Updating the work areas is crucial for efficient production, so be sure to open up the building menu and select <mark>move work area</mark> to order your colonists toward new deposits.\n\nOverlapping areas will diminish efficiency, so spread them out from each other.\n\nYou can <mark>resize the area</mark> by scrolling the <mark>mouse wheel</mark> while <mark>left-CTRL</mark> is held. Colonists will now scavenge materials from those deposits until depleted. A notification will let you know when a building has gathered everything from its work area so you can move it to a new location. You can see how many resources are still left by hovering the cursor over the work area sign or the building itself."
"##TUTORIAL_CODEX_WORKAREA_XBOX","Many buildings use <mark>work areas</mark> to determine which resources are scavenged. You must move work areas manually over the deposits you want to scavenge. Updating work areas is crucial for efficient production, so be sure to open up the building info panel and select <mark>move work area</mark> to order your colonists toward new deposits.\n\nOverlapping areas will diminish efficiency, so spread them out from each other.\n\nYou can <mark>resize the area</mark> with <mark>LT and RT</mark>. Colonists will now scavenge materials from those deposits until depleted. A notification will let you know when a building has gathered everything from its work area so you can move it to a new location. You can see how many resources are still left by hovering the cursor over the work area sign or the building itself."
"##TUTORIAL_CODEX_WORKAREA_NX","Many buildings use <mark>work areas</mark> to determine which resources are scavenged. You must move work areas manually over the deposits you want to scavenge. Updating work areas is crucial for efficient production, so be sure to open up the building info panel and select <mark>move work area</mark> to order your colonists toward new deposits.\n\nOverlapping areas will diminish efficiency, so spread them out from each other.\n\nYou can <mark>resize the area</mark> with the <mark>ZL and ZR buttons</mark>. Colonists will now scavenge materials from those deposits until depleted. A notification will let you know when a building has gathered everything from its work area so you can move it to a new location. You can see how many resources are still left by hovering the cursor over the work area sign or the building itself."
"##TUTORIAL_CODEX_WORKAREA_PS","Many buildings use <mark>work areas</mark> to determine which resources are scavenged. You must move work areas manually over the deposits you want to scavenge. Updating work areas is crucial for efficient production, so be sure to open up the building info panel and select <mark>move work area</mark> to order your colonists toward new deposits.\n\nOverlapping areas will diminish efficiency, so spread them out from each other.\n\nYou can <mark>resize the area</mark> with the <mark>L2 and R2 buttons</mark>. Colonists will now scavenge materials from those deposits until depleted. A notification will let you know when a building has gathered everything from its work area so you can move it to a new location. You can see how many resources are still left by hovering the cursor over the work area sign or the building itself."
"#TUTORIAL_NOTIFICATION_HAPPINESS_HEADLINE","Colony happiness"
"#TUTORIAL_NOTIFICATION_HAPPINESS_MESSAGE","Task: Build an entertainment building"
"#TUTORIAL_DIALOG_HAPPINESS_HEADLINE","HAPPINESS"
"#TUTORIAL_DIALOG_HAPPINESS_MESSAGE","Conditions, needs and events have an affect on the colonists mental state. Happy colonists are efficient workers who can be relied upon, whereas the unhappy may fall into <mark>despair</mark> and threaten to <mark>leave permanently</mark>.\n\nColony happiness can be raised by increasing colonist shelter quality, taking care of possible conditions or needs and building <mark>entertainment buildings</mark> found in the <mark>tech tree</mark>.\n\nTaking care of entertainment becomes crucial as the colony grows and gains more colonists."
"#TUTORIAL_CODEX_HAPPINESS_HEADLINE","ENTERTAINMENT"
"#TUTORIAL_CODEX_HAPPINESS","<mark>Entertainment</mark> can be generated by <mark>entertainment buildings</mark>. This is fundamental for colonists to stay happy and productive.\n\nAs the colony grows, the bonds between individuals in the community start to weaken. People can become <mark>restless</mark> and even <mark>anxious</mark>. These are needs colonists will experience when the colony has a low ratio of entertainment buildings to population.\n\nEntertainment buildings require <quad name=Entertainment> <mark>fun boxes</mark> for construction, a resource which can be produced in special locations on the world map with <mark>outposts</mark>. A few societies offer fun boxes as a <mark>trade</mark> option, but these often demand a hefty price.\n\nResearching new ways to motivate colonists pays off, as each new kind of happiness building in the colony generates additional happiness through a <mark>variety bonus</mark>, as colonists like to indulge in multiple different leisure activities."
"#TUTORIAL_NOTIFICATION_FOOD_STORAGE_BERRIES_HEADLINE","Colonists need food"
"#TUTORIAL_NOTIFICATION_FOOD_STORAGE_BERRIES_MESSAGE","Task: Collect berries"
"#TUTORIAL_DIALOG_FOOD_STORAGE_BERRIES_HEADLINE","GATHER FOOD"
"#TUTORIAL_DIALOG_FOOD_STORAGE_BERRIES_MESSAGE","Colonists are hungry! The most convenient source of food are wild <quad name=Berries> <mark>berries</mark>. Gather them by moving the work area of your <mark>food storage</mark>."
"#TUTORIAL_NOTIFICATION_WM_ACTION_HEADLINE","Scavenge locations"
"#TUTORIAL_NOTIFICATION_WM_ACTION_MESSAGE","Task: Scavenge a location"
"#TUTORIAL_DIALOG_WM_ACTION_HEADLINE","SCAVENGING"
"#TUTORIAL_DIALOG_WM_ACTION_MESSAGE","Specialists can explore locations around the map. Order a specialist to move to a location to <mark>scavenge</mark> its resources.\n\nSpecialists gather as many resources per turn as their skill allows them to. However, if you think you have had enough of one location, you can always <mark>cancel</mark> the mission.\n\nSome locations are polluted, however, and will come with additional <mark>hazards</mark>. These locations will damage the specialist <mark>each turn</mark> they spend there, so be careful not to leave them alone for too long.\n\nNote that some locations cannot be scavenged directly but need a special <mark>outpost</mark> in their sector to get a hold of the goods."
"#TUTORIAL_NOTIFICATION_ACTION_POINTS_HEADLINE","Moving around"
"#TUTORIAL_NOTIFICATION_ACTION_POINTS_MESSAGE","Task: Move a specialist"
"#TUTORIAL_DIALOG_ACTION_POINTS_HEADLINE","ACTION POINTS"
"#TUTORIAL_NOTIFICATION_RETURN_RESOURCES_HEADLINE","Returning to the colony"
"#TUTORIAL_NOTIFICATION_RETURN_RESOURCES_MESSAGE","Task: Return to colony"
"#TUTORIAL_DIALOG_RETURN_RESOURCES_HEADLINE","RETURNING TO THE COLONY"
"#TUTORIAL_NOTIFICATION_PLASTIC_HEADLINE","Gathering plastic"
"#TUTORIAL_NOTIFICATION_PLASTIC_MESSAGE","Task: Start resource production"
"#TUTORIAL_DIALOG_PLASTIC_HEADLINE","PRODUCING RESOURCES"
"#TUTORIAL_DIALOG_PLASTIC_MESSAGE","You need to gather basic resources to keep constructing buildings. <mark>Recyclers</mark> gather <quad name=Plastic> <mark>plastic</mark> from trash deposits scattered around the colony. Build one of said workplaces now.\n\nOther buildings will later allow the scavenging of <quad name=Metal> <mark>metal</mark> and <quad name=Concrete> <mark>concrete</mark> from their respective deposits. "
"#TUTORIAL_CODEX_OUTPOSTS_HEADLINE","SETTING UP AN OUTPOST"
"#TUTORIAL_CODEX_OUTPOSTS","To set up an outpost, first build the <mark>outpost depot</mark> in the colony. Once built, select an available specialist to train and press <mark>create settler</mark> from the building's info panel. <mark>Note: you will lose the selected specialist and this action is irreversible!</mark>\n\nAfter confirmation, the new settler unit is sent to the world map and can be commanded to find a suitable location. Outposts can be built on any <mark>neutral sector</mark>, meaning sectors <mark>without another outpost</mark>, a <mark>bandit camp</mark> or a <mark>society</mark>.\n\n-<mark>Research outpost</mark>: These outposts gather an amount of science points each turn. The amount varies depending on the locations within each sector. Locations occupied by bandits do not produce science points.\n-<mark>Survivor outpost</mark>: Aimlessly wandering survivors can be recruited to join the colony. They are the easiest to find in urban and temperate areas, whereas they are less likely to be found in biomes like desert and tundra.\n-<mark>Transport station</mark>: Moving a specialists into the outpost prepares a convoy of the resources they were carrying and sends it automatically back to the colony.\n-<mark>Medical outpost</mark>: Specialists can patch up while on the go by visiting one of these stations. Medical outposts can be set up almost anywhere on the map.\n-<mark>Scavenge Outpost</mark>: Produces the resources that would otherwise be impossible to scavenge from the sector. Resources are automatically sent to the colony at the end of each cycle."
"#TUTORIAL_NOTIFICATION_SPECIALIST_CONTROLS_HEADLINE","Your specialists"
"#TUTORIAL_NOTIFICATION_SPECIALIST_CONTROLS_MESSAGE","Task: Select a specialist"
"#TUTORIAL_DIALOG_SPECIALIST_CONTROLS_HEADLINE","SPECIALISTS"
"#TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE","<mark>Specialists</mark> are skilled individuals that can protect the colony or explore the world map. Units can be <mark>sent to the world map</mark> from their info panel once <mark>the gate</mark> has been built.\n\nSpecialists can gather some basic resources, like <quad name=Berries> <mark>berries</mark> and <quad name=Plank> <mark>wood</mark>, when directly commanded. You can easily find your specialists via the <mark>specialist menu</mark> above and select multiple units by holding and dragging the cursor on the colony map."
"#TUTORIAL_NOTIFICATION_ATTACK_HEADLINE","Bandits"
"#TUTORIAL_NOTIFICATION_ATTACK_MESSAGE","Task: Defeat a bandit"
"#TUTORIAL_DIALOG_ATTACK_HEADLINE","BANDITS"
"#TUTORIAL_DIALOG_ATTACK_MESSAGE","You’ve encountered <mark>bandits</mark> that have taken over a location. In order to <mark>scavenge</mark> the location, specialists must defeat the bandits first. Some groups are stronger than others and might need multiple specialists to beat. "
"#TUTORIAL_NOTIFICATION_BANDIT_CAMP_HEADLINE","Bandit camps"
"#TUTORIAL_NOTIFICATION_BANDIT_CAMP_MESSAGE","Task: Defeat a bandit camp"
"#TUTORIAL_DIALOG_BANDIT_CAMP_HEADLINE","BANDIT CAMPS"
"#TUTORIAL_DIALOG_BANDIT_CAMP_MESSAGE","<mark>Bandit camps</mark> are organized bandit societies. The sectors with bandit camps are fully under hostile control and other locations in the sectors remain hidden until the bandit camp is destroyed.\n\nDefeating camps requires more <mark>combat skill</mark> than defeating small scattered bandit groups."
"#TUTORIAL_CODEX_SHELTER_HEADLINE","SHELTERS"
"#TUTORIAL_CODEX_SHELTER","While your colonists will sleep on the ground when necessary, having enough shelters for everyone is a top priority. Shelters not only improve colonist <mark>happiness</mark> but also shield them from the elements. Without a bed to sleep on, colonists will work less efficiently. They can also get sick, requiring medical attention.\n\nShelters range from simple <mark>tents</mark> all the way to nice <mark>houses</mark> with near-modern comforts. Upgrading to sturdier houses improves people's happiness and provides better protection against harsh conditions and even <mark>catastrophes</mark>. They also encourage your populace to have children as they feel more secure and private in a proper home. Colonists attempt to live close to where they work, so spreading out housing reduces the time people have to walk back and forth."
"#CODEX_BUILDINGS_HEADLINE","BUILDING MANAGEMENT"
"#CODEX_BUILDINGS","Once a building is constructed, its operation can be adjusted in a number of ways. It can be <mark>paused</mark> to free all the current workers to do other tasks in the colony. A paused building does not consume any  <quad name=Energy> <mark>energy</mark> or <quad name=Water> <mark>water</mark>.\n\nYou can also add or remove <mark>work slots</mark> to speed up production or move workers to other tasks as necessary. Opening a new slot automatically assigns the best available person to the building.\n\nSome buildings also require you to select the type of item you want it to produce, such as <mark>crops</mark> in a field or the type of <mark>insect</mark> in the insect farm.\n\nTo take a glance at how your buildings are situated relative to each other, use the <mark>building overlay</mark>."
"#TUTORIAL_CODEX_DEAD_COLONISTS_HEADLINE","DEATH"
"#TUTORIAL_CODEX_DEAD_COLONISTS","An inevitable part of life, death comes to us all in the end. It can take the form of prolonged <mark>dehydration</mark>, an untreated <mark>injury</mark> or one too many hits from an enemy or falling object. Dead colonists are taken to a <mark>burial pit or cemetery</mark> for their final rest. This ensures minimal impact on overall colony <mark>happiness</mark> but also well-being, as the corpses are prone to spreading disease if left on the ground to slowly <mark>decay</mark>.\n\nDead <mark>specialists</mark> are either lost in the wilderness or quickly buried on the spot by their surviving comrades. Their belongings are lost to the world, either destroyed or taken by bandits as loot."
"#TUTORIAL_DIALOG_EXPLORE_MESSAGE","The surrounding area is shrouded in mystery, but it can be explored by building <mark>scout towers</mark>. These towers can be used to gradually uncover the mist and expand colony borders even faster and wider than the <mark>campsite</mark>."
"#TUTORIAL_DIALOG_SPECIALIST_BUILDING_MESSAGE","Buildings are not ready to use right after placement but need to be constructed first. Open the storage category from the build menu and place a <mark>stockpile</mark> and a <mark>food storage</mark> within your scouted area.\n\nOnce the buildings have been placed, select specialists and order them to <mark>move to the construction zone by right-clicking or pressing 'A'</mark> on a controller. Specialists will automatically use stored resources, provided there are enough!"
"#TUTORIAL_DIALOG_UPGRADING_MESSAGE","Certain buildings can be developed further when technology advances. Unlocking upgrade techs makes this option available, but it is not automatically applied.\n\nSelect the affected building and press the <mark>upgrade</mark> button on its info panel. Upgrading demolishes the previous structure, so consider your options carefully as there is no going back."
"#TUTORIAL_DIALOG_OUTPOSTS_MESSAGE","<mark>Outposts</mark> are used to expand the colony's influence over new sectors on the world map. They can be used to gather resources, find survivors, heal specialists or be used drop-off points for resources.\n\nYou can build outposts by training specialists to become <mark>settlers</mark> at an <mark>outpost depot</mark>."
"#TUTORIAL_NOTIFICATION_PERSONSTATES_HEADLINE","Your colonists"
"#TUTORIAL_NOTIFICATION_PERSONSTATES_MESSAGE","Task: Select a colonist"
"#TUTORIAL_DIALOG_PERSONSTATES_HEADLINE","YOUR COLONISTS"
"#TUTORIAL_DIALOG_PERSONSTATES_MESSAGE","Colonists have arrived and are ready to help the settlement grow. <mark>Carriers</mark> are vital for constructing buildings as well as moving and collecting resources, whereas <mark>workers</mark> are colonists set to work in buildings, producing goods and taking care of the colony. You will need both to keep things running smoothly. A minimum carrier count can be set from the <mark>campsite</mark> to ensure this.\n\nNow, try <mark>selecting a colonist</mark> to see their workplace and activity."
"#TUTORIAL_NOTIFICATION_COLONY_SETUP_HEADLINE","Setting up the colony"
"#TUTORIAL_NOTIFICATION_COLONY_SETUP_MESSAGE","Task: Build the campsite"
"#TUTORIAL_DIALOG_COLONY_SETUP_HEADLINE","SETTING UP THE COLONY"
"#TUTORIAL_DIALOG_COLONY_SETUP_MESSAGE","Time to prepare the area for your settlement. Unpack the <mark>campsite</mark> by placing it via the <mark>build menu</mark>!\n\nThe campsite allows the colony to expand its knowledge of the surrounding area while also working as a temporary resource storage."
"#TUTORIAL_NOTIFICATION_INVITE_COLONISTS_HEADLINE","Invite colonists"
"#TUTORIAL_NOTIFICATION_INVITE_COLONISTS_MESSAGE","Task: Send a flare"
"#TUTORIAL_CODEX_INVITE_COLONISTS_HEADLINE","FIRST COLONISTS"
"#TUTORIAL_CODEX_INVITE_COLONISTS_MESSAGE","When you feel like you have built enough, it is time to invite the colonists in. Send them a signal by selecting the <mark>campsite</mark> and choosing <mark>“invite colonists”</mark>.\n\nNote—once you have invited people in, you cannot send them back."
"#CODEX_GAMEPLAY_HEADLINE","BASIC GAMEPLAY"
"#CODEX_GAMEPLAY","Gameplay in Surviving the Aftermath revolves firstly around survival and then on expanding and improving your colony. A colony on its own can sustain a large number of people, but unlocking the world map by building the <mark>gate</mark>, accepting survivors and gathering resources is required to take it to the next level. Address immediate <mark>needs</mark>, such as hunger, thirst and comfort, while advancing the colony toward better and more efficient ways of survival.\n\nAccept survivors, build shelters, ensure you have enough food and water, and put them to work. Enlist <mark>specialists</mark> to scout the map, uncover advanced materials and bring them back to the colony. Unlock the <mark>tech tree</mark> with <mark>science points</mark> gathered from the map and build the self-sustaining post-apocalyptic colony of your dreams."
"#TUTORIAL_NOTIFICATION_PREPARE_COLONY_HEADLINE","Preparing the colony"
"#TUTORIAL_NOTIFICATION_PREPARE_COLONY_MESSAGE","Task: Open the build menu"
"#TUTORIAL_DIALOG_PREPARE_COLONY_HEADLINE","PREPARING THE COLONY"
"#TUTORIAL_DIALOG_PREPARE_COLONY_MESSAGE","Great job taking your first steps toward a brand new colony. You have unlocked new <mark>buildings</mark> to turn this land into something more than mere wilderness. \n\n<mark>A few buildings have been prepared for you to be built for free</mark>. These <mark>prefabs</mark> can be found from the <mark>build menu</mark>.\n\nNow, prepare the area with these buildings before inviting the <mark>colonists</mark>."
"#TUTORIAL_NOTIFICATION_SCOUT_HEADLINE","Scout sectors"
"#TUTORIAL_NOTIFICATION_SCOUT_MESSAGE","Task: Scout a sector"
"#TUTORIAL_DIALOG_SCOUT_HEADLINE","SCOUTING"
"#TUTORIAL_DIALOG_SCOUT_MESSAGE","The world map is divided into <mark>sectors</mark> which must be <mark>scouted</mark> one at a time. Scouting uses <mark>action points</mark>, so by plan your route wisely.\n\nFrom the <mark>sector info</mark> you can quickly see information regarding the new areas, like <mark>biome</mark>, hostility and <mark>survivor and science potential</mark>. This potential can be later utilized through <mark>outposts</mark>."
"#TUTORIAL_NOTIFICATION_SPECIALIST_RECOVERY_HEADLINE","Specialist hurt"
"#TUTORIAL_NOTIFICATION_SPECIALIST_RECOVERY_MESSAGE","Task: Heal specialist"
"#TUTORIAL_DIALOG_SPECIALIST_RECOVERY_HEADLINE","HEALING SPECIALISTS"
"#TUTORIAL_DIALOG_SPECIALIST_RECOVERY_MESSAGE","Specialists are not invincible. They can get hurt in <mark>combat</mark> or when they encounter <mark>hazards</mark> while scavenging or researching.\n\nTo recover health, order the specialist back to the <mark>colony</mark> or build a <mark>medical outpost</mark>. After unlocking <mark>outpost depots from the tech tree</mark>, these can be built on the map with the help of a <mark>settler</mark>."
"#TUTORIAL_CODEX_WM_ACTION_HEADLINE","SCAVENGING"
"#TUTORIAL_CODEX_WM_ACTION","Gathering resources from the <mark>world map</mark> is handled by <mark>specialists</mark>. The <mark>scavenging skill</mark> varies from person to person, so try to choose the one with the highest number for the most important locations. Every specialist is proficient in this to a degree, but the scavenger types can pick a place clean much faster than others. Low-end materials can be gathered in larger quantities than items such as <quad name=Medicine> <mark>medicine</mark>, as they're easier to find in usable condition. The world map is the only place to find <quad name=Component> <mark>components</mark> and <quad name=Parts> <mark>parts</mark> early on to get your <quad name=Energy> <mark>energy production</mark> going. \n\nSome locations are already occupied by <mark>bandits</mark> who need to be taken out before any resources can be scavenged. Many locations are also rife with <mark>hazards</mark>, ranging from collapsing buildings to flammable liquids, pathogens and more. These can injure specialists or even kill them if the wounds are not taken care of."
"#TUTORIAL_CODEX_ATTACK_HEADLINE","BANDITS"
"#TUTORIAL_CODEX_ATTACK","Bandits come in many shapes and sizes, but they are all ready to take from the weak and give to themselves. They are not interested in rebuilding societies. Instead, they live in strictly led factions concentrated on the idea of “survival of the fittest.” They often inhabit previously abandoned locations, obstructing <mark>specialists</mark> from scavenging them.\n\nSometimes, a fortified <mark>bandit camp</mark> controls an entire sector and must be defeated before getting access to other locations. Bandits grow increasingly tougher as you move farther away from the colony. Attacking well-fortified locations is not advised without specialists who excel in combat."
"#TUTORIAL_NOTIFICATION_TECH_TREE_HEADLINE","Science points gained"
"#TUTORIAL_NOTIFICATION_TECH_TREE_MESSAGE","Task: Open the tech tree"
"#TUTORIAL_DIALOG_TECH_TREE_HEADLINE","TECH TREE"
"#TUTORIAL_DIALOG_TECH_TREE_MESSAGE","You have collected your first <quad name=Research> <mark>science points</mark>! Now, open the <mark>tech tree</mark> and choose your first technology to be researched. Note that unlocking technologies requires both science points and time.\n\nThe <mark>queue</mark> system makes it possible to research multiple techs in a row within one category. If there are not enough science points at a given time, the research in the selected queue continues automatically when more science points become available.\n\n Science points can be earned in other ways as well. These include <mark>trading</mark> with societies and building <mark>research outposts</mark> on the world map once you have researched the required techs."
"#TUTORIAL_CODEX_TECH_TREE_HEADLINE","RESEARCH"
"#TUTORIAL_CODEX_TECH_TREE","In the Aftermath, much of mankind’s knowledge was either lost or outright destroyed. Fragments can still be recovered from various locations on the world map to aid the colony. The locations with valuable knowledge can be searched for <quad name=Research> <mark>science points</mark> which, unlike other resources, are immediately available to the colony. The higher your specialists' <mark>research skill</mark> is, the faster they can find all the usable knowledge a location has to offer.\n\nScience points can be spent in the <mark>tech tree</mark>, which is divided into a few different categories.\n\nThe further in the tree a particular advancement is, the more it costs, so always keep an eye on valuable locations while exploring the world map. Some sectors with high science potential allow building <mark>research outposts</mark>, which provide a steady source of science points.\n\nScience is what takes your colony from mere survival to reclaiming what was lost."
"#TUTORIAL_CODEX_SPECIALIST_CONTROLS_HEADLINE","SPECIALIST BASIC SKILLS"
"#TUTORIAL_CODEX_SPECIALIST_CONTROLS","Specialists have five different skills:\n\n<mark>Speed</mark>: Amount of action points on the world map.\n<mark>Attack</mark>: Base attack damage.\n<mark>Research</mark>: Science point gathering rate per action.\n<mark>Scavenging</mark>: Resource scavenging rate per turn.\n<mark>Recovery</mark>: Healing speed in the colony."
"#TUTORIAL_CODEX_ACTION_POINTS_HEADLINE","USING ACTION POINTS"
"#TUTORIAL_CODEX_ACTION_POINTS","Action points, or <mark>AP</mark>, are used on the world map. Each traversed tile consumes one AP. Different specialists have a different amount of AP at their disposal per turn.\n\nAction points are not solely for moving, however; scouting, fighting and scavenging can use them up for multiple turns."
"#TUTORIAL_CODEX_AP_HEADLINE","ACTION POINTS"
"#TUTORIAL_CODEX_AP","Action points, or AP, are used on the world map. Each traversed tile consumes one AP. Different specialists have a different amount of AP at their disposal per turn, with scouts being the top dogs in that category.\n\nLikewise, actions such as scouting, fighting and scavenging use the remaining action points."
"#TUTORIAL_CODEX_SPECIALISTS_HEADLINE","SPECIALISTS"
"#TUTORIAL_CODEX_SPECIALISTS","Specialists are your eyes, ears and hands on the <mark>world map</mark>. These varied personalities scout the map, gather resources and fight the bandits across the landscape. Specialists are divided into four categories depending on their strengths: <mark>fighters, scavengers, scouts and scientists</mark>. Fighters have high attack value, scavengers gather the most resources during a single turn, scouts have the highest action point pools and scientists excel in research locations."
"#TUTORIAL_NOTIFICATION_TRADE_WITH_SOCIETY_HEADLINE","Trade"
"#TUTORIAL_NOTIFICATION_TRADE_WITH_SOCIETY_MESSAGE","Task: Open the trade menu"
"#TUTORIAL_DIALOG_TRADE_WITH_SOCIETY_HEADLINE","TRADING"
"#TUTORIAL_DIALOG_TRADE_WITH_SOCIETY_MESSAGE","Trading with other societies is a good way to acquire much-needed resources. Once researched from the tech tree, build a <mark>trade center</mark>. Discovered <mark>societies</mark> can now be accessed from the <mark>trade menu</mark>."
"#TUTORIAL_CODEX_TRADE_WITH_SOCIETY_HEADLINE","TRADE POLICIES"
"#TUTORIAL_CODEX_TRADE_WITH_SOCIETY","A form of currency all societies recognize is <quad name=Currency> <mark>silver coins</mark> used to buy or sell goods. If you are lucky, you might find coins while <mark>scavenging</mark> locations. Each society has some unique resources and special offers, so explore the map to find the best deals.\n\nYou may notice the prices will vary depending on your <mark>reputation</mark> with a society. Having a good reputation means lower prices, but be prepared to pay more if the society is not too keen on you.\n\nOnce a deal is struck, the resources start moving from or toward your colony. You can have as many active trades as you have workers at <mark>trade centers</mark>."
"#TUTORIAL_NOTIFICATION_CARS_HEADLINE","Car found"
"#TUTORIAL_NOTIFICATION_CARS_MESSAGE","Task: Enter a vehicle"
"#TUTORIAL_DIALOG_CARS_HEADLINE","VEHICLES"
"#TUTORIAL_DIALOG_CARS_MESSAGE","Lucky! You found an <mark>abandoned car</mark>! A vehicle helps to transport specialists and resources through the map quickly and efficiently."
"#TUTORIAL_CODEX_CARS_HEADLINE","CAR TYPES"
"#TUTORIAL_CODEX_CARS","There are several different car types in the game that have their own strengths and weaknesses. \n- <mark>Hatchback</mark>: Fast car with limited transport capacity.\n- <mark>Sedan</mark>: Improved version of the hatchback that can carry more specialists.\n- <mark>Station wagon</mark>: Largest cargo capacity that comes at the cost of the lowest speed.\n- <mark>Offroader</mark>: Rugged and reliable, able to traverse any terrain.\n- <mark>Van</mark>: Your standard do-it-all transport vehicle.\n\nCars use <mark>action points</mark> like specialists, and moving them around the map follows the same rules. Their advantage is in carrying several specialists across great distances quickly, but specialists must exit the vehicle to perform actions.\n\nTo exit, select the vehicle to toggle between selections. Once the desired specialist is active, order them to move away from the car."
"#TUTORIAL_NOTIFICATION_REPAIRING_CARS_HEADLINE","Repairing cars"
"#TUTORIAL_NOTIFICATION_REPAIRING_CARS_MESSAGE","Task: Repair a vehicle"
"#TUTORIAL_DIALOG_REPAIRING_CARS_HEADLINE","REPAIRING CARS"
"#TUTORIAL_DIALOG_REPAIRING_CARS_MESSAGE","Cars found on the world map are usually broken, moving at half their maximum speed. They need to be repaired back at the colony inside <mark>garages</mark>."
"#TUTORIAL_CODEX_GARAGE_HEADLINE","FUEL"
"#TUTORIAL_CODEX_GARAGE","<quad name=Fuel> <mark>Fuel</mark> is used to repair and keep your vehicles running. It can be found on the world map, traded from certain societies, or manufactured at the colony. To produce fuel you need to have <mark>sunflower seeds</mark> grown in the fields. Sunflowers turn into <quad name=Oil> <mark>oil</mark> that can be refined into fuel in a <mark>refinery</mark>."
"#TUTORIAL_NOTIFICATION_GARAGE_HEADLINE","Garages"
"#TUTORIAL_NOTIFICATION_GARAGE_MESSAGE","Task: Build a garage"
"#TUTORIAL_DIALOG_GARAGE_HEADLINE","USING GARAGES"
"#TUTORIAL_DIALOG_GARAGE_MESSAGE","<mark>Vehicles</mark> found on the world map need to be repaired back at the colony in <mark>garages</mark>. If no free slots are available, the cars will wait for their turn in the order they arrived in.\n\nGarages require <mark>specialists</mark> to do the repairs and <quad name=Fuel> <mark>fuel</mark> to run."
"#TUTORIAL_NOTIFICATION_SEND_TEAM_FROM_GARAGE_HEADLINE","Sending cars to world map"
"#TUTORIAL_NOTIFICATION_SEND_TEAM_FROM_GARAGE_MESSAGE","Task: Create a team"
"#TUTORIAL_DIALOG_SEND_TEAM_FROM_GARAGE_HEADLINE","SENDING CARS TO WORLD MAP"
"#TUTORIAL_DIALOG_SEND_TEAM_FROM_GARAGE_MESSAGE","When a car is fully repaired, create a <mark>team</mark> with the vehicle and selected specialists. This will send the car with its specialist passengers to the world map."
"#TUTORIAL_CODEX_SEND_TEAM_FROM_GARAGE_HEADLINE","TEAMS IN THE WORLD MAP"
"#TUTORIAL_CODEX_SEND_TEAM_FROM_GARAGE","The car appears on the world map once it is repaired, and the responsible specialist is automatically assigned as its designated driver. \n\nAll assigned specialists travel as a group with the car, as it is commanded on the world map, until told to exit the vehicle.\n\nWhen a specialist enters the vehicle, they transfer all their resources to the car. So, if your specialist is killed in combat against bandits, the resources are safe in the car. The car and the resources can then be retrieved later by someone else."
"#TUTORIAL_NOTIFICATION_BUILDGATE_HEADLINE","The gate"
"#TUTORIAL_NOTIFICATION_BUILDGATE_MESSAGE","Task: Build the gate"
"#TUTORIAL_DIALOG_BUILDGATE_HEADLINE","BUILDING THE GATE"
"#TUTORIAL_DIALOG_BUILDGATE_MESSAGE","Building the gate will attract all sorts of people to the colony. It is also your entry point to the <mark>world map</mark>, where plenty more resources and challenges await.\n\nBuilding the gate costs more than the average building, so keep producing those materials!"
"#TUTORIAL_CODEX_BUILDGATE_HEADLINE","THE GATE"
"#TUTORIAL_CODEX_BUILDGATE","Only a limited amount of resources are easily available in the colony and the gate is your entry point to explore and exploit the <mark>world map</mark>. There are plenty of opportunities to <mark>scavenge</mark> more resources, find <quad name=Research> <mark>science points</mark> to research new technologies and fight vicious bandits.\n\nThe gate will serve as a defensive structure against outsiders. It can only be placed at the fixed location on top of the old gate remains, but it can be upgraded later for better protection and to look more intimidating.\n\nThe gate will also enable survivor groups or various wasteland wanderers to come knocking, affording both new threats and opportunities to the colony. With the gate built, your own colonists might also ask for permission to go outside and scour the surroundings of their new home."
"#TUTORIAL_NOTIFICATION_WORLDMAP_HEADLINE","Into the world map"
"#TUTORIAL_NOTIFICATION_WORLDMAP_MESSAGE","Task: Send a specialist to the world map"
"#TUTORIAL_DIALOG_WORLDMAP_HEADLINE","WORLD MAP"
"#TUTORIAL_DIALOG_WORLDMAP_MESSAGE","The world is now open and other <mark>survivors and specialists</mark> start arriving at your <mark>gate</mark>.\n\nYou can send specialists to the world map by first selecting them and choosing the option <mark>“send to world map”</mark> on their info panel.\n\nNow, go and see what’s out there by pressing the world map button on the bottom right."
"#TUTORIAL_CODEX_WORLDMAP_HEADLINE","OUTSIDE THE COLONY"
"#TUTORIAL_CODEX_WORLDMAP","Uncovering the world map sector by sector affords new opportunities to bring back resources most needed at the colony. Populated by <mark>bandits</mark> and other colonies known as <mark>societies</mark>, the world map has both its hardships and rewards to offer.\n\nTo take advantage of the map, you will need <mark>specialists</mark>. Each has their own personality and a particular set of skills from speed to attack and research. Having the right person for the right job expedites the process of extracting resources from an old tanker or searching for valuable <quad name=Research> <mark>science points</mark> in a museum."
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_HEADLINE","Bandit raid"
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_MESSAGE","Task: Prepare for battle"
"#TUTORIAL_DIALOG_GATE_COMBAT_HEADLINE","BANDIT RAID"
"#TUTORIAL_DIALOG_GATE_COMBAT_MESSAGE","<mark>Bandits</mark> and other hostile folk will pay you visits from time to time, and there is a good chance these conflicts will escalate into a firefight. Gather specialists and guards, arm the gate or try to buy some time by bribing the bandits.\n\nWhen a battle breaks out you can set an <mark>alarm state</mark> to keep your colonists safe during combat."
"#TUTORIAL_CODEX_GATE_COMBAT_HEADLINE","ENEMIES IN THE COLONY"
"#TUTORIAL_CODEX_GATE_COMBAT","Colony battles are divided into <mark>negotiations, gate combat and colony combat</mark>.\n\nBandits sometimes propose a deal before the attack, which may get you out of the trouble, but only if you're willing to pay up.\n\nIn some cases, combat is inevitable and leads to gate combat. To maximize your chances, have the gate repaired at all times and fully guarded by assigning colonists to the gate's work slots. Upgrading the gate increases its efficiency against attacking bandit groups. If the gate is breached, fighting moves inside the colony walls. Bandits attack buildings and colonists alike while <mark>looting</mark> your resources. Specialists and guards will defend against them, but casualties are to be expected."
"#TUTORIAL_NOTIFICATION_HOSTILE_HEADLINE","Hostile colonists"
"#TUTORIAL_NOTIFICATION_HOSTILE_MESSAGE","Task: Defeat the hostiles"
"#TUTORIAL_DIALOG_HOSTILE_HEADLINE","HOSTILE COLONISTS"
"#TUTORIAL_DIALOG_HOSTILE_MESSAGE","New survivors may occasionally turn against you by becoming <mark>hostile</mark>. They are driven to create havoc by brawling, looting and damaging buildings. Unlock and build <mark>guard towers</mark> to deploy guards and <mark>gunsmiths</mark> to provide adequate <quad name=Guard_Rifle> <mark>weapons</mark> to protect the colony."
"#TUTORIAL_CODEX_HOSTILE_HEADLINE","COLONY SAFETY"
"#TUTORIAL_CODEX_HOSTILE","<mark>Hostile</mark> colonists are beyond your help. In their despair, they have resorted to damaging buildings and colonists while also stealing resources. Therefore, they are treated as intruding <mark>bandits</mark>.\n\nColonists are more likely to turn hostile the <mark>unhappier</mark> they are. Raise living standards by providing <mark>nutritious food</mark>, <mark>sanitation</mark> and better <mark>shelters</mark>. You might also have to reconsider letting just anybody through <mark>the gate</mark>.\n\n<mark>Guard posts</mark> make sure any new hostile colonists are dealt with quickly and effectively. Assigned workers act as <mark>guards</mark>, overseeing the safety of the colony. \n\n<mark>Gunsmiths</mark> provide upgraded firearms for guards. These <quad name=Guard_Rifle> <mark>weapons</mark> degrade over time, so remember to keep up production."
