"#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"
"#BUTTON_OPTION_POSITIVE","GOOD"
"#BUTTON_OPTION_NEGATIVE","BAD"
"#TOPIC_NAVIGATE","NAVIGATE"
"#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?"
"#LOADING_HINT_1","Post-apocalyptic world is harsh and people will die, don't let it demoralize you"
"#LOADING_HINT_2","Building a gate allows access to World Map"
"#LOADING_HINT_3","Basic survival requires water, food and shelter"
"#LOADING_HINT_4","Building the gate makes your colony visible to the world, 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","Catastrophes are not the end of the world if you're prepared"
"#LOADING_HINT_7","Don't rely on just one form of food production"
"#LOADING_HINT_8","Remember to bring specialists home for them to recover"
"#WIP_LOADING_HINT_9","Keep an eye on conditions inflicted on specialists during exploration, some are more life-threatening than others"
"#WIP_LOADING_HINT_10","Societies can be valuable allies, trading partners and sources of information"
"#LOADING_HINT_11","New crops can yield more bountiful harvests and endure the elements, so keep an eye on their seeds"
"#LOADING_HINT_12","A large stockpile of food and meds helps the colony survive through catastrophes"
"#WIP_LOADING_HINT_13","Fertile soil is invaluable for food and water production, so build other structures elsewhere"
"#LOADING_HINT_14","There's no such thing as a healthy green glow"
"#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","Components are a critical part of Energy and high-end resource production"
"#LOADING_HINT_21","Trappers and Fishers provide a slow but stable source of food"
"#LOADING_HINT_22","Buildings can be salvaged for some extra resources"
"#LOADING_HINT_23","The campsite comes with some resources and a Water Storage to help you rebuild"
"#LOADING_HINT_24","Some colonists are more productive than others, but try to take care of them all"
"#LOADING_HINT_25","Scavenge food and resource deposits around the starting area to get your colony going"
"#LOADING_HINT_26","Many events have no right or wrong answers, so choose what's best for your colony"
"#WIP_LOADING_HINT_27","Deal with contagions swiftly so they don't escalate into a pandemic"
"#WIP_LOADING_HINT_28","Medics can heal almost anything, but the right medicine does it a lot quicker"
"#WIP_LOADING_HINT_29","Happy colonists raise your prestige value and bring more traffic to the Gate"
"#LOADING_HINT_30","The apocalypse did a real number on the planet, so expect the unexpected"
"#LOADING_HINT_31","Environmental stations can deal with the pockets of contamination and free up more land for building"
"#LOADING_HINT_32","Burying the dead is the right thing to do but also smart, as corpses spread disease and cause unhappiness"
"#WIP_LOADING_HINT_33","Play the game with your preferred method, be it mouse & keyboard or a controller"
"#LOADING_HINT_34","All Specialist tasks require Action Points (AP) to perform"
"#WIP_LOADING_HINT_35","Damaged houses provide less protection to their inhabitants, so keep them repaired"
"#LOADING_HINT_36","Keep some building materials in reserve for repairs"
"#LOADING_HINT_37","Bartering has replaced most currencies, so keep goods in reserve for trading"
"#LOADING_HINT_38","Bring Specialists home or to an Outpost once in a while to drop their loot off at the Colony"
"#LOADING_HINT_39","Vehicles dramatically increase your specialists' speed on the world map"
"#LOADING_HINT_40","Stockpiles store materials, Food Storage all the edibles and Warehouses handle refined items"
"#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:"
"#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}"
"#USER_FEEDBACK_TITLE","Feedback"
"#USER_FEEDBACK_BUTTON_TITLE","User Feedback"
"#USER_FEEDBACK_BUTTON_DESC","Send us your thoughts!"
"#POPUP_QUIT_GAME_TITLE","QUIT GAME"
"#POPUP_QUIT_GAME","Quit Game"
"#POPUP_QUIT_CONTENT","Are you sure you want to exit the game?"
"#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"
"#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"
"#BUTTON_SKIP","SKIP"
"#COMING_SOON","Coming Soon"
"#POPUP_CONTROLLER_DISCONNECTED_TITLE","CONTROLLER DISCONNECTED"
"#POPUP_CONTROLLER_DISCONNECTED_CONTENT","Connection to controller has been lost. Please reconnect the controller."
"#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."
"#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"
"#TOPIC_BUTTON_CHANGE","CHANGE"
"#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."
"#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."
"#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"
"#TOPIC_BUILDING_WORKAREA_EFFICIENCY","Work Area Efficiency"
"#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."
"#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"
"#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.."
"#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"
"#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"
"#SWITCH_CONTROLLER_DL","Left"
"#SWITCH_CONTROLLER_DR","Right"
"#SWITCH_CONTROLLER_DU","Up"
"#SWITCH_CONTROLLER_DD","Down"
"#SWITCH_CONTROLLER_DLR","Left or Right"
"#SWITCH_CONTROLLER_DUD","Up or Down"
"#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"
"#SWITCH_CONTROLLER_RB","R"
"#SWITCH_CONTROLLER_LT","ZL"
"#SWITCH_CONTROLLER_RT","ZR"
"#SWITCH_CONTROLLER_CENTER","Home"
"#SWITCH_CONTROLLER_CENTER_LEFT","-"
"#SWITCH_CONTROLLER_CENTER_RIGHT","+"
"#SAVE_BLOCK_REASON_WORLD_MAP_ACTION","CANNOT SAVE DURING ACTION"
"#BUTTON_LEARN","GOT IT"
"#BUTTON_DO_NOT_ASK","Do not ask again"
"#LOADING_HINT_41","Specialists help in the Colony by scavenging resources and constructing or repairing buildings when ordered to"
"#TOPIC_PER_DAY","{0}/day"
"##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 either Joy-Con™ or Pro Controller"
"##LOADING_HINT_33_PS","Play the game with your preferred method, be it either a wireless controller or mouse & keyboard"
"##LOADING_HINT_33_XBOX","Play the game with your preferred method, be it either a controller or mouse & keyboard"
"##POPUP_CONTROLLER_DISCONNECTED_TITLE_NX","JOY-CON™ CONTROLLER DISCONNECTED"
"##POPUP_CONTROLLER_DISCONNECTED_TITLE_NX_PRO","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 Joy-Con™ Controller."
"##POPUP_CONTROLLER_DISCONNECTED_CONTENT_NX_PRO","Connection has been lost. Please reconnect the Pro 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."
"#MENU_START","START"
"#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"
"#SETTINGS_QUICK_WM_ACTIONS","Quick World Map Actions"
"#SETTINGS_QUICK_WM_MOVEMENT","Quick World Map Movement"
"#SETTINGS_AUTOSAVE","Quick World Map Movement"
"#SETTINGS_AUTOSAVE_FREQUENCY","Autosave Frequency"
"#SETTINGS_MINUTES_SHORT","mins"
"#SETTING_MINUTES","minutes"
"#SETTINGS_TUTORIAL","Tutorial"
"#BUTTON_QUIT","QUIT"
"#SETTINGS_CONTROLS_TAB","CONTROLS"
"#SETTINGS_KEYBOARD","Keyboard"
"#SETTINGS_MOUSE","Mouse"
"#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"
"#TOPIC_CONTROLLER_LAYOUT","CONTROLLER LAYOUT"
"#SETTINGS_CAPTURE_MOUSE","Capture Mouse"
"#SETTINGS_INVERT_CAMERA_ROTATION","Invert Camera Rotation"
"#SETTINGS_INVERT_MOUSE_WHEEL","Invert Mouse Wheel"
"#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_MOUSE_PANNING","Mouse Panning"
"#SETTINGS_CONTROLLER_ON_OR_OFF","Controller"
"#SETTINGS_KEY_BINDINGS","Key Bindings"
"#SETTINGS_CONTROLLER_LAYOUT","Controller Layout"
"#SETTINGS_STICK_LAYOUT","Stick Layout"
"#SETTINGS_CONTROLLER_VIBRATION","Controller Vibration"
"#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_ROTATE_CAMERA_UP","Rotate Camera Up"
"#SETTINGS_KEY_BINDING_ROTATE_CAMERA_DOWN","Rotate Camera Down"
"#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_SPEED_UP","Speed Up"
"#SETTINGS_KEY_BINDING_SPEED_DOWN","Speed Down"
"#SETTINGS_KEY_BINDING_TOGGLE_MAX_SPEED","Toggle Max Speed"
"#SETTINGS_KEY_BINDING_ROTATE_BUILDING_RIGHT","Rotate Building Right"
"#SETTINGS_KEY_BINDING_ROTATE_BUILDING_LEFT","Rotate Building Left"
"#SETTINGS_KEY_BINDING_BUILD_MENU","Build Menu"
"#SETTINGS_KEY_BINDING_WORLD_MAP","World Map"
"#SETTINGS_KEY_BINDING_PAUSE_MENU","Pause Menu"
"#SETTINGS_KEY_BINDING_SPECIALIST_MENU","Specialist menu"
"#SETTINGS_KEY_BINDING_COLONY_STATISTICS","Statistics"
"#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","Salvage 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_RADIO_CHANNEL_MENU","Radio"
"#SETTINGS_KEY_BINDING_TECH_TREE","Tech Tree"
"#SETTINGS_KEY_BINDING_CHALLENGES","Challenges"
"#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_KEY_BINDING_QUICK_SAVE","Quick Save"
"#SETTINGS_KEY_BINDING_QUICK_LOAD","Quick Load"
"#SETTINGS_AUDIO_TAB","AUDIO"
"#SETTINGS_MASTER_VOLUME","Master Volume"
"#SETTINGS_SFX_VOLUME","SFX Volume"
"#SETTINGS_MUSIC_VOLUME","Music Volume"
"#SETTINGS_AMBIENT_VOLUME","Ambient Volume"
"#SETTINGS_MUTE_ALL","Mute"
"#SETTINGS_MUTE_WHEN_MINIMIZED","Mute When Minimized"
"#SETTINGS_MUTE_MENU_MUSIC","Mute Menu Music"
"#SETTINGS_SUBTITLES","Subtitles"
"#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_SOFT_PARTICLES","Soft Particles"
"#SETTINGS_REALTIME_REFLECTIONS","Realtime Reflections"
"#SETTINGS_TERRAIN","Terrain"
"#SETTINGS_EFFECTS","Effects"
"#SETTINGS_BLOOM","Bloom"
"#SETTINGS_POSTPROCESSING","Postprocessing"
"#SETTINGS_SSAO","SSAO"
"#SETTINGS_OPTION_ON","On"
"#SETTINGS_OPTION_OFF","Off"
"#SETTINGS_MESH_QUALITY","Mesh Quality"
"#SETTINGS_LIGHTING_QUALITY","Lighting Quality"
"#SETTINGS_SAFE_AREA","Safe Area"
"#SETTINGS_COLORBLIND_MODE","Colorblind Mode"
"#SETTINGS_BRIGHTNESS_CONTENT","Adjust the brightness level until the image is barely visible"
"#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"
"#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_APPLY_CHANGES_TITLE","APPLY CHANGES"
"#SETTINGS_APPLY_CHANGES_TEXT","Do you wish to apply the changes you made to the settings?"
"#SETTINGS_CHANGE_TAB_TITLE","Unsaved changes"
"#SETTINGS_CHANGE_TAB_CONTENT","You have unchanged changes. Do you want to discard changes and change the tab?"
"#TOPIC_SAVE_VERSION_NUMBER","Version"
"#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?"
"#POPUP_EXIT_DESKTOP_TITLE","EXIT TO DESKTOP"
"#POPUP_EXIT_DESKTOP_CONTENT","Are you sure you want to exit the game?"
"#PARADOX_NOT_LINKED","Account linking currently unavailable"
"#PARADOX_LINKED","Not linked - account linking currently unavailable"
"#PARADOX_LOGIN_TITLE","Log in 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","Country"
"#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 country 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_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."
"#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_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_DESCRIPTION_02","In the wake of the events, resulting extreme weather conditions and other calamities became a normal part of everyday life."
"#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_DESCRIPTION_04","Destruction of unimaginable scale can be seen throughout the entire 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 land."
"#PREGAME_DESCRIPTION_05","Everyone has their breaking point. Eventually it is not enough to just survive through the day. People need hope, and finally there is some. It has been a long road to get here, but what was before can be left in the past."
"#PREGAME_DESCRIPTION_06","The people around you are the thin line which separates life from death. They are far from perfect but have made it this far. You can trust them with your life and they trust you with theirs."
"#PREGAME_DESCRIPTION_07","These survivors will face challenges both large and small; some caused by bandits, others because of their own actions. There are also other societies in the world that won't hesitate to strike back if you look at them the wrong way."
"#PREGAME_DESCRIPTION_08","Life is unfair, but 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_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_OPTION_04","The worst has passed, time to rebuild"
"#PREGAME_OPTION_04_ALT1","The worst has passed, time to rebuild"
"#PREGAME_OPTION_04_ALT2","The worst has passed, time to rebuild"
"#PREGAME_OPTION_05","It's still a dangerous world, but we’ll prevail"
"#PREGAME_OPTION_05_ALT1","It's still a dangerous world, but we’ll prevail"
"#PREGAME_OPTION_05_ALT2","It's still a dangerous world, but we’ll prevail"
"#PREGAME_OPTION_06","It feels like the apocalypse never ended"
"#PREGAME_OPTION_06_ALT1","It feels like the apocalypse never ended"
"#PREGAME_OPTION_06_ALT2","It feels like the apocalypse never ended"
"#PREGAME_OPTION_07","The journey has just begun"
"#PREGAME_OPTION_08","Supplies have begun to diminish"
"#PREGAME_OPTION_09","Use whatever you can find to survive"
"#PREGAME_OPTION_10","Hardened individuals who'll thrive in this world"
"#PREGAME_OPTION_11","Band of survivors able to care for themselves"
"#PREGAME_OPTION_12","Group of ambiguous misfits"
"#PREGAME_OPTION_13","Some difficulties are to be expected"
"#PREGAME_OPTION_14","Numerous difficulties are assured"
"#PREGAME_OPTION_15","Insurmountable challenges face you"
"#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_00","Temperate and humid"
"#PREGAME_EFFECT_01","Fertile soil: Plenty"
"#PREGAME_EFFECT_02","Avg. temp. and humidity"
"#PREGAME_EFFECT_03","Fertile soil: Small patches"
"#PREGAME_EFFECT_04","Hot and dry climate"
"#PREGAME_EFFECT_05","Fertile soil: Very little"
"#PREGAME_EFFECT_06","Occasional catastrophes"
"#PREGAME_EFFECT_07","Low contamination"
"#PREGAME_EFFECT_08","Common catastrophes"
"#PREGAME_EFFECT_09","Average contamination"
"#PREGAME_EFFECT_10","Frequent catastrophes"
"#PREGAME_EFFECT_11","High contamination"
"#PREGAME_EFFECT_12","Plentiful starting resources"
"#PREGAME_EFFECT_13","8 Adults, 4 Children"
"#PREGAME_EFFECT_14","Average starting resources"
"#PREGAME_EFFECT_15","7 Adults, 3 Children"
"#PREGAME_EFFECT_16","Scarce starting resources"
"#PREGAME_EFFECT_17","5 Adults, 3 Children"
"#PREGAME_EFFECT_18","Tough, decisive, determined"
"#PREGAME_EFFECT_20","Trustworthy, respectable, persistent"
"#PREGAME_EFFECT_22","Weirdos, criminals, oddballs"
"#PREGAME_EFFECT_24","Low difficulty"
"#PREGAME_EFFECT_25","Scattered bandit groups"
"#PREGAME_EFFECT_26","Medium difficulty"
"#PREGAME_EFFECT_27","Numerous bandits"
"#PREGAME_EFFECT_28","Hard difficulty"
"#PREGAME_EFFECT_29","Plenty of hardened bandits"
"#PREGAME_EFFECT_30","Easy - lenient and easygoing"
"#PREGAME_EFFECT_32","Medium - challenging but fair"
"#PREGAME_EFFECT_34","Hard - neverending hardships"
"#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_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_SUMMARY_FIELD_02_TEXT_01","Plentiful starting resources, Colonists: 8 Adults, 4 Children"
"#PREGAME_SUMMARY_FIELD_02_TEXT_02","Average starting resources, Colonists: 7 Adults, 3 Children"
"#PREGAME_SUMMARY_FIELD_02_TEXT_03","5 Adults, 3 Children"
"#PREGAME_SUMMARY_FIELD_03_TEXT_01","Tough, decisive, determined"
"#PREGAME_SUMMARY_FIELD_03_TEXT_02","Trustworthy, respectable, persistent"
"#PREGAME_SUMMARY_FIELD_03_TEXT_03","Weirdos, criminals, oddballs"
"#PREGAME_SUMMARY_FIELD_04_TEXT_01","Low difficulty, Scattered bandit groups"
"#PREGAME_SUMMARY_FIELD_04_TEXT_02","Medium difficulty, Bandits are abundant"
"#PREGAME_SUMMARY_FIELD_04_TEXT_03","Hard difficulty, Plenty of hardened bandits"
"#PREGAME_SUMMARY_FIELD_05_TEXT_01","Architect"
"#PREGAME_SUMMARY_FIELD_05_TEXT_02","Survivalist"
"#PREGAME_SUMMARY_FIELD_05_TEXT_03","Chaotic"
"#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?"
"#PREGAME_FERTILE","Climate: Temperate, Moisture: High, Fertile soil: Plenty"
"#PREGAME_NORMAL","Climate: Average, Moisture: Normal, Fertile soil: Some"
"#PREGAME_ARID","Climate: Hot, Moisture: Low, Fertile soil: Very little"
"#PREGAME_CAT_LOW","Catastrophes: Occasional, Contamination: Low"
"#PREGAME_CAT_NORMAL","Catastrophes: Common, Contamination: Average"
"#PREGAME_CAT_HIGH","Catastrophes: Frequent, Contamination: High"
"#PREGAME_RESOURCES_HIGH","Starting resources: Plentiful, Colonists: 12"
"#PREGAME_RESOURCES_NORMAL","Starting resources: Average, Colonists: 10"
"#PREGAME_RESOURCES_LOW","Starting resources: Scarce, Colonists: 8"
"#PREGAME_PEOPLE_HARDY","Tough, decisive, determined"
"#PREGAME_PEOPLE_NORMAL","Trustworthy, respectable, persistent"
"#PREGAME_PEOPLE_WEAK","Weirdos, criminals, oddballs"
"#PREGAME_DIFFICULTY_LOW","Low difficulty, Scattered bandits, Friendly societies."
"#PREGAME_DIFFICULTY_MEDIUM","Medium difficulty, Abundant bandits, Neutral societies."
"#PREGAME_DIFFICULTY_HIGH","Hard difficulty, Plenty of toughened bandits, Strong societies."
"#PREGAME_AI_NORMAL","Architect"
"#PREGAME_AI_CRUEL","Survivalist"
"#PREGAME_AI_CHAOTIC","Chaotic"
"#COLONY_NAME_TOO_LONG_ERROR","Your colony name is too long"
"#COLONY_NAME_TOO_LONG_ERROR_CONTENT","Colony names can have a maximum of 10 characters."