"#TUTORIAL_NOTIFICATION_HUNTING_HEADLINE","Hunting"
"#TUTORIAL_NOTIFICATION_HUNTING_MESSAGE","Task: Open the living beings overlay"
"#TUTORIAL_DIALOG_HUNTING_HEADLINE","HUNTING"
"#TUTORIAL_DIALOG_HUNTING_MESSAGE","Wild animals have been noted to roam around the area. <mark>Specialists and guards</mark> can hunt local wildlife to gain meat and bring security. Animals will always defend themselves and some do not hesitate to ram into you, even if you were just passing by their territory.\n\nYou can easily identify enemies, guards and specialists by selecting <mark>living beings</mark> from the <mark>overlay menu</mark>."
"#TUTORIAL_CODEX_HUNTING_HEADLINE","ANIMALS"
"#TUTORIAL_CODEX_HUNTING","There are various species roaming near the colony. These animals vary in strength and you should always take caution when setting buildings or ordering colonists to collect resources near their territories.\n\n<mark>Majestic deer</mark>—A non-aggressive species that will nonetheless protect itself if provoked. Meat type: <quad name=Venison> <mark>Venison</mark>.\n\n<mark>Fierce mouse</mark>—Normally gentle by nature, the mice can coexists with humans, but will defend their territory ferociously if aggravated. Meat type: <quad name=Venison> <mark>Venison</mark>.\n\n<mark>Rat beetle</mark>—These creatures may look innocent, but hordes of them can quickly surprise an unwary colonist. They are especially easy to spot in the night as their eyes glow in the dark. Meat type: <quad name=Cockroaches> <mark>Cockroaches</mark>.\n\n<mark>Wild boar</mark>—These hogs have spikes on their back and an overall fearsome look. They are not to be taken lightly! Meat type: <quad name=PrimeMeat> <mark>Prime meat</mark>.\n\n<mark>Bear</mark>—Far from your average teddy, these beasts mean business. Even a specialist with combat expertise will have a hard time taking one down. Meat type: <quad name=PrimeMeat> <mark>Prime meat</mark>.\n\n<mark>Sandworm</mark>—Sandworms are the most fearsome animal on the scale, having the ability to hide underground and take colonists and specialists by surprise. They have immense strength, so try to keep an eye out for their heads peeking out on the surface. Meat type: <quad name=Mealworms> <mark>Mealworms</mark>."
"#TUTORIAL_NOTIFICATION_RANCH_HEADLINE","Ranch animals"
"#TUTORIAL_NOTIFICATION_RANCH_MESSAGE","Task: Build a ranch"
"#TUTORIAL_DIALOG_RANCH_HEADLINE","RANCH ANIMALS"
"#TUTORIAL_DIALOG_RANCH_MESSAGE","Domestic animals like <mark>sheep</mark> and <mark>cows</mark> are not only cute but also bring prosperity to the colony. You will need <mark>ranches</mark> to raise and breed animals, but first you must acquire the beasts by <mark>trading</mark>."
"#TUTORIAL_CODEX_RANCH_HEADLINE","RANCHES"
"#TUTORIAL_CODEX_RANCH","To grow animals, you need to unlock <mark>ranches</mark> from the tech tree. You can raise four types of humanity's old pals in your ranch: <mark>cows, sheep, pigs and chicken</mark>.\n\nSetting which type of animal grows in the ranch is done via its info panel. Once the setting is made, you only need to get the animal, most commonly by trading with <mark>societies</mark> found from the world map.\n\nAnimals have special needs that have to be met so they can flourish. You cannot raise more than one type of animal in one ranch, for example. Also, they need to drink <quad name=Water> <mark>water</mark>, and failing to provide this will result in losing the animal.\n\nOnce the animals are grown, they will provide unique and useful products to use. If you find yourself in a dire need of <quad name=Meat> <mark>meat</mark>, you can choose to <mark>butcher</mark> the fully grown animals for sustenance."
"#TUTORIAL_NOTIFICATION_BUILDING_NEEDS_HEADLINE","Buildings need water"
"#TUTORIAL_NOTIFICATION_BUILDING_NEEDS_MESSAGE","Task: Open water overlay"
"#TUTORIAL_DIALOG_BUILDING_NEEDS_HEADLINE","WATER AND BUILDINGS"
"#TUTORIAL_DIALOG_BUILDING_NEEDS_MESSAGE","Buildings need different resources to function properly, most importantly <quad name=Water> <mark>water</mark>.\n\n<mark>Water towers</mark> distribute excess water to buildings within their <mark>effective areas</mark>. Water stored in rusty barrels is unfit for colonist consumption.\n\nTo quickly see how your water buildings are faring, select <mark>water</mark> from the <mark>overlay menu</mark>."
"#TUTORIAL_NOTIFICATION_ENERGY_HEADLINE","Buildings need energy"
"#TUTORIAL_NOTIFICATION_ENERGY_MESSAGE","Task: Connect an energy source to a building"
"#TUTORIAL_DIALOG_ENERGY_HEADLINE","ENERGY"
"#TUTORIAL_DIALOG_ENERGY_MESSAGE","Some buildings require <quad name=Energy> <mark>energy</mark> to run, which can be produced in various ways and then distributed to buildings with <mark>transformers</mark>. Transformers need <mark>an energy storage or producer</mark> in their area to work. Note that energy can be moved great distances by <mark>chaining</mark> the transformers.\n\nTo quickly see how your energy buildings are faring, select energy from the <mark>overlay menu</mark>."
"#TUTORIAL_NOTIFICATION_UPGRADING_HEADLINE","Upgrade buildings"
"#TUTORIAL_NOTIFICATION_UPGRADING_MESSAGE","Task: Upgrade a building"
"#TUTORIAL_DIALOG_UPGRADING_HEADLINE","BUILDING UPGRADES"
"#TUTORIAL_NOTIFICATION_SALVAGE_STARTING_BUILDING_HEADLINE","Demolishing buildings"
"#TUTORIAL_NOTIFICATION_SALVAGE_STARTING_BUILDING_MESSAGE","Task: Demolish a ruin"
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_HEADLINE","DEMOLISHING BUILDINGS"
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","Once in a while, you might want to <mark>demolish</mark> a building to make room for a new one.\n\nYou can demolish ruins or functioning buildings, but remember that you get most of the resource cost back only if the building is at full health.\n\nSalvaging a <mark>storage</mark> building will have its contents dumped on the ground where they are picked up and transported to another appropriate storage if one is available."
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_HEADLINE","Pollution deposits"
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_MESSAGE","Task: Open pollution overlay"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_HEADLINE","POLLUTION"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_MESSAGE","The post-apocalyptic landscape still holds some scars from the cataclysm. <mark>Pollution deposits</mark> spread pollution, <quad name=Pollution> <mark>contaminating</mark> nearby buildings and causing <mark>radiation sickness</mark>.\n\nNote that this is not the only source of pollution, however; colonists can also accumulate pollution in their systems from the <quad name=Food> <mark>food</mark> they eat.\n\nPollution can be cleaned up once technology advances. Check out the <mark>pollution overlay</mark> to see the current situation of your area."
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS_HEADLINE","REMOVING POLLUTION"
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS","Building near <mark>pollution deposits</mark> comes with a risk. As they constantly spread pollution and occasionally release toxic chemicals, it would be best to avoid them as much as possible.\n\nResearch and build <mark>environmental stations</mark> to safely remove pollution deposits. The collected <quad name=Pollution> <mark>pollution</mark> needs to be carefully stored in <mark>waste dumps</mark>—otherwise the containers have a great chance of leaking and even exploding!\n\nBuildings exposed to too much pollution eventually become <mark>contaminated</mark>. Contaminated buildings need to be cleaned by colonists before they can be put back to full use."
"#TUTORIAL_NOTIFICATION_STORAGES_HEADLINE","Storage types"
"#TUTORIAL_NOTIFICATION_STORAGES_MESSAGE","Task: Build a warehouse"
"#TUTORIAL_DIALOG_STORAGES_HEADLINE","STORAGE TYPES"
"#TUTORIAL_DIALOG_STORAGES_MESSAGE","A multitude of resources are stored in different storage buildings based on their type. Proper storage ensures the usability and safety of resources, as well as preserving materials from <mark>going bad</mark>.\n\n- <mark>Campsite</mark>: Emergency storage for basic construction resources, food and medical equipment\n- <mark>Stockpile</mark>: Construction materials like <quad name=Plank> <mark>wood</mark> and <quad name=Plastic> <mark>plastic</mark>\n- <mark>Food storage</mark>: All <quad name=Food> <mark>food</mark> types\n- <mark>Warehouse</mark>: Refined items like quality <quad name=Tools> <mark>tools</mark> and <quad name=Medicine> <mark>medicine</mark>"
"#TUTORIAL_CODEX_STORAGES_HEADLINE","ADVANCED STORAGE"
"#TUTORIAL_CODEX_STORAGES","Some storages need to be unlocked from the <mark>tech tree</mark> before you can build them. These storages include:\n\n- <mark>General storage</mark>: Securely stores large refined items and food\n- <mark>Waste dump</mark>: Stores hazardous pollution from an environmental station."
"#TUTORIAL_NOTIFICATION_REPAIR_HEADLINE","Damaged buildings"
"#TUTORIAL_NOTIFICATION_REPAIR_MESSAGE","Task: Repair a building"
"#TUTORIAL_DIALOG_REPAIR_HEADLINE","DAMAGED BUILDINGS"
"#TUTORIAL_DIALOG_REPAIR_MESSAGE","One of your buildings is damaged! Damaged buildings are at the risk of catching fire and collapsing, therefore—the sooner they are repaired the better.\n\nTo quickly check how buildings are faring, use the <mark>building health overlay</mark>."
"#TUTORIAL_CODEX_REPAIR_HEADLINE","REPAIRING"
"#TUTORIAL_CODEX_REPAIR","Repair buildings with some materials by pressing the <mark>repair</mark> button. Smoking buildings can still be used but might be destroyed if damaged again. Burning ones are shut down and will eventually collapse if not repaired.\n\nYou can build <mark>maintenance depots</mark> to automate repair duties, after researching the corresponding tech."
"#CODEX_STATIC_WORK_AREAS_HEADLINE","EFFECTIVE AREAS"
"#CODEX_STATIC_WORK_AREAS","Some buildings, for example <mark>water wells</mark> and <mark>fishing piers</mark>, have effective areas around them in which they operate. Try to place them in the most favorable location to achieve maximum production.\n\nSome of these buildings cannot be built inside each other's effective area. Space them out and monitor the efficiency meter to gain their full benefits."
"#TUTORIAL_CODEX_CHANGEWORKSLOTS_HEADLINE","WORKERS"
"#TUTORIAL_CODEX_CHANGEWORKSLOTS","Buildings can have one or more <mark>colonists</mark> working in them. You can take some out to assign them elsewhere or increase a building's productivity by adding extra people in. This usually requires unlocking a tech from the <mark>tech tree</mark>."
"#TUTORIAL_NOTIFICATION_RESOURCES_HEADLINE","Using resources"
"#TUTORIAL_NOTIFICATION_RESOURCES_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_RESOURCES_HEADLINE","RESOURCES"
"#TUTORIAL_DIALOG_RESOURCES_MESSAGE","<mark>Resources</mark> are the ingredients for everything in your colony. They can be used to construct buildings or refined into more advanced products.\n\nCheck how many resources you currently have stored from the <mark>top bar</mark> and for a more detailed view see the <mark>statistics menu</mark>."
"#TUTORIAL_CODEX_WORKAREA_HEADLINE","ADJUSTING WORK AREAS"
"#TUTORIAL_CODEX_CONDITIONS_HEADLINE","HEALING COLONISTS"
"#TUTORIAL_CODEX_CONDITIONS","When a colonists has been infected, mutated, injured or caught radiation sickness, build a <mark>medical tent</mark> and have it staffed to treat conditions as soon as possible. <mark>Conditions</mark> cause health loss and other negative effects if left untreated.\nMeds greatly increase the speed of recovery and are automatically used directly from a storage when available. <quad name=Medicine> <mark>Medicine</mark> helps with the injured condition, <quad name=Iodine> <mark>iodine pills</mark> with radiation sickness and <quad name=Antibiotics> <mark>antibiotics</mark> with infection.\n\nTo reduce the amount of various infections, consider building <mark>outhouses and saunas</mark> to keep people clean and healthy. Cold or filthy colonists are more likely to catch infections, whereas high contamination levels can lead to radiation sickness. Left untreated, this can start causing <mark>mutations</mark>, which take longer to heal.\n\nNote that not all conditions can be treated medically. <mark>Hypothermic</mark> colonists need heated shelters to warm up while <mark>desperate</mark> colonists crave a happiness boost. Tired or <mark>exhausted</mark> colonists need a temporary pause from hard labor and a good night's sleep indoors. Tiredness can increase the risk of injuries."
"#TUTORIAL_CODEX_PLASTIC_HEADLINE","REFINING"
"#TUTORIAL_CODEX_PLASTIC","Basic resources are used as construction materials and for creating products. <quad name=Metal> <mark>Metal</mark>, <quad name=Fiber> <mark>fiber</mark> and <quad name=Scrap> <mark>junk</mark> can be further refined into items; metal is turned into <mark>tools</mark> by a <mark>toolshop</mark>, fiber is turned into <mark>clothing</mark> in a <mark>tailor</mark> and later on junk into <quad name=Parts> <mark>parts</mark> at the <mark>mechanic shop</mark>. Metal and parts are used in creating <mark>weapons</mark> at a <mark>gunsmith</mark>.\n\n- <quad name=Tools> <mark>Tools</mark>: Proper tools make working in the colony faster.\n- <quad name=Cloth> <mark>Clothes</mark>: Clothes give protection against radiation and cold weather.\n- <quad name=Guard_Rifle> <mark>Weapons</mark>: Used by guards and colonists against animals and other intruders.\n\nAll items will eventually break in use and need to be replaced. Some recipes result in more durable products, but also cost more to make.\n\nYou need to build extractors once above-ground deposits have run dry. Underground, you will find the same materials as before but in much larger quantities. World map <mark>outposts</mark> also give access to <quad name=Rare> <mark>rare metals</mark> that can be refined by the <mark>electronics factory</mark> to craft the most valuable resources: <quad name=Component> <mark>components</mark> and <quad name=Electronics> <mark>electronics</mark>."
"#TUTORIAL_NOTIFICATION_EXPLORE_HEADLINE","Explore your surroundings"
"#TUTORIAL_NOTIFICATION_EXPLORE_MESSAGE","Task: Build a scout tower"
"#TUTORIAL_DIALOG_EXPLORE_HEADLINE","EXPLORATION"
"#TUTORIAL_DIALOG_EXPLORE_MESSAGE_2","The surrounding area is shrouded in mystery, but it can be explored by building <mark>scout towers</mark>. These towers can be used to gradually uncover the mist and expand colony borders even faster and wider than the <mark>campsite</mark> does."
"#TUTORIAL_NOTIFICATION_OUTPOSTS_HEADLINE","Outposts"
"#TUTORIAL_NOTIFICATION_OUTPOSTS_MESSAGE","Task: Create a settler"
"#TUTORIAL_DIALOG_OUTPOSTS_HEADLINE","OUTPOSTS"
"#TUTORIAL_NOTIFICATION_CONTROLS_HEADLINE","Basic controls"
"#TUTORIAL_NOTIFICATION_CONTROLS_MESSAGE","Task: Move the camera"
"#TUTORIAL_DIALOG_CONTROLS_HEADLINE","BASIC CONTROLS"
"#CODEX_SOIL_TYPES_HEADLINE","SOIL TYPES"
"#CODEX_SOIL_TYPES","The landscape is divided into three main soil types which affect construction, productivity and the effectiveness of different buildings.\n\n- <mark>Fertile:</mark> Moist and lush soil type, providing the best yields for your <mark>fields</mark> and the best production for <mark>water wells</mark>.\n- <mark>Normal:</mark> Reasonably verdant soil, still a nice spot for fields and wells.\n- <mark>Barren:</mark> Inhospitable and dry, this soil cannot sustain any normal fields. <quad name=Water> <mark>Water</mark> sources here are too deep for regular wells.\n- <mark>Forests:</mark> Trees can appear on any soil type, but they have their unique effects on some of the buildings. <mark>Trappers</mark> are more effective in dense forests.\n\nThe dry starting condition alters the amount of soil types and their visuals, but you can still find fertile areas even there."
"#TUTORIAL_CODEX_DAMAGED_CROPS_HEADLINE","CROP RESILIENCE"
"#TUTORIAL_CODEX_DAMAGED_CROPS","Crops have different levels of resilience. Whereas <quad name=Corn> <mark>corn</mark> is easily affected, <quad name=Potato> <mark>potatoes</mark> can survive longer in less than ideal conditions. Resistance levels of all available crops are visible in the seed selection menu.\n\nRemember to check up on your plants from time to time to see if they are flourishing as expected!"
"#TUTORIAL_NOTIFICATION_PLANTING_HEADLINE","Planting crops"
"#TUTORIAL_NOTIFICATION_PLANTING_MESSAGE","Task: Select a seed"
"#TUTORIAL_DIALOG_PLANTING_HEADLINE","PLANTING CROPS"
"#TUTORIAL_DIALOG_PLANTING_MESSAGE","Fields can grow a variety of crops. At first, you can choose for food either the fast-growing <quad name=Corn> <mark>corn</mark> or the more bountiful <quad name=Potato> <mark>potato</mark>. <quad name=Flax> <mark>Flax</mark> in turn is inedible, but can be used to create clothes.\n\nPress the <mark>select next</mark> button to pick one."
"#TUTORIAL_CODEX_PLANTING_HEADLINE","CROPS"
"#TUTORIAL_CODEX_PLANTING","Your colonists grow the selected type of crop until you decide to change it. New seeds will be planted only after the old crop is harvested.\n\nNew crops can be grown after you acquire their <mark>seeds</mark> from trade, a wandering merchant or as a reward from an event. So keep an eye out for those to improve production."
"#TUTORIAL_NOTIFICATION_MALNUTRITION_HEADLINE","Malnutrition"
"#TUTORIAL_NOTIFICATION_MALNUTRITION_MESSAGE","Task: Build a cookhouse"
"#TUTORIAL_DIALOG_MALNUTRITION_HEADLINE","MALNUTRITION"
"#TUTORIAL_DIALOG_MALNUTRITION_MESSAGE","Your colonists need a varied diet of both <quad name=Cabbage> <mark>vegetables</mark> and <quad name=Meat> <mark>meat</mark>, so make sure you are steadily providing both options. <mark>Malnourishment</mark> is a serious condition that will lead to death when prolonged.\n\n<quad name=Meal> <mark>Meals</mark> have a much higher nutrition content than raw food. Meals can be produced by a <mark>cookhouse</mark> unlocked from the <mark>tech tree</mark>."
"#TUTORIAL_CODEX_MALNUTRITION_HEADLINE","NUTRITION"
"#TUTORIAL_CODEX_MALNUTRITION","Vegetables and meats are equally important in keeping colonists healthy. The meat category includes <quad name=Venison> <mark>venison</mark>, <quad name=Fish> <mark>fish</mark> and some <quad name=Insect> <mark>insects</mark>. Vegetables include <quad name=Berries> <mark>berries</mark> and most harvestable crops from <mark>fields</mark>, like <quad name=Corn> <mark>corn</mark>.\n\nSome foods are only good for filling up the stomachs of colonists, but provide no nutrients for them to keep going in the long term.\n\n<mark>Malnourished</mark> colonists’ diet is severely lacking in one or more areas. Are you providing enough hot <quad name=Meal> <mark>meals</mark> for the colonists or are they eating just raw food of one sort? You can prepare various dishes in <mark>cookhouses</mark> and <mark>mess halls</mark>. Yet, getting back on track might take several days of varied intake."
"#TUTORIAL_CODEX_FOOD_PRODUCTION_HEADLINE","FOOD"
"#TUTORIAL_CODEX_FOOD_PRODUCTION","Your colony has several ways of producing a variety of <quad name=Food> <mark>food</mark>. Note that a mono-diet may lead to <mark>malnutrition</mark> or excessive <quad name=Pollution> <mark>pollution intake</mark>. You can check all food items and their values from the <mark>statistics menu</mark>.\n\nA solution for providing meat is to build <mark>trappers</mark> and <mark>fishing piers</mark>. Both provide a steady stream of <quad name=Venison> <mark>venison</mark> and <quad name=Fish> <mark>fish</mark> respectively but will struggle to supply enough for a large colony.\n\nFor that, you will need <mark>fields</mark>. Fields are free to build but need normal or, preferably, fertile soil to flourish. They can take a long time to cultivate and grow but will provide large amounts of produce—from <quad name=Corn> <mark>corn</mark> to <quad name=Potato> <mark>potatoes</mark> and <quad name=Cabbage> <mark>cabbage</mark> depending on which <mark>seeds</mark> are available. Some crops are faster to grow or provide a more bountiful harvest, so always keep an eye out for new <mark>seeds</mark>.\n\nAdvanced methods of food production include <mark>ranches</mark> and <mark>insect farms</mark>. The former provide the colony with meat while the latter combine the steady production of the trapper with yields similar to fields.\n\nFood production is very prone to disruptions from <mark>catastrophes</mark> and such, so a good stock of varied items is a necessity. Try to avoid leaving any excess goods without proper storage as food can quickly <mark>rot</mark> or end up <mark>stolen</mark>, letting all the hard work go to waste."
"#TUTORIAL_CODEX_FOOD_STORAGE_BERRIES_HEADLINE","FEEDING COLONISTS"
"#TUTORIAL_CODEX_FOOD_STORAGE_BERRIES","The simplest way of producing food quickly is to direct your colonists to gather <quad name=Berries> <mark>berries</mark> near your starting location by selecting the <mark>food storage</mark> and setting its <mark>work area</mark> on top of the berry bushes. This will provide a quick but short term option to top up your stores. A more long-term solution is to build <mark>trappers</mark> and, if there are lakes nearby, <mark>fishing piers</mark>.\n\nYou can also scavenge food from abandoned farms and diners on the <mark>world map</mark> and a <mark>specialist</mark> can be worth their weight in gold when bringing more food into the colony during times of crisis."
"#CODEX_FALLOUT_HEADLINE","NUCLEAR FALLOUT"
"#CODEX_FALLOUT","The horizon starts turning from blue to toxic green and the air seems to burn your lungs. These are the first signs of the impending danger.\n\nIntense radiation is a constant threat to colonists, buildings and crops withering and dying during a nuclear fallout. New seeds cannot be planted before it's over. Severe cases of radiation sickness and thirst take their toll on everyone.\n\n- Harvest crops on open <mark>fields</mark> before they wither.\n- Stockpile <quad name=Iodine> <mark>iodine pills</mark> to treat <mark>radiation sickness</mark> quickly.\n- Build more medical facilities or assign more workers to existing ones to help those in need."
"#CODEX_MAGSTORM_HEADLINE","MAGNETIC STORM"
"#CODEX_MAGSTORM","The air crackles with the faint smell of ozone. Devices begin shutting down and power plants seize up one by one. Short-circuiting components start electric fires around the colony.\n\n- <quad name=Energy> <mark>Energy</mark> production shuts down.\n- Buildings producing or consuming energy might be damaged.\n- Slight increase in <mark>radiation sickness</mark> cases.\n- Build <mark>battery racks</mark> and charge them fully to keep the colony running through the storm.\n- Unlock and build <mark>lightning rods</mark> to protect your energy producers and consumers."
"#CODEX_PANDEMIC_HEADLINE","PANDEMIC"
"#CODEX_PANDEMIC","The first signs of a pandemic are upon us. At first, it's just a cough, but then the fever picks up. People start dropping like flies and the colony grinds to a halt. Now, it's a question of how quickly you react. Several staffed medical facilities can nullify it almost completely, but if left unchecked, it spreads like wildfire.\n\n- Pandemics come in waves, <mark>infecting</mark> colonists.\n- Untreated colonists will eventually die.\n- The disease dehydrates the body, increasing colony <quad name=Water> <mark>water</mark> consumption.\n- Build enough medical facilities to treat the infected.\n- Gather <quad name=Antibiotics> <mark>antibiotics</mark> to speed up the healing process."
"#CODEX_METEOR_HEADLINE","METEOR SHOWER"
"#CODEX_METEOR","Before the apocalypse, people said that when you see a shooting star, you can make a wish, and it will come true. It is hard to believe. Because, nowadays, when we see a shooting star, we always hope to live through the day, but it never works. The sky turns red as burning rocks fall through the atmosphere. Intense showers of deadly objects plummet toward the colony and cause widespread damage.\n\n- Meteorites cause damage to <mark>buildings and people</mark>.\n- Reserve enough construction materials for <mark>repairs</mark>.\n- Have <mark>carriers</mark> at hand to do the repairs.\n- Build better <mark>shelters</mark> to keep your colonists safe."
"#CODEX_HEAT_WAVE_HEADLINE","HEAT WAVE"
"#CODEX_HEAT_WAVE","Intense and oppressive heat takes over the area as moisture evaporates. Colonists struggle to keep hydrated and cool while working. Lakes dry up and plants wither in the cracked soil.\n\n- Colonists drink double the normal amount of <quad name=Water> <mark>water</mark>.\n- Crop yields on open <mark>fields</mark> suffer.\n- Build and fill <mark>water storages</mark> while stockpiling <quad name=Food> <mark>food</mark> to survive.\n- Colonists sweat causing <mark>hygiene</mark> to drop faster."
"#CODEX_WINTER_HEADLINE","WINTER STORM"
"#CODEX_WINTER","The first flakes of snow and morning frost are telltale signs of an approaching winter storm. Colonists struggle to keep warm as the weather quickly shifts from chilly to freezing, with heavy snowfall burying everything in its path.\n\nInfo and advice:\n- Stockpile <quad name=Firewood> <mark>firewood</mark> to keep <mark>burners</mark> lit.\n- Colonists without a shelter in a burner's radius will get cold.\n- Prolonged cold turns into <mark>hypothermia</mark>, causing health loss.\n- <quad name=Cloth> <mark>Clothes</mark> slow effects of exposure.\n- Stockpile <quad name=Food> <mark>food</mark> as crops and lakes eventually freeze, halting production.\n- Animals in <mark>ranches</mark> can die without heat"
"#TUTORIAL_NOTIFICATION_PREPARE_FOR_A_DISASTER_HEADLINE","Catastrophes"
"#TUTORIAL_NOTIFICATION_PREPARE_FOR_A_DISASTER_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_PREPARE_FOR_A_DISASTER_HEADLINE","CATASTROPHES"
"#TUTORIAL_DIALOG_PREPARE_FOR_A_DISASTER_MESSAGE","When a catastrophe draws near, you need to prepare. For example, <mark>burners</mark> keep your shelters warm during winter storms, <mark>outhouses</mark> raise colonist immunity and <mark>medical tents</mark> heal various conditions.\n\nDetails of the upcoming disaster are visible in the catastrophe notification, so try to prepare accordingly."
"#TUTORIAL_CODEX_PREPARE_FOR_A_DISASTER_HEADLINE","ANTI-CATASTROPHE BUILDINGS"
"#TUTORIAL_CODEX_PREPARE_FOR_A_DISASTER","Heaters: <mark>Burners and radiators</mark> keep the colony warm during winter by heating up shelters and work places during <mark>winter storms</mark>. Colonists warm up in their shelters and would freeze to death without a home.\n\n<mark>Medical buildings</mark>: <mark>Medical tent</mark> and the more advanced <mark>field hospital</mark> are the main buildings to treat sick colonists in. These buildings are not only extremely vital during <mark>nuclear fallouts</mark> and <mark>pandemics</mark> but also in everyday life.\n\n<mark>Water storages</mark>: Water collectors and pumps lose their efficiency during dry seasons, and <mark>heat waves</mark> and various waves of sickness raise the need for <quad name=Water> <mark>water</mark>, so keeping a reserve is vital. Drinking water can be stored in <mark>clean water storages</mark> or reserved for buildings in <mark>water towers</mark>.\n<mark>Outhouse</mark>: Build outhouses to keep colonists moderately clean and functioning. Outhouses are available from the beginning of the game and are the easiest way to avoid disease spreading massively during outbreaks.\n<mark>Sauna</mark>: A sauna keeps people clean and makes them less likely to contract various diseases. A large colony may need more than a few, so remember to keep up with demand for these heated huts!\n\n<mark>Maintenance depot</mark>: Assigning a few colonists to focus on repair work can save buildings from destruction during <mark>meteor storms</mark>. The workers also take care of scrubbing contaminated buildings clean again.\n\n<mark>Lightning rod</mark>: Unlock and build lightning rods to protect your <quad name=Energy> <mark>energy</mark> producers and users during <mark>magnetic storms</mark>. When near enough, this majestically-tall conductor keeps your buildings free from damage done by vicious lightning bolts. The only drawback is that they need to be repaired frequently as they easily become overcharged.\n\n<mark>Radar</mark>: A radar can help you with all possible catastrophes, giving you additional time to prepare. While colonists can normally sense the looming catastrophe a day prior, a radar gives you three times earlier warning to get ready for whatever you are facing.\n\nSome of these buildings must first be unlocked from the <mark>tech tree</mark> by using science points found on the world map."
"#TUTORIAL_CODEX_TEMPERATURE_HEADLINE","WEATHER EFFECTS"
"#TUTORIAL_CODEX_TEMPERATURE","Chilly and freezing weather conditions affect most buildings and colonists. During fall and the short spring, colonists might get <mark>cold</mark>, lowering their immune system. Mid-winter can cause colonists to enter deadly <mark>hypothermia</mark> unless they have <mark>warmed housing</mark>.\n\nColonists need shelters warmed by nearby heaters, such as <mark>burners or radiators</mark>, to avoid a freezing death. Warming up their workplaces slows the cold from creeping in, but homeless colonists or those with frozen homes will not last long. Note that building multiple burners and combining their chilly outer areas can create additional warm zones.\n\nFrozen lakes create issues for buildings on the shore, which must be heated to keep up production. <mark>Ranch</mark> animals are subjected to the cold as well and will die unless properly heated.\n\n<quad name=Cloth> <mark>Clothes</mark> provide some protection against the elements. Colonists can spend longer periods in the cold with better clothing without feeling its effects. Clothes are not enough to solve the problem completely—without a warm shelter, the colonists are prone to freezing to death.\n\nFall and spring are brief periods of time before and after the winter. The temperature is near freezing, which means open <mark>fields</mark> suffer. Crops with high catastrophe endurance can last longer in the cold, but once the winter storm hits, the unharvested yield is gone.\n\nTemperature also affects the colonists' need to drink <quad name=Water> <mark>water</mark>. Colder seasons allow colonists to drink slightly less, as some of the necessary intake can be derived directly from snow."
"#TUTORIAL_CODEX_SETTIME_HEADLINE","GAME SPEED"
"#TUTORIAL_NOTIFICATION_OUTPOST_WM_HEADLINE","Outpost locations"
"#TUTORIAL_NOTIFICATION_OUTPOST_WM_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_OUTPOST_WM_HEADLINE","OUTPOST LOCATIONS"
"#TUTORIAL_DIALOGOUTPOST_WM_MESSAGE","A few locations on the map cannot be directly scavenged but need the processing power of an <mark>outpost</mark> in their sector. These locations produce resources at a steady pace as long as the outpost stands.\n\nTo build an outpost, <mark>outpost depots</mark> must first be unlocked from the <mark>tech tree</mark>."
"#TUTORIAL_NOTIFICATION_BUILD_OUTPOST_HEADLINE","Establishing an outpost"
"#TUTORIAL_NOTIFICATION_BUILD_OUTPOST_MESSAGE","Task: Build an outpost"
"#TUTORIAL_DIALOG_BUILD_OUTPOST_HEADLINE","ESTABLISHING OUTPOSTS"
"#TUTORIAL_DIALOG_BUILD_OUTPOST_MESSAGE","Outposts can be used to gather valuable <mark>resources</mark> or <mark>science points</mark> but also to <mark>heal specialist</mark> and <mark>transport</mark> resources back to the colony. One settler can build one outpost.\n\nOutposts can be placed on any free hex inside a neutral sector. However, not all sectors produce all resources, and available resources and their quantity can be seen from the <mark>sector info</mark>. Finally, only <mark>one</mark> outpost can be built in each sector."
"#TUTORIAL_NOTIFICATION_ENGINEERS_HEADLINE","Engineer Outposts"
"#TUTORIAL_NOTIFICATION_ENGINEERS_MESSAGE","Task: Build an engineer depot"
"#TUTORIAL_DIALOG_ENGINEERS_HEADLINE","ENGINEER OUTPOSTS"
"#TUTORIAL_DIALOG_ENGINEERS_MESSAGE","To finish the <mark>doomsday bunker</mark> project, the colony must build <mark>engineer depots</mark> and train <mark>engineers</mark>.\n\nEngineers collect resources, key components and knowledge from the <mark>world map</mark>. The four categories needed to build the bunker are <mark>life support</mark>, <mark>medicine</mark>, <mark>defense</mark> and <mark>ecosystem</mark>. These four categories and their progress are represented below the top bar with four icons. The respective icons can be seen in the sectors on the world map, where they highlight sectors that contribute more toward each specific goal. Each category is equally important, but they can be gathered in any order."
"#TUTORIAL_NOTIFICATION_VAULT_HEADLINE","Start building the doomsday bunker"
"#TUTORIAL_NOTIFICATION_VAULT_MESSAGE","Task: Place the doomsday bunker"
"#TUTORIAL_DIALOG_VAULT_HEADLINE","THE BUNKER"
"#TUTORIAL_DIALOG_VAULT_MESSAGE","Building the <mark>doomsday bunker</mark> is a massive undertaking that consists of many phases. Completing the bunker is the main goal of the game, and it demands more than just time and resources. When the bunker is eventually finished, and the goal reached, the colony is protected against catastrophes. Only after this, there is a chance to start a new and more prosperous era.\n\n Start working toward this by selecting where to build the doomsday bunker in the colony."
"#TUTORIAL_CODEX_ENGINEERS_HEADLINE","USING ENGINEERS"
"#TUTORIAL_CODEX_ENGINEERS","Production to fill the four meters can be increased by building more engineer depots on the world map. The more of each outpost type there is, the faster the respective meter is filled.\n\nConstructing an outpost depot in the colony requires some resources. After the depot is built, a specialist must be assigned to become an engineer. However, the depot is only a staging area for the engineer, and creating the engineer demolishes the engineer depot in the colony as the unit moves with the resources to the world map."
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE_INVERTED_PS","It seems you have arrived at a promising piece of land to set up a new home. Try <mark>moving the camera</mark> around to check out the surroundings.\n\n<mark>Pan the view</mark> with the <mark>left stick</mark>, press the <mark>circle button</mark> to <mark>select</mark> or confirm and the <mark>cross button</mark> to <mark>deselect</mark> or go back."
"#TUTORIAL_NOTIFICATION_ROADS_HEADLINE","Using roads"
"#TUTORIAL_NOTIFICATION_ROADS_MESSAGE","Task: Build a road"
"#TUTORIAL_DIALOG_ROADS_HEADLINE","ROADS"
"#TUTORIAL_DIALOG_ROADS_MESSAGE","Building <mark>roads</mark> across the colony speeds up colonist movement.\n\nRoads ensure the resources in the colony move around swiftly. They also reduce colonist <mark>tiredness</mark>, which can accumulate while walking great distances."