"#MODS_TOPIC","Select Mods"
"#MODS_TOPIC_TITLE","SELECT MODS"
"#MODS_VERSION","Version: {0}"
"#MODS_ACTIVATE","Activate"
"#MODS_DEACTIVATE","Deactivate"
"#MODS_EXIT","Exit"
"#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"
"#BUTTON_RENAME","Rename"
"#BUTTON_RANDOMIZE_NAME","Randomize Name"
"#SETTINGS_ACCOUNT_INFO","ACCOUNT INFO"
"#TOPIC_CLOSE","CLOSE"
"#TOPIC_SELECT_MAP_SEED","Select Map Seed"
"#TOPIC_TYPE_IN_YOUR_MAP_SEED_CONTENT","Type in your own map seed."
"#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"
"#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"
"#TOPIC_DIFFICULTY_BONUS","Difficulty"
"#SETTINGS_GRAPHIC_QUALITY","Graphics quality"
"#SETTINGS_OPTION_UNLIMITED","Unlimited"
"#PREGAME_TUTORIAL_HEADER","TUTORIAL"
"#PREGAME_TUTORIAL_DESC_1","You are entering a post-apocalyptic world where building a Colony 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_TUTORIAL_DESC_2","The full tutorial guides you through basic gameplay, interface and game concepts. Limited option reduces the amount guidance to a minimum."
"#PREGAME_TUTORIAL_OPTION_1","Yes"
"#PREGAME_TUTORIAL_OPTION_2","No"
"#PREGAME_TUTORIAL_OPTION_3","Full Tutorial"
"#PREGAME_TUTORIAL_OPTION_4","Limited Tutorial"
"#PREGAME_TUTORIAL_OPTION_5","No Tutorial"
"#PREGAME_TUTORIAL_EFFECT_1","Show tutorial messages"
"#PREGAME_TUTORIAL_EFFECT_2","Hide tutorial messages"
"#PREGAME_TUTORIAL_EFFECT_3","Full tutorial and guidance"
"#PREGAME_TUTORIAL_EFFECT_4","Limited guidance"
"#PREGAME_TUTORIAL_EFFECT_5","Tutorial disabled"
"#PREGAME_TUTORIAL_SUMMARY_HEADER","Tutorial"
"#PREGAME_EFFECT_COLONISTS","{0} Adults, {0} Children"
"#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_EFFECT_ENVIRONMENT_1_B","Fertile soil: 40%"
"#PREGAME_EFFECT_ENVIRONMENT_2_B","Fertile soil: 25%"
"#PREGAME_EFFECT_ENVIRONMENT_3_B","Fertile soil: 10%"
"#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_RESOURCES_STORY","Everyone has their breaking point. Eventually, even taking another step is hard. What little supplies the people have are their only hope and assurance that the events of the past will remain buried."
"#PREGAME_COLONISTS_STORY","The people around you are the thin red line which keeps the group alive. They are far from perfect, but everyone has made it this far. You can trust them with your life, and they trust you with theirs."
"#PREGAME_EFFECT_COLONISTS_1_B","8 Adults, 4 Children"
"#PREGAME_EFFECT_COLONISTS_2_B","7 Adults, 3 Children"
"#PREGAME_EFFECT_COLONISTS_3_B","5 Adults, 3 Children"
"#PREGAME_CHALLENGE_HEADER","CHALLENGE"
"#PREGAME_DESCRIPTION_CHALLENGE_1","Some challenges are to be expected"
"#PREGAME_DESCRIPTION_CHALLENGE_2","Numerous challenges are assured"
"#PREGAME_DESCRIPTION_CHALLENGE_3","Insurmountable challenges face you"
"#PREGAME_EFFECT_CHALLENGE_1_A","Easy Exploration"
"#PREGAME_EFFECT_CHALLENGE_1_B","Scattered bandit groups"
"#PREGAME_EFFECT_CHALLENGE_2_A","Hard Exploration"
"#PREGAME_EFFECT_CHALLENGE_2_B","Organized bandits"
"#PREGAME_EFFECT_CHALLENGE_3_A","It's the apocalypse"
"#PREGAME_EFFECT_CHALLENGE_3_B","Plenty of hardened bandits"
"#COLOR","Color"
"#TOPIC_COLOR","COLOR"
"#FLAG_ICON","Icon"
"#TOPIC_FLAG_ICON","ICON"
"#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."
"#BUTTON_START_MODDING","START MODDING"
"#TOPIC_SETTINGS_KEY_BINDINGS","KEY BINDINGS"
"#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_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."
"#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. Unlocked after researching ""Energy Production I""."
"#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"
"#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."
"#PARADOX_THANKS","Thank you for creating a Paradox Account! We have sent you a link to confirm your email address."
"#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_CHANGELOG_HISTORY","CHANGELOG"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS11_1","Expanded Colony"
"#BUTTON_ANNOUNCEMENT_EA_INCENTIVE","Pathfinder Rewards Unlocked!"
"#BUTTON_ANNOUNCEMENT_PDX_INCENTIVE","Paradox Account Rewards Unlocked!"
"#BUTTON_CHANGELOG_HISTORY","OPEN CHANGELOG"
"#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."
"#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)"
"#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."
"#SETTINGS_TWITCH_VOTING_COUNTDOWN","Twitch Voting Countdown"
"#SETTINGS_TWITCH_CHANNEL_NAME","Twitch Channel"
"#SETTINGS_TWITCH_INTEGRATION_ENABLED","Twitch Integration Enabled"
"#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."
"#PREGAME_IDEOLOGY_TITLE","IDEOLOGY"
"#PREGAME_IDEOLOGY_DESCRIPTION","There's no survival guide for a post-apocalypse like this. Different people have different ideas on how to survive with none more right or wrong than the other. Unlocks more options in the Tech Tree. What kind of a leader are you?"
"#PREGAME_IDEOLOGY_HEADER","IDEOLOGY"
"#PREGAME_IDEOLOGY_OPTION_0","Hardy Survivalist"
"#PREGAME_IDEOLOGY_OPTION_1","Visionary Architect"
"#PREGAME_IDEOLOGY_OPTION_2","Chaotic Misfit"
"#PREGAME_EFFECT_IDEOLOGY_0","Potential for more survival methods"
"#PREGAME_EFFECT_IDEOLOGY_1","Potential to improve resource management"
"#PREGAME_EFFECT_IDEOLOGY_2","Potential to make hasty progress"
"#PREGAME_IDEOLOGY_SUMMARY_FIELD","Ideology"
"#PREGAME_IDEOLOGY_SUMMARY_FIELD_TEXT_0","Survivalist"
"#PREGAME_IDEOLOGY_SUMMARY_FIELD_TEXT_1","Builder"
"#PREGAME_IDEOLOGY_SUMMARY_FIELD_TEXT_2","Explorer"
"#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."
"#SETTINGS_KEY_BINDING_HIGHLIGHT_ENTITIES","Highlight Living Creatures"
"#SETTINGS_KEY_BINDING_TOGGLE_POLLUTION_MAP","Toggle Pollution Map"
"#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_AUTO_SELECT","RANDOMIZE"
"#PREGAME_SPECIALISTS_SELECT_DESC","Select your starting group of Specialists."
"#TOPIC_PREGAME_SPECIALISTS","SPECIALISTS"
"#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_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_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"
"#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."
"#SETTINGS_RENDERING_RESOLUTION_SCALE","Rendering Resolution Scale"
"#SETTINGS_CONTROLLER_PROMPT_TYPE","Controller Prompt Style"
"#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."
"#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."
"#SETTINGS_ENABLE_EDGE_SCROLLING","Edge Scrolling"
"#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"
"#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."
"#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! "
"#SETTINGS_GAMEPAD_OVERLAY","Toggle overlay"
"#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."
"#SETTINGS_GAMEPAD_CYCLE_LAYOUT","Cycle layouts"
"##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_LANGUAGE_JAPANESE","Japanese"
"#SETTINGS_LANGUAGE_KOREAN","Korean"
"#SETTINGS_LANGUAGE_CHINESE_TRADITIONAL","Traditional Chinese"
"#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_CLOUDS","Disable Clouds"
"#SETTINGS_AMBIENT_OCCLUSION","Disable Ambient Occlusion"
"#SETTINGS_TERRAIN_QUALITY","Terrain Quality"
"#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","PlayStation™Network account required."
"#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."
"#SETTINGS_KEY_BINDING_MILESTONE_MENU","Milestone Menu"
"#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 rewards bonus points. Prestige tells abouth 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 ones 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."
"#POPULATION","Population"
"#RESOURCE_WOOD","Logs"
"#RESOURCE_PLANK","Planks"
"#RESOURCE_ENERGY","Energy"
"#RESOURCE_ENERGY_STORAGE","Stored Energy"
"#RESOURCE_ENERGY_BALANCE","Energy Balance"
"#RESOURCE_FOOD","Food"
"#RESOURCE_METAL","Metal"
"#RESOURCE_SCRAP","Junk"
"#RESOURCE_PARTS","Parts"
"#RESOURCE_TOOLS","Basic Tools"
"#RESOURCE_WATER","Water"
"#RESOURCE_WATER_STORAGE","Stored Water"
"#RESOURCE_WATER_BALANCE","Water Balance"
"#RESOURCE_CLOTH","Basic Clothing"
"#RESOURCE_FIBER","Fiber"
"#RESOURCE_DEBRIS","Metal Scrap"
"#RESOURCE_TRASH","Plastic Trash"
"#RESOURCE_FIREWOOD","Firewood"
"#RESOURCE_CONCRETE","Concrete"
"#RESOURCE_WEAPONS","Weapons"
"#RESOURCE_ALCOHOL","Alcohol"
"#RESOURCE_FUEL","Fuel"
"#RESOURCE_MEDICINE","Medicine"
"#RESOURCE_COMPONENTS","Components"
"#RESOURCE_PLASTIC","Plastic"
"#RESOURCE_ENTERTAINMENT","Fun Box"
"#RESOURCE_HERBAL","Herbal Medicine"
"#RESOURCE_IODINE","Iodine Pills"
"#RESOURCE_ANTIBIOTICS","Antibiotics"
"#RESOURCE_VACCINE","Vaccine"
"#RESOURCE_ELECTRONICS","Electronics"
"#RESOURCE_POLLUTION","Pollution"
"#RESOURCE_CORN","Corn"
"#RESOURCE_FISH","Fish"
"#RESOURCE_MEAT","Meat"
"#RESOURCE_EGG","Eggs"
"#RESOURCE_WHEAT","Wheat"
"#RESOURCE_POTATO","Potatoes"
"#RESOURCE_CABBAGE","Cabbages"
"#RESOURCE_LETTUCE","Lettuce"
"#RESOURCE_TOMATO","Tomatoes"
"#RESOURCE_VENISON","Venison"
"#RESOURCE_BERRIES","Berries"
"#RESOURCE_CARROT","Carrots"
"#RESOURCE_PEANUT","Peanuts"
"#RESOURCE_SOYBEAN","Soybeans"
"#RESOURCE_CRICKETS","Crickets"
"#RESOURCE_COCKROACHES","Cockroaches"
"#RESOURCE_MEALWORMS","Mealworms"
"#RESOURCE_BUFFALOWORMS","Buffaloworms"
"#RESOURCE_WAXWORMS","Waxworms"
"#RESOURCE_CORN_SEED","Seed: Corn"
"#RESOURCE_POTATO_SEED","Seed: Potato"
"#RESOURCE_WHEAT_SEED","Seed: Wheat"
"#RESOURCE_CABBAGE_SEED","Seed: Cabbage"
"#RESOURCE_LETTUCE_SEED","Seed: Lettuce"
"#RESOURCE_TOMATO_SEED","Seed: Tomato"
"#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"
"#ITEM_CLOTHES_1","Basic Clothing"
"#ITEM_CLOTHES_2","Sturdy Clothing"
"#ITEM_TOOLS_1","Basic Tools"
"#ITEM_TOOLS_2","Durable Tools"
"#TOPIC_BALANCE","Balance"
"#DESC_FOOD_NONE","No Food selected.\n\nExplanations:\n\nGrowth rate: Time for Crop to grow to full size\nYield: Food gained per tile\nResilience: Time to harvest during Catastrophe\nEffort: Time to cultivate, plant and harvest\nPollution: Contamination Colonists get eating this\nTrade value: Silver amount in trade"
"#DESC_FOOD_FISH","Locally sourced fish straight from the pond. Good source of essential fats and nutrients.\n\nNutrition: Average\n\nPollution: High"
"#DESC_FOOD_MEAT","One of the basic Food types each colonists need to avoid Malnutrition. Just eating bellies full is not enough in the long term. People also need all vitamins and nutrients that come from a diverse food palette.\n\nFish, Venison and Insects are counted as Meat."
"#DESC_FOOD_EGG","A very good source of Protein. Chickens in a Ranch lay Eggs that can be used for Colonist Food.\nPollution: Low"
"#DESC_FOOD_LETTUCE","Lettuce Description TODO"
"#DESC_FOOD_CORN","Corn or maize is a fast grower that can yield multiple small harvests in a short amount of time. Very low endurance against Catastrophes.\n\nGrowth rate: Fast\nYield: Normal\nResilience: Normal\nEffort: Normal\nPollution: Medium\nTrade value: Normal"
"#DESC_FOOD_POTATO","Potatoes provide a decent harvest. As the edible parts are underground, it's very resistant to withering during Catastrophes.\n\nGrowth rate: Normal\nYield: Normal\nResilience: High\nEffort: Normal\nPollution: Medium\nTrade value: Normal"
"#DESC_FOOD_WHEAT","Wheat is a type of grain famous for its incredibly versatile potential. Grows relatively fast but isn't edible without processing.\n\nGrowth rate: Normal\nYield: Normal\nResilience: Normal\nEffort: Normal\nPollution: Medium\nTrade value: Normal\n\nNote: Inedible"
"#DESC_FOOD_CABBAGE","Cabbage is easy to cultivate, plant and harvest. It's also resistant to withering, making it a fine choice for a post-apocalyptic farmer.\n\nGrowth rate: Normal\nYield: Normal\nResilience: High\nEffort: Low\nPollution: Medium\nTrade value: Normal"
"#DESC_FOOD_CARROT","Carrots grow fast and, thus, don't gather as much Pollution from the soil than other Crops. Packed with beneficial nutrients for the whole family.\n\nGrowth rate: Fast\nYield: Normal\nResilience: Normal\nEffort: Normal\nPollution: Low\nTrade value: Normal"
"#DESC_FOOD_PEANUT","Peanuts are hidden underground inside nature's own packaging. They grow fast, give a good harvest and are valuable in trade.\n\nNeeds to be grown in a Greenhouse.\n\nGrowth rate: Fast\nYield: High\nResilience: Medium\nEffort: Normal\nPollution: Medium\nTrade value: High"
"#DESC_FOOD_SOYBEAN","Soybeans are simple to plant and harvest with a plentiful low-pollution yield to boot. They can supply a large community with necessary protein but wither easily.\n\nGrowth rate: Normal\nYield: High\nResilience: Low\nEffort: Low\nPollution: Low\nTrade value: Normal"
"#DESC_FOOD_CRICKETS","Crickets are common and nutritious edible insects. They grow quickly to harvestable size but offer a modest yield in comparison.\n\nGrowth rate: Fast\nYield: Normal\nPollution: Normal\nTrade value: Normal"
"#DESC_FOOD_COCKROACHES","Cockroaches have acute senses, helping them avoid toxins. Alongside their natural immunities, this helps them grow quickly and in large numbers.\n\nGrowth rate: Fast\nYield: High\nPollution: Low\nTrade value: Normal"
"#DESC_FOOD_MEALWORMS","Mealworms are the larval form of beetles. A good source of Food with low Pollution. They grow at a medium pace.\n\nGrowth rate: Normal\nYield: Normal\nPollution: Low\nTrade value: Normal"
"#DESC_FOOD_BUFFALOWORMS","Buffaloworms turn from a milky color to yellow once they’re ready for harvest. They grow rather slowly but offer a substantial yield of low-pollution proteins.\n\nGrowth rate: Normal\nYield: High\nPollution: Low\nTrade value: Normal"
"#DESC_FOOD_WAXWORMS","Waxworms grow to a large size, high in fat and are often preferred by traders. They mature fast and offer a decent yield.\n\nGrowth rate: Normal\nYield: High\nPollution: Normal\nTrade value: High"
"#DEPOSIT_PLANK","Plank"
"#DEPOSIT_CONRETE_LARGE","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"
"#DESC_DEPOSIT_PLANK","A pile of Planks ready for gathering.\n\nScavenge with a Stockpile or a Specialist."
"#DESC_DEPOSIT_CONRETE_LARGE","A large ruin with plenty of Concrete to be scavenged.\n\nScavenge with a Stockpile or a Specialist."
"#DESC_DEPOSIT_CONRETE_SMALL","A small pile of Concrete to be gathered.\n\nScavenge with a Stockpile or a Specialist."
"#DESC_DEPOSIT_DEBRIS","A pile of scrap. A Scrapper can scavenge Metal and Junk from it.\n\nCannot be gathered with a Specialist."
"#DESC_DEPOSIT_FOOD_SMALL","A batch of nutritious edible Berries.\n\nCollect with a Food Storage or a Specialist."
"#DESC_DEPOSIT_TRASH","A pile of common trash. A Recycler can scavenge Plastic and Fiber from it.\n\nCannot be gathered with a Specialist."
"#DESC_DEPOSIT_WOOD","A Tree"
"#DESC_DEPOSIT_POLLUTION","A deposit of radioactive material that might burst out toxic waste around it.\n\nClearing the area requires an operational Environmental Station. To build one, first unlock it from the Tech Tree (Hazmat Engineering)."
"#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"
"#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_PERSON_GAINED_ITEM","Colonist {0} received {1}"
"#NOTIFICATION_PERSON_LOST_ITEM","Colonist {0}'s {1} broke"
"#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 Tool Shop"
"#NOTIFICATION_RESOURCES_LOW_CLOTHES","Low on Clothes"
"#NOTIFICATION_RESOURCES_LOW_CLOTHES_DESC","Scavenge or make more Clothing at the Tailor"
"#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_FALLOUT_ARRIVED_DESC","Beware of the intense radiation and heavy rain"
"#NOTIFICATION_DISASTER_METEOR_STORM_INCOMING","Meteor Shower incoming"
"#NOTIFICATION_DISASTER_METEOR_STORM_ARRIVED","Meteor Shower is upon us"
"#NOTIFICATION_DISASTER_METEOR_STORM_ARRIVED_DESC","Buildings are going to take some serious hits"
"#NOTIFICATION_DISASTER_MAGNETIC_STORM_INCOMING","Magnetic Storm predicted"
"#NOTIFICATION_DISASTER_MAGNETIC_STORM_ARRIVED","Magnetic Storm rages"
"#NOTIFICATION_DISASTER_MAGNETIC_STORM_ARRIVED_DESC","Power plants and electrical devices might be damaged"
"#NOTIFICATION_DISASTER_PANDEMIC_INCOMING","Pandemic contagion predicted"
"#NOTIFICATION_DISASTER_PANDEMIC_ARRIVED","Pandemic contagion is spreading"
"#NOTIFICATION_DISASTER_PANDEMIC_ARRIVED_DESC","Handle it quickly or people will die"
"#NOTIFICATION_DISASTER_INCOMING_MANY","Multiple Catastrophes Closing In!"