"#BUTTON_RESEARCH","RESEARCH"
"#TOPIC_TECH_TREE","Tech Tree"
"#TOPIC_TECH_TREE_TITLE","TECH TREE"
"#BUTTON_QUEUE_RESEARCH","QUEUE RESEARCH"
"#BUTTON_RESET_RESEARCH_QUEUE","RESET QUEUE"
"#TECH_STATUS_QUEUED","Queued"
"#TECH_STATUS_AVAILABLE","Available"
"#TECH_STATUS_RESEARCHING","Researching"
"#TECH_STATUS_RESEARCHED","Completed"
"#TECH_STATUS_UNAVAILABLE","Unavailable"
"#TOPIC_RESEARCH_UNLOCK_COST","Cost"
"#TOPIC_AVAILABLE_RESEARCH","Science Points"
"#TOPIC_RESEARCH_UNLOCKABLES","Unlockables"
"#TOPIC_RESEARCH_COMMUNITY","COMMUNITY"
"#TOPIC_RESEARCH_SAFETY","SAFETY"
"#TOPIC_RESEARCH_PEOPLE","PEOPLE"
"#TOPIC_RESEARCH_FOOD","FOOD"
"#TOPIC_RESEARCH_PRODUCTION","PRODUCTION"
"#TOPIC_RESEARCH_COLONY","COLONY"
"#TOPIC_RESEARCH_SECURITY","SECURITY"
"#TOPIC_RESEARCH_EXPLORATION","EXPLORATION"
"#TOPIC_MAINTENANCE","Maintenance"
"#TOPIC_WORKSLOTS","Workslots"
"#TOPIC_INPUT","Input"
"#TOPIC_OUTPUT","Output"
"#TOPIC_CONSTRUCTION","Construction"
"#TECH_BOTANICAL_GARDEN","Botanical Garden"
"#TECH_BOTANICAL_GARDEN_DESC","The tranquility of lush vegetation is not something you see in the wasteland. A <mark>botanical garden</mark> provides <quad name=EntertainmentBonus> <mark>entertainment</mark> and offers a place where colonists can enjoy this lost beauty once again."
"#TECH_PUBLIC_HOUSE","Public House"
"#TECH_PUBLIC_HOUSE_DESC","A <mark>public house</mark> is a great place for <quad name=EntertainmentBonus> <mark>entertainment</mark>, forming social bonds and enjoying something refreshing to keep the colony from falling into despair."
"#TECH_SHRINE","Shrine"
"#TECH_SHRINE_DESC","In the middle of constant hardships, people need a place to stop and reflect. <mark>Shrines</mark> offer a place for colonists to pray and exercise their spiritual side when they need some consolation and <quad name=EntertainmentBonus> <mark>entertainment</mark> in their lives."
"#TECH_RADIO_TOWER","Radio Tower"
"#TECH_RADIO_TOWER_DESC","The best way to reach the most skilled <mark>specialists</mark> from the wasteland is to have a strong transmitter to function as a beacon for those who wish to come and join the colony."
"#TECH_METAL_SCAVENGING","Metal Scavenging"
"#TECH_METAL_SCAVENGING_DESC","Unlocks a <mark>scrapper</mark> building that allows scavenging <quad name=Scrap> <mark>metal scrap</mark> from metal deposits and turns them into usable resources."
"#TECH_CONCRETE_SCAVENGING","Concrete Scavenging"
"#TECH_CONCRETE_SCAVENGING_DESC","Unlocks the scavenging of <mark>concrete deposits</mark> and production of <quad name=Concrete> <mark>concrete</mark> that is needed in the construction of more advanced buildings."
"#TECH_LUMBERJACKS","Lumberjacks"
"#TECH_LUMBERJACKS_DESC","An additional pair of hands and an extra axe are a welcome sight on any <mark>lumber yard</mark> and <mark>logging camp</mark>."
"#TECH_SLEDGEHAMMERS","Sledgehammers"
"#TECH_SLEDGEHAMMERS_DESC","A sturdy sledgehammer is just the right tool for quickly crushing <quad name=Concrete> <mark>concrete</mark> into manageable pieces."
"#TECH_PARTS_PRODUCTION","Parts Production"
"#TECH_PARTS_PRODUCTION_DESC","The <mark>mechanic shop</mark> uses <quad name=Energy> <mark>energy</mark> to convert a scrapper’s by-product, <quad name=Scrap> <mark>junk</mark>, into mechanical <quad name=Parts> <mark>parts</mark> which are required in advanced construction and item creation."
"#TECH_SOLDERING","Advanced Soldering"
"#TECH_SOLDERING_DESC","A proper soldering iron boosts the manufacturing of <quad name=Component> <mark>components</mark> and <quad name=Electronics> <mark>electronics</mark>."
"#TECH_EFFICIENT_HEATING","Efficient Heating"
"#TECH_EFFICIENT_HEATING_DESC","Adding thermostats to adjust <mark>radiator</mark> energy consumption makes them more cost-effective in the long run."
"#TECH_FISH_FODDER","Fish Fodder"
"#TECH_FISH_FODDER_DESC","Grinding leftover food into fine flakes and feeding it to the <quad name=Fish> <mark>fish</mark> in <mark>aqua farms</mark> helps them grow plump and nutritious in record time."
"#TECH_ALERTNESS","Guard Patrols"
"#TECH_ALERTNESS_DESC","Adds an <mark>extra guard</mark> slot to every <mark>guard post</mark> to make them more effective in reacting to enemy groups at any time."
"#TECH_GUNSLINGERS","Calibrated Lathes"
"#TECH_GUNSLINGERS_DESC","More precision and accuracy for machinery and production methods allow workers to produce more functional <quad name=Guard_Rifle> <mark>weapons</mark> with fewer going to the scrap heap."
"#TECH_WORKBENCHES","Extra Workbench"
"#TECH_WORKBENCHES_DESC","One extra workbench to fit one more <mark>worker</mark> and increase production efficiency."
"#TECH_CLEANSED_INGREDIENTS","Disinfectants"
"#TECH_CLEANSED_INGREDIENTS_DESC","More precisely disinfected tools and containers allow workers to produce <mark>meds</mark> faster due to less wasted batches."
"#TECH_UPSCALED_TENTS","Upscaled Tents"
"#TECH_UPSCALED_TENTS_DESC","A number of small improvements to tent roofing, bedding and lighting can fix some of the issues with overcrowded shelters, reducing the <quad name=HappinessPenalty> <mark>happiness</mark> penalty."
"#TECH_SOLID_FOUNDATIONS","Solid Foundations"
"#TECH_SOLID_FOUNDATIONS_DESC","Reinforcing the foundations and supportive structures increase the durability of housing drastically."
"#TECH_MASONRY","Reinforced Concrete"
"#TECH_MASONRY_DESC","Reinforcing concrete with metal supports adds to the sturdiness and durability of <mark>houses</mark>."
"#TECH_CONCRETE_WORKERS","Concrete Workers"
"#TECH_CONCRETE_WORKERS_DESC","Scavenging and carrying concrete is hard work, but an additional <mark>worker</mark> eases the burden a little."
"#TECH_BLOOD_SPORTS","Blood Sports"
"#TECH_BLOOD_SPORTS_DESC","The ultimate steel-clad fighting arena. A place where legends are made. Two competitors enter, but only one walks out on their own two feet. The culmination of brutal apocalyptic <quad name=EntertainmentBonus> <mark>entertainment</mark>."
"#TECH_HANDICRAFT","Handicraft"
"#TECH_HANDICRAFT_DESC","Turn scavenged resources into <quad name=Tools> <mark>tools</mark> and <quad name=Cloth> <mark>clothing</mark> with your own <mark>toolshops</mark> and <mark>tailors</mark>. These buildings guarantee your people work at high efficiency while protected from the elements."
"#NOTIFICATION_NOT_ENOUGH_SCIENCE_POINTS","Insufficient science points"
"#NO_SCIENCE_POINTS_DESC","Earn science points on the world map"
"#TECH_EFFECT_SPEED_PRODUCTION","{0} production speed for {1}"
"#TECH_EFFECT_SPEED_CULTIVATION","{0} cultivation speed"
"#TECH_EFFECT_SPEED_HARVEST","{0} harvest speed"
"#TECH_EFFECT_SPEED_GROWING","{0} growth speed"
"#TECH_EFFECT_CAPACITY","{0} capacity for {1}"
"#TECH_EFFECT_BUILDING_DISCOUNT","{0} less {1} required for building"
"#TECH_EFFECT_AUTOMATION_DAMAGE","Automated buildings less likely to malfunction."
"#TECH_EFFECT_PROCREATION","Colonists more likely to procreate in {0}."
"#TECH_EFFECT_PROCREATION_INCREASE","Procreations rate increased by {0}"
"#TECH_EFFECT_EDUCATION","Children get educated faster"
"#TECH_EFFECT_HAPPINESS","{0} Happiness from {1}"
"#TECH_EFFECT_LARGER_AREA","{0} larger working area for for {1}"
"#TECH_EFFECT_GATE_SPIKES","Extra spikes on the gate"
"#TECH_EFFECT_NEW_VEHICLE","New vehicle: {0}"
"#TECH_EFFECT_SCIENCE_POINTS","Science Points from {0}"
"#TECH_EFFECT_VEHICLE_BONUS","Bonus {0} {1} to vehicles"
"#TECH_EFFECT_VEHICLE_BONUS_TYPE","Bonus {0} {1} to {2}"
"#TECH_EFFECT_VEHICLE_TERRAIN","Bonus {0} movement on {1} biome"
"#TECH_EFFECT_DAMAGE_REDUCTION","Durability +{0}%"
"#TECH_EFFECT_HEALING","Healing speed +{0}%"
"#TECH_EFFECT_HARVEST_TIME","Harvest speed +{0}%"
"#TECH_EFFECT_PLANTING_TIME","Planting speed +{0}%"
"#TECH_EFFECT_CULTIVATION_TIME","Cultivation speed +{0}%"
"#TECH_EFFECT_ENERGY_EFFICIENCY","Energy consumption -{0}% <quad name=Energy>"
"#TECH_EFFECT_PRODUCTION_BONUS","Production +{0}{1}"
"#TECH_EFFECT_PRODUCTION_SPEED","Production speed +{0}%"
"#TECH_EFFECT_HAPPINESS_BOOST","Happiness +{0} <quad name=HappinessBonus>"
"#TECH_EFFECT_REPAIR_COST","Repair cost -{0}"
"#TECH_EFFECT_STORAGE_CAPACITY","Capacity +{0}"
"#TECH_EFFECT_ACTION_POINTS","Action points +{0}"
"#TECH_EFFECT_WORK_SLOTS","Work slots +{0}"
"#TOPIC_NOTIFICATION_NOT_ENOUGH_SCIENCE_POINTS","Not enough science points!"
"#TOPIC_TECH_CAT_BUILDING","Building unlock"
"#TOPIC_TECH_CAT_BUILDING_DESC","Unlocks a new building."
"#TOPIC_TECH_CAT_EFFICIENCY","Efficiency"
"#TOPIC_TECH_CAT_EFFICIENCY_DESC","Improves the speed or amount of production."
"#TOPIC_TECH_CAT_DURABILITY","Durability"
"#TOPIC_TECH_CAT_DURABILITY_DESC","Improves buildings' protection against natural deterioration or elements like cold or pollution."
"#TOPIC_TECH_CAT_PEOPLE","People"
"#TOPIC_TECH_CAT_PEOPLE_DESC","Affects or improves people's lives and happiness."
"#TOPIC_TECH_CAT_WORLD","World Map"
"#TOPIC_TECH_CAT_WORLD_DESC","Enhances actions on the world map."
"#TOPIC_ACTIVE_RESEARCH","Active research"
"#TOPIC_TECH_EFFECT","Unlocked effect"
"#TECH_SPECIAL_EFFICIENCY","Increased efficiency"
"#TECH_SPECIAL_DURABILITY","Increased durability"
"#TECH_SPECIAL_CAPACITY","Increased capacity"
"#TECH_SPECIAL_MAINTENANCE_COST","Reduced maintenance cost"
"#TECH_SPECIAL_BUILDING_UPGRADE","Building upgrade"
"#TECH_SPECIAL_REQUIRED_RESOURCE","Required resource: {0}"
"#TECH_SPECIAL_POLLUTION_CREATE","Creates pollution"
"#TECH_SPECIAL_EFFECTIVE_AREA","Has an effective area"
"#TECH_SPECIAL_RESTRICTED","Restricted placement"
"#TECH_SPECIAL_WORK_AREA","Uses a work area"
"#TECH_SPECIAL_CATASTROPHE_SENSITIVITY_LONG","Vulnerable to catastrophes"
"#TECH_SPECIAL_DAYTIME","Disabled at night"
"#TECH_SPECIAL_ANIMALS","Requires trading"
"#TOPIC_TECH_CAT_IDEOLOGY","Ideology"
"#TOPIC_TECH_CAT_IDEOLOGY_DESC","Special improvements based on your chosen ideology."
"#TOPIC_AFFECTED_BUILDINGS","Affected buildings"
"#TOPIC_AFFECTED_VEHICLES","Affected vehicles"
"#TOPIC_BUILDING_DETAILS","Details"
"#TOPIC_TECH_CAT_DECORATION","Decorations"
"#BUILDING_UPGRADE_PREFIX","<mark>Upgrade: </mark>"
"#TECH_TREE_CAPACITY_TOOLTIP","Increases storage capacity."
"#TECH_TREE_WORK_SLOT_TOOLTIP","Requires a worker."
"#TECH_TREE_NO_WORK_SLOT_TOOLTIP","No worker required."
"#TECH_TREE_INCREASED_RESOURCE_TOOLTIP","Produces {0}."
"#TECH_TREE_USED_RESOURCE_TOOLTIP","Requires {0} to work."
"#TECH_TREE_VULNERABLE_TOOLTIP","May halt production during certain catastrophes."
"#TECH_TREE_DAY_TOOLTIP","Requires sunlight to function."
"#TECH_TREE_STORAGE_TOOLTIP","Stores specific resources."
"#TECH_TREE_UPGRADE_TOOLTIP","Allows upgrading {0}."
"#TECH_TREE_HEALTH_TOOLTIP","Allows health restoration."
"#TOPIC_TECH_CAT_DECORATION_DESC","Create a more charming environment."
"#TOPIC_TECH_CAT_DECORATIONS","Decorations"
"#NOTICE_NO_RESEARCH_POINTS","Not enough science points"
"#NOTICE_ALREADY_RESEARCHING","Already researching something"
"#NOTICE_TECH_UNAVAILABLE","Unavailable to research"
"#TOPIC_RESEARCH_INFRASTRUCTURE","INFRASTRUCTURE"
"#TECH_COMMUNAL_EATING","Communal Eating"
"#TECH_COMMUNAL_EATING_DESC","A more centralized solution to keeping hunger away with warm and nutritious meals.\n\nThe <mark>cookhouse</mark> creates <quad name=Meal> <mark>meals</mark> prepared from raw food ingredients and requires <quad name=Firewood> <mark>firewood</mark> in order to operate."
"#TECH_PROTECTED_CROPS","Protected Crops"
"#TECH_PROTECTED_CROPS_DESC","<mark>Greenhouses</mark> shield crops from the elements. They can function even during catastrophes, providing secure <quad name=Food> <mark>food</mark> production during more difficult times."
"#TECH_ALTERNATIVE_PROTEINS","Alternative Proteins"
"#TECH_ALTERNATIVE_PROTEINS_DESC","Post-apocalyptic societies must find new and more efficient sources of protein. Edible insects can provide just that. <mark>Insect farms</mark> provide a steady method of <quad name=Food> <mark>food</mark> production and an alternative to meat.\n\nFind new types of <quad name=Insect> <mark>insect</mark> eggs to bolster yields even further."
"#TECH_BORING_METHODS","Deep Drilling"
"#TECH_BORING_METHODS_DESC","Clean <quad name=Water> <mark>water</mark> can be hard to come by, especially in dry climates. <mark>Bore wells</mark> are drilled as deep as required to tap into water reserves, which allows placing them on any soil type."
"#TECH_ADVANCED_FARMING","Advanced Farming"
"#TECH_ADVANCED_FARMING_DESC","Takes farming to the next level as <mark>larger fields</mark> yield bigger harvests that help in feeding even the largest of colonies. Placing them on <mark>fertile</mark> soil grants an extra production bonus."
"#TECH_DELICACIES","Delicacies"
"#TECH_DELICACIES_DESC","There's nothing quite like the smell of freshly baked <quad name=Bread> <mark>bread</mark>.\n\nA <mark>mill</mark> grinds <quad name=Wheat> <mark>wheat</mark> into <quad name=Flour> <mark>flour</mark>, which is then turned into bread at the <mark>bakery</mark>."
"#TECH_CHEF_TRAINING","Chef Training"
"#TECH_CHEF_TRAINING_DESC","Feeding a large number of people requires discipline and organization. Chef training unlocks the <mark>mess hall</mark> where cooks prepare large amounts of nutritious <quad name=Meal> <mark>meals</mark> for hungry colonists."
"#TECH_JUNK_RECYCLING","Junk Recycling"
"#TECH_JUNK_RECYCLING_DESC","A real junker can make <quad name=Scrap> <mark>Junk</mark> last a lot further than your average Joe. Putting every single bit of scrap to good use can make a huge difference in the apocalypse."
"#TECH_ENERGY_STORAGE1","Energy Storage"
"#TECH_ENERGY_STORAGE1_DESC","Producing <quad name=Energy> <mark>energy</mark> without storing it can be a recipe for disaster. Repurposed <mark>battery racks</mark> can hold a decent charge and keep things running even when energy production has halted."
"#TECH_INDUSTRIAL_MINING","Industrial Mining"
"#TECH_INDUSTRIAL_MINING_DESC","Scavenging construction materials by hand will only take you so far. Heavy machinery like <mark>extractors</mark> will greatly boost production, but it requires both constant maintenance and large amounts of <quad name=Energy> <mark>energy</mark> to extract <quad name=Metal> <mark>metal</mark>, <quad name=Plastic> <mark>plastic</mark> and <quad name=Concrete> <mark>concrete</mark>."
"#TECH_MASS_PRODUCTION","Mass Production"
"#TECH_MASS_PRODUCTION_DESC","Computer-controlled mining equipment is the final step in mass-producing construction materials. <mark>Automated extractors</mark> work without human supervision, unless they’ve broken down.\n\nExtractors require plenty of <quad name=Energy> <mark>energy</mark> to produce <quad name=Metal> <mark>metal</mark>, <quad name=Plastic> <mark>plastic</mark> and <quad name=Concrete> <mark>concrete</mark> for the colony."
"#TECH_RARE_METALS","Rare Metals"
"#TECH_RARE_METALS_DESC","<quad name=Rare> <mark>Rare metals</mark> must be separated from the ground with a specialized <mark>magnetic separator</mark>. It sifts through the material, filtering out the unwanted bits. The results are used in high-end production.\n\nRequires <quad name=Energy> <mark>energy</mark> to function."
"#TECH_COMMUNAL_LIVING","Communal Living"
"#TECH_COMMUNAL_LIVING_DESC","Getting people out of tents and into better housing takes some planning. A <mark>tenement</mark> houses several people within the same cramped space. A <mark>shanty</mark> gives more space per colonist but is more costly to build. Both of these buildings are safer than tents and emergency shelters, and they offer better protection against radiation."
"#TECH_EDUCATION","Education"
"#TECH_EDUCATION_DESC","Educating future generations at <mark>schools</mark> is more important than it has ever been. <mark>Educated</mark> children gain a permanent Educated trait if they go to school long enough. Education makes them more efficient members of society once they start working."
"#TECH_REMEMBRANCE","Remembrance"
"#TECH_REMEMBRANCE_DESC","Remembering those who are gone is painful, but it is the only way forward. A <mark>memorial</mark> allows people to light a candle for the fallen, providing a faint sense of <quad name=EntertainmentBonus> <mark>entertainment</mark> amidst the chaos."
"#TECH_COMFORTABLE_HOUSING","Comfortable Housing"
"#TECH_COMFORTABLE_HOUSING_DESC","Move your colonists from cramped and leaky quarters into proper houses. A <mark>house</mark> offers excellent protection and <quad name=HappinessBonus> <mark>happiness</mark> for its residents, if you can afford to build one."
"#TECH_AGGRESSION_RELEASE","Aggression Release"
"#TECH_AGGRESSION_RELEASE_DESC","For some, punching another colonist in the face or seeing someone else knocked silly is the best kind of <quad name=EntertainmentBonus> <mark>entertainment</mark>. The <mark>brawl pit</mark> offers colonists a way to let off some steam while others enjoy the show from the stands."
"#TECH_KNOWLEDGE_PRESERVATION","Knowledge Preservation"
"#TECH_KNOWLEDGE_PRESERVATION_DESC","Preservation of old world texts in a <mark>library</mark> is smart for several reasons. Books are a great way to learn from the past, and their fascinating stories provide <quad name=EntertainmentBonus> <mark>entertainment</mark> by whisking you away from a harsh reality."
"#TECH_COUCH_POTATO","Moving Pictures"
"#TECH_COUCH_POTATO_DESC","The <mark>movie theater</mark> offers <quad name=EntertainmentBonus> <mark>entertainment</mark> and a brief escape from the grim reality with thrilling western action, heartwarming romance and much-needed comedy. Disaster movies are off the list."
"#TECH_SECURE_STORAGE","Secure Storing"
"#TECH_SECURE_STORAGE_DESC","Valuable goods deserve a proper place to be stored. A <mark>general storage</mark> is a converted and reinforced shipping container able to withstand the elements and thieves alike.\n\nStores <mark>items</mark>, <mark>food</mark> and <mark>resources</mark>."
"#TECH_HAZMAT_ENGINEERING","Hazmat Engineering"
"#TECH_HAZMAT_ENGINEERING_DESC","Clearing heavily polluted soil without proper equipment is a death sentence. An <mark>environmental station</mark> provides the means to clear <quad name=Pollution> <mark>pollution deposits</mark> and store the waste in a <mark>waste dump</mark>."
"#TECH_CENTRALIZED_REPAIRS","Centralized Repairs"
"#TECH_CENTRALIZED_REPAIRS_DESC","Delegating the repairs in a large colony lets you focus on more important things. A <mark>maintenance depot</mark> automatically fixes <mark>damaged buildings</mark> and cleans <mark>contamination</mark> within its work area, provided it is staffed and supplied properly."
"#TECH_REINFORCED_GATE","Reinforced Gate"
"#TECH_REINFORCED_GATE_DESC","Approaching a reinforced <mark>gate</mark> makes anyone respect a society living behind it a bit more. <mark>Survivor groups</mark> are questioned in more detail before being allowed to join the colony and, sometimes, reveal important information about the group's condition.\n\nProtects against most regular bandit attacks when fully repaired and manned."
"#TECH_MEDICAL_CENTER","Medical Center"
"#TECH_MEDICAL_CENTER_DESC","There is no way to keep a large colony healthy with a simple medical tent. A properly managed <mark>field hospital</mark> is both more spacious and effective in <mark>healing</mark> your sick and ailing colonists."
"#TECH_MEDICINE_PRODUCTION","Medicine Production"
"#TECH_MEDICINE_PRODUCTION_DESC","Finding usable <quad name=Medicine> <mark>medicine</mark> in the wastelands is almost pure luck. With a <mark>medical lab</mark>, the colony can produce the required pills and antibiotics itself."
"#TECH_BARTERING","Bartering"
"#TECH_BARTERING_DESC","Your colony is not the only one in the world. Other <mark>societies</mark> are still out there and willing to exchange goods once you have built a <mark>trade center</mark> to coordinate these transactions."
"#TECH_DISASTER_FORECAST","Disaster Forecast"
"#TECH_DISASTER_FORECAST_DESC","A <mark>radar</mark> tuned to monitor the weather, airwaves and distant broadcasts can save numerous lives with early warnings about upcoming <mark>catastrophes</mark>. It will not prevent the calamity, but it gives you more time to prepare for the worst."
"#TECH_SHARPER_SCYTHES","Emergency Harvest"
"#TECH_SHARPER_SCYTHES_DESC","Sharper scythes with more emphasis on <mark>faster harvest</mark> allows colonists to gather more of the crops before a catastrophe strikes. Or if they're just really hungry."
"#TECH_FERTILIZERS","Fertilizers"
"#TECH_FERTILIZERS_DESC","Putting something a little extra like mulch on the soil helps the plants to grow bigger and faster. Affects all <mark>fields</mark> and <mark>greenhouses</mark>."
"#TECH_COATED_HOPPERS","Coated Hoppers"
"#TECH_COATED_HOPPERS_DESC","Getting those grains to slide smoothly on a coated surface ensures that you enjoy fresh <quad name=Bread> <mark>bread</mark> that much quicker. Isn't it relaxing to just look at those grains go."
"#TECH_ORGANIZED_KITCHEN","Expanded Kitchen"
"#TECH_ORGANIZED_KITCHEN_DESC","It's possible to find room for another chef to cook more <quad name=Meal> <mark>meals</mark> by thoroughly rearranging the kitchen and cutting everything that's not absolutely necessary."
"#TECH_CONVEYOR_BELTS","Conveyor Belts"
"#TECH_CONVEYOR_BELTS_DESC","An endless smooth stream of materials on a conveyor belt can be mesmerizing to watch and shows a definite sign of progress. Improves production speed for all <mark>auto-extractors</mark>."
"#TECH_INTERIOR_WALLS","Interior Walls"
"#TECH_INTERIOR_WALLS_DESC","A large open space shared with other residents discourages intimacy. Crude interior walls provide couples some much-needed privacy and <quad name=HappinessBonus> <mark> happiness</mark>. Children are more likely to be born in <mark>improved tenements</mark>."
"#TECH_INDOOR_PLUMBING","Home Improvement"
"#TECH_INDOOR_PLUMBING_DESC","Strengthening the walls of <mark>shanties</mark> against the forces of nature and human folly provides more <quad name=HappinessBonus> <mark>happiness</mark> and lessens the impact of catastrophes. The renovation also opens up more residential space."
"#TECH_RUBBER_SCRUBBERS","Pollution Disposal"
"#TECH_RUBBER_SCRUBBERS_DESC","<quad name=Pollution> <mark>Pollution</mark> disposal is dirty and dangerous business. Proper scrubbers handle the removal of hazardous material faster, so colonists need to spend less time in the glowing soil."
"#TECH_BUNK_BEDS","Bunk Beds"
"#TECH_BUNK_BEDS_DESC","<mark>Shelter</mark> space is at a premium and some concessions to comfort might be in order to fit as many as possible. Survival must come first, even at the cost of <quad name=HappinessPenalty> <mark>happiness</mark>."
"#TECH_CROWBARS","Crowbars"
"#TECH_CROWBARS_DESC","Pulling old <quad name=Metal> <mark>metal</mark> or stuck <quad name=Plastic> <mark>plastic</mark> bits apart with your bare hands is tough. Crowbars allow colonists to scavenge deposits without worrying about hurting themselves."
"#TECH_ENERGY_STORAGE2","Battery Stacking"
"#TECH_ENERGY_STORAGE2_DESC","Producing <quad name=Energy> <mark>energy</mark> without storing it is just a waste. Tinkering with <mark>battery racks</mark> allows them to be chained together for even greater effect. They will keep things running even when energy production has halted."
"#TECH_FRONTIER_OUTPOSTS","Frontier Outposts"
"#TECH_FRONTIER_OUTPOSTS_DESC","Unlocks <mark>outpost depots</mark> used for establishing and maintaining an <mark>outpost</mark> on the world map. Expanding your colony's influence past its borders is essential for the colony's survival.\n\nOutposts allow specialists to drop off resources without travelling back to the colony."
"#TECH_BIO_FUEL_FORMULA","Biofuel"
"#TECH_BIO_FUEL_FORMULA_DESC","Unlocks Refinery for manufacturing <quad name=Fuel> <mark>fuel</mark>. Refineries are essential in providing a steady source of fuel for the colony's exploration needs. Without fuel, vehicles cannot be repaired.\n\nRefineries require <quad name=Oil> <mark>oil</mark> made from <quad name=Sunflower> <mark>sunflowers</mark> to function."
"#TECH_MOTORIZED_EXPLORATION","Motorization"
"#TECH_MOTORIZED_EXPLORATION_DESC","Even the most rickety car surely beats a foot march. Unlocks the <mark>garage</mark> and <mark>oil refinery</mark> for exploring the wilderness with a trusty <mark>vehicle</mark>, as long as there's enough <quad name=Fuel> <mark>fuel</mark>."
"#TECH_SURVIVAL_SKILLS","Survival Skills"
"#TECH_SURVIVAL_SKILLS_DESC","Hunting and fishing are some of the oldest survival skills known to man. The same tricks our ancestors used to catch <quad name=Fish> <mark>fish</mark> and <quad name=Venison> <mark>venison</mark> in the Stone Age are as valuable now as they were back in the day. Luckily, there are no mammoths or saber-tooth cats to worry about."
"#TECH_WIDER_PIERS","Wider Piers"
"#TECH_WIDER_PIERS_DESC","More spacious piers can fit more fishermen, and more fishermen catch more <quad name=Fish> <mark>fish</mark> for your colonists."
"#TECH_LINE_COOKS","Line Cooks"
"#TECH_LINE_COOKS_DESC","Flailing around in a kitchen full of pointy and hot things is a recipe for disaster. Line cook training helps several people work efficiently and safely in the kitchen, serving more <quad name=Meal> <mark>meals</mark> for the hungry."
"#TECH_HEATED_HIVES","Covered Hives"
"#TECH_HEATED_HIVES_DESC","Channeling the heat on the insect hives instead of the whole building prevents wasteful use of <quad name=Energy> <mark>energy</mark>."
"#TECH_SCAVENGER_TEAMS","Scavenger Teams"
"#TECH_SCAVENGER_TEAMS_DESC","An additional pair of eyes is an invaluable help for gathering buried <quad name=Plastic> <mark>plastic</mark> and <quad name=Metal> <mark> metal </mark>. A swift group of scavengers working in unison brings construction resources back to the colony more efficiently."
"#TECH_APPRENTICESHIP","Apprentices"
"#TECH_APPRENTICESHIP_DESC","A proper relationship between <mark>workers</mark> means more products created in <mark>toolshops</mark> and <mark>tailors</mark> and less thrown at those you're working alongside."
"#TECH_CONTROLLED_BURN","Controlled Burn"
"#TECH_CONTROLLED_BURN_DESC","Creating better burning kilns limits how much <quad name=Oil> <mark>oil</mark> is wasted in biofuel processing. Doing more with less is the name of the game."
"#TECH_DURABLE_COMPONENTS","Durable Components"
"#TECH_DURABLE_COMPONENTS_DESC","Reinforcing used <quad name=Component> <mark>components</mark> means less of them implode when things go south."
"#TECH_JUNIOR_ENGINEERS","Junior Engineers"
"#TECH_JUNIOR_ENGINEERS_DESC","The cabin might get a bit crowded at times, but additional workers help to unlock the full potential of <mark>extractors</mark> each day."
"#TECH_DRILLED_WELLS","Drilled Wells"
"#TECH_DRILLED_WELLS_DESC","Digging a well by hand is no easy task, so the shaft is often too shallow to reach all the underground reserves. Basic drills simplify the process and provide more <quad name=Water> <mark>water</mark> for the colony."
"#TECH_CHANTS","Proper Burial"
"#TECH_CHANTS_DESC","Recovering old familiar songs and performing a ritualistic <mark>cemetery</mark> burial for the lost ones create a sense of community and togetherness when reminiscing."
"#TECH_PAVEMENT","Pavement"
"#TECH_PAVEMENT_DESC","Caesars and pharaohs figured stone-paved <mark>roads</mark> were the way to bring a bit of civilization to a settlement—and keep their sandals clean.\n\nFaster movement on <mark>paved roads</mark>."
"#TECH_MEDICAL_TRAINING","Medical Training"
"#TECH_MEDICAL_TRAINING_DESC","Without a steady supply of medicine and medical equipment, using even simple and straightforward methods to improve treatment is highly beneficial for <mark>healing</mark> your population."
"#TECH_NURSES","Nurses"
"#TECH_NURSES_DESC","Shared duties and clear communication in life-threatening situations are paramount, so the patients in <mark>medical tents</mark> are treated quickly and correctly."
"#TECH_SHELVING","Shelving"
"#TECH_SHELVING_DESC","Making use of the limited floor space by building shelves and organizing the contents maximizes how much valuable resources can be crammed into a <mark>general storage</mark>. And people say that those who have the most stuff in the end will be kings."
"#TECH_PRESCRIPTIONS","Prescriptions"
"#TECH_PRESCRIPTIONS_DESC","It's rather likely medics will be treating the same people over and over in the Aftermath. Knowing and keeping track of patients ensures <mark>faster healing</mark>."
"#TECH_BASIC_FARMING","Basic Farming"
"#TECH_BASIC_FARMING_DESC","It sounds relatively simple to grow <quad name=Vegetable> <mark>vegetables</mark> in the dirt, but this age-old knowledge has sadly been lost in these chaotic times. If it helped hunter-gatherer tribes grow into great civilizations, it might be worth re-learning for a post-apocalyptic society."
"#TECH_SKINNING","Skinning"
"#TECH_SKINNING_DESC","Using every bit of the animal is both respectful and smart. Carefully flaying and tanning the animal skin turns it into valuable <quad name=Fiber> <mark>fiber</mark>."
"#TECH_BIGGER_BARRELS","Bigger Barrels"
"#TECH_BIGGER_BARRELS_DESC","Constructing large, structurally sound and waterproof barrels for is surprisingly difficult. It takes a lot of trial, error and leaking water before perfecting <mark>large water towers</mark>."
"#TECH_ROOF_SUPPORTS","Roof Supports"
"#TECH_ROOF_SUPPORTS_DESC","In general, colonists appreciate their <mark>shelters</mark> not caving in on them as they sleep. Proper supports prop up the roof and improve <mark>durability</mark> to a point."
"#TECH_WIND_POWER1","Wind Power"
"#TECH_WIND_POWER1_DESC","Getting the power back on is a major step toward rebuilding a civilization. <mark>Wind turbines</mark> provide a reliable and steady <quad name=Energy> <mark>energy</mark> source."
"#TECH_WIND_POWER2","Large Rotors"
"#TECH_WIND_POWER2_DESC","<mark>Large wind turbines</mark> provide clean <quad name=Energy> <mark>energy</mark> in large quantities."
"#TECH_SOLAR_POWER1","Solar Power"
"#TECH_SOLAR_POWER1_DESC","Getting the power back on is a major step toward rebuilding a civilization. <mark>Solar panels</mark> are an efficient way to produce <quad name=Energy> <mark>energy</mark> during the day."
"#TECH_SOLAR_POWER2","Big Panels"
"#TECH_SOLAR_POWER2_DESC","<mark>Large solar panels</mark> provide cheap, clean <quad name=Energy> <mark>energy</mark> in moderate quantities. Solar panels shut down during the night."
"#TECH_POWER_SAWS","Power Saws"
"#TECH_POWER_SAWS_DESC","<quad name=Plank> <mark>Wood</mark> production can be upgraded by reducing heavy labor at lumber yards. A proper <mark>sawmill</mark> guarantees a steady supply of that sweet, sweet timber—at least until <quad name=Energy> <mark>energy</mark> supplies run dry."
"#TECH_CEILINGS","High-density Housing"
"#TECH_CEILINGS_DESC","Creating affordable and sturdy <mark>two-story houses</mark> is not as straightforward as it sounds. These feats of of engineering provide supreme protection and <quad name=HappinessBonus> <mark>happiness</mark> for their lucky residents."
"#TECH_CABINETS","Cabinets"
"#TECH_CABINETS_DESC","A selection of classic <mark>game arcade</mark> cabinets explains why colonists willingly enter this dark, noisy den for hours of <quad name=EntertainmentBonus> <mark>entertainment</mark>."
"#TECH_PACK_TACTICS","Hunting Crew"
"#TECH_PACK_TACTICS_DESC","Additional <mark>workers</mark> cover more area and catch more prey this way."
"#TECH_INSULATION","Insulation"
"#TECH_INSULATION_DESC","Thicker walls and tighter seams keep the interiors moist and warm, saving a pretty penny on <quad name=Energy> <mark>energy</mark>. Don't try this at home unless you like mold!"
"#TECH_TOUGH_BEARINGS","Tough Bearings"
"#TECH_TOUGH_BEARINGS_DESC","The ball bearings of <mark>wind turbines</mark> are in constant motion and prone to breaking or jamming, so strengthening the power plants' crucial parts increases their <mark>durability</mark> when things get rough."
"#TECH_PANEL_COATING","Panel Coating"
"#TECH_PANEL_COATING_DESC","<mark>Solar panels</mark> are not the world's sturdiest invention, and flying debris and extreme weather can slowly wither them. Coating the panels with translucent material increases their <mark>durability</mark> against all sorts ot threats that the apocalypse throws your way."
"#TECH_HEAVY_TARPS","Heavy Tarps"
"#TECH_HEAVY_TARPS_DESC","It's not much in terms of comfort, but making the tarps in <mark>tents</mark> more rigid gives them a bit more <mark>durability</mark> and lessens the feeling your home might fly off at a modest breeze."
"#TECH_RECLAIMED_MATERIALS","Reclaimable Materials"
"#TECH_RECLAIMED_MATERIALS_DESC","Knowing how to process different types of scrap <quad name=Metal> <mark>metal</mark> means an item thought to be trash might end up becoming a treasure—relatively speaking."
"#TECH_SOIL_STUDIES","Soil Studies"
"#TECH_SOIL_STUDIES_DESC","Sometimes learning means you must get your hands dirty. Paying attention to soil minerals and humidity means you can <mark>plant</mark> the valuable seeds faster."
"#TECH_DRILLMASTER","Drillmaster"
"#TECH_DRILLMASTER_DESC","There's a lot a learned engineer can do to improve a seemingly simple design. Using every possible trick to save <quad name=Energy> <mark>energy</mark> means worrying less about power plants while travelling outside the colony."
"#TECH_TRASH_EVALUATION","Trash Evaluation"
"#TECH_TRASH_EVALUATION_DESC","Going through decades of garbage in various states of decomposition is not easy. Recognizing the usable bits from actual trash is even harder, but it increases <quad name=Plastic> <mark>plastic</mark> production quite a bit."
"#TECH_CLEANSING","Cleansing"
"#TECH_CLEANSING_DESC","<mark>Hygiene</mark> in the post-apocalypse seems like a minor thing to worry about. Yet ignoring cleanliness will lead to diseases that would have been easily prevented with a nice shower and a bit of socializing in a hot <mark>sauna</mark>.\n\nSaunas require <quad name=Firewood> <mark>firewood</mark> to function."
"#TECH_SURGE_PROTECTORS","Surge Protectors"
"#TECH_SURGE_PROTECTORS_DESC","Directing massive amounts of <quad name=Energy> <mark>energy</mark> harmlessly to the ground requires ample protection. But once that's sorted, <mark>lightning rods</mark> will help the colony to protect itself from destructive lightning strikes."
"#TECH_SWEET_PORCELAIN","Home Improvement"
"#TECH_SWEET_PORCELAIN_DESC","Strengthening the walls of <mark>shanties</mark> against the forces of nature and human folly provides more <quad name=HappinessBonus> <mark>happiness</mark> and lessens the impact of catastrophes and radiation. The renovation also opens up more residential space."
"#TECH_FORTRESS","Fortress"
"#TECH_FORTRESS_DESC","A prosperous colony attracts all sorts of attention. Keep unwanted visitors and bandits away by building your <mark>gate</mark> strong and tall like a fortress.\n\nProtects against most tough bandit attacks when fully repaired and manned."
"#TECH_WEAPON_CRAFTING","Weapon Crafting"
"#TECH_WEAPON_CRAFTING_DESC","Fighting post-apocalyptic wildlife and crazed bandits at melee range isn't the smartest thing one could do. A <mark>gunsmith</mark> supplies guards with proper <quad name=Guard_Rifle> <mark>weapons</mark> to defend the colony.\n\nGunsmiths use <quad name=Metal> <mark>metal</mark> and <quad name=Parts> <mark>parts</mark> to produce weapons."
"#TECH_GUARDIANS","Guardians"
"#TECH_GUARDIANS_DESC","Guards are the backbone of defending the colony against <mark>hostile</mark> animals or humans. Assign people to <mark>guard posts</mark> so they'll gear up and focus on protecting their fellow colonists and reveal surrounding areas for expansion."
"#TECH_AQUACULTURE","Aquaculture"
"#TECH_AQUACULTURE_DESC","A <mark>fish farm</mark> cultivates and harvests <quad name=Fish> <mark>fish</mark> for a greater catch than just relying on fishing rods and sheer luck."
"#TECH_SALVAGED_DRUMS","Large Drums"
"#TECH_SALVAGED_DRUMS_DESC","When it comes to drinking water, you can never be too prepared. Storing clean <quad name=Water> <mark>water</mark> in massive tanks ensures your colonists can survive through any drought or heat wave."
"#TECH_ASSEMBLY","Circuit Assembly"
"#TECH_ASSEMBLY_DESC","Learning how to assemble delicate <quad name=Component> <mark>components</mark> and <quad name=Electronics> <mark>Electronics</mark> in the post-apocalypse isn't easy. An <mark>electronics factory</mark> is a major step in creating a truly self-sufficient colony."
"#TECH_AXIAL_FLOW","Axial Flow"
"#TECH_AXIAL_FLOW_DESC","Some clever engineering allows water pumps to circulate the fluids through axial paths, reducing the amount of <quad name=Energy> <mark>energy</mark> required to run them."
"#TECH_SUBMERGED_PUMPING","Submerged Pumping"
"#TECH_SUBMERGED_PUMPING_DESC","Gathering <quad name=Water> <mark>water</mark> with buckets is cute and all, but a big colony needs bigger solutions to procuring water in volume. A high-tech <mark>water pump</mark> on the shore provides just that."
"#TECH_ANIMAL_HUSBANDRY","Animal Husbandry"
"#TECH_ANIMAL_HUSBANDRY_DESC","People have raised animals since the moment they could corral them into pens. Unlock the <mark>ranch</mark> and barter animals from societies to grow them in your colony for <quad name=Meat> <mark>meat</mark> and other resources."
"#TECH_MAKESHIFT_RADIATORS","Makeshift Radiators"
"#TECH_MAKESHIFT_RADIATORS_DESC","Investing in proper indoor heating that runs on <quad name=Energy> <mark>energy</mark> is much more convenient than relying on radiators or burners built out in the open. <mark>Heated houses</mark> and <mark>heated two-story houses</mark> are as luxurious and comfortable as it gets."
"#TECH_POWERED_HEATERS","Powered Heaters"
"#TECH_POWERED_HEATERS_DESC","Burning wood to heat a growing colony is labor and resource intensive. Moving toward powered centralized heating with the <quad name=Energy> <mark>energy</mark>-based <mark>radiator</mark> frees up colonists to do other, more important work elsewhere."
"#TECH_THERMOSTATS","Advanced Heaters"
"#TECH_THERMOSTATS_DESC","Upscaling heat production with the <mark>industrial heater</mark> results in transforming more <quad name=Energy> <mark>energy</mark> into heat at a significantly wider radius than its smaller counterpart."
"#TECH_DIRECTED_HEAT","Directed Heat"
"#TECH_DIRECTED_HEAT_DESC","Directing the heat from burning <quad name=Firewood> <mark>firewood</mark> more efficiently via a series of plates means buildings farther away will catch some of that heat."
"#TECH_UNLOCKABLE_SKILL_HEAT","Produces Heat"
"#TECH_AGRIBUSINESS","Large Stalls"
"#TECH_AGRIBUSINESS_DESC","Maximizing <mark>ranch</mark> efficiency by shoving in as many animals as possible might not be the ethical choice, but it does provide a great production boost."
"#TECH_IRRIGATION","Irrigation"
"#TECH_IRRIGATION_DESC","Normal and even barren soil can be made more fertile with a simple irrigation system. It provides a steady stream of <quad name=Water> <mark>water</mark> for the plants and thus protection from nature's whims."
"#TECH_AMPLIFICATION","Amplification"
"#TECH_AMPLIFICATION_DESC","Normal <mark>transformer</mark> signal can be amplified with a few simple modifications. The resulting radius allows <quad name=Energy> <mark>energy</mark> to be transferred over great distances."
"#TECH_SUPERIOR_SHIELDING","Supreme Shielding"
"#TECH_SUPERIOR_SHIELDING_DESC","<mark>Lightning rod's</mark> protective radius can be expanded with some witty engineering, but the modification is more susceptible to damage."
"#TOPIC_RESEARCH_RESOURCES","RESOURCES"
"#TECH_ICE_FISHING","Ice Fishing"
"#TECH_ICE_FISHING_DESC","Not even a <mark>winter storm</mark> can stop a fisherman with an auger, a warm coat and some patience."
"#TOPIC_TECH_CAT_UPGRADE","Upgrade"
"#TOPIC_TECH_CAT_UPGRADE_DESC","Unlock a building's upgrade option."
"#TECH_MISSION_CONTROL","Leadership"
"#TECH_MISSION_CONTROL_DESC","A symbol of order and stability, the <mark>colony center</mark> <mark>scouts</mark> the surrounding areas faster and has more <mark>storage</mark> for resources than a <mark>campsite</mark>."
"#TECH_COMMAND_CENTER","Governance"
"#TECH_COMMAND_CENTER_DESC","Upgraded form of the colony center. A more permanent building used to watch over the entire colony, the <mark>headquarters</mark> will <mark>scout</mark> huge tracts of nearby areas swiftly. A necessity in larger colonies with spacious emergency <mark>storage</mark> for water, food and resources."
"#TECH_STEELWORKING","Toolsmithing"
"#TECH_STEELWORKING_DESC","High-quality <quad name=Tools_2> <mark>durable tools</mark> are harder to make but they last longer in tough conditions."
"#TECH_SPINDLE_SPINNING","Sewing Machines"
"#TECH_SPINDLE_SPINNING_DESC","Learning how to craft quality fabrics with sewing machines allows colonists to create <quad name=Cloth_2> <mark>sturdy clothing</mark> with increased durability and comfort."
"#TECH_ARSENAL","Arsenal"
"#TECH_ARSENAL_DESC","Protecting the colony with sticks and stones will only get you so far, whereas improved <quad name=Guard_Rifle_2> <mark>weapons</mark> help immensely against all sorts of attacks against the colony."
"#TECH_WATER_PIPES","Water Pipes"
"#TECH_WATER_PIPES_DESC","Allow transporting <quad name=Water> <mark>water</mark> to buildings via <mark>water towers</mark>. Building a working pipe system allows the colony to take steps toward a more modern society."
"#TECH_FLUSHING","Flushing"
"#TECH_FLUSHING_DESC","Using <quad name=Water> <mark>water</mark> to sweep away excrement benefits nature and leaves colonists feeling more refreshed after relieving themselves. Unlike <mark>outhouses</mark>, toilets do not create excess waste."
"#TECH_STEAM_ROOMS","Steam Rooms"
"#TECH_STEAM_ROOMS_DESC","Warming up in <mark>steam saunas</mark> washes away all the nasty particles clinging to colonists. Advances in technology also allow this to be an environmentally-friendly option, as it does not create any excess pollution.\n\nSteam saunas require <quad name=Energy> <mark>energy</mark> and <quad name=Water> <mark>water</mark> to function."
"#TECH_UNLOCKABLE_SKILL_REPAIRING_CARS","Unlocks vehicle repairing"
"#TECH_LEGEND_PANEL_HIDE","Hide key"
"#TECH_LEGEND_PANEL_SHOW","Show key"
"#TECH_EFFECT_REMOVE_HAPPINESS_PENALTY","Reduce happiness penalty"
"#TECH_BUILDING_UPGRADE_DESC","Building upgrade"
"#TECH_BUILDING_UNLOCK_DESC","Building unlock"
"#QUEST_ABANDON","Abandon quest"
"#QUEST_ACCEPT","Accept quest"
"#QUEST_BUNKERBUSTER_NAME","Bunker Busting"
"#QUEST_BUNKERBUSTER_DESC","An older colonist has a story to tell. Her late father used to work as a quartermaster in the military before the world went haywire. As a part of his duties, he stocked up emergency bunkers not too far from here. She got to visit one as a child and might still be able to point out its location. The bunker is most likely stripped empty by now—but if not, it could hold valuable resources."
"#QUEST_BUNKERBUSTER_GO","Head to the bunker"
"#QUEST_BUNKERBUSTER_ABANDON","Abandon quest"
"#QUEST_BUNKERBUSTER_ABANDON_DESC","Hunting old emergency bunkers for what scraps remain feels like a fool’s errand. The specialists are better off using their valuable time on something else."
"#QUEST_BUNKERBUSTER_TASK1","Enter the bunker"
"#QUEST_BUNKERBUSTER_PHASE_01_DESC","The site looks very similar to the one described by the colonist, but it’s been thoroughly pillaged. There is, however, a soot-covered Government Nuclear Safety Bunkers folder on the floor with more bunker locations. One of them is relatively nearby."
"#QUEST_BUNKERBUSTER_PHASE_01_GO","Continue to the nearby bunker"
"#QUEST_BUNKERBUSTER_TASK2","Enter the second bunker"
"#QUEST_BUNKERBUSTER_PHASE_02_DESC","The bunker is located deep into the wasteland. The front door has been busted open, suggesting someone’s already been here. Going further in, the specialist comes across a small control room next to a second, vault-like door covered in dents and scorch marks."
"#QUEST_BUNKERBUSTER_ANY","Loot the control room"
"#QUEST_BUNKERBUSTER_SCAVENGER","Look for hidden compartments"
"#QUEST_BUNKERBUSTER_SCIENTIST","Bypass the vault lock"
"#QUEST_BUNKERBUSTER_BACK","Return later"
"#QUEST_BUNKERBUSTER_03A_DESC","Rummaging through the various desks and file cabinets won’t provide much to bring home to. A couple of books and floppy disks could provide some useful insight though."
"#QUEST_BUNKERBUSTER_03B_DESC","Going through the room more thoroughly proves to be worth it, as there’s a hidden switch under the table. Upon tapping it, an audible clank is heard as the bolt locking the vault slides aside. When entering the vault, it becomes obvious its contents have been largely used up. The specialist gathers the few silver coins and scientific notes inside to bring back to the colony."
"#QUEST_BUNKERBUSTER_03C_DESC","A closer inspection reveals a dust-covered keypad next to the vault door. The combination has been lost to time, but after some tinkering, they manage to connect the inner wirings and open the vault. The contents have unfortunately been mostly spent, but there are still some silver coins and research notes to return to the colony."
"#QUEST_BURNINGSKIES_NAME","Burning Skies"
"#QUEST_BURNINGSKIES_DESC","During the first years after the initial incident, airplanes often turned into flying coffins as electro-magnetic pulses and magnetic storms fried their in-flight computers with little forewarning. It’s still possible to find plane wrecks turned gravesites for their unfortunate passengers. A specialist has spotted one such site, undisturbed and ready for looting, not too far from here."
"#QUEST_BURNINGSKIES_GO","Track down the crash site"
"#QUEST_BURNINGSKIES_ABANDON","Abandon quest"
"#QUEST_BURNINGSKIES_ABANDON_DESC","This is essentially grave robbing—these people are best left in peace. The colony will survive regardless."
"#QUEST_BURNINGSKIES_TASK1","Visit the crash site"
"#QUEST_BURNINGSKIES_PHASE_01_DESC","The plane looks like an older model airliner, its fuselage snapped clean in half. Both wings are mangled and partly overgrown with vegetation next to a large crater. Skeletal remains can be seen from the underbrush. It’s possible to grab quite a lot of stuff, especially if trampling over the deceased."
"#QUEST_BURNINGSKIES_RECKLESS","The dead don’t care"
"#QUEST_BURNINGSKIES_RESPECT","Show respect"
"#QUEST_BURNINGSKIES_02A_DESC","It is time to start digging through the site and bagging everything worth taking. These people are long dead, they don’t care. The haul will help the ones still living. However, when the colonists find out about this disrespectful conduct, they’re visibly upset."
"#QUEST_BURNINGSKIES_02B_DESC","Showing restraint and great care, the specialist goes through the plane’s fuselage. It’s a grim and silent duty, knowing that so many lost their lives on this very spot. The haul will help the colonists back home. The respect shown to the remains makes the colonists happy."
"#QUEST_NUCLEARBEAST_NAME","Nuclear Beast"
"#QUEST_NUCLEARBEAST_DESC","An old nuclear power plant looms in the distance, its monolithic cooling towers reaching toward the once blue sky. Their prominence has made them prime targets for scavengers, but a formidable beast has made its lair in one of the plants and has kept looters at bay. Or at least, that’s what the rumors say."
"#QUEST_NUCLEARBEAST_GO","Go check the nuclear plant"
"#QUEST_NUCLEARBEAST_TASK1","Enter the nuclear plant"
"#QUEST_NUCLEARBEAST_PHASE_01_DESC","The plant itself isn’t hard to find thanks to its sheer size. Aside from general erosion, it’s in fairly good shape. With no signs of other people, the specialist enters the facility. Moments later, a deep growl fills the dimly lit hall and a massive creature comes into view. The specialist is in grave danger, but the promise of valuable resources is tempting."
"#QUEST_NUCLEARBEAST_ANY","Grab what’s at hand and flee"
"#QUEST_NUCLEARBEAST_FIGHTER","Attack the beast"
"#QUEST_NUCLEARBEAST_SCOUT","Distract the beast"
"#QUEST_NUCLEARBEAST_02A_DESC","The specialist makes a dash toward the nearest entrance in the lobby, grabbing whatever they can get their hands on along the way. The beast gives chase for a short while, but it stops before entering a more brightly lit area. As the danger passes, the specialist tallies up the resources. It’s not much, but every little bit helps."
"#QUEST_NUCLEARBEAST_02B_DESC","With quick reflexes the specialist pulls out a gun and fires a shot at the beast, narrowly missing. The creature seems confused and takes a step back toward the darkness where it came from. The specialist fires again, hitting the creature’s eye. The beast whimpers in pain, darts back and flees. The plant can now be looted in relative peace, as long as one stays away from the dark."
"#QUEST_NUCLEARBEAST_02C_DESC","A quick glance at the surroundings reveals a large hole on the floor just behind, leading at least a few levels down. Grabbing rocks on the ground and pelting the beast with them hopefully lures it to attack. The creature takes the bait and pounces, missing only by an inch and leading it to fall into the dark hole. It’s still very much alive and roaring angrily from below, but it’ll take some time for it to climb back up. One hasty scavenging session later, it’s time to leave with the loot."
"#QUEST_NUCLEARBEAST_ABANDON_DESC","While tempting, there’s no telling how strong this beast may be. It’s better to be safe than sorry."
"#QUEST_HIGHRISE_NAME","High-Rise"
"#QUEST_HIGHRISE_DESC","A rumor about a local notorious bandit leader is going around. She and her gang have taken up residence in ruins of a nearby high-rise. They have managed to gather substantial wealth and to protect their possessions they have fortified the lower floors. It will be risky, but the place is big. So it might be worth the effort to try and sneak in and get a share of the goods swiftly and silently."
"#QUEST_HIGHRISE_GO","Go to the high-rise"
"#QUEST_HIGHRISE_TASK1","Enter the high-rise building"
"#QUEST_HIGHRISE_PHASE_01_DESC","This high-rise is definitely a lair for several dozen bandits, and the lower floors are barricaded and booby-trapped to repel any intruders. Despite that, the bandits have grown arrogant and lazy, as their defenses have two possible entry points—one a few levels up and accessible with a rope, another by squeezing through a narrow gap."
"#QUEST_HIGHRISE_PHASE_01_RAPPEL","Rappel up the wall"
"#QUEST_HIGHRISE_PHASE_01_SQUEEZE","Squeeze in through the gap"
"#QUEST_HIGHRISE_PHASE_01_BACK","Come back later"
"#QUEST_HIGHRISE_PHASE_02A_DESC","Pulling oneself stealthily up the side of the building is tough, but a few silent curses later, the specialist reaches an unguarded floor. A couple of thugs are loitering around, playing a lazy game of cards. There’s a pile of coins next to them and even more further in, but it’ll be very risky to sneak that far."
"#QUEST_HIGHRISE_PHASE_02A_ANY","Grab the nearby coins"
"#QUEST_HIGHRISE_PHASE_02A_SCOUT","Try to steal the bigger pile"
"#QUEST_HIGHRISE_PHASE_02A_BACK","Go back and return later"
"#QUEST_HIGHRISE_PHASE_02B_DESC","The gap looks too narrow to get through, but a few claustrophobic moments later, the specialist manages to reach the opposite end. The bandits were definitely not expecting anyone from this side, leaving the area unguarded. There are blueprints, notebooks and technical drawings thrown into a large pile on the floor. There’s too much to fit through the gap without alerting the bandits, so choices have to be made."
"#QUEST_HIGHRISE_PHASE_02B_ANY","Take whatever seems valuable"
"#QUEST_HIGHRISE_PHASE_02B_SCIENTIST","Grab everything with practical applications"
"#QUEST_HIGHRISE_PHASE_02B_BACK","Go back and return later"
"#QUEST_HIGHRISE_PHASE_02A_ANY_DESC","It's safest to just grab the smaller bag of silver nearby. It’s still heavy, and the risk of dropping it makes rappelling down even more nerve-wracking than the ascent. Just as the specialist is about to reach the bottom, a few loose coins fall out and hit the metal sheet with a loud clang. The specialist bolts off as bandits rush in, only to find a rope and some loose change on the ground."
"#QUEST_HIGHRISE_PHASE_02A_SCOUT_DESC","Sneaking from one shadow to the next takes forever, but with every step the big pile of coins becomes closer. The bandits seem oblivious to the thief in their midst and continue to bicker over who’s going to win this time. With the coin bag tied tightly behind their back, the scout backs out, rappels down and disappears into the horizon."
"#QUEST_HIGHRISE_PHASE_02B_ANY_DESC","The pile is an unorganized mess of miscellaneous items, and it’s hard to tell what’s useful or not without proper expertise. The specialist stuffs their backpack full of whatever seems valuable and squeezes out through the gap in the wall. Some of the stolen items seem actually useful, but others too advanced or specific to have any utility."
"#QUEST_HIGHRISE_PHASE_02B_SCIENTIST_DESC","There’s a lot to go through here, but some of this research is definitely more useful for the colony than the rest. For a trained eye a quick browse through the pile helps to fill the backpack with documents of some value. The narrow gap is even tougher to negotiate on the way out. After a few nerve wracking moments the danger is left behind. These blueprints and books will surely come in handy."
"#QUEST_HIGHRISE_ABANDON_DESC","It’s way too risky to try and steal from a large gang of organized bandits. Greed can get you killed."
"#QUEST_CONVOY01_NAME","Wasteland Convoy"
"#QUEST_CONVOY01_DESC","There are not many factions out there who are capable of using vehicle convoys to transport anything valuable across the wasteland. But those who are capable usually make sure that the convoys are well guarded and change their routes frequently. One of these convoys was spotted not too far away and, for some reason, this time they seemed to be taking the same road as before. This could be a chance to get ahead of them and see if fortune favors the bold."
"#QUEST_CONVOY01_PHASE_01_GO","Search for the convoy"
"#QUEST_CONVOY01_TASK1","Find the convoy"
"#QUEST_CONVOY01_PHASE_02_DESC","A convoy of several trucks has stopped on the side of an old highway. Black smoke plumes out from the engine compartment of the lead vehicle. This is most likely the reason for their behaviour during this run. There are only three armed guards and a few more truck drivers arguing about something."
"#QUEST_CONVOY01_PHASE_02_ATTACK","Attack the convoy"
"#QUEST_CONVOY01_PHASE_02_FREE","Repair the vehicle for free"
"#QUEST_CONVOY01_PHASE_02_PRICE","Repair the vehicle for a price"
"#QUEST_CONVOY01_PHASE_03_ATTACK_DESC","The guards are scattered around the convoy and distracted by the ongoing argument. Approaching them proves to be easy. The first two go down without a sound. A moment later the last guard puts up a fight, but soon drops on the ground with a knife deep in the kneecap. The remaining drivers saw the last part and surrender with a dark gloom on their faces. “We’ll hunt you down for this!”. The trucks aren’t as full as one would expect, which explains the lack of more guards. Only medicine and some silver on the back."
"#QUEST_CONVOY01_PHASE_03_ALL","Take everything and go"
"#QUEST_CONVOY01_PHASE_03_SOME","Leave some medicine"
"#QUEST_CONVOY01_PHASE_03_FREE_DESC","The specialist greets the convoy from a safe distance and, unsurprisingly, the guards pull out their weapons against this newfound threat. After some explaining and convincing to aid with the repairs the guards calm down a bit. A few sweaty moments later, the vehicle comes back to life and guards start to look less alarmed than before. The drivers pool up parts of their haul as a sign of gratitude before taking off."
"#QUEST_CONVOY01_PHASE_03_PRICE_DESC","The specialist greets the convoy from a distance, making sure they won’t be seen as a threat. “I can help you with that, you know...for a price.” It takes some back and forth to convince the truckers, but a few moments later the engine finally gets ignition and starts up again. One of the guards pays up, visibly annoyed by the whole ordeal, before the whole convoy sets out back on the highway."
"#QUEST_CONVOY01_ABANDON_DESC","Convoys come and go, the colony’s bound to run into others at a better time."
"#QUEST_CONVOY02_NAME","Bandit Ambush"
"#QUEST_CONVOY02_DESC","Recently there has been a lot of bandit activity near the colony. This probably means that there is a new bandit outpost nearby which they use to run their operations in the area. They must be reliant on supplies brought from outside, so ambushing one of their supply convoys could force them to reconsider their position. This is not going to be easy, but a risk worth taking."
"#QUEST_CONVOY02_PHASE_01_GO","Intercept the convoy"
"#QUEST_CONVOY02_TASK1","Reach the convoy"
"#QUEST_CONVOY02_PHASE_02_DESC","Based on the billowing black smoke and the roar of engines there are at least two vehicles approaching. As they come closer, also a handful of bandits can be seen on board the first truck. They’re travelling alongside a deep ravine on a small dirt road just wide enough for the vehicles. There are some loose boulders above the road, but a little further away there is also a forested area with dense underbrush providing decent cover."
"#QUEST_CONVOY02_PHASE_02_ANY","Roll boulders onto the vehicles"
"#QUEST_CONVOY02_PHASE_02_FIGHTER","Try taking out the driver"
"#QUEST_CONVOY02_PHASE_02_SCOUT","Ambush the convoy"
"#QUEST_CONVOY02_PHASE_03_ANY_DESC","Some of the boulders seem ready to roll down with a slight nudge. As the convoy approaches, one of the bigger ones tubles down. It hits the side of the truck hard and shoves it down into the ravine. The lead vehicle takes a glancing blow and spins out smoking. The remaining bandits are quickly taken out. Most of the cargo went down with the lead vehicle, but there was something worth taking also in the small vehicle. The main thing is that bandits are left without their supplies."
"#QUEST_CONVOY02_PHASE_03_FIGHTER_DESC","The lead vehicle slows down as the convoy reaches a particularly narrow section of the road. A single well placed shot knocks out the driver from the lead vehicle. He collapses over the steering wheel making the whole car plummet into the depths of the ravine. The smaller truck screeches to a halt. The driver stumbles out from the car and starts running. A second gunshot fills the air and before the echoes have faded away the driver lies on the ground, motionless."
"#QUEST_CONVOY02_PHASE_03_SCOUT_DESC","As the convoy reaches the treeline, a well-placed shot takes out the lead vehicle. It steers away from the road hitting a tree. In an instant it explodes in a ball of fire, consuming the bandits board. Shrapnel from the explosion flies in all directions. As the dust settles another car has stopped behind the flaming hull, windshield broken from the explosion. Pieces of glass have taken care of the driver who just leans back, lifeless eyes staring into the distance."
"#QUEST_REMEMBRANCE_NAME","Remembrance"
"#QUEST_REMEMBRANCE_DESC","Usually a very positive colonist has recently been deeply troubled by something. When asked, he tells that he’s been worried sick about the attacks that have been made to nearby colonies. He’s worried about his sister, with whom he lost contact some time ago thanks to a petty argument. The last he heard of her, she lived in one of the settlements that have been attacked by the bandits. According to the man, his sister Lucy always wears a silver pendant with their mother’s initials. Looking for her would give the colonist a peace of mind."
"#QUEST_REMEMBRANCE_GO","Find the sister"
"#QUEST_REMEMBRANCE_TASK1","Find the sister"
"#QUEST_REMEMBRANCE_PHASE_01_DESC","Raiders have left their mark on many villages, with several being either abandoned or burned to the ground. The gate of the settlement the colonist’s sister is supposed to live in has been blown clean off. By the looks of it, a convoy of vehicles has torn through the colony, leaving little behind. There are no corpses to be found, though, so either the people got away or they were taken as slaves. Some resources can be scavenged from the ruins, but there’s nothing else here. Checking the other attacked colonies as well might be worth it."
"#QUEST_REMEMBRANCE_PHASE_01_GO","Scavenge and move on"
"#QUEST_REMEMBRANCE_PHASE_02_DESC","It’s hard to miss the buzzards circling around the colony. The air is thick, humid and smells oddly sweet. Upon advancing farther inside, the horrid smell hits at full force. The colony is littered with bodies, swollen and covered in blisters. Bandits are not to blame here. It’s not wise to linger here, but it should be possible to find and take something from this disease-ridden place."
"#QUEST_REMEMBRANCE_GRAB","Grab what’s available and move on"
"#QUEST_REMEMBRANCE_MOVE","Leave as quickly as possible"
"#QUEST_REMEMBRANCE_PHASE_03_DESC","The third settlement has definitely put up a fight. Burned vehicles are smoldering on the roadside, and crows are picking apart the bodies of bandits and colonists alike. Going through the bodies, the specialist uncovers the badly bruised corpse of a young woman, carrying a pendant exactly as described by the colonist. Other colonists lie around her, rotting in the scorching sun."
"#QUEST_REMEMBRANCE_RESPECT","Just bury the sister"
"#QUEST_REMEMBRANCE_LOOT","Loot the bodies"
"#QUEST_REMEMBRANCE_PHASE_03A_DESC","It’s better to honor the fallen and leave them undisturbed. The sister gets her final resting place under a withering oak tree outside the settlement. Once the sad news reaches the brother, he bursts into tears but nonetheless thanks the specialist for giving him a peace of mind. Other colonists appreciate the gesture as well, knowing that they’re being cared for."
"#QUEST_REMEMBRANCE_PHASE_03B_DESC","The gear worn by the dead is too valuable to leave behind. There are plenty of high-end pieces of clothing and weaponry to be collected. Maybe they’ll help the colony avoid what happened here. The sister is buried under a withering oak tree. The brother weeps openly upon hearing the news but with this, he can start to slowly heal. Other colonists, however, are somewhat disturbed to see the loot covered in blood."
"#QUEST_REMEMBRANCE_ABANDON_DESC","Finding the sister in one of the myriads of abandoned settlements might take forever. Best to concentrate on more immediate concerns."
"#QUEST_COLONIAL_NAME","Colonial Climate"
"#QUEST_COLONIAL_DESC","The recent stormy weather might have cleared the air around some of the villages that have been inaccessible due to high amounts of pollution. Digging too deep is still harmful in those areas because of the intense fallouts, but there might be something valuable worth looking for."
"#QUEST_COLONIAL_GO","Visit the villages"
"#QUEST_COLONIAL_TASK1","Visit the villages"
"#QUEST_COLONIAL_PHASE_01_DESC","Arriving at the first location makes it immediately evident that it is not safe. Deadly fumes are rising from the ground and the whole village is covered in an eerie hue. Going into that place would be a death sentence. Hopefully, the two other destinations are worth the trip."
"#QUEST_COLONIAL_PHASE_01_GO","Move on"
"#QUEST_COLONIAL_PHASE_02_DESC","The next spot looks a fair bit better. This place is definitely polluted, but it should be safe to check for a short while. The specialist arrives at the center of the village and notices three different storehouses built along the barren dirt roads. It’s probably safe to loot one of them before the radiation becomes too much to bear."
"#QUEST_COLONIAL_PHASE_02_FOOD","Check the food storage"
"#QUEST_COLONIAL_PHASE_02_STOCKPILE","Loot the stockpile"
"#QUEST_COLONIAL_PHASE_02_WAREHOUSE","Visit the warehouse"
"#QUEST_COLONIAL_PHASE_03_DESC","The last leg of the journey is a rather modest shanty town. It’s obviously been abandoned long ago due to pollution. The fog is thick and erratic, shifting with the wind. An unfinished construction site between ruins seems the most promising. It is at a higher ground and not too deep in the settlement. These places have presented unexpected surprises earlier as well."
"#QUEST_COLONIAL_PHASE_03_APPROACH","Approach the building"
"#QUEST_COLONIAL_PHASE_03A_DESC","The shifting toxic mist isn’t the only obstacle. Rainwater, soil and nuclear waste have formed into large pools on the ground, but it’s still possible to get around them and go inside. The main hall has turned into a small lake of bubbling ooze with a precarious pile of furniture and resource boxes sitting in the middle. On top, there are two human skeletons gripping what looks like a box of silver. It should be possible to pull out a box or two before the entire thing collapses into the polluted water."
"#QUEST_COLONIAL_PHASE_03_MEDS","Take the meds and food"
"#QUEST_COLONIAL_PHASE_03_PARTS","Take the parts and silver"
"#QUEST_COLONIAL_PHASE_03B_DESC","It is nerve wracking to pull the boxes off the pile. With each move, the heap shifts uncomfortably under their weight. While pushing the third crate to safety, a loud crack sounds in the room. The furniture, boxes and the two skeletons collapse into the water, irrevocably polluting the goods. Fortunately, the loot was well worth the risk."
"#QUEST_COLONIAL_ABANDON_DESC","It is not worth the risk to go into a wild goose chase like this."
"#QUEST_BURGLAR_NAME","Burglar Paranoia"
"#QUEST_BURGLAR_DESC","Based on an old newspaper gossip a local old-world merchant was so paranoid about being robbed that she had made secret compartments and traps in her shop to hide anything valuable. The plan backfired and she became a kind of a local celebrity back in the day. This shop isn’t too far away, so it might be worthwhile to go and check whether this story is actually true."
"#QUEST_BURGLAR_GO","Go check the shop"
"#QUEST_BURGLAR_TASK1","Enter the store"
"#QUEST_BURGLAR_PHASE_01_DESC","The simple, run-down shop isn’t too difficult to find. As is to be expected, everything usable or edible has been looted a long time ago. Behind the dust and spiderwebs there is a small office at the back of the store. An unassuming wall safe has been tucked away in the corner with its door gathering dust on the floor. If the gossip has some truth to it, there could be another safe hidden behind this one."
"#QUEST_BURGLAR_PHASE_01_ANY","Pry the safe out"
"#QUEST_BURGLAR_PHASE_01_SCAVENGER","Pull it out carefully"
"#QUEST_BURGLAR_PHASE_01_FIGHTER","Yank the safe with force"
"#QUEST_BURGLAR_BACK","Come back later"
"#QUEST_BURGLAR_PHASE_01_ANY_DESC","As the safe falls to the ground, a previously hidden metal wire tightens up. A sharp metallic cling follows. The wire was connected to a hand grenade. A few terrifying seconds pass, but nothing happens. It appears that after all these years, or because of those, the grenade was a dud. In the space behind the wall safe is another metal box, ready for the taking."
"#QUEST_BURGLAR_PHASE_01_SCAVENGER_DESC","While starting to ease out the safe, the keen eyes spot a thin metal wire between the safe and a hand grenade attached to the wire. It seems to pull the pin if the safe is taken out. Cutting the wire carefully makes it safe to inch the heavy metal box off the wall. A few moments later, another untouched safe is revealed and ready to be looted."
"#QUEST_BURGLAR_PHASE_01_FIGHTER_DESC","Brute force ought to do it. With a single yank, the safe flies off and lands on the ground. Simultaneously, a previously hidden metal wire tightens and pulls a hand grenade on the floor. The pin is missing. A few terrifying seconds pass, but nothing happens. After all these years, or because of that, the grenade was a dud. The hole in the wall reveals another, untouched safe."
"#QUEST_BURGLAR_ABANDON_DESC","Urban legends are of no interest. It’s better to concentrate on things that can be proven."
"#QUEST_OLDKNOWLEDGE_NAME","Old World Knowledge"
"#QUEST_OLDKNOWLEDGE_DESC","One of the colonists told that before finding this colony, she tried to navigate using the larger landmarks as waypoints. One of these was an old nuclear plant. Only few dare to venture close to that thanks to radiation, but it actually did not appear that dangerous. There never were any symptoms that she could notice after being close to it."
"#QUEST_OLDKNOWLEDGE_GO","Find the nuclear plant"
"#QUEST_OLDKNOWLEDGE_ABANDON","Leave it alone"
"#QUEST_OLDKNOWLEDGE_ABANDON_DESC","Sending someone into a run-down nuclear plant would be one of the worst decisions one could possibly make. The specialists are too valuable to risk getting radiation sickness."