"#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"
"#DISASTER_TITLE_FALLOUT","Nuclear Fallout"
"#DISASTER_INFO_FALLOUT","The horizon starts to turn from blue to a toxic green, and the air burns your lungs. The first signs of the impending danger.\n\nIntense radiation is a constant threat to Colonists, buildings and crops, which wither and die during a nuclear Fallout. Seeds cannot be planted before it's over and severe cases of radiation sickness take their toll on everyone.\n\n- Harvest Crops before they wither.\n- Stockpile Iodine Pills to treat radiation sickness quickly.\n- Build Medic Tents or assign more Workers to existing ones to help those in need.\n- Outhouses and Saunas help a bit as Colonists can wash some of the irradiated particles off."
"#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- Energy production shuts down.\n- Energy producer and consumer buildings might be damaged.\n- Slight increase in Radiation Sickness condition.\n- Unlock and build Lightning Rods to protect these vulnerable buildings.\n- Build and charge Battery Racks to keep the Colony running through the storm."
"#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 quick you react. Several staffed Medical facilities can nullify it almost completely, but if left unchecked, it spreads like wildfire.\n\n- Pandemic comes in waves, infecting colonists.\n- Untreated colonists will eventually die.\n- The disease dehydrates the body, increasing colony Water consumption.\n- Build enough medical facilities to treat the infected.\n- Antibiotics speed up the healing process. Scavenge them from the World Map.\n- Unlock and build Saunas to reduce the amount of sick colonists."
"#DISASTER_TITLE_METEOR_STORM","Meteor Shower"
"#DISASTER_INFO_METEOR_STORM","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 buildings and people.\n- Reserve enough construction materials for repairs.\n- Have Carriers at hand to do the repairs.\n- Build better shelters to keep your colonists safe."
"#ANIMAL_GIANT_RAT","Giant Rat"
"#ANIMAL_WHITETAIL_DEER","Whitetail Deer"
"#ANIMAL_WILD_BOAR","Wild Boar"
"#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 (1x)"
"#TOOLTIP_HIGH_SPEED","Fast (2x)"
"#TOOLTIP_TOP_SPEED","Max (5x)"
"#TOOLTIP_SPEED_CONTENT","Adjust the game speed."
"#TOOLTIP_BUILD_MENU","Build Menu"
"#TOOLTIP_BUILD_MENU_CONTENT","Observe, select and build all building options."
"#TOOLTIP_RESOURCES","Resources"
"#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."
"#TOOLTIP_FOOD_BOX","Food"
"#TOOLTIP_FOOD_BOX_CONTENT","A box of food."
"#TOOLTIP_FOOD_HERBS_BOX","Herbs"
"#TOOLTIP_FOOD_HERBS_BOX_CONTENT","A box of herbs."
"#TOOLTIP_FOOD_BERRIES_BOX","Wild Berries"
"#TOOLTIP_FOOD_BERRIES_BOX_CONTENT","A box of wild berries."
"#TOOLTIP_FOOD_CORN_BOX","Corn"
"#TOOLTIP_FOOD_CORN_BOX_CONTENT","A box of corn."
"#TOOLTIP_FOOD_POTATOE_BOX","Potatoes"
"#TOOLTIP_FOOD_POTATOE_BOX_CONTENT","A box of potatoes."
"#TOOLTIP_FOOD_CABBAGE_BOX","Cabbage"
"#TOOLTIP_FOOD_CABBAGE_BOX_CONTENT","A box of cabbages."
"#TOOLTIP_FOOD_CARROT_BOX","Carrot"
"#TOOLTIP_FOOD_CARROT_BOX_CONTENT","A box of carrots."
"#TOOLTIP_FOOD_SOYBEAN_BOX","Soybean"
"#TOOLTIP_FOOD_SOYBEAN_BOX_CONTENT","A box of soybeans."
"#TOOLTIP_FOOD_PEANUT_BOX","Peanut"
"#TOOLTIP_FOOD_PEANUT_BOX_CONTENT","A box of peanuts."
"#TOOLTIP_FOOD_WHEAT_BOX","Wheat"
"#TOOLTIP_FOOD_WHEAT_BOX_CONTENT","A box of wheat."
"#TOOLTIP_FOOD_FLOUR_BOX","Flour"
"#TOOLTIP_FOOD_FLOUR_BOX_CONTENT","A box of flour."
"#TOOLTIP_FOOD_BREAD_BOX","Bread"
"#TOOLTIP_FOOD_BREAD_BOX_CONTENT","A box of breads."
"#TOOLTIP_FOOD_SWEET_BREAD_BOX","Sweet Bread"
"#TOOLTIP_FOOD_SWEET_BREAD_BOX_CONTENT","A box of sweet breads."
"#TOOLTIP_FOOD_FISH_BOX","Fish"
"#TOOLTIP_FOOD_FISH_BOX_CONTENT","A box of fish."
"#TOOLTIP_FOOD_VENISON_BOX","Venison"
"#TOOLTIP_FOOD_VENISON_BOX_CONTENT","A box of venison from wild animals."
"#TOOLTIP_FOOD_MEAT","Meat"
"#TOOLTIP_FOOD_MEAT_CONTENT","A box of meat from ranch animals."
"#TOOLTIP_FOOD_INSECT_BOX","Insects"
"#TOOLTIP_FOOD_INSECT_BOX_CONTENT","A box of insects."
"#TOOLTIP_FOOD_CRICKET_BOX","Crickets"
"#TOOLTIP_FOOD_CRICKET_BOX_CONTENT","A box of crickets."
"#TOOLTIP_FOOD_MEALWORM_BOX","Mealworm"
"#TOOLTIP_FOOD_MEALWORM_BOX_CONTENT","A box of mealworms."
"#TOOLTIP_FOOD_LOCUST_BOX","Locust"
"#TOOLTIP_FOOD_LOCUST_BOX_CONTENT","A box of locusts."
"#TOOLTIP_FOOD_DRINKS_BOX","Drinks"
"#TOOLTIP_FOOD_DRINKS_BOX_CONTENT","A crate of drinks."
"#TOOLTIP_FOOD_MEAL_BOX","Meal"
"#TOOLTIP_FOOD_MEAL_BOX_CONTENT","A box of meals."
"#TOOLTIP_FOOD_VEG_MEAL_BOX","Vegetable Meal"
"#TOOLTIP_FOOD_VEG_MEAL_BOX_CONTENT","A box of meals prepared only from vegetables."
"#TOOLTIP_FOOD_MEAT_MEAL_BOX","Meat Meal"
"#TOOLTIP_FOOD_MEAT_MEAL_BOX_CONTENT","A box of meals prepared from meat."
"#TOOLTIP_FOOD_INSECT_MEAL_BOX","Insect Meal"
"#TOOLTIP_FOOD_INSECT_MEAL_BOX_CONTENT","A box of meals prepared from insects."
"#TOOLTIP_FOOD_SOUP_BOX","Soup Meal"
"#TOOLTIP_FOOD_SOUP_BOX_CONTENT","A box of soup meals."
"#TOOLTIP_FOOD_LUXURY_MEAL_BOX","Luxury Meal"
"#TOOLTIP_FOOD_LUXURY_MEAL_BOX_CONTENT","A box of luxury meals."
"#TOOLTIP_CONCRETE_BOX","Concrete"
"#TOOLTIP_CONCRETE_BOX_CONTENT","A box of concrete."
"#TOOLTIP_LOG_BOX","Logs"
"#TOOLTIP_LOG_BOX_CONTENT","A pile of logs."
"#TOOLTIP_PLANK_BOX","Plank"
"#TOOLTIP_PLANK_BOX_CONTENT","A pile of planks."
"#TOOLTIP_METAL_BOX","Metal"
"#TOOLTIP_METAL_BOX_CONTENT","A box of metals."
"#TOOLTIP_PLASTIC_BOX","Plastic"
"#TOOLTIP_PLASTIC_BOX_CONTENT","A box of plastic."
"#TOOLTIP_TRASH_BOX","Plastic Trash"
"#TOOLTIP_TRASH_BOX_CONTENT","A box of plastic trash."
"#TOOLTIP_SCRAP_BOX","Metal Scrap"
"#TOOLTIP_SCRAP_BOX_CONTENT","A box of metal scrap."
"#TOOLTIP_JUNK_BOX","Junk"
"#TOOLTIP_JUNK_BOX_CONTENT","A box of junk."
"#TOOLTIP_ANIMAL_COW","Cow"
"#TOOLTIP_ANIMAL_COW_CONTENT","Domestic ranch animal."
"#TOOLTIP_ANIMAL_CHICKEN","Chicken"
"#TOOLTIP_ANIMAL_CHICKEN_CONTENT","Domestic ranch animal."
"#TOOLTIP_ANIMAL_GOAT","Goat"
"#TOOLTIP_ANIMAL_GOAT_CONTENT","Domestic ranch animal."
"#TOOLTIP_ANIMAL_PIG","Pig"
"#TOOLTIP_ANIMAL_PIG_CONTENT","Domestic ranch animal."
"#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","Bear"
"#TOOLTIP_ANIMAL_BEAR_CONTENT","Dangerous wild animal."
"#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_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"
"#TOOLTIP_FOREST","Forest"
"#TOOLTIP_FOREST_CONTENT","A small patch of forest. A good place to find wild animals."