"#QUEST_OLDKNOWLEDGE_TASK1","Go to the nuclear plant"
"#QUEST_OLDKNOWLEDGE_PHASE_01_DESC","The old nuclear plant looms over the horizon, quiet and intimidating. A quick inspection reveals that one door has rusted enough to be pried open. Unfortunately, someone seems to have dwelled this place already as the hallway leads to an impenetrable blockade. There is a message on a nearby wall. “Radiation too dangerous. Relocated to the museum.”"
"#QUEST_OLDKNOWLEDGE_PHASE_01_GO","Head to the museum"
"#QUEST_OLDKNOWLEDGE_TASK2","Find the museum"
"#QUEST_OLDKNOWLEDGE_PHASE_02_DESC","The road leads to a small town with the museum at the center. The museum has certainly seen better days. The front has collapsed and gaining entry is no small feat. However, there is just enough of an opening to allow a small individual to slip inside. A massive brontosaurus skeleton decorates the museum’s lounge—a reminder of yet another bygone era. Behind it, the wall has been covered in notes. Kind of personal rules on how to survive in a world like this. Whoever left the message at the plant is no longer here, but this knowledge could prove useful nonetheless."
"#QUEST_OLDKNOWLEDGE_ANY","Take the notes"
"#QUEST_OLDKNOWLEDGE_SCIENTIST","Take the notes and skim through them"
"#QUEST_OLDKNOWLEDGE_SCAVENGER","Take the notes and look around"
"#QUEST_OLDKNOWLEDGE_BACK","Return later"
"#QUEST_OLDKNOWLEDGE_03A_DESC","Based on a quick look there is not much else to do besides picking up the pages. Some of it doesn't exactly make a lot of sense, but it might be useful for someone else back in the colony."
"#QUEST_OLDKNOWLEDGE_03B_DESC","After copying the notes, it becomes apparent that some pages are missing. Perhaps they were hidden somewhere else? Taking a look around other parts of the museum pays off as another set of notes is found further inside."
"#QUEST_OLDKNOWLEDGE_03C_DESC","After picking the notes the place still appears peaceful. It is worth taking another look around. There aren’t really any valuables left, but a resourceful eye will always find something. Some clothes from one exhibition and some untouched electronics are found too."
"#QUEST_PLANES_NAME","Planes of Sorrow"
"#QUEST_PLANES_DESC","An old civilian airfield was recently rediscovered from this region. A story worth mentioning is the part it played during the wars of succession after the central government fell apart. During that time it was used by the air force who still desperately tried to fend off the rivaling factions who tried to take advantage of the situation. One of the most intense battles was fought while the airfield was finally overwhelmed. Since it is a stage for one of the major battles in this area, there can still be something worth scavenging."
"#QUEST_PLANES_GO","Visit the airfield"
"#QUEST_PLANES_TASK1","Visit the airfield"
"#QUEST_PLANES_PHASE_01_DESC","Arriving at the airfield is still a sight that makes everyone stop and just think of the sheer magnitude of events that have taken place. The whole airfield and surrounding areas are full of wreckages. But also scars that are left on the land from the battle and the catastrophic events that were taking place at the same time. It is evident that a lot of these old wrecks have been scavenged already. It also appears that a group of raiders are camping near the hangars as well."
"#QUEST_PLANES_PHASE_01_ANY","Scavenge safely"
"#QUEST_PLANES_PHASE_01_SCAVENGER","Strip a nearby plane"
"#QUEST_PLANES_PHASE_01_FIGHTER","Fight the raiders"
"#QUEST_PLANES_PHASE_01_SCOUT","Search the surroundings"
"#QUEST_PLANES_PHASE_01_ANY_DESC","Best play safe and scavenge only the wreckages far from the raider camp. It takes a while to stay hidden, but at least there is still something useful left to bring back home. It’s best to leave before the raiders are alarmed."
"#QUEST_PLANES_PHASE_01_SCAVENGER_DESC","At one of the hangars there is a large twin-propeller aircraft sitting out of sight from the raiders. It is a risky option to go that far and risk getting caught, but the plane should provide plenty of usable materials for a person with the right tools. It takes a while to sneak unnoticed and then quietly disassemble whatever can be extracted easily, but it paid off."
"#QUEST_PLANES_PHASE_01_FIGHTER_DESC","Raiders have most likely already gathered the most valuable items, so why not try to take down them and get whatever they have. The group does not appear too large, only a few tired raiders preparing to settle down. Time passes while crawling closer to the raiders. Then the silence is broken by three rapid bursts from a gun and all raiders lay motionless on the ground. The stuff they had was not as good as one would expect, but maybe the world is now a better place in other ways."
"#QUEST_PLANES_PHASE_01_SCOUT_DESC","Might be worthwhile to have a better look at the area from higher up. Climbing up the old traffic control tower gives a nice view over the entire area and, more crucially, which areas are out of sight from the raiders. One such place lies at the very edge of the airfield, partly collapsed and buried under foliage. A short hike and an uninterrupted scavenge session later, the bags are full and ready to be taken back to the colony."
"#QUEST_PLANES_ABANDON_DESC","All the valuable stuff is surely already gone. No point in travelling there for scraps."
"#QUEST_RADIOSTAR_NAME","QSO"
"#QUEST_RADIOSTAR_DESC","Long-distance communications were severely hit in the aftermath. As TVs, radio stations and telephones fell silent, people became more isolated than ever. Some of the more industrious survivors have been trying to restore long-distance comms between societies, albeit with little luck. So when a faint, crackling signal starts repeating a set of faraway coordinates in a transceiver, everyone is rather surprised."
"#QUEST_RADIOSTAR_GO","Check the coordinates"
"#QUEST_RADIOSTAR_TASK1","Check the coordinates"
"#QUEST_RADIOSTAR_PHASE_01A_DESC","The coordinates from the radio signal lead to a small cabin in the woods with a large tent-like structure next to it. The cabin itself is dark and silent, but all sorts of crackles and radio noise echoes from the tent. Inside, there’s a man in front of a large radio transmitter, headphones over his ears. The man jolts and nearly falls off his chair when he’s grabbed. “Sorry, you caught me by surprise there! I’m Jerry, I’ve been working on a longwave radio transmitter for a while now.”"
"#QUEST_RADIOSTAR_PHASE_01A_ASK","Ask about the signal"
"#QUEST_RADIOSTAR_PHASE_01B_DESC","“Yeah, that was me. I’m basically trying to get a contact through different bandwidths radio amateurs were using before, trying to find others to link up with.” His plan of reforming regional communications is ambitious, but it hasn’t panned out just yet. “Look, I got some extra stuff stockpiled in the cabin. I could spare one box so you could get your own comms up and maybe help the cause?”"
"#QUEST_RADIOSTAR_PHASE_01B_CHECK","Check the back"
"#QUEST_RADIOSTAR_PHASE_01C_DESC","There’s a bunch of neatly stacked radios, wiring and even generators in the backroom. Three boxes holding electronic equipment have been placed next to each other. “Thanks for stopping by, friend, gives me hope that in the future we are no longer so alone in this world”."
"#QUEST_RADIOSTAR_PHASE_01C_PICK1","Pick the first box"
"#QUEST_RADIOSTAR_PHASE_01C_PICK2","Pick the second box"
"#QUEST_RADIOSTAR_PHASE_01C_PICK3","Pick the third box"
"#QUEST_RADIOSTAR_ABANDON_DESC","The faint signal could be a trap. Better not risk investigating it."
"#QUEST_URBANOCCULT_NAME","The Urban Occult"
"#QUEST_URBANOCCULT_DESC","With large-scale food industry in ruins and diseases running rampant, major cities were eventually evacuated or abandoned. These days, their lonely, eerie structures serve as a grim reminder of past events. Pockets of radiation and roaming bandits looking for easy prey make them treacherous, but profitable places to scavenge. The scouts reckon one city close by could be worth a visit."
"#QUEST_URBANOCCULT_GO","Visit the ruined city"
"#QUEST_URBANOCCULT_TASK1","Visit the ruined city"
"#QUEST_URBANOCCULT_PHASE_01_DESC","The outskirts of this city are taken over by vegetation and have nothing of value. Walking further downtown, the air is suddenly filled with what seems to be...singing? Closer inspection reveals a group of people near several fire pits, chanting a ritualistic tune while holding hands, forming a circle around the fire. This group appears to be some kind of a cult and they seem completely unaware of anyone watching them as their gear is unguarded."
"#QUEST_URBANOCCULT_PHASE_01_SNEAK","Sneak to their stockpile"
"#QUEST_URBANOCCULT_PHASE_02_DESC","Protective clothing, robes, medicine and weapons have been clumsily piled up at the edge of their camp. It should be possible to steal quite a few useful items from the pile without attracting anyone’s attention. The firearms seem to be lodged in pretty tight and will be the hardest to pull out."
"#QUEST_URBANOCCULT_PHASE_02_ANY","Grab clothing and medicine"
"#QUEST_URBANOCCULT_PHASE_02_FIGHTER","Grab weapons and medicine"
"#QUEST_URBANOCCULT_PHASE_02_SCIENTIST","Grab a robe to blend in"
"#QUEST_URBANOCCULT_PHASE_02_ANY_DESC","It’s best to settle for what’s easiest to reach. There is plenty of clothing and several boxes of various pills and medkits lying around. Based on the uninterrupted chanting, this quick visit went completely unnoticed."
"#QUEST_URBANOCCULT_PHASE_02_FIGHTER_DESC","The weapons are obviously the most valuable items in the pile. Yanking a few away proves to be rather easy, but the rest are stuck tight under all the other items. As the last rifle gets pulled out, the entire pile creaks loudly and collapses. The chanting stops and the cultists rush for their stockpile only to find it pillaged and the perpetrator long gone."
"#QUEST_URBANOCCULT_PHASE_02_SCIENTIST_DESC","It’s probably best to grab a robe and conceal oneself while going through the stockpile. The cult seems oblivious to the fact they’re being robbed, continuing their somber ritual while several boxes of medicine and other valuables are being taken."
"#QUEST_URBANOCCULT_ABANDON_DESC","It’s too dangerous to venture out and into a town. Better skip it this time."
"#QUEST_BEHEMOTH_NAME","The Behemoth"
"#QUEST_BEHEMOTH_DESC","A survivor arrives at the gate and immediately collapses, badly beaten and covered in deep wounds. Despite the colony’s best efforts, he only manages to utter a few words before bleeding out. “The lair...we found it! So full of riches, but the beast—it’s real!” The description of the lair’s location is vague, but the specialists come up with a few potential sites worth investigating."
"#QUEST_BEHEMOTH_GO","Find the lair"
"#QUEST_BEHEMOTH_TASK1","Find the lair"
"#QUEST_BEHEMOTH_PHASE_01_DESC","The first site barely matches the description. The landmarks are different and the lair’s nowhere to be found. On the way out, a small corner store catches the eye. Inside, there are some resources laying around."
"#QUEST_BEHEMOTH_PHASE_01_GO","Grab the loot and move on"
"#QUEST_BEHEMOTH_PHASE_02_DESC","The second site looks more promising. There’s an old water tower next to a highway full of rusted-out cars. Just like the survivor described. After searching a good while and scavenging a couple of usable parts off the cars it becomes clear that this was not the place either."
"#QUEST_BEHEMOTH_PHASE_02_GO","Move on"
"#QUEST_BEHEMOTH_PHASE_03_DESC","The final site fits the description perfectly, a highway full of abandoned cars next to what looks like a tunnel entrance. As the specialist is making their way toward it, a deep, threatening growl fills the air. A massive beast covered with patched scruffy fur appears from the mist with its fangs bared. Its back is riddled with spears from survivors who tried their luck before, obviously with disastrous results. There’s no way to take it out without help."
"#QUEST_BEHEMOTH_PHASE_03_HIDE","Hide in a car"
"#QUEST_BEHEMOTH_PHASE_03_FIGHT","Attempt to fight anyway"
"#QUEST_BEHEMOTH_PHASE_04_HIDE_DESC","With the behemoth still posturing, the specialist bolts inside the nearest semi-truck and slams the door shut. The beast sprints toward the car and crashes against its side with full force, almost toppling it over. Its massive claws tear at the car for what seems like an eternity before finally it gives up. It takes one final look at the car before wandering back into the mist, away from the tunnel."
"#QUEST_BEHEMOTH_PHASE_04_HIDE_GO","Enter the tunnel"
"#QUEST_BEHEMOTH_PHASE_04_FIGHT_DESC","There is no time to think, so a gun is drawn and bullets start flying towards the beast. After a few rounds slamming its body to no effect, it becomes painfully clear that going against it was a very bad idea. There is still one chance. One last shot to the head that hits the target dead on, but no effect. It only makes the beast lose its footing for a moment. This gives just enough time to run for shelter."
"#QUEST_BEHEMOTH_PHASE_04_FIGHT_GO","Run to the tunnel"
"#QUEST_BEHEMOTH_PHASE_05_DESC","With the danger still lingering behind, the dark highway tunnel gives some cover. Animal and human bones alike litter the floor, but there’s little else around. There’s a barricaded service door on the side wall that seems too small for the behemoth to enter. Intact human remains laying beside a backpack inside the maintenance room tell another sad story of another scavenger who died of their wounds."
"#QUEST_BEHEMOTH_PHASE_05_GO","Take the backpack and leave"
"#QUEST_BEHEMOTH_ABANDON_DESC","No way the colony is making the same mistake as this guy. Whether real or a myth, this whole ordeal seems too dangerous."
"#QUEST_RIPPIN_NAME","Ripping and Tearing"
"#QUEST_RIPPIN_DESC","The local bandit group Rippers are violent but disorganized, and they have scattered into small subgroups across the wasteland. Every once in a while, a leader emerges and, through charisma or brute force, rallies them under a single banner. Fearing this, the colonists want to take care of the uprising to prevent any future bloodshed."
"#QUEST_RIPPIN_GO","Hunt the bandits"
"#QUEST_RIPPIN_TASK1","Take out the bandits"
"#QUEST_RIPPIN_PHASE_01_DESC","The first bandit camp has now been taken down. The leader was not found in this camp. It is time to make a move against the second one!"
"#QUEST_RIPPIN_PHASE_02_DESC","The second bandit camp went down fighting. Now it is time to cut down the head of the snake and head for the final one!"
"#QUEST_RIPPIN_PHASE_03_DESC","Finally, the Ripper uprising has been dealt with. They will no longer threaten the colony and other societies in the area. There certainly will be the next leader to rise again, but after this it will take some time before they recover."
"#QUEST_RIPPIN_CONTINUE","Continue the hunt"
"#QUEST_RIPPIN_ABANDON_DESC","These bandits won't be able to breach the colony's defenses. Easier to let them be."
"#QUEST_RATSWARM_NAME","Swarming Rats"
"#QUEST_RATSWARM_DESC","The Dead Rats are considered to be more of a nuisance than an actual threat to well-defended colonies. However, their numbers have recently begun to rise at an alarming rate. They appear in large numbers and force everyone to join them. They have also taken control of several remote locations, such as old farms to create supply for their growing needs."
"#QUEST_RATSWARM_GO","Liberate the farms"
"#QUEST_RATSWARM_TASK1","Liberate half of the farms"
"#QUEST_RATSWARM_PHASE_01_DESC","The first farm is now cleared. This should start to affect their morale and create some tension as the food becomes more scarce. Unfortunately this might make them more prepared as well."
"#QUEST_RATSWARM_PHASE_02_DESC","The second farm is now free. This time the bandits definitely were more prepared, but there were not enough of them to guard the place. Now it is time to give the final blow."
"#QUEST_RATSWARM_PHASE_03_DESC","The final den of Dead Rats offers little resistance. Their numbers have diminished and those who remain are there because of fear, not because of loyalty. Striking during the darkness and dropping the defenders one by one makes them scatter. The leader is never caught, probably because they left far before the danger came too close to them. It is over, for now."
"#QUEST_RATSWARM_CONTINUE","Continue the hunt"
"#QUEST_RATSWARM_ABANDON_DESC","Bashing Dead Rats is hardly worth the effort. Their operation will most likely fall apart anyway."
"#QUEST_DOOMSDAY_NAME","Shadows of the Past"
"#QUEST_DOOMSDAY_DESC","One of the more notorious and organized bandit factions is called Doomsday Militia. This is not their actual name, but people started calling them that because of their appearance. They are a remnant from the past. After the fall, during the wars of succession they were one of the lead factions trying to take control of the western part of the continent.\nNow they are merely a shadow of their former self, but still pose a significant threat compared to other less organized factions. They have increased their presence in this region and there are several encampments nearby."
"#QUEST_DOOMSDAY_GO","Attack the encampments"
"#QUEST_DOOMSDAY_TASK1","Take out the encampments"
"#QUEST_DOOMSDAY_PHASE_01_DESC","The fight is finally over. They sure are not regular bandits. They operate in a very organized manner and won’t flinch from casualties. They have truly earned their name and reputation."
"#QUEST_DOOMSDAY_PHASE_02_DESC","After several hours of nonstop fighting the last enemy is finally down. This time they did not even fall back at the end, but chose to make a last stand. One can only wonder what lies ahead."
"#QUEST_DOOMSDAY_PHASE_03_DESC","The last stronghold gives fierce resistance before finally succumbing. In their command room table there is a map with more locations marked on it. Three of them are the ones that were just cleared, but the last one is a new encampment that no one knew about. There are also markings that would indicate that they are planning to attack the colony."
"#QUEST_DOOMSDAY_CONTINUE","Continue the assaults"
"#QUEST_DOOMSDAY_FINAL","Head to the final location"
"#QUEST_DOOMSDAY_PHASE_04_DESC","The fourth location reveals a small clearing with a couple of enemies rigging up explosives to resource stockpiles. The rest of the group have clearly left in a hurry. Perhaps because of what happened to the other encampments. This must have been their supply post since there are still so many supplies left. These two are making sure that no one else can take advantage of those resources. The stockpiles are far away from each other, but it might be possible to save some of them by acting quickly."
"#QUEST_DOOMSDAY_PHASE_04_FOOD","Save the food"
"#QUEST_DOOMSDAY_PHASE_04_GEAR","Save the gear"
"#QUEST_DOOMSDAY_PHASE_04_BOTH","Try to save both"
"#QUEST_DOOMSDAY_PHASE_05_FOOD_DESC","The specialist starts toward the enemy at the food stockpile and manages to knock him out before the explosives are ignited. But suddenly a massive explosion on the opposite side of the clearing indicates that the other stockpile is gone. The only thing left is to take whatever is at hand and escape before the other bandit realizes what happened at the other stockpile."
"#QUEST_DOOMSDAY_PHASE_05_GEAR_DESC","Crawling along a small depression on the field takes close enough to the stockpile. The specialist starts toward the bandit and knocks her out right before the explosives are ignited. A loud explosion shakes the ground from the opposite side of the clearing. The food stockpiles are now lost. The only thing left is to take whatever is at hand and escape before the other bandit realizes what happened at the other stockpile."
"#QUEST_DOOMSDAY_PHASE_05_BOTH_SUCCESS_DESC","It's risky, but saving both stockpiles would be a major help for the colony. The specialist takes aim and opens fire on the enemy. \n\nThe one next to the food pile goes down instantly, but the second flinches upon hearing the shot and nearly manages to detonate the gear. Without hesitation more shots are fired until the gun goes silent. The clip is empty, but the enemy lies on his back, lifeless. Both stockpiles are saved."
"#QUEST_DOOMSDAY_PHASE_05_BOTH_FAIL_DESC","It's risky, but saving both stockpiles would be a major help for the colony. The specialist takes aim and opens fire on the enemy. \n\nThe first shot misses and both bandits run for cover. Almost instantly two big explosions shake the ground and two clouds of dust and smoke are rising towards the sky. The resources are gone and so are the two enemies. It is time to leave before they come back with reinforcements."
"#QUEST_DOOMSDAY_ABANDON_DESC","It would be crazy to go after that group. Leave them be and maybe they won’t disturb the colony either."
"#QUEST_BANDITRAIDS_NAME","Raiders"
"#QUEST_BANDITRAIDS_DESC","Local raider activity has picked up recently, and several gangs have been spotted looting and pillaging in the nearby areas. It would be a good time to strike and put an end to this madness they have brought to this region."
"#QUEST_BANDITRAIDS_GO","Take down the raiders"
"#QUEST_BANDITRAIDS_TASK1","Defeat all the bandits"
"#QUEST_BANDITRAIDS_PHASE_01_DESC","This group appeared like a scouting party. They were carrying very little supplies and there was barely any loot on them. Did they just have bad luck, or were they looking for something?"
"#QUEST_BANDITRAIDS_PHASE_02_DESC","This sorry band of raiders were clearly just a bunch of rookies. What they’ve done for the others can’t be forgiven, but they were clearly forced into this job. Is this how the world is now?"
"#QUEST_BANDITRAIDS_PHASE_03_DESC","The final band of raiders has clearly been the main group. Their loot suggests that other parties have been led by this group. Defeating these took much more effort. They are probably the reason what forced the raiders in the other groups to join their cause in the first place. But now their reign of terror is over."
"#QUEST_BANDITRAIDS_CONTINUE","Continue"
"#QUEST_BANDITRAIDS_ABANDON_DESC","Raiders and bandits come and go. Smacking one down will just make two more take their place."
"#QUEST_ONTHEAIR_NAME","Distress Signal"
"#QUEST_ONTHEAIR_DESC","A colonist has managed to get a small amateur radio project up and running. She sets up a small dipole antenna and starts to turn it around systematically in all directions. Surprisingly, during one rotation the radio picks up a faint signal. “...for anyone listening...not much left...the creatures...assistance...” \n\nThe antenna points to a general direction where the broadcast is coming from. Also it can’t come too far away or the small setup wouldn’t have picked up the signal at all."
"#QUEST_ONTHEAIR_GO","Investigate the source"
"#QUEST_ONTHEAIR_ABANDON","Not worth the hassle"
"#QUEST_ONTHEAIR_ABANDON_DESC","Such a suspicious broadcast. It must be a trap. Better not risk it."
"#QUEST_ONTHEAIR_TASK1","Find the source of the transmission"
"#QUEST_ONTHEAIR_PHASE_01_DESC","After a while a cabin with a raised antenna beside it can be seen on top of a small hill. The place is dark inside, but upon seeing the arrival, a small group of survivors rushes out. \n\n“Is it safe? We were hoping for someone to listen. We just ran out of energy, so the signal went silent a few hours ago. The rest of our group is still trapped in a nearby settlement. We’ve got weapons, but we have no idea how to go about saving them. Can we ask for help?”"
"#QUEST_ONTHEAIR_PHASE_01_GO","Agree to help"
"#QUEST_ONTHEAIR_TASK2","Save the trapped group members"
"#QUEST_ONTHEAIR_PHASE_02_DESC","The group sneaks into the mostly destroyed settlement, carefully peeking past every possible corner. Suddenly, the pointman raises his arm. A massive, mutated creature is roaming through the street ahead, following someone’s scent. \n\n“We need to act quick, any ideas?”"
"#QUEST_ONTHEAIR_ANY","Attack with the group"
"#QUEST_ONTHEAIR_FIGHTER","Lead the attack"
"#QUEST_ONTHEAIR_SCAVENGER","Distract the beast"
"#QUEST_ONTHEAIR_BACK","Come back later"
"#QUEST_ONTHEAIR_03A_DESC","The group charges at the monstrous beast. The first few shots hardly do any damage, but they manage to send the creature into a rage. The group fires at it with all it has. Eventually, the beast can’t withstand the hail of gunfire and falls to the ground. \n\nAs the remaining survivors emerge from the nearby buildings, relief washes over their faces. As a token of gratitude, they give whatever they can afford to."
"#QUEST_ONTHEAIR_03B_DESC","The specialist moves to the front to assess the situation. Nearby cars could provide a bit of cover, so the group lunges behind them before opening fire. Suddenly a volley of bullets hits the beast and makes it roar in pain. It’s head is twisting and turning, trying to locate the attacker. The fire continues and finally the beast falls down letting out the last horrible scream until falling silent. \n\nPeople appear from the nearby buildings and erupt into cheers. The survivors reward the help with generous gifts."
"#QUEST_ONTHEAIR_03C_DESC","Throwing rocks and making noise tricks the beast into running off in the opposite direction. When the beast is out of the way, the survivors are quickly evacuated from the buildings. Once everyone has made it, the group exits the settlement. \n\nSurvivors reward this show of courage with generous rewards."
"#QUEST_DUBIOUSDIAGNOSIS_NAME","Medicine Run"
"#QUEST_DUBIOUSDIAGNOSIS_DESC","Given the constant need for medicine and other supplies, some colonists have suggested someone be sent to search a nearby ghost town. It's got a small, rundown hospital with hopefully some medicine left to loot."
"#QUEST_DUBIOUSDIAGNOSIS_GO","Search the hospital"
"#QUEST_DUBIOUSDIAGNOSIS_ABANDON","Don’t go"
"#QUEST_DUBIOUSDIAGNOSIS_ABANDON_DESC","It’s dangerous to wander there; there’s no telling if bandits, or something worse, have made their nest there. It’s better to be safe than sorry."
"#QUEST_DUBIOUSDIAGNOSIS_TASK1","Enter the hospital"
"#QUEST_DUBIOUSDIAGNOSIS_PHASE_01_DESC","The once white, sterile walls have turned grey from decades of dust. Surprisingly, it’s inhabited. An old man with a crown of silver hair around his bald head steps forth and greets the visitor. \n\n“Medicine? You're a bit late for that, I'm afraid. Bandits came by a few weeks back, demanding my stash. I told them I‘m old and sick, but they robbed me blind anyway. I can point you to where they came from.”"
"#QUEST_DUBIOUSDIAGNOSIS_PHASE_01_GO","Follow the bandits"
"#QUEST_DUBIOUSDIAGNOSIS_TASK2","Find the thieving bandits"
"#QUEST_DUBIOUSDIAGNOSIS_PHASE_02_DESC","The bandit camp looks more like a makeshift pitstop than a proper settlement. It is eerily still, however; the scattered tents show no signs of movement and the place is completely silent. A hastily crafted stockpile is standing right at the edge of the camp and a few bandit corpses are scattered around the tents."
"#QUEST_DUBIOUSDIAGNOSIS_ANY","Search the stockpile"
"#QUEST_DUBIOUSDIAGNOSIS_FIGHTER","Storm the camp"
"#QUEST_DUBIOUSDIAGNOSIS_SCIENTIST","Investigate the camp"
"#QUEST_DUBIOUSDIAGNOSIS_BACK","Retreat"
"#QUEST_DUBIOUSDIAGNOSIS_03A_DESC","Sneaking to the stockpile doesn’t take long. Rummaging through it fills the backpack quickly with medicine and other supplies. Suddenly, there's movement among the tents. It is time to leave. There is no room for more supplies anyway."
"#QUEST_DUBIOUSDIAGNOSIS_03B_DESC","Walking into the camp without anyone getting in the way is suspiciously easy. Suddenly, a few bandits emerge from the tents, but they look far too weak to fight. \n\n“Do what you want,” one of them says, his voice trembling. “It can’t be worse than this.” Whatever illness has ravaged these bandits, it has absolutely decimated them. It is a tough world and they look to be beyond hope. They won’t be needing the medicine and it is only just to get the medicine back for those who it belongs to."
"#QUEST_DUBIOUSDIAGNOSIS_03C_DESC","Wandering through the camp makes a few bandits emerge from the tents. They are inches from death, showing clear signs of radiation sickness. It’s so severe it demands specialized expertise to heal. \n\n“Fill this bag, and I'll tell you how to treat yourselves,” the specialist says. A glimmer of hope lights up in the bandits' eyes. After bagging most of the medical supplies, the specialist mercifully shares their knowledge on how to treat the radiation, letting them keep the needed medicine to do so."
"#QUEST_MECHANICALEXPEDITION_NAME","New Neighbors"
"#QUEST_MECHANICALEXPEDITION_DESC","Lately, an increasing number of cars have been spotted in the distance, not too far from the colony. There seems to be some kind of a new settlement closeby. It could be a good idea to see if they’re friendly or hostile."
"#QUEST_MECHANICALEXPEDITION_GO","Follow the vehicles"
"#QUEST_MECHANICALEXPEDITION_ABANDON","Let them be"
"#QUEST_MECHANICALEXPEDITION_ABANDON_DESC","There are more pressing issues than chasing cars right now."
"#QUEST_MECHANICALEXPEDITION_TASK1","Follow the cars"
"#QUEST_MECHANICALEXPEDITION_PHASE_01_DESC","The tire tracks are easy to follow and lead to a small settlement, still under construction. The guards stop the specialist at the entrance. \n\n”Sorry, but we aren’t letting any new people in. If you’re looking for work or supplies, though, we might have a proposition for you. One of our vehicles hasn't returned yet, and we assume the crew’s gotten lost somewhere. If you track them down and find out what’s going on, you can have a share of the loot they’re transporting.”"
"#QUEST_MECHANICALEXPEDITION_PHASE_01_GO","Search for the vehicle"
"#QUEST_MECHANICALEXPEDITION_TASK2","Find the lost vehicle"
"#QUEST_MECHANICALEXPEDITION_PHASE_02_DESC","The area pointed out by the guards is empty, but upon closer inspection, a set of tracks leads to a small clearing with the missing car and its crew. \n\n“Please don’t hurt us, we don’t mean any harm. Our car broke down and we got into a bit of an accident. Now we’re lost on top of that, too,” a young man with a broken arm explains."
"#QUEST_MECHANICALEXPEDITION_ANY","Draw them a map"
"#QUEST_MECHANICALEXPEDITION_SCIENTIST","Draw a map, treat the arm"
"#QUEST_MECHANICALEXPEDITION_SCAVENGER","Draw a map, inspect the car"
"#QUEST_MECHANICALEXPEDITION_BACK","Come back later"
"#QUEST_MECHANICALEXPEDITION_03A_DESC","The stranded are assured that they won’t be hurt. After receiving the map, the group’s demeanor shifts to more hopeful. \n\n“Thank you! Just give us a moment, we’ll gather a reward for you,” the young man says as the others begin pooling together their supplies. The specialist receives the reward, and the group starts heading back to the town on foot."
"#QUEST_MECHANICALEXPEDITION_03B_DESC","The man’s broken arm gets treated right away with a makeshift splint. ”Thank yo- ouch!” the man winces as he’s being patched up. \n\nThe group offers resources in exchange for the map, and the young man slips in some extra silver."
"#QUEST_MECHANICALEXPEDITION_03C_DESC","The survivors get a map and directions back to the town. Some closer inspection to the car shows that there could be some useful parts there. \n\nThe young man notices. “Take whatever you think you can use. The car is bust anyway.”"
"#QUEST_CULINARYDELIGHTS_NAME","Prepper Bunker"
"#QUEST_CULINARYDELIGHTS_DESC","A note from one of the recent expeditions reveals that there might be an old pre-apocalypse prepper bunker in this area not too far from the colony. It was built for long-term nuclear shelter, so who knows what one might find there."
"#QUEST_CULINARYDELIGHTS_GO","Head to the bunker"
"#QUEST_CULINARYDELIGHTS_ABANDON","Forget it"
"#QUEST_CULINARYDELIGHTS_ABANDON_DESC","Exploring a dusty and decayed bunker hardly feels worthwhile. It’s better to leave it be."
"#QUEST_CULINARYDELIGHTS_TASK1","Reach the bunker"
"#QUEST_CULINARYDELIGHTS_PHASE_01_DESC","Finding the bunker entrance in the overgrown grass and bushes is almost impossible, but the problem takes care of itself as the door is swung open. Inside is a young girl, clearly distraught and panicked. She explains that her grandfather, with whom she lives here, has gone missing while she was sleeping. Footprints taking off from the bunker lead towards a nearby farmhouse."
"#QUEST_CULINARYDELIGHTS_PHASE_01_GO","Go to the farm"
"#QUEST_CULINARYDELIGHTS_TASK2","Find the grandfather"
"#QUEST_CULINARYDELIGHTS_PHASE_02_DESC","The farm’s wooden buildings have almost collapsed, but the fields are still fertile. A man in his late 60s is standing in the field, picking the vegetables. He seems friendly and waves at the approaching stranger. \n\nUpon being explained the situation, he scratches his beard. “Oh. I could’ve sworn I left a note. My age must be getting to me. I just went to see if the food I planted here is ready. I would not mind a helping hand so she won't need to wait for me too long.”"
"#QUEST_CULINARYDELIGHTS_ANY","Help harvest the crops"
"#QUEST_CULINARYDELIGHTS_SCIENTIST","Help with the harvest, give advice"
"#QUEST_CULINARYDELIGHTS_FIGHTER","Intimidate the old man"
"#QUEST_CULINARYDELIGHTS_BACK","Return later"
"#QUEST_CULINARYDELIGHTS_03A_DESC","With two pairs of hands, the old man’s bags are filled in no time. ”Much appreciated. I will find my way back home, no worries. Take this as a thank you, and some food, too. I recommend boiling the vegetables with sugar; it’s delicious!” The man waves his hand and starts making his way back to the bunker."
"#QUEST_CULINARYDELIGHTS_03B_DESC","As the two gather the crops, there is time to give some advice to the old man. It seems to make his day to hear that the soil at the bunker looked fertile and with the right care, the soil should be able to grow food as well. \n\n“Oh, really? How wonderful!” the man exclaims. “I will have to try that. I was planning to give you a little something for your trouble but I think you deserve a bit more.”"
"#QUEST_CULINARYDELIGHTS_03C_DESC","The man immediately throws his hands into the air. “Oh, and here I thought you were here to help. Silly me,” he says with biting sarcasm. “Sure, take what you need. You must be truly desperate to rob an old man.” \n\nHe hands over his belongings without any trouble. “I hope the food is delicious!” the old man snarkily yells from the distance."
"#QUEST_BLACKHARVEST_NAME","Black Harvest"
"#QUEST_BLACKHARVEST_DESC","A specialist has spotted a few unassuming old-world farms in the wastelands, close to each other likely thanks to the flowing, albeit now polluted, river nearby. One seems to be uninhabited and could offer some seeds and resources. Checking it out might be worth it."
"#QUEST_BLACKHARVEST_PHASE_01_GO","Go to the farm"
"#QUEST_BLACKHARVEST_TASK1","Enter the farm"
"#QUEST_BLACKHARVEST_PHASE_02_DESC","The soil around the decaying farm has been tilled and some rather pitiful-looking crops push out from the soil. Knocking on the door yields no response, but a woman soon comes to view from behind the building. Her face has some dirt on it and she’s deep in thought reading through complicated notes. Upon seeing the visitor, she smiles. “Oh, hi ystävä. The name’s Eveliina. I’m trying to come up with a new fertilizer that keeps the field safe from pests but my crops keep dying.”"
"#QUEST_BLACKHARVEST_WHAT","Ask if she needs help"
"#QUEST_BLACKHARVEST_SCIENTIST","See her notes"
"#QUEST_BLACKHARVEST_PHASE_02A_DESC","“Oh. I do, in fact. I’ve run out of seeds. I know there are some in another farm nearby but I’m not good at bargaining. Could you go and see if you could get some?” she asks. “I’ll be right behind you, I just need to check on my crops first.”"
"#QUEST_BLACKHARVEST_PHASE_02_GO","Agree to go to the farm"
"#QUEST_BLACKHARVEST_PHASE_02B_DESC","Going through the notes gives some valuable insight, and the specialist can even point out some potential places to improve the formula. “Oh. Thanks!” Eveliina grins. “Truth is, I could use some more help. I’m all out of seeds. A nearby farm has some, but I’m not too good at bargaining. Could you go and see if you can get some? I’ll be right behind you after I finish checking on my crops.”"
"#QUEST_BLACKHARVEST_TASK2","Go to the farm"
"#QUEST_BLACKHARVEST_PHASE_03_DESC","The farm stands in a nearby valley and looks quite unassuming. There are fields of corn and wheat around and a few farmers are harvesting corn. By all accounts, they look like normal people."
"#QUEST_BLACKHARVEST_PHASE_03_APPROACH","Approach the people"
"#QUEST_BLACKHARVEST_PHASE_03_SNEAK","Sneak past the farmers"
"#QUEST_BLACKHARVEST_PHASE_03A_DESC","The farmers notice the guest and straighten their backs. “Hi there! Is there something you need?” one of them shouts. There is a nervous edge to his voice but he seems friendly and non-threatening. When explained the situation, the farmers are visibly reluctant to part with any of their seeds."
"#QUEST_BLACKHARVEST_PHASE_03A_PAY","Pay for it"
"#QUEST_BLACKHARVEST_PHASE_03A_TAKE","Take it by force"
"#QUEST_BLACKHARVEST_PHASE_03A_PAY_DESC","The farmers discuss a bit amongst themselves about whether they can part with their seeds. Eventually, they agree to sell some for the research. The goods exchange owners, and just upon leaving, Eveliina wanders into view. “You got it? Loistavaa! This will help me a bunch!” She takes out several books on soil cultivation and hands them over as a reward."
"#QUEST_BLACKHARVEST_PHASE_03A_WELCOME","Leave the farm"
"#QUEST_BLACKHARVEST_PHASE_03A_TAKE_DESC","Seems like intimidation is the way to go. The farmers yield immediately, raising their hands. “Hey, take it easy. We’re all short on food, you know? Fine, take them, if they’re so precious to you,” the man who uttered the greeting grunts. He gestures towards the pouches of seeds sitting by the field. The specialist takes the seeds and heads off, coming across Eveliina on the way back. “Nice! This is just what I need!” she exclaims. “Here, for your trouble.” She hands over some of her books on soil cultivation."
"#QUEST_BLACKHARVEST_PHASE_03B_DESC","There’s no reason to get involved with these people at all. Sneaking around them proves to be rather easy, and pocketing a few pouches of seeds, sitting by the edge of the field, takes no time at all. On the way back, Eveliina comes into view. “You got them? Great! Kiitos!” She beams and reaches for her backpack. From there, she takes out several books on soil cultivation. “Here. I was going to offer these for the seeds, but you can take them.”"
"#QUEST_BLACKHARVEST_ABANDON_DESC","It’s unlikely a rotting farm can offer anything worth traversing there for. It’s better to give up the idea."
"#QUEST_SCORCHEDEARTH_NAME","Scorched Earth"
"#QUEST_SCORCHEDEARTH_DESC","There’s a thick pillar of smoke on the horizon. Whether it’s a wildfire, a distress signal or something else, checking it out might be for the best so whatever’s causing it doesn’t catch the colony by surprise."
"#QUEST_SCORCHEDEARTH_GO","Investigate the smoke"
"#QUEST_SCORCHEDEARTH_ABANDON","Give up"
"#QUEST_SCORCHEDEARTH_ABANDON_DESC","It could be a trap or otherwise dangerous. It’s better not to risk it."
"#QUEST_SCORCHEDEARTH_TASK1","Find the source of the smoke"
"#QUEST_SCORCHEDEARTH_PHASE_01_DESC","The source of the smoke is not a wildfire nor a distress signal but thanks to a settlement that’s been set on fire. What happened is not hard to piece together given the way most houses appear to be looted bare and multiple tire tracks lead away from the burning settlement."
"#QUEST_SCORCHEDEARTH_PHASE_01_GO","Follow the tracks"
"#QUEST_SCORCHEDEARTH_TASK2","Find the attackers"
"#QUEST_SCORCHEDEARTH_PHASE_02_DESC","The sounds of battle are audible from a good distance away. Apparently, the now homeless settlers decided to retaliate and attack to get their resources back. The attackers’ camp is left largely unguarded and is ripe for the picking, but the settlers look like they could use some help."
"#QUEST_SCORCHEDEARTH_ANY","Grab the closest loot"
"#QUEST_SCORCHEDEARTH_FIGHTER","Aid the settlers"
"#QUEST_SCORCHEDEARTH_SCOUT","Search for additional resources"
"#QUEST_SCORCHEDEARTH_BACK","Come back later"
"#QUEST_SCORCHEDEARTH_03A_DESC","The settlers can fend for themselves. Rummaging through the camp proves to be easy thanks to everyone being busy with the battle. After filling a backpack with goods, it’s time to quietly slip away before anyone notices."
"#QUEST_SCORCHEDEARTH_03B_DESC","The settlers seem confused to say the least when a complete stranger suddenly charges in to aid them. Nonetheless, they quickly welcome the help and after a lengthy struggle, the bandits are largely defeated, the rest retreating into the wastelands. The leader of the settlers approaches, smiling ear to ear. “I don’t know who you are, but thank you! We could really use your help out there. Please, take this as a reward.”"
"#QUEST_SCORCHEDEARTH_03C_DESC","Since everyone is occupied with the battle, this is a perfect opportunity to see if the camp has anything even more worthwhile. It only takes a bit of looking to find a stash of spare weapons hidden under a tarp. After filling up the bags with them, it’s time to leave before the battle comes to a conclusion."
"#QUEST_ABANDON_DESC","Ends the current active quest"
"#QUEST_TOPIC_TASK","Current task:"
"#QUEST_FROMTHESHADOWS_NAME","From the Shadows"
"#QUEST_FROMTHESHADOWS_DESC","Bandits tend to hog resource locations and attack unprovoked and as such, curbing their numbers whenever possible is advisable. The Wolf Gang are particularly bothersome thanks to their preference for ambushes and surprise attacks. They're often on the move and stop only to rest in one of their fortified camps. Three such forts have been spotted with minimal guards posted in each, so breaking in with force to weed out their numbers might be worth it."
"#QUEST_FROMTHESHADOWS_GO","Attack the camps"
"#QUEST_FROMTHESHADOWS_TASK1","Take out the bandit camps"
"#QUEST_FROMTHESHADOWS_PHASE_01_DESC","The first Wolf Gang camp falls without issue as they hadn’t seen the attack coming. After grabbing some loot, it’s time to move to the next camp."
"#QUEST_FROMTHESHADOWS_PHASE_02_DESC","The second Wolf Gang camp falls rather quickly despite their attempts at flanking the attackers. It’s time to ransack and move to the final camp."
"#QUEST_FROMTHESHADOWS_PHASE_03_DESC","As the last camp falls, it quickly becomes evident the resources here are not as numerous as expected, most likely due to the Wolf Gang’s tendency to move from place to place. Nonetheless, it’s time to take what’s available and leave."
"#QUEST_FROMTHESHADOWS_CONTINUE","Proceed to the next camp"
"#QUEST_FROMTHESHADOWS_ABANDON_DESC","The Wolf Gang poses no notable threat. It’s better to leave them be."
"#QUEST_ROADRAID_NAME","Road Raid"
"#QUEST_ROADRAID_DESC","Frontier Nomads are a loosely organized group of bandits who, despite insisting they’re pragmatic and fair, habitually raid settlements with little remorse. Scouts have spotted a few of their convoys, heading over to towns. Intercepting them there to secure some resources might be a worthwhile idea."
"#QUEST_ROADRAID_GO","Attack the Nomads"
"#QUEST_ROADRAID_TASK1","Take out all the Nomads"
"#QUEST_ROADRAID_PHASE_01_DESC","The convoy was dealt with just as it was about to attack a settlement. It’s time to loot it and move on to the next convoy."
"#QUEST_ROADRAID_PHASE_02_DESC","The second convoy was working on pillaging an abandoned gas station. After a brief struggle, the Nomads are dealt with. Time to gather the goods and move to the final convoy."
"#QUEST_ROADRAID_PHASE_03_DESC","The last convoy falls and the spoils are ready for picking. The resources gathered will surely help the colony, and the less Nomads there are to terrorize the wastelands, the better."
"#QUEST_ROADRAID_CONTINUE","Find the next convoy"
"#QUEST_ROADRAID_ABANDON_DESC","It’s too risky to engage in raiding and there’s no guarantee the rewards are worth it."
"#QUEST_SILENCE_NAME","Silence Their Howls"
"#QUEST_SILENCE_DESC","Recently, the lookouts have spotted members of the Wolf Gang not too far from the colony. The Wolf Gang, a group of bandits known for ambushes and stealth attacks, have made the colonists fear for their safety. It might be wise to track down the bandits and reduce their numbers around the colony before they attack first."
"#QUEST_SILENCE_GO","Track down the Wolves"
"#QUEST_SILENCE_TASK1","Find Wolf Pack hideouts"
"#QUEST_SILENCE_PHASE_01_DESC","The first group dealt with are few in numbers and disorganized. Hopefully, the next one is more substantial."
"#QUEST_SILENCE_PHASE_02_DESC","This group was more numerous than the previous one. One more attack should get the message across and repel the bandits from the colony."
"#QUEST_SILENCE_PHASE_03_DESC","The last group was clearly the most prepared but they will go down all the same. Their camp has some valuables to loot, it would be a waste not to take them. After packing the bags and trashing the camp as a warning to the other Wolf Gang members, it’s time to leave."
"#QUEST_SILENCE_CONTINUE","Search for more Wolves"
"#QUEST_SILENCE_ABANDON_DESC","This is a waste of time. It’s better to deal with the Wolf Gang only if they go as far as attacking the colony."
"#QUEST_CELEBRATION_NAME","Town Liberation"
"#QUEST_CELEBRATION_DESC","The Frontier Nomads are usually far too disorganized to pose a serious threat to colonies in the wastelands. However, according to specialist intel, lately they have stepped up their game considerably and ransacked towns non-stop to hoard whatever little resources they have. The townsfolk would surely appreciate some help with getting their homes back."
"#QUEST_CELEBRATION_GO","Liberate the towns"
"#QUEST_CELEBRATION_TASK1","Take out half of the bandits"
"#QUEST_CELEBRATION_PHASE_01_DESC","The bandits’ loud cheers are hard to miss. Clearly in the middle of a party, they weren’t expecting an attack and easily go down. The townsfolk are grateful and offer a reward. It’s time to move on."
"#QUEST_CELEBRATION_PHASE_02_DESC","These bandits were clearly enjoying their newly ransacked goods, as they’re ambushed in the middle of a lavish banquet. Taking them down proves successful and the townsfolk willingly hand over a reward for saving their homes."
"#QUEST_CELEBRATION_PHASE_03_DESC","The bandits were caught by surprise while sitting around a big bonfire. After a brief struggle, they’re taken down and the townspeople can once again return home. Grateful for the assistance, they offer some goods as compensation."
"#QUEST_CELEBRATION_CONTINUE","Head to the next town"
"#QUEST_CELEBRATION_ABANDON_DESC","The towns can take care of themselves. There’s hardly any reason to act as the local law enforcement."
"#QUEST_CRACK_ATOM_NAME","Splitting the Atom"
"#QUEST_CRACK_ATOM_DESC","Some people just enjoy seeing the world burn while trying to achieve some personal gain. That’s definitely the case with Tribunal, a chaotic group of misfits seemingly only interested in making the aftermath even worse for everyone. A scout has spotted them mapping out nearby nuclear plants. As they’re definitely up to no good, stopping them is worth considering."
"#QUEST_CRACK_ATOM_GO","Chase down the Tribunals"
"#QUEST_CRACK_ATOM_TASK1","Attack the nuclear plants"
"#QUEST_CRACK_ATOM_PHASE_01_DESC","The first plant is secured after a scuffle. The machinery has definitely been tampered with, though it’s impossible to tell to what end."
"#QUEST_CRACK_ATOM_PHASE_02_DESC","The second plant is overtaken in the nick of time. The Tribunals had definitely gotten close to a point of doing something with the radioactive fuel rods."
"#QUEST_CRACK_ATOM_PHASE_03_DESC","The final nuclear plant has been secured. A folder filled with plans is found on the scene, and even if the instructions are nearly unintelligible, it takes no genius to understand that their ultimate goal was to create a dirty bomb of grand proportions by blowing up the plants. This would have caused chaos and instability to anyone living nearby. With their plans dwarfed, the colony should be safe for now."
"#QUEST_CRACK_ATOM_CONTINUE","Head to the next plant"
"#QUEST_CRACK_ATOM_ABANDON_DESC","On second thought, this probably isn’t worth the hassle. Surely even the Tribunals aren’t stupid enough to mess with nuclear reactors."
"#QUEST_SHOOT_MESSENGERS_NAME","Doomsday Broadcast"
"#QUEST_SHOOT_MESSENGERS_DESC","Doomsday Militia are not only strong, they’re also heavily organized, making them the most dangerous bandit group in the wastelands. Recently, they have been taking over old-world radio stations. Should they manage to fix them up and establish long-range communications, their efficiency will surely turn them even more deadly."
"#QUEST_SHOOT_MESSENGERS_GO","Clear out the radio stations"
"#QUEST_SHOOT_MESSENGERS_TASK1","Attack the radio stations"
"#QUEST_SHOOT_MESSENGERS_PHASE_01_DESC","Luckily, the bandits fall before the equipment could be fixed. However, there are still other radio stations that should be secured as well."
"#QUEST_SHOOT_MESSENGERS_PHASE_02_DESC","The militia members are notoriously hard to take down, but somehow the second radio station has been secured. This one was almost fixed up, but luckily their plans have now been hindered. Time to move on."
"#QUEST_SHOOT_MESSENGERS_PHASE_03_DESC","The battle is tough and the militia doesn’t go down easy, but eventually they lose the radio station. A notebook found on the scene confirms they were planning to use the stations to coordinate their attacks, but that plan has luckily now been sabotaged. Furthermore, the fixed up equipment has plenty of parts to scavenge."
"#QUEST_SHOOT_MESSENGERS_CONTINUE","To the next radio station"
"#QUEST_SHOOT_MESSENGERS_ABANDON_DESC","It would be foolish to put the colony on Doomsday Militia’s radar by messing with them. It’s better to drop this idea."
"#QUEST_MILITARY_01_NAME","Military Might"
"#QUEST_MILITARY_01_DESC","Old-world military camps are hard to find thanks to efficient camouflage, but according to a recently arrived survivor, several of them have been found and taken over by a group of bandits he was briefly captured by but managed to escape from. Tracking and taking these bandits down might give an opportunity to get their loot."
"#QUEST_MILITARY_01_GO","Clear out the military camps"
"#QUEST_MILITARY_01_TASK1","Attack the military camps"
"#QUEST_MILITARY_01_PHASE_01_DESC","The bandits fall much easier than anticipated despite their liberal access to weaponry. The weapons are rounded up and packed up. There are two camps remaining."
"#QUEST_MILITARY_01_PHASE_02_DESC","The second camp is overtaken without any serious opposition. The weapons are collected before heading out. One more camp remains."
"#QUEST_MILITARY_01_PHASE_03_DESC","The last camp is secured. The weapons are packed up. Surely, they’ll come in handy to protect the colony from outside attacks."
"#QUEST_MILITARY_01_CONTINUE","Attack the next camp"
"#QUEST_MILITARY_01_ABANDON_DESC","Tracking down the bandits and attacking the camps seems like a dangerous diversion. The colony can do without the spoils."
"#QUEST_STOLEN_NAME","Oiled Machines"
"#QUEST_STOLEN_DESC","A few people arrive at the gate. They seem desperate, asking for fuel for their settlement. Apparently, a group of bandits attacked and stole the fuel meant to power their pumps, leaving them acutely short on drinking water. Fuel is too valuable to give away like that, but maybe the bandits could be tracked down and dealt with to help."
"#QUEST_STOLEN_GO","Help them"
"#QUEST_STOLEN_TASK1","Find the stolen fuel"
"#QUEST_STOLEN_PHASE_01_DESC","The bandits succumb to the attack. They have no notable fuel caches here, only scraps, but a map found in one of their pockets reveals the location of another, bigger camp. Surely, the fuel must be there."
"#QUEST_STOLEN_PHASE_02_DESC","The bandits weren’t expecting the attack and quickly fall before the fire. However, upon closer inspection it’s clear that most of the fuel has been transported elsewhere. A series of tire tracks lead out of the camp. Following them will most likely lead to the fuel."
"#QUEST_STOLEN_PHASE_03_DESC","The final bandit location is easily the most defended, in no part thanks to the valuable fuel within. However, they eventually succumb. The fuel is found still in their original tanks, loaded up on the vehicles. When the settlers are relayed the coordinates of their fuel, they’re overjoyed and happily offer whatever they can as a reward."
"#QUEST_STOLEN_CONTINUE","Search for more fuel"
"#QUEST_STOLEN_ABANDON_DESC","Their problems are their own, the colony can’t afford to give a hand."
"#QUEST_SLAVES_NAME","Human Resources"
"#QUEST_SLAVES_DESC","A few survivors scramble to the gates. They look malnourished and tired. They tell that their settlement was attacked by bandits and that every person capable of work was abducted for free labor. The survivors, who miraculously managed to escape, can point out the locations of the camps with hostages. Freeing them would be the right thing to do but it’s not without risk."
"#QUEST_SLAVES_GO","Free the people"
"#QUEST_SLAVES_TASK1","Attack the bandit camps"
"#QUEST_SLAVES_PHASE_01_DESC","This camp is already in the midst of a battle as the abducted settlers have launched a revolt. With a little bit of help, the bandits are taken care of. Some loot can be collected from the camp before moving on to the next one."
"#QUEST_SLAVES_PHASE_02_DESC","The people here have almost been worked to death. The bandits give a good fight but eventually, the camp can be liberated. The tired settlers start making their way back at a sluggish pace. It’s time to move on after packing up some leftover supplies."
"#QUEST_SLAVES_PHASE_03_DESC","The final camp is by far the most disturbing. Some settlers have perished from overexhaustion and their bodies haven’t as much as been given a proper burial. After being freed, the people mourn the dead and then start moving back. There’s some resources to loot here, it would be unwise to not take advantage of them."
"#QUEST_SLAVES_CONTINUE","Continue the mission"
"#QUEST_SLAVES_ABANDON_DESC","The fate of those people is unfortunate, but the colony can’t afford to go on a rescue mission."
"#QUEST_BLOOD_NAME","Rescue Mission"
"#QUEST_BLOOD_DESC","A survivor appears at the gate. He’s bleeding violently and one glance is enough to tell he won’t make it. “Please... The bandits came. My wife... My daughter... Save them,” he manages to utter before he succumbs, clutching a polaroid portrait of himself with his family. Not many bandits operate in the area, so finding them to save his family wouldn’t be impossible."
"#QUEST_BLOOD_GO","Save the hostages"
"#QUEST_BLOOD_TASK1","Kill the bandits"
"#QUEST_BLOOD_PHASE_01_DESC","The bandits are caught off guard, having been in the middle of some kind of celebration. This camp, however, has no hostages or bodies. Looting the camp is the only thing that can be done here before moving on."
"#QUEST_BLOOD_PHASE_02_DESC","This camp is as mundane as the one before. There is no evidence of any kind of hostages nor is there anything pointing towards there ever having been. It’s time to take whatever supplies are available and move on."
"#QUEST_BLOOD_PHASE_03_DESC","The battle is long and risky, but finally the last of the bandits go down. Upon inspection, a small girl’s dress is found in one of the sacks, clearly placed there to be sold. When scouting the area around the camp, two unmarked graves are found. Seems like no one came to get them on time so they were eventually discarded. After paying respects and taking whatever’s usable from the camp, it’s time to leave."
"#QUEST_BLOOD_CONTINUE","Push forward"
"#QUEST_BLOOD_ABANDON_DESC","There is no way they are still alive or with the bandits. It’s unfortunate, but ultimately a waste of time."
"#QUEST_PRICE_NAME","The Price of a Life"
"#QUEST_PRICE_DESC","People from the nearest colony have trekked to the gate. Their scouts were attacked and taken hostage. The colony has the money to pay at least some of their ransom, but without their scouts, they don’t have the means to travel that far. They offer 1,200 silver and ask to spare one of the specialists to go negotiate for release. Any coins left over are the colony’s to keep."
"#QUEST_PRICE_GO","Negotiate for the hostages"
"#QUEST_PRICE_TASK1","Find the hostages"
"#QUEST_PRICE_PHASE_01_DESC","The bandits are clearly used to dealing with hostages. As soon as they see the approaching visitor, they open the gate. Unfortunately, the silver isn’t enough to free everyone as their release costs 500 per person. The bandits offer a chance to chat with all three hostages and choose which two to free."
"#QUEST_PRICE_PHASE_02_DESC","The first hostage is a rugged-looking man, clearly in his mid-60s. He immediately shakes his head. “I’m already old. I’ve lived a good life. Free the younger ones and give them a chance to live, please.”"
"#QUEST_PRICE_PHASE_03_DESC","The second hostage is a redheaded woman with glasses and a thick scar across her face. She seems nervous. “Please save me. I’m a medic and without me, our colony is doomed!” she pleads."
"#QUEST_PRICE_PHASE_04_DESC","The third hostage is a younger man. His eyes are downcast and he firmly avoids eye-contact. “You need to free me and the other man. The woman is a snake, she tried to sell us out to save her own hide. She doesn’t deserve to be freed.”"
"#QUEST_PRICE_PHASE_05_DESC","The bandits interrupt before the woman can be asked about the accusations. “So, who will you have? The remaining one can always be bought later, provided they’re still alive. Feeding them costs money, you know,” the leader says with a nonchalant shrug."
"#QUEST_PRICE_OLD_YOUNG","Free the old man and the young man"
"#QUEST_PRICE_YOUNG_YOUNG","Free the woman and the young man"
"#QUEST_PRICE_NONE","Don’t free anyone and keep the coin"
"#QUEST_PRICE_PHASE_06_FREE_DESC","Two of the prisoners are set free and sent on their way. The third one is left to their fate, whatever that may be. The leftover coin is pocketed for the colony’s use."
"#QUEST_PRICE_PHASE_06_NONE_DESC","After hearing how the three hostages all seem to have differing opinions, the fairest option seems to be to save none of them. Upon telling that to the bandits, they’re clearly taken aback yet also oddly amused. The three prisoners yell in their shackles, desperate to be saved, but it’s of no use. Should the colonists come asking about the hostages, they will be told it was already too late."
"#QUEST_PRICE_CONTINUE","Continue"
"#QUEST_PRICE_ABANDON_DESC","The neighboring colony doesn’t take kindly to the rejection. They demand the silver back and announce there will be no more cooperation between the two colonies. A bridge was burned for sure, but this quest wasn’t worth it, to begin with."
"#QUEST_MEMORIES_NAME","Memories of Wealth"
"#QUEST_MEMORIES_DESC","In the heaps of trash and debris around the colony, sometimes interesting things are found. A few colonists have dug up an old-world business magazine of some sort. What catches their interest is a full-spread article about a tycoon who was incredibly rich and apparently stashed some of his fortune in his factory. The factory is not far off and could be worth visiting."
"#QUEST_MEMORIES_GO","Search the factory"
"#QUEST_MEMORIES_TASK1","Look for the tycoon’s goods"
"#QUEST_MEMORIES_PHASE_01_DESC","The factory has been abandoned and the rooms are empty of practically everything. However, in the magazine, the tycoon mentioned hiding his wealth. Looking around a bit more carefully is probably a good idea, given how some stashes could have gone unnoticed by previous looters."
"#QUEST_MEMORIES_PHASE_02_DESC","There is an old, unopened safe in the office, too big to carry away and too strong to be cracked open. That would be the obvious hiding place for any valuables, but obviously previous attempts at opening it have failed."
"#QUEST_MEMORIES_PHASE_03_DESC","There’s a hatch on the ceiling that’s likely gone completely unnoticed by previous looters. It can’t be reached without a ladder but the goods within could still be there."
"#QUEST_MEMORIES_PHASE_04_DESC","A door frame is peeking from behind a couple of thoroughly looted cabinets on the assembly floor. Pushing the cabinets aside will surely take some time, but the doorway seems to be undetected until now."
"#QUEST_MEMORIES_PHASE_05_DESC","The Geiger counter is rattling in a way that promises nothing good. The place seems to be heavily radioactive, so lingering here is not a good idea. There’s time to get access to one place before the radiation becomes dangerous."
"#QUEST_MEMORIES_SAFE","Investigate the safe"
"#QUEST_MEMORIES_HATCH","Investigate the hatch"
"#QUEST_MEMORIES_DOOR","Investigate the door"
"#QUEST_MEMORIES_PHASE_05_SAFE__DESC","The lock mechanism of the safe proves to be so complex that even a seasoned thief would struggle to break it open. After trying for a time, it’s for the best to give up, especially when the first signs of nausea start settling in. Leaving with empty hands stings, but risking radiation sickness is definitely not worth it."
"#QUEST_MEMORIES_PHASE_05_HATCH_DESC","The only available ladder is too short to reach the hatch, but stacking a few tables underneath provides just enough height to pull it open and climb up. The room is small and dusty with little light. There is a small box tucked in there, filled with silver and mementos—a lock of hair, an old coin, that sort of thing. It’s time to gather the loot and leave before the radiation becomes dangerous."
"#QUEST_MEMORIES_PHASE_05_DOOR_DESC","The cabinets take a lot of pushing but eventually, they’re out of the way and reveal the door. It’s not locked and after swinging it open, it becomes apparent that the reason it was blocked was because the room was not needed, as it’s empty save for a few cobwebs. A sudden, sharp headache signals that it’s time for a quick retreat."
"#QUEST_MEMORIES_CONTINUE","Continue"
"#QUEST_MEMORIES_ABANDON_DESC","Few things considered treasures in those times would be of use now. Better to focus on what matters."
"#QUEST_WARFARE_NAME","Field Chemistry"
"#QUEST_WARFARE_DESC","Some colonists have found a few wild plants towards the edge of the colony that show some early signs of disease. The leaves are discolored and the plants have shrunk. Finding the source of the disease might prevent an outbreak."
"#QUEST_WARFARE_GO","Investigate the plants"
"#QUEST_WARFARE_TASK1","Find the source of the disease"
"#QUEST_WARFARE_PHASE_01_DESC","This farm seems to have been practically overrun by the disease. The crops are wilted and sickly, and there is no one around. After looking around some, it’s easy to determine the source is the river flowing nearby. Following it could reveal the source of the sickness."
"#QUEST_WARFARE_PHASE_02_DESC","A lone, abandoned factory building is situated near the river. A strange, pungent smell surrounds it. Finding out what exactly was made here might be wise."
"#QUEST_WARFARE_ANY","Search the outer offices"
"#QUEST_WARFARE_SCAVENGER","Search the inner offices"
"#QUEST_WARFARE_SCIENTIST","Search the labs"
"#QUEST_WARFARE_BACK","Come back later"
"#QUEST_WARFARE_PHASE_03A_DESC","Rummaging around the factory doesn’t seem to bring any insight as for what could be causing the disease. After a while, it’s evident there’s nothing to be found here aside from a small stash of silver tucked away in one of the offices, it’s time to go back empty-handed. The effects of the disease reach the colony as a few days later, a few of them fall ill with poisoning of some sort."
"#QUEST_WARFARE_PHASE_03B_DESC","For a scavenger, looking for valuables is second nature. Upon venturing further into the factory, a small stash of equipment is found. After exiting the factory, a search around the river area reveals the source of the illness: this factory was used to make some kind of a new pesticide that turned out to be too strong to use on plants. Some of the canisters containing it have fallen over and seeped into the river. After fixing this, the plants around the colony should be safe."
"#QUEST_WARFARE_PHASE_03C_DESC","Digging around in the laboratory reveals some documents hard to decipher for anyone who isn’t a scientist. The factory was used to create an experimental pesticide that turned out to be much too potent and killed the plants along with the pests. With this knowledge, it’s easy to deduct what happened. Indeed, upon inspecting the river close to the factory, several fallen over canisters of the pesticide can be found. After taking care of those, the plant life should eventually return to normal."
"#QUEST_WARFARE_CONTINUE","Find the next clue"
"#QUEST_WARFARE_ABANDON_DESC","Diseases happen all the time, this one will pass just like the rest of them."
"#QUEST_AVAILABLE","New quest available"
"#QUEST_TASK_VISIT_LOCATION","Visit location"
"#QUEST_DELUXE_NAME","Written in the Stars"
"#QUEST_DELUXE_DESC","As soon as the radio tower is constructed, it starts picking up a signal. The voice is faint and riddled with static and only parts of the repeating message can be heard.\n\n<mark>“Anyone... Calling Earth... Help!”</mark>\n\nA stunned silence falls over the colony before everyone erupts into confused yet excited chatter. A radio signal is one thing, but one seemingly originating from outer space is another matter altogether. The signal needs to be amplified, and a nearby observatory might offer the technology needed."
"#QUEST_DELUXE_GO","Investigate the observatory"
"#QUEST_DELUXE_TASK_OBSERVATORY","Find the observatory"
"#QUEST_DELUXE_PHASE_OBSERVATORY_DESC","The observatory looms on the horizon, a ghastly sight in the vast wasteland. A large radio telescope sits completely still as a humbling reminder of a long gone era of science and innovation. Inside, it quickly becomes evident that all that’s valuable has long since been looted."
"#QUEST_DELUXE_PHASE_OBSERVATORY_ANY","Look around"
"#QUEST_DELUXE_PHASE_OBSERVATORY_SCIENTIST","Look around and check past logs"
"#QUEST_DELUXE_PHASE_OBSERVATORY2_DESC","It takes a long bit of rummaging, but components to build an amplifier are finally found in one of the storage rooms. As soon as the amplifier is brought back and installed, the repeating message becomes clearer.\n\n“Anyone out there? This is space station Aurora 5. Calling Earth for assistance. We need immediate help!” The colonists scramble to send a signal back, and after a moment, another transmission arrives. “What...? Is this for real? You have no idea how glad we are to hear from Earth! Our communications went cold a decade ago, and we’ve been stranded since. We’re almost out of supplies.”"
"#QUEST_DELUXE_PHASE_OBSERVATORY2_CONTINUE","Continue"
"#QUEST_DELUXE_PHASE_OBSERVATORY3_DESC","The whole colony has gathered around the radio station, listening with gaping mouths and wide eyes to the tale of the lost astronauts.\n\nDuring the Cold War, they were sent out to establish a top secret space station to research the viability of long-term habitation in space. Their landing beacons were damaged when the apocalypse started and, without ground support, they’ve been stranded ever since. They ask the colony for assistance with reaching the closest command center and turning on landing beacons on the ground so they can finally come back."
"#QUEST_DELUXE_PHASE_OBSERVATORY_SEND","Head to the command center"
"#QUEST_DELUXE_TASK_CC","Enter the command center"
"#QUEST_DELUXE_PHASE_CC_DESC","The command center turns out to be tightly guarded as a group of bandits had made their lair in its halls. After they’re cleared, one look inside confirms the astronauts’ worst fears.\n\nThe building has long since been abandoned, and the system used to activate landing beacons is no longer functional. The information is relayed to the astronauts, but they’re not ready to give up yet. They say that all beacons can be manually activated and ask the specialist to try and find a manual."
"#QUEST_DELUXE_PHASE_CC_ANY","Look around"
"#QUEST_DELUXE_PHASE_CC_SCOUT","Search the building thoroughly"
"#QUEST_DELUXE_PHASE_CC2_DESC","The shelves in the command room are filled with documents, classified files and logs of past decades, though none of them are what the astronauts need. Communicating with the colony via a walkie-talkie and having the messages then relayed to the astronauts takes significant time, but, eventually, the needed folder is found with the astronauts’ help.\n\nThe instructions are confusing to say the least, but the astronauts assure it’s much easier than it seems. The beacon sites are scattered around the command center, but activating them by hand seems possible."
"#QUEST_DELUXE_PHASE_CC2_GO","Activate the beacons"
"#QUEST_DELUXE_TASK_BEACONS","Activate the beacons"
"#QUEST_DELUXE_PHASE_BEACON_01_DESC","The first beacon is located in a remote, unmanned station in the middle of harsh and heavily irradiated terrain. Posters of old-world science fiction movies are taped to the walls above the spare batteries powering the beacon. As the astronauts said, the activation is much less complex than the instructions made it seem. After the beacon is activated, the cheers from the colonists are fully audible through the walkie-talkie as everyone is now focused on getting these poor people back to Earth."
"#QUEST_DELUXE_PHASE_BEACON_01_GO","Continue to the next beacon"
"#QUEST_DELUXE_PHASE_BEACON_02_DESC","The second beacon is located in a remote valley. The inside of the small station is eerily untouched and mundane, down to an abandoned coffee mug on the desk and an opened log next to it, logging routine maintenance from decades past. This station has two spare batteries, one apparently defunct. A nimble person could maybe get some parts out of it."
"#QUEST_DELUXE_PHASE_BEACON_02_ANY","Continue to the last beacon"
"#QUEST_DELUXE_PHASE_BEACON_02_SCAVENGER","Scavenge the spare battery and move on"
"#QUEST_DELUXE_PHASE_BEACON_03_DESC","With the pull of a lever, the last beacon is up and running. The astronauts erupt in cheers when they get the news. “We’ll start the landing procedure. We’re going to have to land our cargo separately so keep an eye on the skies,” one of the astronauts warns and then continues, a little choked up. “We’ll never forget what you did for us. We’re finally on our way home.”\n\nFor a time, nothing happens, but, eventually, a loud rumble starts echoing from the skies. The spacecraft comes into view, leaving behind a long smoke trail. Two cargo capsules land relatively close by. They surely won’t stay untouched for long—the smoke will attract bandits and survivors alike."
"#QUEST_DELUXE_PHASE_BEACON_03_RISK","Take a detour to loot the capsules"
"#QUEST_DELUXE_PHASE_BEACON_03_SAFE","Go straight to the landing site"
"#QUEST_DELUXE_TASK_PODS","Find the cargo capsules"
"#QUEST_DELUXE_TASK_LANDING","Find the landing site"
"#QUEST_DELUXE_PHASE_LANDING_SAFE_DESC","The astronauts were in obvious trouble as a group of bandits had followed the trail of smoke and demanded access to the spacecraft. Coming to assist them right away was certainly the right call and, casualties were completely avoided. The bandits are driven off, giving the astronauts time to take their first good look around. Their eyes turn a bit glossy, and some have to hold back tears.\n\n“We saw the destruction from above. We knew it was bad, but... not to this extent,” one of them admits, voice quiet and distraught."
"#QUEST_DELUXE_PHASE_LANDING_TALK","Talk to the astronauts"
"#QUEST_DELUXE_PHASE_POD_01_DESC","The first cargo capsule is found in the middle of a deserted road. It offers a modest selection of goods, but it’s not as plentiful as anticipated. The other capsule can be seen not too far from here. Surely, there’s no harm in looting it before heading to the landing site."
"#QUEST_DELUXE_PHASE_POD_01_GO","Continue to next site"
"#QUEST_DELUXE_PHASE_POD_02_DESC","The second site is easy to find and the capsule offers a better amount of loot. After taking the goods, another look around confirms no other cargo capsules landed. It’s time to go to the astronauts."
"#QUEST_DELUXE_PHASE_POD_02_GO","Go to the landing site"
"#QUEST_DELUXE_PHASE_LANDING_DETOUR_TASK","Rendezvous with the astronauts"
"#QUEST_DELUXE_PHASE_LANDING_DETOUR_DESC","The sounds of a fight could be heard from far off. Upon arrival, it became obvious that the astronauts were in deep trouble. A group of bandits had attacked them for their goods, having followed the trail of smoke. A couple of the astronauts had already been lost in the fight.\n\nAs the bandits are driven off, the surviving astronauts hurry to check on their dead comrades, only to mournfully conclude they’re gone. The astronauts look out to the desolate Earth. “We knew it was bad,” one of them whispers faintly. “But not this bad.” A few have to choke back tears."
"#QUEST_DELUXE_PHASE_FINALE_DESC","The astronauts turn to their savior and, despite their shocked state, manage a smile. “I don’t even know how to begin to thank you. Without you, we would’ve been goners."" They offer resources and some of their extremely durable energy technology. As the astronauts start thinking about their next steps, one of them pulls the specialist aside and offers his services. The rest decide to spend some time exploring in hopes of finding out what happened to their families. They set out, hoping their tomorrow is better than their yesterday.\n\n<mark>Martian wind turbine has been unlocked. Specialist Nelson has been unlocked. If the specialist slots are full, he can be recruited later by using the specialist hire button.</mark>"
"#QUEST_DELUXE_PHASE_FINALE_ACCEPT","Done"
"#QUEST_DELUXE_RETURN","Return later"
"#QUEST_DELUXE_ABANDON","Abandon quest"
"#QUEST_DELUXE_ABANDON_PROMPT","Are you sure?"