"#TOOLTIP_WOODS","Woods"
"#TOPIC_RESEARCH","Science Points"
"#TOPIC_FOOD","Food"
"#TOPIC_WATER","Water"
"#TOPIC_ENERGY","Energy"
"#TOPIC_FIBER","Fiber"
"#TOPIC_PLASTIC","Plastic"
"#TOPIC_SCRAP","Junk"
"#TOPIC_PLANK","Plank"
"#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_VACCINE","Vaccines"
"#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_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"
"#AGE_GROUP_ELDER","Elder"
"#AGE_GROUP_ADULT","Adult"
"#AGE_GROUP_TEENAGER","Teenager"
"#AGE_GROUP_CHILD","Child"
"#AGE_GROUP_INFANT","Infant"
"#INFO_ACTIVATE_DEPOSIT","Move a Work Area from a suitable building to here to gather these resources"
"#INFO_ACTIVATE_DEPOSIT_PLASTIC","Move Recycler's Work Area here to gather"
"#INFO_ACTIVATE_DEPOSIT_METAL","Move Scrapper's Work Area here to gather"
"#INFO_ACTIVATE_DEPOSIT_PLANK","Move Stockpile's Work Area here to gather"
"#INFO_ACTIVATE_DEPOSIT_BERRIES","Move Food Storage's Work Area here to gather"
"#INFO_ACTIVATE_DEPOSIT_POLLUTION","Move Environmental Station's Work Area here to dispose of the pollution"
"#TOPIC_HAZARDS","Hazards"
"#GATEKEEPER_LOG","GATEKEEPER LOG"
"#TOPIC_RESEARCH_COST","Research cost"
"#OK","Ok"
"#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_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_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_TOGGLE_TIME","TOGGLE TIME"
"#TOPIC_CHANGE_PROFESSION","CHANGE PREFERRED JOB"
"#TOPIC_POPULATION","Population"
"#TOPIC_BUILDING","Building"
"#TOPIC_WORKER_SLOTS","Worker Slots"
"#MENU_TITLE_RESOURCES","RESOURCES"
"#MENU_DESC_RESOURCES","Resources and global consumption rates."
"#MENU_DESC_PROFESSIONS","Colonists are divided into two groups:\n\nCARRIERS transport resources, build and repair.\nWORKERS work in their assigned buildings.\n\nADULTS can be either Workers or Carriers.\nELDERS function like Adults but cannot reproduce.\nCHILDREN help by carrying boxes or go to a School, if there is one."
"#TOPIC_PROFESSIONS","Professions"
"#TOPIC_COLONIST_JOBS","Colonist Jobs"
"#TOPIC_BANISH","Banish"
"#TOPIC_COLONISTS","Colonists"
"#NOTIFICATION_BUILDING_IN_CRITICAL_CONDITION_DESC","Mark it for repairs quickly"
"#NOTIFICATION_SURVIVOR_GROUP_ARRIVED_DESC","You need to make a decision"
"#NOTIFICATION_SURVIVOR_GROUP_EXPIRED_DESC","They could not wait any longer"
"#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"
"#NOTIFICATION_DISASTER_INCOMING_MANY_DESC","Prepare for the worst"
"#RESOURCE_WOOD_DESC","Refinable material.\n\nCut-down tree trunks refined into Firewood at the Logging Camp or Planks with either the Lumber Yard or Sawmill.\n\nWeight: Medium"
"#RESOURCE_PLANK_DESC","Building material.\n\nBasic building material produced at either the Lumber Yard or Sawmill and scavenged from locations around the World Map.\n\nWeight: Normal"
"#RESOURCE_ENERGY_DESC","A unit of power.\n\nProduced at Power Plants and stored in Batteries, required by most high-end buildings.\n\nWeight: Normal"
"#RESOURCE_FOOD_DESC","Crucial for colonists and in constant demand, a wide variety of food from vegetables to meat and insects is critical for survival."
"#RESOURCE_METAL_DESC","Material for refining and building.\n\nScavenge from Metal deposits by building a Scrapper. Some locations in the World Map contain Metal.\n\nWeight: Normal"
"#RESOURCE_SCRAP_DESC","Refinable material.\n\nA byproduct from a Scrapper digging for Metal, refined into useful Parts at the Mechanic Shop.\n\nWeight: Light"
"#RESOURCE_PARTS_DESC","Building material.\n\nHigh-end mechanical bits used for advanced buildings and items.\n\nWeight: Heavy"
"#RESOURCE_TOOLS_DESC","Colonist item.\n\nTools for digging and cutting that speed up work considerably. Created at the Toolshop or scavenged from the World Map.\n\nWeight: Light"
"#RESOURCE_WATER_DESC","A basic element of creating and sustaining life, a Colonist without Water from a Well will quickly perish."
"#RESOURCE_CLOTH_DESC","Colonist item.\n\nLayered clothes offering some protection against the elements, hypothermia and radiation.\n\nWeight: Light"
"#RESOURCE_FIBER_DESC","Refinable material.\n\nVarious sheets of fiber large and strong enough for weaving to create clothing at the Tailor.\n\nWeight: Light"
"#RESOURCE_DEBRIS_DESC","Refinable material.\n\nMiscellaneous metal bits which can be separated and cleaned up for Metal or Junk by the Scrapper."
"#RESOURCE_TRASH_DESC","Refinable material.\n\nOld trash which can be separated and cleaned up for usable Plastic or Fiber by the Recycler."
"#RESOURCE_FIREWOOD_DESC","Refined resource.\n\nUsed to keep the Colony heated, warm up Saunas and cook raw Food into nutritious Meals. Created by the Logging Camp.\n\nWeight: Normal"
"#RESOURCE_CONCRETE_DESC","Building material.\n\nBasic building material that can be found from the ruins around the Colony and from various locations on the World Map.\n\nWeight: Normal"
"#RESOURCE_WEAPONS_DESC","Colonist item.\n\nWeapons provide necessary firepower to attack the well-defended Bandits or wild animals raiding the Colony."
"#RESOURCE_ALCOHOL_DESC","TODO"
"#RESOURCE_FUEL_DESC","Combustible liquid used in the construction and repair of vehicles. Highly sought-after in a post-apocalyptic world.\n\nWeight: Normal"
"#RESOURCE_MEDS_DESC","Various medicinal products used for treating Colonists with injuries, radiation sickness and so on."
"#RESOURCE_COMPONENTS_DESC","Advanced building material.\n\nUsed for buildings that produce or consume Energy.\n\nWeight: Heavy"
"#RESOURCE_PLASTIC_DESC","Material for refining and building.\n\nScavenge Plastic from deposits with a Recycler. Certain World Map locations can be scavenged to get it.\n\nWeight: Light"
"#RESOURCE_ENTERTAINMENT_DESC","Building material.\n\nEntertainment products from the old world required by entertainment buildings. Can only be found on the World Map.\n\nWeight: Heavy"
"#RESOURCE_HERBAL_DESC","Simple natural remedies against various ailments. Limited effectiveness in treating Injuries.\n\nGrown in: Greenhouse\nGrowth rate: Slow\nYield: Low"
"#RESOURCE_IODINE_DESC","Pills containing radiation-absorbing iodine for curing Radiation Sickness. Using Iodine Pills speeds up healing considerably.\n\nWeight: Normal"
"#RESOURCE_ANTIBIOTICS_DESC","An effective cure against Infections. Using Antibiotics speeds up healing considerably.\n\nWeight: Normal"
"#RESOURCE_VACCINE_DESC","Antitoxins meant for purifying the body of harmful agents. Cures Poisoning."
"#RECIPE_ELECTRONICS_DESC","Building material.\n\nA very high-end material for the most advanced buildings. Refined from Components or scavenged from the World Map.\n\nWeight: Heavy"
"#RESOURCE_SCIENCE_DESC","Accumulated knowledge used for unlocking new technologies in the Tech Tree."
"#TOPIC_ITEMS","Items"
"#TOPIC_MATERIALS","Materials"
"#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_CLOTHES_1_DESC","Provides basic protection against the elements."
"#ITEM_CLOTHES_2_DESC","Provides advanced protection against the elements."
"#ITEM_TOOLS_1_DESC","Set of various tools. Provides production bonus for all job types."
"#ITEM_TOOLS_2_DESC","Set of various tools. Provides a large production bonus for all job types."
"#TOPIC_ITEM_DURABILITY","Durability"
"#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."
"#MENU_PHOTO_MODE","PHOTO MODE"
"#RESOURCE_FLOUR","Flour"
"#RESOURCE_FLOUR_DESC","Processed from Wheat.\n\nFlour cannot be eaten but is used as raw material at a Bakery instead.\n\nNutrition: Inedible"
"#RESOURCE_CORN_DESC","Corn, or maize, is a fast grower that can yield multiple small harvests in a short amount of time. Very low endurance against Catastrophes.\n\nGrowth rate: Normal\nYield: Low\nPollution: Medium"
"#RESOURCE_FISH_DESC","Fish is one of the Meat types in the game. Locally sourced Fish straight from the pond is a good source of essential fats and nutrients.\n\nNutrition: Average\nPollution: High"
"#RESOURCE_POTATO_DESC","Potatoes grow slowly but provides a nice harvest. As the edible parts are underground, it endures Catastrophes better than many other crops.\n\nGrowth rate: Slow\nYield: Medium\nPollution: Medium"
"#RESOURCE_VENISON_DESC","Fresh meat from local wild animals such as deer and the occasional rabbit, caught by your trapper.\n\nNutrition: High\nPollution: Very High"
"#RESOURCE_WHEAT_DESC","A type of grain famous for its incredibly versatile processing potential. Grows relatively fast and gives a good yield. Inedible as is, but can be turned into Flour at a Mill.\n\nGrowth rate: Normal\nYield: Medium\nResilience: Medium"
"#RESOURCE_POLLUTION_DESC","Hazardous Pollution in relatively safe containers. Stored in the Waste Dump."