"#QUEST_DELUXE_ABANDON_PROMPT_DESC","Are you sure you want to abandon the <mark>Ultimate Colony Edition quest?</mark> It may reappear later, but there is no guarantee that it will."
"#QUEST_DELUXE_ABANDON_DESC","Reluctantly, the colonists conclude it’s better to let this go and not pursue the radio signal any further. A sense of disappointment and guilt nags at them for abandoning what seemed to be people in need and a once-in-a-lifetime discovery.\n\nNote! This selection has abandoned the <mark>Ultimate Colony Edition quest</mark> “Written in the Stars.”"
"#ANNOUNCEMENT_PATCHNOTES_MS11_TITLE","Expanded Colony"
"#ANNOUNCEMENT_PATCHNOTES_MS11_DESC","The first major update expands the colony building part by introducing new buildings and new features. But it also makes a lot of improvements to the old ones. We hope you'll enjoy this first update, because this is only a start for everything we have planned for the game!"
"#ANNOUNCEMENT_PATCHNOTES_MS11_GAMEPLAY_SUBTITLE","Gameplay"
"#ANNOUNCEMENT_PATCHNOTES_MS11_BUILDINGS_SUBTITLE","New Buildings"
"#ANNOUNCEMENT_PATCHNOTES_MS11_GRAPHICS_SUBTITLE","GRAPHICS"
"#ANNOUNCEMENT_PATCHNOTES_MS11_BALANCE_SUBTITLE","Balancing"
"#ANNOUNCEMENT_PATCHNOTES_MS11_GAMEPLAY_TEXT","One of the biggest changes in gameplay are the work areas and efficiency of different buildings. From now on, the various soil types, water areas and forests affect the productivity and placement of different buildings in the game. Another improvement regarding the resource management is the possibility to edit resources in storage buildings.\n\nThis update also adds new ways to affect colonist happiness. For example, unburied corpses now inflict a Happiness penalty to colonists. Other things that make their lives more miserable are certain Catastrophes that now cause splash damage to their surroundings, as well as Nuclear Waste deposits sometimes harming nearby buildings and people.\n\nThere are also improvements that have been greatly requested by the community. The combat against bandits in the World Map now shows a prediction of the possible outcome. Also, Science Points are now easier to earn, as they can be earned from various events.\n\nOther improvements include renaming of Colonists and Specialists, the ability to use zoom to transition between views, and showing more information about the production and consumption of resources."
"#ANNOUNCEMENT_PATCHNOTES_MS11_BUILDINGS_TEXT","One of the biggest critiques has been the finite resources. This updates begins to address that by adding three new Extractors buildings, which scavenge the much-needed resources from barren soil. Maintenance Depot makes repairs easier as it automates them inside its work area. Two new storage buildings include the Nuclear Waste Storage and a Large Battery Rack. Last but certainly not least, The Gate can now be upgraded to show more info about incoming survivor groups."
"#ANNOUNCEMENT_PATCHNOTES_MS11_GRAPHICS_TEXT","The most notable visual improvements are the terrain materials on the World Map. This is only the first step in this journey, but it shows the direction we are going in. Other improvements include a new fog system and extensive updates in the game UI."
"#ANNOUNCEMENT_PATCHNOTES_MS11_BALANCE_TEXT","The game has been balanced extensively in many areas. The biggest areas that have been rebalanced are catastrophes, production of clothes and tools and the scavenging of resources from the World Map.\n\nMore detailed update notes are available at Paradox Forums."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS11_1","Expanded Colony"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS12_1","Bandits and societies"
"#ANNOUNCEMENT_PATCHNOTES_MS12_TITLE","Bandits and societies"
"#ANNOUNCEMENT_PATCHNOTES_MS12_DESC","The second update focuses on the World Map, but there are new things in the Colony as well. New features include Societies, Outposts, the first version of trading and improved visuals of the World Map view. We also address plenty of other issues and bugs. For example, rebalancing of Catastrophes, Water, Colonists getting stuck and many other things. More detailed update notes are available at the Paradox Forums."
"#ANNOUNCEMENT_PATCHNOTES_MS12_OUTPOSTS_SUBTITLE","Outposts"
"#ANNOUNCEMENT_PATCHNOTES_MS12_OUTPOSTS_TEXT","Building the new Outpost Depot in the colony gives the player the ability to establish Outposts on the World Map. Specialists can now drop their resources off at Outposts without coming back to the Colony."
"#ANNOUNCEMENT_PATCHNOTES_MS12_TRADE_SUBTITLE","Trade"
"#ANNOUNCEMENT_PATCHNOTES_MS12_TRADE_TEXT","The first version of the trade system brings other Societies to the World Map. Discover them and start trading using the new Trade menu. Trade centers are still required to keep the trade routes going."
"#ANNOUNCEMENT_PATCHNOTES_MS12_BALANCE_SUBTITLE","Balancing"
"#ANNOUNCEMENT_PATCHNOTES_MS12_BALANCE_TEXT","Catastrophes are now more survivable and the fallout should not be as deadly as before. Water consumption and production have gone through many changes. Birth rate is slowed down and survivor groups are adjusted to work better with larger Colonies. See the rest of the balance changes in the full patch notes."
"#ANNOUNCEMENT_PATCHNOTES_MS12_GAMEPLAY_SUBTITLE","Gameplay"
"#ANNOUNCEMENT_PATCHNOTES_MS12_GAMEPLAY_TEXT","Specialist movement on the World Map can be chained for several turns at a time. The updated extractor placement requires them to be placed near the new underground deposits, which can be uncovered beneath the large deposits.\nThere are also 31 new Specialists to meet and 11 new events to take place and give you difficult choices to make."
"#ANNOUNCEMENT_PATCHNOTES_MS12_GRAPHICS_SUBTITLE","GRAPHICS"
"#ANNOUNCEMENT_PATCHNOTES_MS12_GRAPHICS_TEXT","The biggest visual improvement are the new biome-specific terrain features and roads on the World Map. Other things include slightly improved catastrophe effects, event animations and new Colonist portraits."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS13_1","Expeditions"
"#ANNOUNCEMENT_PATCHNOTES_MS13_TITLE","Expeditions"
"#ANNOUNCEMENT_PATCHNOTES_MS13_DESC","With this update, we carry on with the World map theme. As a completely new feature, we introduce the vehicles that are found on the World Map but maintained in the colony. During the Early Access period, we want to introduce new features step by step and improve them as development goes on. This time, we focused on the trading system which was introduced as a very barebones version in the last update. This update greatly improves upon it, and we really want to hear your thoughts on the new system. The second improvement to the old systems is to give an alternate purpose to Fields. From now on, you can grow crops in fields that won't end up as Food. Just as an example, you can decide to concentrate on food or maybe grow something else that can be traded away for food. More detailed update notes are available at the Paradox Forums."
"#ANNOUNCEMENT_PATCHNOTES_MS13_VEHICLES_SUBTITLE","Vehicle"
"#ANNOUNCEMENT_PATCHNOTES_MS13_VEHICLES_TEXT","Vehicles are discovered on the World Map, but they must be brought back to the Colony and repaired in Garages before they can be used again. Vehicles are a good way to transport Specialists quickly and efficiently around the World Map. One vehicle can transport several Specialists at a time. In this update, there are three different car types, so their exact statistics depend on the vehicle."
"#ANNOUNCEMENT_PATCHNOTES_MS13_TRADE_SUBTITLE","Trade Improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS13_TRADE_TEXT","In a post-apocalyptic world, money has no value and trading is based on Favors between Societies. What matters though is your Reputation in the eyes of others. Every Favor costs Reputation, but on the other hand, every Favor you make will increase your Reputation. And yes, from now on, other Societies ask Favors from you as well. They also sell new Seeds and Insect Eggs."
"#ANNOUNCEMENT_PATCHNOTES_MS13_SPECIALISTS_SUBTITLE","Specialists"
"#ANNOUNCEMENT_PATCHNOTES_MS13_SPECIALISTS_TEXT","The next step in the World Map visuals are the new Specialist models. Previously, all Specialists shared the same model, but from now on, you can directly see their specialty just by glancing at their in-game models. In total, there are ten new Specialist models including male and female versions for Scout, Fighter, Scavenger, Scientist and Leader classes."
"#ANNOUNCEMENT_PATCHNOTES_MS13_TWITCH_SUBTITLE","Twitch Support"
"#ANNOUNCEMENT_PATCHNOTES_MS13_TWITCH_TEXT","One last thing—from now on, you can let your voice be heard during Twitch streams when selecting one of the options during events, or changing the direction the game takes by choosing which catastrophe strikes the colony next."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS14_1","Great Minds"
"#ANNOUNCEMENT_PATCHNOTES_MS14_TITLE","Great Minds"
"#ANNOUNCEMENT_PATCHNOTES_MS14_DESC","This update has something for both the Colony and the World Map. The biggest feature is the new and expanded Tech Tree, which now contains not only Building unlocks but various improvement techs as well. The layout is new and contains a total of 79 unique techs to unlock. Societies you encounter on the map now have leaders, each with their own distinct style. In the future, we'll be adding more ways interact with them. Visual improvements continue with better lighting on the Colony Map, a Gate which now opens for new arrivals, more detailed Colonist models and added details to Specialists. Quality of Life additions include more fluid and expanded use of vehicles and the Garage. More detailed patch notes are available at the Paradox Forums."
"#ANNOUNCEMENT_PATCHNOTES_MS14_TECHTREE_SUBTITLE","Tech tree"
"#ANNOUNCEMENT_PATCHNOTES_MS14_TECHTREE_TEXT","The Tech Tree is now hugely expanded with new options on how to progress through the game. In addition to unlocking Buildings, you can now improve their effectiveness by adding Work Slots, speeding up Production and so on. This is the first step of many to bring players more choices on what kind of a Colony they want to build. Techs will now require spending some time as well in addition to Science Points."
"#ANNOUNCEMENT_PATCHNOTES_MS14_LEADERS_SUBTITLE","Society Leaders"
"#ANNOUNCEMENT_PATCHNOTES_MS14_LEADERS_TEXT","Societies are no longer just places and names on the map. Their new personalized leaders each have their own unique style and ideology on how they plan on Surviving the Aftermath. We'll be adding more ways to interact with them in the future, too, so you can start playing favorites or smite down those who oppose you."
"#ANNOUNCEMENT_PATCHNOTES_MS14_VISUALS_SUBTITLE","VISUALS"
"#ANNOUNCEMENT_PATCHNOTES_MS14_VISUALS_TEXT","We're continuing our efforts to make the post-apocalypse a more striking place to live. Colony lighting has been completely redone. This changes the whole visual appearance of the Colony view both day and night. Colonist models have been updated as well."
"#ANNOUNCEMENT_PATCHNOTES_MS14_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS14_IMPROVEMENTS_TEXT","Other notable changes include more fluid and expanded use of vehicles, tooltips for stored Resources, automatic return to Colony for Specialists, big Plank deposits to compensate for Sawmill now unlocking later, reducing Soybean yield slightly and setting early Catastrophe warning without Radar to one day."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS15_1","Sanctuary"
"#ANNOUNCEMENT_PATCHNOTES_MS15_TITLE","Sanctuary"
"#ANNOUNCEMENT_PATCHNOTES_MS15_DESC","This update’s main addition provides more variety to Catastrophes. First off, they're phased in slower and peak at different stages. New ways to counter the harsh elements include buildings like the Lighting Rod and Saunas. Bartering has been improved in a big way, as we've introduced Coins into the game and redone the UI. The Tech Tree has also received a major update in the form of reducing its five branches to four."
"#ANNOUNCEMENT_PATCHNOTES_MS15_CATASTROPHE_SUBTITLE","Catastrophes"
"#ANNOUNCEMENT_PATCHNOTES_MS15_CATASTROPHE_TEXT","The familiar catastrophes you already know and love to hate have been given more varied stages to keep you on the edge. They'll start slow and ramp up as they go. Crops are now sensitive to catastrophes around them and will wither from stress during Heat Waves and Nuclear Fallouts instead of vanishing immediately."
"#ANNOUNCEMENT_PATCHNOTES_MS15_ANTI_SUBTITLE","Anti-catastrophe buildings"
"#ANNOUNCEMENT_PATCHNOTES_MS15_ANTI_TEXT","When a Catastrophe is drawing near, you need to prepare. Build Lighting Rods to keep your electrical buildings safe and working. Saunas, on the other hand, provide a helpful way to stay clean and avoid infections, even after the Catastrophe."
"#ANNOUNCEMENT_PATCHNOTES_MS15_BARTER_SUBTITLE","New bartering system"
"#ANNOUNCEMENT_PATCHNOTES_MS15_BARTER_TEXT","The trading system has gone through further changes this past month. Trading has a brand new interface and no longer uses Reputation as a form of payment, as we are introducing Coins into the mix. Coins can be traded in and exchanged at the cost of Resources. Also, the Societies have a new selection of Goods from Materials and Medicine to the likes of vehicles and Seeds. Get out there and find the best deals!"
"#ANNOUNCEMENT_PATCHNOTES_MS15_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS15_IMPROVEMENTS_TEXT","Some other improvements include new building variations, lighting tweaks and visual improvements to the sky, new models for events and the tech tree has been rearranged to provide the best possible experience. Lastly, the new pre-game selection of Ideologies allows you to select what kind of a leader you’d be and what unique advancements you bring to the table. This feature will be expanded in the future."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS16_1","Hostile World"
"#ANNOUNCEMENT_PATCHNOTES_MS16_TITLE","Hostile World"
"#ANNOUNCEMENT_PATCHNOTES_MS16_DESC","This update brings you enemies at the Gate, but it also gives you a fighting chance against them with the new Colony Combat feature. Hostile forces might attack your Colony while mutated wildlife has grown more aggressive. There are also major improvements to Trading and Tech Tree plus new Vehicles and a modest Outhouse to help with early game hygiene."
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_SUBTITLE","Colony combat"
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_TEXT","Bandits and desperate people can now resort to direct attacks against the Colony. Fight back by upgrading the Gate and posting Guards to defend it. If the enemy breaks through, protect the Colony with your Specialists, which you can now control directly in the Colony view."
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_SUBTITLE","Wildlife"
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_TEXT","Mutated animals have grown more numerous and aggressive, and now pose a threat to your Colonists. Some of these wild beasts guard resource deposits around the Colony, and others will attack your people in a fit of rage. Colonists will fight back to defend themselves but Specialists are required to deal with more serious threats."
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_SUBTITLE","Special deals"
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_TEXT","Trading with Societies continues to be improved. They now offer new special deals with special discounts, which also raise your Reputation. And the better your Rep with them is the sweeter deals you'll get. But don't dump unwanted resources on them, as they'll pay less and be annoyed with you if you do."
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_TEXT","Colonists will voice their opinions on various events. Research progress is now shown in the notification area. The new Van and Offroader vehicles can be found on the World Map and in trade deals. Buildings stop functioning in critical condition and some conditions prevent your Colonists from working. And the annoying Happiness change sound effect has been fixed!"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_SUBTITLE","User interface changes"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_TEXT","The Camera is now panned with the right mouse button. Specialists are ordered from the Colony to the World Map via the ""Send to World Map"" button on their info panel."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS17_1","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_TITLE","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_DESC","Avoiding Malnutrition requires that you supply your Colonists with varied Food to eat. Guards protect the Colony from external and internal threats, especially when equipped with the new rifles from the Gunsmith. Colonists may now turn hostile if you treat them poorly enough and cause havoc."
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_SUBTITLE","Malnutrition"
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_TEXT","The new nutrition system means that meat, vegetables and other food items must be served equally to keep hunger and malnutrition at bay. Ignoring this for long can cause severe consequences and is equally slow to recover from."
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_SUBTITLE","Guards"
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_TEXT","Colonists can be now assigned to Guard Posts to increase the safety of your people. Guards can be equipped with rifles as they patrol around their posts scanning for threats. They're also visually distinctive with heavier protective armor."
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_SUBTITLE","Going hostile"
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_TEXT","If the colony Happiness declines too much, some of your colonists might turn hostile. Hostile people must be dealt swiftly and decisively, so have some Guards at hand at all times. Keep an eye on colony Happiness and allow the people some time off to spend at a Memorial, Theater or an Arena."
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_SUBTITLE","Events"
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_TEXT","Event system has been expanded with certain results spawning wild beasts or bandits and the requested resources scale better to allow players more options to choose from. New events have been added especially to the early game."
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_TEXT","Hostile units should overlap less during combat, wild animal visibility has been improved, colonist suffer injuries from engaging in combat and roads have gotten a visual overhaul with Dirt Roads becoming combinable into larger areas similar to Paved ones."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS18_1","Tainted Earth"
"#ANNOUNCEMENT_PATCHNOTES_MS18_TITLE","Tainted Earth"
"#ANNOUNCEMENT_PATCHNOTES_MS18_DESC","Our biggest update yet adds depth by connecting old features and adding a ton of new layers to surviving in a harsh environment. Pollution from deposits and certain buildings are now a serious threat. Water system has been upgraded to a deeper and more interesting one. Those elusive Components can now be manufactured from Rare Metals and a slew of improvements have been added to fields, items, production and more."
"#ANNOUNCEMENT_PATCHNOTES_MS18_POLLUTION_SUBTITLE","Pollution"
"#ANNOUNCEMENT_PATCHNOTES_MS18_POLLUTION_TEXT","Pollution deposits now spread their harmful effect to buildings and people alike. Some of your own structures causes this as well, so plan your colony accordingly by using the new Pollution Overlay feature. Colonists and Maintenance depots can also decontaminate buildings as needed."
"#ANNOUNCEMENT_PATCHNOTES_MS18_WATER_SUBTITLE","Water 2.0"
"#ANNOUNCEMENT_PATCHNOTES_MS18_WATER_TEXT","Water is now divided into two categories: Clean drinking water and water used by buildings. New buildings have been added to offer more options to produce and distribute this vital liquid. Clean Water Storages service your colonists as before, while Water Towers distribute water to buildings like Greenhouses and Mess Halls within their area of effect."
"#ANNOUNCEMENT_PATCHNOTES_MS18_RARE_SUBTITLE","Rare Metals and Components"
"#ANNOUNCEMENT_PATCHNOTES_MS18_RARE_TEXT","Players are now able to produce their own Components within the colony. A Magnetic Separator can be built on top of a Rare Metal deposit and the resulting products delivered to an Electronics Factory. These late-game buildings will ensure the long-term success of the colony in the aftermath."
"#ANNOUNCEMENT_PATCHNOTES_MS18_UI_SUBTITLE","New icons and work area improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS18_UI_TEXT","Buildings and Work Areas have received a major quality-of-life update. New and clearer 3D floaters have been added and Work Areas especially have been improved. The new banner in the center of the area can now be moved without going to the building's menu and the area displays how many resources are still left inside it."
"#ANNOUNCEMENT_PATCHNOTES_MS18_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS18_CHANGES_TEXT","There are too many new additions to list, but here's a few good ones: Aqua Farm has been added for growing Fish, Field fertility is now calculated per-tile-basis and new Colonist items such as durable clothing and weapons have been added. Production limits can now be set per item type and the game features new reputation-dependent Society events."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS19_1","First Settlers"
"#ANNOUNCEMENT_PATCHNOTES_MS19_TITLE","First Settlers"
"#ANNOUNCEMENT_PATCHNOTES_MS19_DESC","This update adds a new phase to the very beginning of the game as you command Specialists to set up a Campsite and other buildings for your first settlers. It also includes a new Ranch for breeding livestock, improved hunting and much more."
"#ANNOUNCEMENT_PATCHNOTES_MS19_START_SUBTITLE","A Fresh Start"
"#ANNOUNCEMENT_PATCHNOTES_MS19_START_TEXT","You now start with three Specialists who'll prepare the camp for your colonists. You’re free to explore the area, scavenge resources, construct initial buildings and clear hostile wildlife before shooting a signal flare from the new Campsite to tell your people it’s safe to arrive."
"#ANNOUNCEMENT_PATCHNOTES_MS19_RANCH_SUBTITLE","Ranch and Livestock"
"#ANNOUNCEMENT_PATCHNOTES_MS19_RANCH_TEXT","Colonists can now reseach and build a Ranch to raise animals like Chicken or Sheep, but they must first be bought from other Societies. They'll provide the Colony with plenty of Meat but also other byproducts like Eggs and Wool used as Fiber."
"#ANNOUNCEMENT_PATCHNOTES_MS19_SPEED_CHANGE_SUBTITLE","Roads & Colonist Speed"
"#ANNOUNCEMENT_PATCHNOTES_MS19_SPEED_CHANGE_TEXT","Colonist off-road walking speed has been reduced. At the same time, moving around the Colony on dirt or paved road is faster. Build an extensive network of roads to ensure smooth logistics, as this makes them more important than ever before."
"#ANNOUNCEMENT_PATCHNOTES_MS19_HUNTING_SUBTITLE","Hunting"
"#ANNOUNCEMENT_PATCHNOTES_MS19_HUNTING_TEXT","The local wildlife can now be harvested for meat once killed. The bigger the animal, the more meat it'll yield. But remember to gather it quickly, as it'll rot away if left to the elements."
"#ANNOUNCEMENT_PATCHNOTES_MS19_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS19_CHANGES_TEXT","Resources and especially Food will now decay if left on the ground for long periods. Colonist walking speeds have been adjusted and building roads is more important than ever. Specialist can now build, scavenge, repair and carry resource boxes."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS20_1","Uncharted Land"
"#ANNOUNCEMENT_PATCHNOTES_MS20_TITLE","Uncharted Land"
"#ANNOUNCEMENT_PATCHNOTES_MS20_DESC","Scout the local areas for resources and dangers, take advantage of the more detailed Energy production, deal with aging colonists and admire the improved colony map visuals."
"#ANNOUNCEMENT_PATCHNOTES_MS20_START_SUBTITLE","Colony Exploration"
"#ANNOUNCEMENT_PATCHNOTES_MS20_START_TEXT","The colony is now covered with thick fog which you can unveil by scouting the area with a Specialist. This'll reveal both new resource deposits and threats around the colony."
"#ANNOUNCEMENT_PATCHNOTES_MS20_ENERGY_SUBTITLE","Energy Production"
"#ANNOUNCEMENT_PATCHNOTES_MS20_ENERGY_TEXT","Energy is now distributed via the new Transformer building. It'll supply all Energy consumers inside its effective area if there's at least one Energy producer or storage near it."
"#ANNOUNCEMENT_PATCHNOTES_MS20_VISUALS_SUBTITLE","Colony Visuals"
"#ANNOUNCEMENT_PATCHNOTES_MS20_VISUALS_TEXT","Terrain textures, plants, bushes and trees have gotten a makeover! Check all the changes in-game as you push back the fog around the colony."
"#ANNOUNCEMENT_PATCHNOTES_MS20_AGING_SUBTITLE","Colonist aging"
"#ANNOUNCEMENT_PATCHNOTES_MS20_AGING_TEXT","Colonists will now age and eventually die of natural causes. Survivor groups have been made slightly bigger and birth rates have been increased to balance this out, resulting in a more dynamic population."
"#ANNOUNCEMENT_PATCHNOTES_MS20_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS20_CHANGES_TEXT","Nearly all Food is polluted to some extent - scavenge preserved types from the map and upgrade your own production. People now flee from combat when seriously hurt and won't idle injured if there's space at a medical facility."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS21_1","Mysteries of the Wasteland"
"#ANNOUNCEMENT_PATCHNOTES_MS21_TITLE","Mysteries of the Wasteland"
"#ANNOUNCEMENT_PATCHNOTES_MS21_DESC","This update marks a full year of Early Access development. Its main feature, Quests, takes specialists outside the colony to meet interesting people, make decisions and gain valuable resources. The World Map has received a big update to be more fluid and enjoyable."
"#ANNOUNCEMENT_PATCHNOTES_MS21_QUESTS_SUBTITLE","Quests"
"#ANNOUNCEMENT_PATCHNOTES_MS21_QUESTS_TEXT","Quests take you outside the colony, searching for sources of odd transmissions, lost loot and other opportunities. Some are shorter, some longer and involve making choices along the way. They're a great way to earn the most valuable resources like Silver or Science Points."
"#ANNOUNCEMENT_PATCHNOTES_MS21_WM_SUBTITLE","World Map"
"#ANNOUNCEMENT_PATCHNOTES_MS21_WM_TEXT","Actions now cost a set amount of APs instead of all that's left. Sectors are scaled up and locations scavenged completely on one command. Rules of WM combat are better communicated and chance of making critical misses and hits is added."
"#ANNOUNCEMENT_PATCHNOTES_MS21_OVERLAYS_SUBTITLE","Overlays"
"#ANNOUNCEMENT_PATCHNOTES_MS21_OVERLAYS_TEXT","New Overlays help the player to identify issues and plan the colony development by highlighting concepts like Water and Energy production, Pollution, building status and more."
"#ANNOUNCEMENT_PATCHNOTES_MS21_TECH_SUBTITLE","Tech Tree"
"#ANNOUNCEMENT_PATCHNOTES_MS21_TECH_TEXT","The Tech Tree has been updated with cleaner visuals and restructuring information on what you gain when unlocking new technologies. This should help direct your scientific efforts better towards the things your colony needs."
"#ANNOUNCEMENT_PATCHNOTES_MS21_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS21_CHANGES_TEXT","In other improvements we got a new Specialist, Baron, to celebrate our one year anniversary, improved colonist and specialist info panels and tons of smaller improvements and balance changes."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS22_1","Nuclear Winter"
"#ANNOUNCEMENT_PATCHNOTES_MS22_TITLE","Nuclear Winter"
"#ANNOUNCEMENT_PATCHNOTES_MS22_DESC","The new Winter Storm challenges the colony throughout its long duration. Build Heaters to keep your Shelters warm and stock up Food. Embark on new kinds of Quests with new combat options, procure new Superior-quality items for your colonists along with improved World Map UI, Statistics, new overlays and balance changes."
"#ANNOUNCEMENT_PATCHNOTES_MS22_WINTER_SUBTITLE","Winter"
"#ANNOUNCEMENT_PATCHNOTES_MS22_WINTER_TEXT","The three-part Winter starts slowly, warning you of the impending cold. But when the Winter Storm hits, people start to get cold and even hypothermic if the player hasn't prepared for it. New gameplay mechanics, visuals and challenges are part of survival in this season! And remember to harvest your crops early, as the Winter will kill all but the hardiest ones in a flash."
"#ANNOUNCEMENT_PATCHNOTES_MS22_TEMP_SUBTITLE","Temperature"
"#ANNOUNCEMENT_PATCHNOTES_MS22_TEMP_TEXT","With Winter comes the dropping temperatures. Help colonists endure this by building heaters, providing them with Firewood or Energy and upgrading both your Shelters and Clothing. The new Temperature overlay helps with finding possible issues and the new Protective Clothing slows down the effects of the freezing weather."
"#ANNOUNCEMENT_PATCHNOTES_MS22_COMBAT_SUBTITLE","Combat Quests"
"#ANNOUNCEMENT_PATCHNOTES_MS22_COMBAT_TEXT","New and expanded Quests have been added. Some of them require Specialists to deal with all types of bandits in order to complete them. Bandits are often found sitting on hefty piles of loot, so fighting them will be worth the trouble."
"#ANNOUNCEMENT_PATCHNOTES_MS22_ITEMS_SUBTITLE","Superior items"
"#ANNOUNCEMENT_PATCHNOTES_MS22_ITEMS_TEXT","Superior Tools, Protective Clothing and Automatic Rifles are rare and valuable, but extremely effective in what they do. They last a long time and provide excellent protection for your colonists be it the elements or a bandit raid."
"#ANNOUNCEMENT_PATCHNOTES_MS22_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS22_CHANGES_TEXT","Improved Statistics view, Soil Fertility and Temperature overlays, World Map UI improvements, more visible Quest locations and more have been added. Notable balance changes include faster extractors, more durable vehicles, less polluting Outhouses and Saunas and a bigger Transformer effective range."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS23_1","Building Up"
"#ANNOUNCEMENT_PATCHNOTES_MS23_TITLE","Building Up"
"#ANNOUNCEMENT_PATCHNOTES_MS23_DESC","In this update we're introducing building upgrades as a way to boost or specialize your colony buildings to your liking. We've also reworked the Tech Tree, differentiating various crops and insects better and more."
"#ANNOUNCEMENT_PATCHNOTES_MS23_UPGRADES_SUBTITLE","Building upgrades"
"#ANNOUNCEMENT_PATCHNOTES_MS23_UPGRADES_TEXT","Certain colony buildings can now be upgraded to better or more specialized versions after unlocking them from the Tech Tree. Upgrades are applied from the building info panel, requiring time and resources to complete. Upgrades include, for instance, better productivity for Fishing Huts or larger capacity for Tents at the cost of Happiness and much more."
"#ANNOUNCEMENT_PATCHNOTES_MS23_TECH_SUBTITLE","Tech Tree"
"#ANNOUNCEMENT_PATCHNOTES_MS23_TECH_TEXT","Tech Tree is nearing its final form. It's now been divided into five branches with each having more alternative progression paths. Upgrades have been added there as well and the entire tree has received clearer visuals on the status of each tech node."
"#ANNOUNCEMENT_PATCHNOTES_MS23_CROP_SUBTITLE","Crop and insect changes"
"#ANNOUNCEMENT_PATCHNOTES_MS23_CROP_TEXT","Crops and insects are now more distinct from each other and provide interesting options for the player to choose from. Hardy crops are now very well equipped to resist withering while the faster growing ones offer a quicker fix to your immediate food shortages."
"#ANNOUNCEMENT_PATCHNOTES_MS23_WM_SUBTITLE","World Map sector size"
"#ANNOUNCEMENT_PATCHNOTES_MS23_WM_TEXT","Sectors are now once again slightly smaller to reduce the amount of empty space. Their contents have also been updates and you should see a nice variety of scavengable resources while exploring. The user interface has also received more usability improvements."
"#ANNOUNCEMENT_PATCHNOTES_MS23_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS23_CHANGES_TEXT","The Bakery has gotten a few more recipes with Cinnamon Buns and Beetle Bread, which offer interesting alternatives to plain Bread. Electronics have been added on the World Map and Electronics Factory to provide a way to upgrade your Extractors into fully automated Auto-Extractors."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP3","Foundation"
"#ANNOUNCEMENT_PATCHNOTES_EP3_TITLE","Foundation"
"#ANNOUNCEMENT_PATCHNOTES_EP3_DESC","This patch is the first major improvement to take the game towards a direction where construction, not micromanagement, is the key to success. Improvements in the game's balance are many including more optimized production and consumption of resources, reductions in colonist's downtime and changed eating habits. New buildings include a Cemetery and a Medical Lab, but also upgrades to existing buildings. In addition the world map combat has been changed to time based allowing several specialists fight bandits simultaneously. The ""negative resource"" bug has also been fixed."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_SUBTITLE","Building and Production"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_TEXT","Challenges in Surviving the Aftermath should be overcome on a higher level by constructing buildings and finding resources instead of micromanaging individual colonists. Alongside with the downtime changes resource production have been increased and construction requirements increased respectively."
"#ANNOUNCEMENT_PATCHNOTES_EP3_DOWNTIME_SUBTITLE","Downtime reduction"
"#ANNOUNCEMENT_PATCHNOTES_EP3_DOWNTIME_TEXT","Previously colonists spent a large chunk of their day sleeping, washing up and in entertainment buildings. These activities are now completed quicker, and as a result, production should now be more consistent. People will still need their basic needs met, so you can't forgo building shelters, outhouses and arenas."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_SUBTITLE","Medical Lab and Cemetery"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_TEXT","The highly requested Medical Lab has arrived! After unlocking it from the Tech Tree, this late game building starts manufacturing different kinds of medicine if you have the Medicinal Herbs and other resources readily available. The new Cemetery, on the other hand, is a bigger and non-polluting option for the Burial Pit."
"#ANNOUNCEMENT_PATCHNOTES_EP3_UPGRADES_SUBTITLE","Building upgrades"
"#ANNOUNCEMENT_PATCHNOTES_EP3_UPGRADES_TEXT","You will now need to upgrade your Toolshops, Tailors and Gunsmiths to access higher-grade Tools, Clothes and Weapons. Their visuals will also improve to reflect their more advanced status."
"#ANNOUNCEMENT_PATCHNOTES_EP3_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP3_CHANGES_TEXT","Other improvements include sortable Statistics, performance fixes, and a multi-turn combat akin to other World Map missions. You can command your Specialist to attack a bandit and return later to see the results. You can also attack a location with multiple Specialists for added effect."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP4","Prestige and Performance"
"#ANNOUNCEMENT_PATCHNOTES_EP4_TITLE","Prestige and Performance"
"#ANNOUNCEMENT_PATCHNOTES_EP4_DESC","This update improves performance and AI in many ways, but also adds a new feature called milestones. The milestone system adds a new layer of goals for you to strive for and gain prestige while doing so."
"#ANNOUNCEMENT_PATCHNOTES_EP4_MILESTONES_SUBTITLE","Milestones and Prestige"
"#ANNOUNCEMENT_PATCHNOTES_EP4_MILESTONES_TEXT","Milestones act as goals on the road towards a self-sufficient colony with each rewarding the player with Prestige points. Higher difficulty and faster completion reward bonus points. Prestige tells about the progression in the game, but also about how well you’re doing."
"#ANNOUNCEMENT_PATCHNOTES_EP4_PERFORMANCE_SUBTITLE","Performance Boost"
"#ANNOUNCEMENT_PATCHNOTES_EP4_PERFORMANCE_TEXT","Better performance with more efficient pathfinding, smarter colonist personal status updates, leaner construction zone calculations, plugged memory leaks and more. This optimization work will continue throughout the game’s development."
"#ANNOUNCEMENT_PATCHNOTES_EP4_AI_SUBTITLE","Colonist AI"
"#ANNOUNCEMENT_PATCHNOTES_EP4_AI_TEXT","Certain colony tasks are given a higher priority in extreme conditions. Colonists are now smarter in rushing for resources or treatment when there's not enough for all. Idle ones will build roads when there’s nothing else to do and those with disabled workplaces will find other tasks to do."
"#ANNOUNCEMENT_PATCHNOTES_EP4_DIFFICULTY_SUBTITLE","Difficulty and Gatekeeper"
"#ANNOUNCEMENT_PATCHNOTES_EP4_DIFFICULTY_TEXT","The overall difficulty has been adjusted in many ways. Catastrophe selection in the pre-game now has a bigger influence on the gameplay and catastrophes in general are shorter, but more intense. Gatekeeper is also improved to create more interesting challenges based on the situation."
"#ANNOUNCEMENT_PATCHNOTES_EP4_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP4_CHANGES_TEXT","Bandit sectors now block movement before they're dealt with. Status icons have been added to the Specialist menu. Societies now spawn closer to player colony. Water Well, Recycler, Scrapper, Shanty, Sauna and Outhouse can now be upgraded."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP5","Remnants"
"#ANNOUNCEMENT_PATCHNOTES_EP5_TITLE","Remnants"
"#ANNOUNCEMENT_PATCHNOTES_EP5_DESC","This update adds support for mods via Steam Workshop, improves colony terrain generation and overhauls Outposts while preparing the foundation for the future. It also includes AI and quality of life improvements, and a slight increase to max population limit."
"#ANNOUNCEMENT_PATCHNOTES_EP5_WORKSHOP_SUBTITLE","Steam Workshop"
"#ANNOUNCEMENT_PATCHNOTES_EP5_WORKSHOP_TEXT","The Steam Workshop support allows players to easily add, manage and download modifications and extra content for the game. Existing mods need to be updated before using them in the Workshop."
"#ANNOUNCEMENT_PATCHNOTES_EP5_SOIL_SUBTITLE","Colony Map Generation"
"#ANNOUNCEMENT_PATCHNOTES_EP5_SOIL_TEXT","Soil and deposit generation has been reworked for more varied post-apocalyptic scenery and gameplay. Soil areas are bigger and large deposits spawn into concentrated clusters. This makes progression more interesting when deciding where to expand your colony or its production."
"#ANNOUNCEMENT_PATCHNOTES_EP5_OUTPOST_SUBTITLE","Outposts and Settlers"
"#ANNOUNCEMENT_PATCHNOTES_EP5_OUTPOST_TEXT","The renewal of the Outpost system starts in this update. From now on outposts are built by a new unit type by converting a Specialist into a Settler at the Outpost Depot. This unit then heads to World Map to build our current resource transport outpost on a free sector. We'll be introducing more outpost features in future updates."
"#ANNOUNCEMENT_PATCHNOTES_EP5_AI_SUBTITLE","AI and Quality of Life"
"#ANNOUNCEMENT_PATCHNOTES_EP5_AI_TEXT","The new ""Build Next"" system allows setting one building as priority and replaces the old priority system that created a lot of issues. Colonists also prioritize carrying resources in danger of decaying and stock up buildings like Burners more evenly. Several advanced utility buildings like the Large Transformer can now be built straight from the Build Menu once researched. AI has been improved also regarding colonist's eating habits."
"#ANNOUNCEMENT_PATCHNOTES_EP5_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP5_CHANGES_TEXT","Resources dropped at the colony are now clearly visible next to the Gate. Construction zone info panels have been updated to show more accurate information. Bandit camps have more health but less damage to reduce the number of trips back home to heal. Mess Hall is now the only place to make Mixed or Insect Meals, but also produces them faster. Nuclear Fallout will now irradiate less people."
"#ANNOUNCEMENT_PATCHNOTES_EP5_OTHER_TITLE","Remnants"
"#ANNOUNCEMENT_PATCHNOTES_EP5_OTHER_DESC","This update improves colony terrain and deposit generation and overhauls Outposts while preparing the foundation for the future. It also includes AI and quality of life improvements with a slight increase to max population limit."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP6","Trailblazers"
"#ANNOUNCEMENT_PATCHNOTES_EP6_TITLE","Trailblazers"
"#ANNOUNCEMENT_PATCHNOTES_EP6_DESC","This time we focused on adding depth to existing features and revamping some of the old ones, especially on the world map. Outposts are expanded further, combat involves multiple bandits and scouting the colony has been streamlined."
"#ANNOUNCEMENT_PATCHNOTES_EP6_OUTPOSTS_SUBTITLE","Outposts"
"#ANNOUNCEMENT_PATCHNOTES_EP6_OUTPOSTS_TEXT","The outpost system from the previous update has been expanded with two new outpost types that allow exploiting sectors on the world map in a completely new way. Research outposts produce science points from new types of science locations and survivor outposts find wandering survivors from the wasteland to request them to join your colony."
"#ANNOUNCEMENT_PATCHNOTES_EP6_WMCOMBAT_SUBTITLE","World Map Combat"
"#ANNOUNCEMENT_PATCHNOTES_EP6_WMCOMBAT_TEXT","New rules of engagement change how damage is divided between attackers and defenders. This adds larger bandit groups on the map which require the player to use different tactics with a varied number of specialists. This new system includes a new combat UI with a balance of power indicator to help assess the threat better and track how well you're doing, or how reinforcements or retreats affect the battle."
"#ANNOUNCEMENT_PATCHNOTES_EP6_SCOUTING_SUBTITLE","Colony Exploration"
"#ANNOUNCEMENT_PATCHNOTES_EP6_SCOUTING_TEXT","In our efforts to reduce micromanagement, all scouting efforts are now handled by the Campsite and the new Scout Towers, which slowly reveal the area around them automatically. Both can also be upgraded further. The final Command Center upgrade is able to reveal the entire colony map almost instantly."
"#ANNOUNCEMENT_PATCHNOTES_EP6_PREFABS_SUBTITLE","Prefab Buildings"
"#ANNOUNCEMENT_PATCHNOTES_EP6_PREFABS_TEXT","Prefabricated or ""prefab"" buildings have been added to the start of the game to help with the very first stages. They are free to place and require no builders but function like any other building of the same type once completed. This is the first version of the feature which will be expanded upon later."
"#ANNOUNCEMENT_PATCHNOTES_EP6_QUEUE_SUBTITLE","Research Queue"
"#ANNOUNCEMENT_PATCHNOTES_EP6_QUEUE_TEXT","Technologies can be now queued within a single category. Once a tech has been researched, your colonists will automatically start with the next one in the queue. Just set a target tech you want to aim at and go back to managing the colony as research continues in the background."
"#ANNOUNCEMENT_PATCHNOTES_EP6_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP6_CHANGES_TEXT","You can now set a minimum carrier count from the Campsite to help avoid accidentally assigning all your carriers into other tasks, hindering both the logistics and construction in the colony. Colonists pick up and drop resource boxes faster. Guards and specialists are more responsive when engaging hostiles inside the colony. Numerous balance changes and bug fixes."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP7","Control"
"#ANNOUNCEMENT_PATCHNOTES_EP7_TITLE","Control"
"#ANNOUNCEMENT_PATCHNOTES_EP7_DESC","This update focuses on improving our existing features. This includes more accurate information for buildings and battles with bandits, combat balance changes, a more proactive way of acquiring new specialists and a colony-wide alarm system."
"#ANNOUNCEMENT_PATCHNOTES_EP7_ALARM_SUBTITLE","Colony alarm"
"#ANNOUNCEMENT_PATCHNOTES_EP7_ALARM_TEXT","The new Alarm button in the main UI calls all your colonists to take shelter inside their homes while guards and specialists attack possible threats more aggressively. Also the colony combat has been  rebalanced to give players more time to react to threats."
"#ANNOUNCEMENT_PATCHNOTES_EP7_SPECS_SUBTITLE","Specialist Acquisition"
"#ANNOUNCEMENT_PATCHNOTES_EP7_SPECS_TEXT","The new ""Recruit a specialist"" button in the specialist menu allows you to send a word out that you’re looking for help. This summons a specialist at the gate who you can then hire or decline."
"#ANNOUNCEMENT_PATCHNOTES_EP7_BUILDING_SUBTITLE","Building info"
"#ANNOUNCEMENT_PATCHNOTES_EP7_BUILDING_TEXT","Building info panel has been revamped to give more accurate information about various states and issues. Inaccurate information has been removed to reduce confusion and various status messages help you understand why a building is having production problems."
"#ANNOUNCEMENT_PATCHNOTES_EP7_HEALING_SUBTITLE","Medical Outpost"
"#ANNOUNCEMENT_PATCHNOTES_EP7_HEALING_TEXT","The outpost system has been expanded with the requested Medical Outpost. Once built on the world map by a settler, it allows specialists to patch themselves up without having to return to the colony."
"#ANNOUNCEMENT_PATCHNOTES_EP7_WMUI_SUBTITLE","World Map UI"
"#ANNOUNCEMENT_PATCHNOTES_EP7_WMUI_TEXT","Several improvements have been done to provide a smoother user experience on the world map. A floater showing current state of the combat has been added on combat locations, floaters above scavenge and research sites have been simplified and a new context-sensitive command menu makes giving commands to specialists and outposts more straightforward."
"#ANNOUNCEMENT_PATCHNOTES_EP7_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP7_CHANGES_TEXT","Balance and visualization changes to colony scouting to make ranges clearer, new hostile unit variant, balance changes to world map bandits, ability to use multiple food types in the events. Finally, population cap has been increased."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP8","Prosperity"
"#ANNOUNCEMENT_PATCHNOTES_EP8_TITLE","Prosperity"
"#ANNOUNCEMENT_PATCHNOTES_EP8_DESC","This is the biggest update to date and it contains several reworks to core systems, including production chains, resource requirements, tech tree and a new happiness system. On top of that there are a lot of quality of life changes, rewritten stories that shed light to events and peoples' fates after the apocalypse, new buildings and much more. Unfortunately due to scope of these changes the old saves are also incompatible with the Prosperity update."
"#ANNOUNCEMENT_PATCHNOTES_EP8_VISION_SUBTITLE","Vision"
"#ANNOUNCEMENT_PATCHNOTES_EP8_VISION_TEXT","Surviving the Aftermath was always a game of building the colony and managing the needs and production chains of the entire colony. With this update we are closer to that vision than ever before as challenges are often overcome through construction, exploration and decisions on a larger scale. Now it is time to build the first great colony into the wasteland, a beacon of hope for anyone looking for a place to call home."
"#ANNOUNCEMENT_PATCHNOTES_EP8_RESOURCES_SUBTITLE","Resource Overhaul"
"#ANNOUNCEMENT_PATCHNOTES_EP8_RESOURCES_TEXT","Construction materials and buildings are introduced in phases, meaning early game (wood and plastic), mid-game (metal and components) and late-game (concrete and electronics). Gathering Concrete is now done with the new Concrete Scavenger and some of the most advanced resources can be scavenged only from the world map. "
"#ANNOUNCEMENT_PATCHNOTES_EP8_OUTPOST_SUBTITLE","Scavenger Outpost"
"#ANNOUNCEMENT_PATCHNOTES_EP8_OUTPOST_TEXT","The new outpost type scavenges the resources from the world map and sends them automatically back to the colony. These items include top-tier clothing, tools and weapons in addition to fun boxes and more. Once built, the resource outpost requires no additional maintenance or workforce."
"#ANNOUNCEMENT_PATCHNOTES_EP8_TECH_SUBTITLE","Tech Tree Rework"
"#ANNOUNCEMENT_PATCHNOTES_EP8_TECH_TEXT","Tech tree branches are reorganized into five categories - Food, Resources, Infrastructure, Community and Safety. Their more linear nature ensures you won't miss critical tech like metal or concrete scavenging. Ideology themes were also improved and clarified."
"#ANNOUNCEMENT_PATCHNOTES_EP8_HAPPINESS_SUBTITLE","New Happiness System"
"#ANNOUNCEMENT_PATCHNOTES_EP8_HAPPINESS_TEXT","The happiness system is remade. As the colony grows the colonists want to have something more than just mere survival. Taking care of their mental wellbeing and keeping them happy with the new entertainment buildings keeps them happy and willing to stay in the growing colony."
"#ANNOUNCEMENT_PATCHNOTES_EP8_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP8_CHANGES_TEXT","See the full changelog of all the changes, but to mention a few here are some examples. Sector scouting times are now based on your specialist max APs and Specialist max health now depends on their archetype. They're also now selected with a single press and focused on with a double-press. The game start has a shorter preparation phase before colonists and specialists arrive. Events and quests have been mostly rewritten. A new scaffolding animation tells better when a building is about to be constructed and when it's done."
"#DEPOSIT_RICHNESS_DESC_NEW","The <mark>richness</mark> of a deposit determines how efficiently extractors can mine for resources. The higher the richness, the better the <mark>efficiency</mark>."
"#DEPOSIT_RICHNESS_NEW","Richness"
"#NOTIFICATION_TRADE_COMPLETE_DESC_NEW","Resources were stored in the trade center"
"#ANIMAL_NONE_DESC_NEW","No animal selected.\n\nExplanations:\n\n<mark>Growth rate</mark>: Speed to full size\n<mark>Size</mark>: Space required at the ranch\n<mark>Breeding speed</mark>: Speed of two adults to produce offspring\n<mark>Meat per animal</mark>: Amount of meat when butchered\n<mark>Water consumption</mark>: Constant drain per each animal\n<mark>By-product</mark>: Bonus production while grazing"
"#NOTIFICATION_TRADE_COMPLETE_MANY_DESC_NEW","Resources were stored in the trade center"
"#PERSON_VALUE_NUTRITION","Nutrition"
"#NOTIFICATION_PERSON_MUTATED_NEW","Colonist {0} is mutated"
"#NOTIFICATION_PERSON_MUTATED_MANY_NEW","{0} colonists are mutated"
"#PLACEHOLDER3","1"
"#EVENT_WIZARD_01_RESULT_CURED_DESC_NEW","The colonists drink the potion, some gagging at the taste. It takes a few seconds before the effects kick in but when they do, the colonists fall to the ground and start convulsing. At first, things don’t look so good but surprisingly, after a few minutes the seizures pass and the colonists stand back up, not cured but not any worse for wear, either. The man nods to himself knowingly. “Yes. As intended.” He jots down a few lines of messy notes and then walks off, leaving the colony to wonder what exactly just happened. His bag is found forgotten by the gate. Inside is an assortment of old-world medicine that the man used in his experiments."
"#TECH_OUTPOST_UPGRADE","Improved Outposts"
"#TECH_OUTPOST_UPGRADE_DESC","Focused preparation and superior equipment will help the colony's operations in the world map with the <mark>Outpost Center</mark>."
"#TECH_SPECIAL_CATASTROPHE_SENSITIVITY","Sensitivity"
"#TECH_SPECIAL_POLLUTION_IMMUNE","Immune to pollution"
"#QUEST_ENDGAME_NAME","Beyond Tomorrow"
"#QUEST_ENDGAME_DESC","More than two decades have passed from the events that plunged the world into the apocalypse. Catastrophes sweep through the land on a regular basis, instilling fear amongst the people who try to start anew.\n\nMany believe in the old saying that to build a better future it is important to understand the past. Answers to what really happened and how the colony can be protected from another downfall can be only found from the wasteland.\n\n<mark>Start the main quest.</mark>"
"#QUEST_ENDGAME_GO","Continue"
"#QUEST_ENDGAME_TASK0","Start the main quest"
"#QUEST_ENDGAME_PHASE_00_DESC","What started as a natural disaster of cosmic origin led to the downfall that swept through modern civilization. Nations fell, and the remaining factions fought over power and resources until there were no armies left to command.\n\nAs the fear for the future grows among the people, many share grim tales about the horrors they’ve endured. Should something similar ever happen, the people here have very little to protect themselves from it. The world outside is unpredictable, but there is no other way than to go deep into the wasteland. This time, it is done better prepared than ever before."
"#QUEST_ENDGAME_PHASE_00_GO","Arrange an expedition"
"#QUEST_ENDGAME_TASK0A","Investigate the site"
"#QUEST_ENDGAME_PHASE_00A_DESC","Specialists push deeper into the wasteland through meteor craters, irradiated ghost towns and lifeless forests. There is not much that has remained unaffected.\n\nA few tall structures are still standing here and there. This tower looks sturdy enough to get a better look at the surrounding area from the top. After a while the fog clears out and something large can be spotted in the midst of a distant forest. It appears there is a roof of a large structure of some sort that looms over the treetops."
"#QUEST_ENDGAME_PHASE_00A_GO","Investigate"
"#QUEST_ENDGAME_TASK0B","Investigate the structure"
"#QUEST_ENDGAME_PHASE_00B_DESC","As the specialist arrives at the clearing, they discover that whatever the structure is, it was left unfinished. Sun-bleached remains of construction workers are scattered around the ruins. It’s unclear what this structure is, but its foundations go deep underground, and the sheer size of it is awe-inspiring.\n\nWord of the unidentified building reaches the colony, and an excited conversation starts up as people scramble to voice their theories on its purpose.\n\nMore information is needed, and the specialists should keep their eyes peeled for more unusual structures."
"#QUEST_ENDGAME_PHASE_00B_GO","Continue"
"#QUEST_ENDGAME_TASK1","Go to the colony gate"
"#QUEST_ENDGAME_PHASE_01_DESC","Before the apocalypse people constructed all sorts of buildings. But this structure is something not even those who remember the time before recall having ever seen. The remote location would also suggest that whoever was building it wanted to keep it hidden from the common folk.\n\nThe markings on the equipment were recognizable though. There are a few remote areas where similar markings have been seen on buildings and on old wreckage. Now when everyone knows what to look for it should be easy to spot if similar sites exist. "
"#QUEST_ENDGAME_PHASE_01_GO","Investigate the sites on the world map"
"#QUEST_ENDGAME_TASK1A","Investigate location 1/3"
"#QUEST_ENDGAME_PHASE_01A_DESC","The first location is a long trek away from the nearest city. The structure on this site is in even worse condition than the one before. \n\nThe pillars supporting the building are partially melted. Ruins and deep bomb-made craters on the ground tell the story of how this place faced its end during the succession wars. In those endless wars that were waged after governments fell.\n\nThe structure seems to be made mostly of high-grade materials, hinting that whoever was funding this project had power and influence in the old world."
"#QUEST_ENDGAME_PHASE_01A_GO","Go to the next location"
"#QUEST_ENDGAME_TASK1B","Investigate location 2/3"
"#QUEST_ENDGAME_PHASE_01B_DESC","A large dome-shaped building greets the visitors. Deep scratch marks decorate the thick steel door forced slightly ajar. It takes some time and considerable effort to gain access into the dome. The dome is only an outer layer for some maintenance facilities and for an entrance to a steep stairway leading deep underground.\n\nAfter descending what feels like thousands of stairs, the specialist finally comes to a larger opening. Mummified corpses litter the dark room. A journal is found by a small body and the scribbly handwriting paints a grim picture. “Daddy stopped moving this morning. My hair is falling out. The adults say it’s just pollution and that we can go back out soon.”"
"#QUEST_ENDGAME_PHASE_01B_GO","Continue"
"#QUEST_ENDGAME_TASK1C","Investigate location 3/3"
"#QUEST_ENDGAME_PHASE_01C_DESC","The last structure appears less damaged, but crude construction materials and a smaller underground section hint that this one might have been constructed some time after the apocalypse.\n\nThis bunker seems to be made to withstand the catastrophes common in the Aftermath. There has been less effort on protecting it from other people though. The doors have been busted open, obviously by force, and the bunker is empty. No hints to the identity of the assailants can be found, but they were clearly powerful.\n\nLearning about the existence of these structures and reasons why they have been built makes it evident. The colony needs a <mark>doomsday bunker</mark>. But there is no room for mistakes."
"#QUEST_ENDGAME_PHASE_01C_GO","Start building the doomsday bunker"
"#QUEST_ENDGAME_PHASE2_NAME","Project Tomorrow"
"#QUEST_ENDGAME_TASK2","Continue building the bunker"
"#QUEST_ENDGAME_PHASE_02_DESC","The endeavor soon turns sour as the scope of the project dawns on people. The project needs much more than just building materials and a lot of work. The knowledge and technology to build something so big and complex has disappeared with the people that are now gone. Giving up now is not an option, and asking for help is considered a sign of desperation and weakness in the wasteland.\n\n Despite the risks, it soon becomes clear that, without help, the bunker cannot be completed. After intense discussions, an agreement is reached, and messengers are sent to search and invite other worthy societies to negotiations.\n\nTime passes, and there is no word from the messengers. People have already started to think the worst as a lone smoke pillar rises on the horizon."
"#QUEST_ENDGAME_PHASE_02_GO","Investigate"
"#QUEST_ENDGAME_TASK2A","Investigate the smoke pillar"
"#QUEST_ENDGAME_PHASE_02A_DESC","The origin of the smoke turns out to be a damaged vehicle. Injured people scramble out and beg for help to save their society. The group tried to return back to their home from a scavenging run but found it besieged by a large bandit force. The survivors nearly escaped after they drove into an ambush, but not without casualties.\n\nThe group also mentions that, before they left, some new people arrived in their society. The first impression is that those people might have been bandit infiltrators. But, as the conversation goes on, the visitors appear to be someone very familiar. They must be the lost messengers who are now trapped in the society!"
"#QUEST_ENDGAME_PHASE_02A_GO","Liberate the society"
"#QUEST_ENDGAME_TASK2B","Clear out the bandit camps"
"#QUEST_ENDGAME_SOCIETY_ATTACKED1_DESC","Bandits often ransack societies and colonies, but the level of organization and preparedness of this group is highly unusual. The most surprising part is not the high quality nor quantity of their supplies, but the fact how clean everything is. How can someone have stuff that looks almost new?\n\nThere are still two encampments around the society. The people in the besieged colony must be starting to run out of hope and resources. They don’t know that help is coming, so there is no time to waste."
"#QUEST_ENDGAME_SOCIETY_ATTACKED1_GO","Defeat the next encampment"
"#QUEST_ENDGAME_SOCIETY_ATTACKED2_DESC","No one else has come to the society’s aid. In a world like this, cooperation is rare and altruism unheard of unless there’s something in it for both parties.\n\nBased on their equipment and tactics, this group was from the same faction as the first one. Some of them have an insignia that resembles a shattered Moon. What are they after, the society under siege should not have anything worth this much effort?"
"#QUEST_ENDGAME_SOCIETY_ATTACKED2_GO","Defeat the last encampment"
"#QUEST_ENDGAME_SOCIETY_ATTACKED3_DESC","The final bandit outpost falls. Inside the society, the messengers are found unharmed, and the people are taken aback, not having expected anyone to actually come to their aid.\n\nThe messengers haven’t found anyone who has the knowledge or technology needed for the doomsday bunker project. Instead, they have learned that everything they need can be found from the wasteland if you just know what to look for. This is the reason why they came here, to this place. The people in this society have apparently done some exploring and drawn a rough map of their findings.\n\nAs the society is now in debt for saving them, they are happy to share this information with their saviors. The information proves to be invaluable. There is a lot of work to be done, but the way forward is clear."
"#QUEST_ENDGAME_SOCIETY_ATTACKED3_GO","Start gathering knowledge"
"#QUEST_ENDGAME_PHASE_02B_DESC","With the project now back on track, as the tools to get more knowledge are within reach, a wave of determination surges through the people. They’re eager to show their efforts are not futile.\n\nThere are four main problems that need to be solved. After analysing the previously discovered bunkers, they all had one or more areas where they had failed. <mark>Life support</mark> takes care of energy, water, breathable air and other things that keep the place habitable. <mark>Medicine</mark> are all the facilities and systems to keep the people living there healthy. <mark>Defense</mark> to protect the place from all threats whether they come from outside or from within. Lastly, the facilities to uphold the <mark>ecosystem</mark> that makes the place self-sustaining with its own food production.\n\n<mark>Use the newly discovered information to find good areas from the world map, build engineer outposts and start gathering knowledge.</mark>"
"#QUEST_ENDGAME_PHASE_02B_GO","Gather knowledge"
"#QUEST_ENDGAME_TASK3","Build engineer outposts to gather knowledge"
"#QUEST_ENDGAME_PHASE_03_DESC","During the apocalypse, Earth took an unprecedented hit to its fragile ecosystem, and the afterquakes can still be felt throughout the world.\n\nWasteland biomes are areas with a dark history that bears more significance to survivors even today. They are a grim reminder of what people are capable of doing to each other. These highly contaminated regions were created during the succession wars as armies resorted to weapons of mass destruction as their last resort. Whole provinces were wiped out in the blink of an eye.\n\nUnderstanding these conditions is essential to continue work on the doomsday bunker. This means going deep into the wasteland and gathering knowledge from old battlefields."
"#QUEST_ENDGAME_PHASE_03_GO","Build any engineer outpost in wasteland biome"
"#QUEST_ENDGAME_TASK3A","Build any engineer outpost in wasteland biome"
"#QUEST_ENDGAME_PHASE_03A_DESC","Research on the wasteland starts, the desolate scenery is a continuous reminder of what people can do when the morality of actions is no longer limited by laws or rules of engagement. The soil is heavily contaminated thanks to nuclear and chemical warfare that ravaged the continent during the first years after the apocalypse.\n\nAfter decades, there is little left. What remains has been beaten by the elements, toxins and intense radiation. To understand the effects of the environment, it is important to compare the observations to similar less affected samples from another place.\n\nThe best way is to visit another battlefield and gather materials from there to understand how each material behaves in these more hazardous conditions. There is little left to compare, but rusty wreckage, bones and ruins are a start."
"#QUEST_ENDGAME_PHASE_03A_GO","Visit a battlefield"
"#QUEST_ENDGAME_TASK3B","Visit a battlefield"
"#QUEST_ENDGAME_PHASE_03B_DESC","Beneath a layer of dirt, the ground is covered by old wreckage and weapons of war. No vegetation grows around the battlefield, and it’s hard to traverse the terrain without tripping over the bones and helmets half buried in sand.\n\nThis place should provide plenty of test samples. Taking them back to the wasteland outposts and researching how that environment starts to affect intact materials will help to resolve many of the current engineering problems with the doomsday bunker.\n\nThere are plenty of samples to collect but also other things that are going to help in other fields of research as well. Some of this progress could be shared with other societies. Showing them good faith could be useful in the future, but it might hinder progress back at the colony."
"#QUEST_ENDGAME_PHASE_03B_ALL","Aid other societies"
"#QUEST_ENDGAME_PHASE_03B_SOME","Keep everything"
"#QUEST_ENDGAME_PHASE_03C_DESC","Thanks to efforts done by the engineers, there is now enough to continue building the bunker.\n\nThe expedition also found new information from the past. Notes on the old maps showed how the capital region was badly hit by the initial impacts during the early days of the apocalypse. The remains on the battlefield did not have any official markings on them. These battles took place only a few years after the first swarm of comets was discovered.\n\nThe nation’s downfall must have been quick and brutal as the power vacuum was filled by these warring factions. None of them are left, but some of the existing factions might be descendants of these armies."
"#QUEST_ENDGAME_PHASE_03C","Continue building the bunker"
"#QUEST_ENDGAME_TASK3C","Upgrade the bunker"
"#QUEST_ENDGAME_TASK4","Keep gathering knowledge"
"#QUEST_ENDGAME_PHASE_04_DESC","Pandemics come and go as access to medicine has become a luxury, but now a new and more serious illness has appeared at the outposts. The engineers who visited the battlefield have started noticing boils on their skin.\n\nThe infection has spread through most of the engineer outposts. A few of the engineers have already fallen severely ill. They run high fevers and have started to bleed blood that has turned almost black. The rest are starting to show similar symptoms. Luckily, this is, at least so far, isolated to engineer outposts. The colony appears to be safe, but the operation to gather knowledge is currently halted until the infection is identified and a cure is found."
"#QUEST_ENDGAME_PHASE_04_GO","Investigate the disease"
"#QUEST_ENDGAME_TASK4A","Investigate the disease"
"#QUEST_ENDGAME_PHASE_04A_DESC","The hospitals in the wastelands were all abandoned in the years following the apocalypse, leaving them in a state of decay. No one has bothered to loot the books from their shelves, and browsing them reveals the bleak nature of the situation.\n\nThe symptoms match that of anthrax, a bacteria that can live in soil for decades. This must be a highly weaponized version of the bacteria. It’s likely the contagion happened on an old battlefield where it must have been used for biological warfare.\n\nLuckily, strong antibiotics can be used to treat the infection and disposing of contaminated equipment and food should be enough to prevent it spreading further. It is a tough decision whether to share this knowledge with other societies. It will definitely help everyone, but someone might use it as a weapon."
"#QUEST_ENDGAME_PHASE_04A_REFUSE","Do not share the information"
"#QUEST_ENDGAME_PHASE_04A_HELP","Share the information"
"#QUEST_ENDGAME_TASK4B_REFUSE","Vaccinate the colony"
"#QUEST_ENDGAME_PHASE_04B_REFUSE_DESC","At the end of the day, it’s everyone for themselves out here. While solidarity is a beautiful concept on paper, in practice—one’s own survival must come first.\n\nAntibiotics found in the hospitals are shared with outposts. Everyone in the colony and in the outposts are educated about this newly discovered threat. Hopefully, similar situations can be avoided in the future. The increased activity to solve this matter has not been left unnoticed by other societies. Not knowing what is going on has made them suspicious, and they do not take kindly to this sort of secrecy."
"#QUEST_ENDGAME_PHASE_04B_REFUSE_GO","Keep gathering knowledge"
"#QUEST_ENDGAME_PHASE_04B_HELP_DESC","For humanity to have even a sliver of hope to survive, people need to work together. Everyone for themselves is what tore the world apart last time, repeating the mistake now would be foolish.\n\nInformation on the disease, its origin and its cures are shared with every society. This show of good faith is soon rewarded, as one of the societies mentions the existence of a vaccine. But, before they can start manufacturing it in larger quantities, they need a more recent sample of the bacteria and request if one can be delivered to them."
"#QUEST_ENDGAME_PHASE_04B_HELP_GO","Deliver the sample"
"#QUEST_ENDGAME_TASK4B","Deliver the sample"
"#QUEST_ENDGAME_PHASE_04B_DESC","For humanity to have even a sliver of hope to survive, people need to work together. Everyone for themselves is what tore the world apart last time, repeating the mistake now would be foolish.\n\nInformation on the disease, its origin and its cures are shared with every society. This show of good faith is soon rewarded, as one of the societies mentions the existence of a vaccine. But, before they can start manufacturing it in larger quantities, they need a more recent sample of the bacteria and request if one can be delivered to them."
"#QUEST_ENDGAME_PHASE_04B_GO","Deliver the sample"
"#QUEST_ENDGAME_TASK4C","Deliver the sample"
"#QUEST_ENDGAME_PHASE_04C_DESC","As the vaccine is administered in societies, the threat posed by old bioweapons becomes less severe. The selflessness shown by the colony has sparked a new kind of hope across the wasteland. Many have regained faith that, eventually, people can unite and face the coming times together.\n\nEarning trust is a huge step to make everyone work together at some point. But it is definitely a way to get other kinds of attention as well."
"#QUEST_ENDGAME_PHASE_04C_GO","Keep gathering knowledge"
"#QUEST_ENDGAME_TASK5","Go to the bunker's construction site"
"#QUEST_ENDGAME_PHASE_05_DESC","Organized, large-scale bandit attacks are rare as most groups are not only bickering with societies but among each other as well, keeping their numbers low. Lately, there has been a notable shift in this as more and more devastating attacks have been taking place around the wasteland.\n\nThe first sign of these happened a while back when one of the societies was under siege by a large bandit force. Since then, other societies have had only occasional encounters with them, but the enemy has avoided direct conflict. Or did, until recently.\n\nNow, a word comes to the colony that this old enemy has reappeared in force and is attacking every society they can find. This is troublesome as the doomsday bunker is not yet complete, and outposts are definitely threatened. The message is an invitation to join a meeting in a remote location to discuss this matter."
"#QUEST_ENDGAME_PHASE_05_GO","Attend the meeting"
"#QUEST_ENDGAME_TASK5A","Go to the meeting"
"#QUEST_ENDGAME_PHASE_05A_DESC","The atmosphere is definitely tense. Most societies around these parts have decided to attend, if for nothing else than to keep an eye on others.\n\nIt seems that the new faction is attacking everyone. One of the societies even tried to track down their base of operation but found something else. The information they acquired came at great cost to their scouts. What they found was that the enemy faction is amassing something big in an old nuclear power plant in the area.\n\nThe information creates an immediate commotion in the group. The enemy might be assembling a dirty bomb. They are not interested in looting and pillaging societies. They try to eradicate them. It will be scorched earth! Every other society has suffered so many losses that they are no longer in any condition to fight. So there is only one option left."
"#QUEST_ENDGAME_PHASE_05A_GO","Defeat the enemy at the nuclear plant"
"#QUEST_ENDGAME_TASK5B","Defeat the enemy at the nuclear plant"
"#QUEST_ENDGAME_PHASE_05B_DESC","The bandits are finally defeated. Although no one believes this was the last of them. The high-grade equipment, the tactics they used and sheer manpower proves that this faction is something new and dangerous.\n\nA fear turns to relief, and people start to realize what just happened and what they avoided. Everything they have built was threatened. The motives of this group are still a sheer mystery, and there are no prisoners to interrogate. But now, it is time to celebrate and....\n\nThere is an emergency back at the colony. A large enemy force is attacking, and it is already inside the gate! <mark>Defend the colony!</mark>"
"#QUEST_ENDGAME_PHASE_05B_POS","Go to the colony"
"#QUEST_ENDGAME_TASK6","Go to the bunker's construction site"
"#QUEST_ENDGAME_PHASE_06_DESC","Deserted areas are the ones that suffered the most from the impacts when the apocalypse started. Whole cities were leveled so that nothing remains of them. Nothing grows on the vast plains, and the lack of water is as likely to get a lone wanderer killed as the bandits that prey on the weak.\n\nThese harsh areas are the best places to learn how to survive the extreme heat. In the desert, engineers can figure out how effective the cooling in the bunker needs to be and what solutions there are to achieve that. The conditions underground need to remain habitable even if the temperature outside would stay high for long periods at a time.\n\n<mark>Build any two engineer outposts in the desert biome.</mark>"
"#QUEST_ENDGAME_PHASE_06A_GO","Build the outposts"
"#QUEST_ENDGAME_TASK6B","Build two engineer outposts into desert biome"
"#QUEST_ENDGAME_PHASE_06B_DESC","Scorching heat makes it hard to breathe in these barren areas, but the same knowledge cannot be gathered anywhere else.\n\nThe desert is covered in impact craters. Observing their shape and size reveals what kind of objects created them. The craters are too small to be made by comets, but they match well if the object was a mid-sized asteroid, or similar shrapnel from the shattered moon. It appears that Earth actually was not hit by the largest of the objects.\n\nHundreds of millions lost their lives during the first weeks after it all started. However, most of humankind perished in the following years but not because of the catastrophes. They perished because people had no more empathy."
"#QUEST_ENDGAME_PHASE_06B_GO","Continue the efforts"
"#QUEST_ENDGAME_TASK7","Keep gathering knowledge"
"#QUEST_ENDGAME_PHASE_07_DESC","The memory of the attack on the colony doesn’t fade, and many are nervous of the attackers returning. The enemy suffered heavy casualties and, so far, they have opted to lay low, but there’s no telling whether they’ll eventually return.\n\nThe doomsday bunker is complete. It is a significant achievement for the people who only some time ago were living in tents and scavenging scraps of food. Maybe that was the reason for everything. The enemy faction was afraid that there was a new power rising in the wasteland. Someone who is capable of challenging them. They were right.\n\n<mark>Activate the bunker to permanently remove all catastrophes except for winter.</mark>"
"#QUEST_ENDGAME_PHASE_07_GO","Activate the bunker"
"#ENDGAME_END_TITLE","New Dawn"
"#ENDGAME_END_DESC","Opening the doors into the doomsday bunker is a symbol of a new beginning. Reaching this goal demanded many sacrifices, but the hope for something better pushed everyone forward even during the darkest of times.\n\nNow, it is finally done and a deafening cheer echoes through the colony. Parents hug their children, choked up from the thought of feeling safe and protected from the hostile world. This is just a single step toward a better future, but its impact reaches even the outskirts of the wasteland. For once, tomorrow looks bright.\n\nCongratulations! You have completed the main questline, and your colony is now safe from most catastrophes. You may now continue building your colony or return back to the main menu. Do you wish to continue?"
"#QUEST_ABANDON_02","ABANDON QUEST"
"#QUEST_ENDGAME_WAIT","Continue surviving"
"#QUEST_ENDGAME_PHASE_05C_POS","Continue building the doomsday bunker"
"#QUEST_ENDGAME_PHASE_05C_DESC","Building the doomsday bunker further is the most important thing, we must hurry."
"#QUEST_ENDGAME_PHASE_01_VAULT_DESC","The long and arduous effort to build the doomsday bunker starts. Every pair of hands capable is needed on deck as the digging begins. The bunker needs deep and sturdy foundations and plenty of construction materials to come to fruition.\n\nAmong the people, some remain skeptical of the project, thinking it’s a waste of time and resources. However, in this world of endless survival, this is the first time they have a common goal. Something to strive for and something to give them the hope they haven't had in a long time."
"#QUEST_ENDGAME_TASK1_VAULT","Go to the bunker's construction site"
"#QUEST_ENDGAME_PHASE_03_VAULT_DESC","The work continues relentlessly. As catastrophes keep increasing casualties in the colony, the people cling to the bunker as the beacon of hope to cope with the losses. The efforts will eventually pay off as long as the construction keeps going.\n\nThe project is still far from finished. Engineers must keep on pushing even farther to find more knowledge and key components so the work can go on. As the last expedition revealed, there is very little time to react if the planet is yet again bombarded by objects from the outer edges of the Solar System. Comets and asteroids are moving in cosmic velocities, and even the smallest impacts would create damage equal to nuclear weapons."
"#QUEST_ENDGAME_TASK3_VAULT","Go to the bunker's construction site"
"#QUEST_ENDGAME_PHASE_06_VAULT_DESC","With the new knowledge, the last obstacles have been removed, and the work can continue. Hopefully, everyone can last a little longer.\n\nIt has been a long road to get here. The project has not only given hope to the people in the colony, but the people have made the colony their home. This is no longer just a colony of survivors, but a small town on the frontier. One can only hope that, one day, this will become the first city in the wasteland."
"#QUEST_ENDGAME_TASK6_VAULT","Go to the bunker's construction site"
"#QUEST_ENDGAME_PHASE_03_VAULT","Keep gathering knowledge"