"#RESOURCE_COMPONENT","Component"
"#RESOURCE_COMPONENT_DESC","Advanced building material.\n\nUsed for structures that produce or consume Energy and refined further into Electronics for high-end buildings.\n\nWeight: Heavy"
"#RESOURCE_BREAD","Bread"
"#RESOURCE_BREAD_DESC","High-quality Food.\n\nBread is manufactured in Bakeries. Keeps hunger away for longer.\n\nNutrition: Great\nPollution: Low"
"#RESOURCE_BUFFALOWORMS_DESC","Young Buffaloworms turn from a milky color to yellow once they are ready for harvest. They grow rather slowly but offer a substantial yield.\n\nGrowth rate: Slow\nYield: High\nPollution: Medium"
"#RESOURCE_CABBAGE_DESC","Easy to grow and yields a good harvest, Cabbage is a good choice for a post-apocalyptic farmer.\n\nGrowth rate: Normal\nYield: Medium\nPollution: Medium"
"#RESOURCE_COCKROACHES_DESC","Cockroaches have an acute sense of taste and smell, helping them avoid toxics. This, along with natural immunities, helps them grow quickly and in large numbers.\n\nGrowth rate: Slow\nYield: Medium\nPollution: Low"
"#RESOURCE_BERRIES_DESC","Berries from the nearby bushes provide a nice, if modest, addition to the Colonists' nutrition. Easy to pick but will not last for long.\n\nNutrition: Low\nPollution: Medium"
"#RESOURCE_CRICKETS_DESC","Crickets are common and nutritious edible insects. They grow quickly but offer a mediocre yield.\n\nGrowth rate: Fast\nYield: Low\nPollution: High"
"#RESOURCE_MEALWORMS_DESC","Mealworms are the larval form of beetles. They grow at a medium pace and offer a good yield.\n\nGrowth rate: Fast\nYield: Low\nPollution: High"
"#RESOURCE_WAXWORMS_DESC","Waxworms are low in protein but high in fat and are simple to grow. They mature fast and offer a medium-sized yield.\n\nGrowth rate: Fast\nYield: Medium\nPollution: Medium"
"#RESOURCE_PEANUT_DESC","Mostly hidden underground inside nature's own packaging, Peanuts give a good harvest and endure against Catastrophes fairly well.\n\nGrowth rate: Fast\nYield: Low\nPollution: Medium"
"#RESOURCE_SOYBEAN_DESC","Luscious and plentiful in harvest, Soybeans can supply a large community with necessary protein.\n\nGrowth rate: Normal\nYield: High\nPollution: Low"
"#RESOURCE_CARROT_DESC","Carrots are fast-growing crops with adequate yields and packed with beneficial nutrients for the whole family.\n\nGrowth rate: Fast\nYield: Low\nPollution: Medium"
"#RESOURCE_MEALVEG","Veggie Meal"
"#RESOURCE_MEALVEG_DESC","A filling meal prepared from different kinds of vegetables.\n\nNutrition: Average\nPollution: Low"
"#RESOURCE_MEALMEAT","Meat Meal"
"#RESOURCE_MEALMEAT_DESC","A hardy and filling meal prepared from Meat.\n\nNutrition: Average\nPollution: Medium"
"#TOPIC_RESOURCE","Resource"
"#LOCATE_BUILDING","Show this Building"
"#LOCATE_COLONIST","Show this Colonist"
"#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"
"#TOOLTIP_COLONISTS_STUDENT","Students"
"#TOOLTIP_COLONISTS_STUDENT_CONTENT","Children who are currently in School."
"#TOOLTIP_COLONISTS_EDUCATED","Educated"
"#TOOLTIP_COLONISTS_EDUCATED_CONTENT","Educated colonists are more effective at their work."
"#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"
"#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"
"#TOPIC_SURVIVOR_GROUP_INFO","SURVIVOR GROUP"
"#TOPIC_SURVIVOR_SUPPLIES","Supplies"
"#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 World Map.\n\nNutrition: Average\nPollution: None"
"#RESOURCE_PROTEINBARS","Candy Bars"
"#RESOURCE_PROTEINBARS_DESC","Not much healthier than back in the day, but the stale taste cracks a smile on your face. Can be found only on the World Map.\n\nNutrition: Average\nPollution: None"
"#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 World Map.\n\nNutrition: Average\nPollution: None"
"#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"
"#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_DISASTER_SPACE_JUNK","Falling junk from space"
"#NOTIFICATION_DISASTER_SPACE_JUNK_DESC","Brace for impact!"
"#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"
"#TOPIC_DAY","Day"
"#TOOLTIP_HELP","Help"
"#TOOLTIP_HELP_CONTENT","A library of information about the game including tutorials and other useful materials."
"#TOOLTIP_MENU","Menu (Esc)"
"#TOOLTIP_MENU_CONTENT","Save, Load, Options, Photo Mode, Quit Game and other important menus."
"#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"
"#RECIPE_MEAL_VEG_NAME","Vegetable Meal"
"#RECIPE_MEAL_VEG_DESC","A Vegetable Meal is delicious stew made made from any combination of available Vegetables.\n\nNutrition: Average\nPollution: Low"
"#RECIPE_MEAL_MEAT_NAME","Meat Meal"
"#RECIPE_MEAL_MEAT_DESC","A Meat Meal is a hearty cooked stew made from any combination of Meat. Fish counts as Meat.\n\nNutrition: Average\nPollution: Average"
"#RECIPE_MEAL_VEGMEAT_NAME","Nutrient Meal"
"#RECIPE_MEAL_VEGMEAT_DESC","A Meal prepared from a combination of Vegetables and Meat. A healthy option that gives you all the right macro- and micronutrients to avoid Malnutrition."
"#RECIPE_SOUP_MEAL_NAME","Soup"
"#RECIPE_SOUP_MEAL_DESC","Warm Soup can be prepared from any combination of available Food resources. It keeps bellies full, but eating soup long-term will affect morale and reduce Colonist Happiness.\nNutrition: None"
"#RECIPE_MEAL_INSECT_NAME","Insect Meal"
"#RECIPE_MEAL_INSECTMEAL_DESC","An Insect Meal is an unusual stew made from every type of available Insect. Insects are a good alternative to meat.\n\nNutrition: Average\nPollution: Average"
"#RESOURCE_MEALINSECT","Insect Meal"
"#RESOURCE_MEALINSECT_DESC","An alternative and less pollusive option to Meat meals.\n\nNutrition: Average\nPollution: Medium"
"#RESOURCE_TOOLS_2","Durable Tools"
"#RESOURCE_TOOLS_2_DESC","Colonists without Tools work less efficiently. Durable Tools are slightly more effective than Basic Tools with higher durability.\n\nWeight: Medium"
"#RESOURCE_CLOTH_2","Sturdy Clothing"
"#RESOURCE_CLOTH_2_DESC","Colonist item.\n\nAn improved set of clothing that is more durable and provides better protection against cold and radiation.\n\nWeight: Medium"
"#RESOURCE_MEDICINE_DESC","A small kit of essential medical supplies for treating Injuries. Using Medicine speeds up the healing process considerably.\n\nWeight: Medium"
"#NOTIFICATION_WATER_SHORTAGE_INFO","Increase water production"
"#TOOLTIP_COLONY_HAPPINESS_DESC","Everything affecting overall colony Happiness"
"#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.\n- Crop yields on open Fields suffer.\n- Build and fill Water Storages while stockpiling food to survive."
"#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"
"#RESOURCE_MEALMIXED","Mixed Meal"
"#RESOURCE_MEALMIXED_DESC","A balanced and nutritious meal of cooked Meat and Vegetables.\n\nNutrition: Good\nPollution: Medium"
"#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"
"#DEATH_UNKNOWN","Mysterious death"
"#NOTIFICATION_DEATH_MUTATION","{0} died of mutation"
"#RESOURCE_OIL_BARREL","Oil Barrel"
"#RESOURCE_OIL_BARREL_DESC","A barrel of oil that can be refined into Fuel."
"#RESOURCE_BIOFUEL","Biofuel"
"#RESOURCE_BIOFUEL_DESC","A barrel of Fuel made from renewable energy crops."
"#RECIPE_MEAL_MIXED_DESC","A Mixed Meal includes both Meat and Vegetables, containing all you need to avoid malnutrition.\n\nNutrition: Average\nPollution: Average"
"#DESC_FOOD_VENISON","Type of Meat the Trapper produces by hunting wild animals around the Colony.\nNutrition: Average\nPollution: Very high"
"#DESC_FOOD_BERRIES","Wild, slightly mutated, colorful berries that grow around the colony. A good source of Food in the early game or a supplement to help through hard times. Use the Work Area of the Food Storage to gather Berries.\nNutrition: Average\nPollution: Medium"
"#NOTIFICATION_DISASTER_ARRIVED_MANY","Multiple catastrophes are upon the colony!"
"#NOTIFICATION_DISASTER_MUTATION_INCOMING","Someone is about to get mutated!"
"#NOTIFICATION_PERSON_MUTATED","A colonist is suffering from serious mutations"
"#NOTIFICATION_PERSON_MUTATED_DESC","Cure the colonist in a medical facility"
"#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_ACID_RAIN_INCOMING","Air feels moist and toxic"
"#NOTIFICATION_DISASTER_ACID_RAIN_ARRIVED","Acid rain is pouring from the sky"
"#NOTIFICATION_DISASTER_ACID_RAIN_ARRIVED_DESC","Repair your buildings and make sure to have new clothes ready"
"#TOPIC_SUMMARY_TOTAL_SURVIVOR_GROUPS","Total survivor groups visited"
"#TOPIC_SUMMARY_ACCEPTED_SURVIVOR_GROUPS","Survivor groups given refuge"
"#DEPOSIT_UNDERGROUND_METAL","Underground Metal"
"#DESC_DEPOSIT_UNDERGROUND_METAL","A buried deposit of metal that can be reached only by a Metal Extractor."
"#DEPOSIT_UNDERGROUND_PLASTIC","Underground Plastic"
"#DESC_DEPOSIT_UNDERGROUND_PLASTIC","A buried deposit of plastic that can be reached only by a Plastic Extractor."
"#DEPOSIT_UNDERGROUND_CONCRETE","Underground Ruins"
"#DESC_DEPOSIT_UNDERGROUND_CONCRETE","Buried ruins that can be reached only by a Concrete Extractor."
"#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_OIL_BARRELS","Oil Barrels"
"#DESC_DEPOSIT_OIL_BARRELS","Barrels filled with various waste oils that can be processed into Fuel in a Refinery."
"#SPECIALIST_TEAM_CREATE_TEAM","Create Team"
"#SPECIALIST_TEAM_TEAM CREATION","Team Creation"
"#TOPIC_SPECIALIST_TEAM_TEAM CREATION","TEAM CREATION"
"#SPECIALIST_TEAM_ADD_SPECIALIST","Add specialist"
"#SPECIALIST_TEAM_DISMANTLE_TEAM","Dismantle Team"
"#SPECIALIST_TEAM_DISBAND_TEAM","Disband Team"
"#SPECIALIST_TEAM_VEHICLE","Vehicle"
"#SPECIALIST_TEAM_SPECIALISTS","Specialists"
"#SPECIALIST_TEAM_GEAR","Gear"
"#SPECIALIST_TEAM_CREATE_NEW_TEAM","Create New Team"
"#TOPIC_SPECIALIST_TEAM_CREATE_NEW_TEAM","CREATE NEW TEAM"
"#SPECIALIST_TEAM_STATISTICS","Team Stats"
"#TOPIC_SPECIALIST_TEAM_ASSIGN","ASSIGN"
"#SPECIALIST_TEAM_ASSIGN","Assign"
"#SPECIALIST_TEAM_REMOVE_SPECIALIST","Remove"
"#SPECIALIST_TEAM_REMOVE_FROM_TEAM","Remove from the team"
"#SPECIALIST_TEAM_SELECT_SPECIALISTS_INFO","Select one or more specialists"
"#SPECIALIST_TEAM_ATTACK_BONUS","Attack Bonus"
"#SPECIALIST_TEAM_ATTACK_BONUS_INFO","Attack {0} to all team members"
"#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_SELECT_ARMOR","Select Armor"
"#TOPIC_SPECIALIST_TEAM_SELECT_ARMOR","SELECT ARMOR"
"#SPECIALIST_TEAM_SELECT_WEAPONS","Select Weapons"
"#TOPIC_SPECIALIST_TEAM_SELECT_WEAPONS","SELECT WEAPONS"
"#SPECIALIST_TEAM_SELECT_EQUIPMENT","Select Equipment"
"#TOPIC_SPECIALIST_TEAM_SELECT_EQUIPMENT","SELECT EQUIPMENT"
"#SPECIALIST_TEAM_SELECTED","Selected"
"#SPECIALIST_TEAM_SHOW_ALL_TEAMS","Show All Teams"
"#SPECIALIST_TEAM_FULL","Team Is Full"
"#SPECIALIST_TEAM_CAR_FULL","Car Is Full"
"#SPECIALIST_TEAM_TEAMS_READY","{0} teams ready"
"#SPECIALIST_TEAM_TEAMS","Teams"
"#TOPIC_SPECIALIST_TEAM_TEAMS","TEAMS"
"#RESOURCE_CAR_ENGINE","Car Engine"
"#RESOURCE_CAR_ENGINE_DESC","The most valuable part of the car that keeps it running."
"#CAR_TYPE_LIGHT_1","Buggy"
"#CAR_TYPE_LIGHT_1_DESC","A fast vehicle with good offroad capabilities makes this a very good scout car. There is not plenty of room for specialists or cargo."
"#CAR_TYPE_MEDIUM_1","Pickup"
"#CAR_TYPE_MEDIUM_1_DESC","A balanced combination of speed, protection and transportation."
"#CAR_TYPE_HEAVY_1","Truck"
"#CAR_TYPE_HEAVY_1_DESC","Slow but well armored vehicle that can carry even large specialist teams. Bandits won't have a chance if you bring this beast into battle."
"#CAR_TYPE_BANDIT_1","Muscle Car"
"#CAR_TYPE_BANDIT_1_DESC","Bandits are show-offs with black muscle cars. Sound great, drives fast, but are not always the most practical in the post-apocalypse."
"#SPECIALIST_TEAM_ALPHA","Alpha"
"#SPECIALIST_TEAM_BRAVO","Bravo"
"#SPECIALIST_TEAM_CHARLIE","Charlie"
"#SPECIALIST_TEAM_DELTA","Delta"
"#SPECIALIST_TEAM_ECHO","Echo"
"#SPECIALIST_TEAM_FOXTROT","Foxtrot"
"#SPECIALIST_TEAM_GOLF","Golf"
"#SPECIALIST_TEAM_HOTEL","Hotel"
"#SPECIALIST_TEAM_INDIA","India"
"#SPECIALIST_TEAM_JULIET","Juliet"
"#SPECIALIST_TEAM_KILO","Kilo"
"#SPECIALIST_TEAM_LIMA","Lima"
"#SPECIALIST_TEAM_MIKE","Mike"
"#SPECIALIST_TEAM_NOVEMBER","November"
"#SPECIALIST_TEAM_OSCAR","Oscar"
"#SPECIALIST_TEAM_PAPA","Papa"
"#SPECIALIST_TEAM_QUEBEC","Quebec"
"#SPECIALIST_TEAM_ROMEO","Romeo"
"#SPECIALIST_TEAM_SIERRA","Sierra"
"#SPECIALIST_TEAM_TANGO","Tango"
"#NOTIFICATION_SPECIALIST_TEAM_DESTROYED","Specialist Team was wiped out"
"#NOTIFICATION_SPECIALIST_TEAM_DESTROYED_DESC","One of your teams was wiped out"
"#NOTIFICATION_SPECIALIST_TEAM_WAITING_ORDERS","Specialist team is waiting your orders"
"#NOTIFICATION_SPECIALIST_TEAM_READY","Specialist team is ready"
"#NOTIFICATION_SPECIALIST_TEAM_RECOVERED","Specialist team is now fully recovered"
"#NOTIFICATION_SPECIALIST_TEAM_ASSEMBLED","Specialist team assembled"
"#NOTIFICATION_SPECIALIST_TEAM_IS_RECOVERING","Specialist team is now recovering"
"#NOTIFICATION_SPECIALIST_TEAM_IS_RECOVERING_DESC","One of the teams need some time to recover"
"#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"
"#NOTIFICATION_NO_STORAGE_FOR_RESOURCE","Build a {0}"
"#NOTIFICATION_PERSON_MUTATED_MANY","{0} colonists are suffering from serious mutations"
"#RESOURCE_RESEARCH","Science Points"
"#RESOURCE_FLAX","Flax"
"#DESC_FOOD_FLAX","Flax is grown for its Fiber content rather than as Food, providing the colony a stable source of tailoring materials. Produces Fiber but no Food.\n\nNeeds to be grown in a Greenhouse.\n\nGrowth rate: Normal\nYield: Normal\nResilience: Normal\nEffort: Normal\n\nNote: Inedible"
"#BUTTON_EXPAND_CHART","Expand Chart"
"#RESOURCE_SEED","Seed"
"#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 Societies on the World Map to receive trade deals. You also need a Trade Center to manage them."
"#BUTTON_TRADE","Trade"
"#TIME_FORMAT_DAYS","{0}d"
"#TIME_FORMAT_HOURS","{0}h"
"#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 Plastic Extractor to extract the resources"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_METAL","Build a Metal Extractor to extract the resources"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_RUIN","Build a Concrete Extractor to extract the resources"
"#INFO_MOVE_CLOSER_TO_UNDERGROUND_DEPOSIT","Move closer to an underground deposit"
"#TOPIC_TOTAL","Total"
"#INFO_BUILD_MORE_TRADE_CENTERS_TO_TRADE","Build more Trade Centers to accept the offer"
"#INFO_TRADE_MENU_ASSIGN_WORKERS","Trade Centers are missing workers. Assign Colonists to work in Trade Centers to accept the offer."
"#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","New Resources were unloaded next to the Gate"
"#NOTIFICATION_TRADE_COMPLETE_MANY","Trade convoys have arrived"
"#NOTIFICATION_TRADE_COMPLETE_MANY_DESC","New Resources were unloaded next to the Gate"
"#TOPIC_TRADE_COMPLETED","Trade completed"
"#TOPIC_TRADE_CONFIRMED","Trade confirmed"
"#RESOURCE_VEGETABLE_DESC","Vegetables include berries, root vegetables, grain types and various nuts ready for human consumption."
"#RESOURCE_MEAT_DESC","Meat includes food types such as Venison and Fish."
"#RESOURCE_INSECT_DESC","Insects such as Mealworms and Crickets are a new and efficient source of proteins."
"#RESOURCE_MEAL_DESC","Meals are more filling and enjoyable alternative to raw food, and they come in many forms depending on what's in them."
"#TOPIC_SUMMARY_CHARTS","CHARTS"
"#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_ROTATE_BUILDING","Rotate building"
"#RESOURCE_CURRENCY_COINS","Coins"
"#RESOURCE_CURRENCY_GOLD","Gold"
"#RESOURCE_CURRENCY_BOLT","Bolt"
"#RESOURCE_CURRENCY_SHELL","Shell"
"#INFO_TRADE_MENU_ALREADY_TRADING","You are already trading with this society."
"#TOPIC_TRADE_COST","Cost"
"#TOPIC_TRADE_PRICE","Price"
"#TOPIC_CURRENCY","Currency"
"#TOPIC_GATE_STORAGE_FULL","Gate Storage is full"
"#TOPIC_GAME_STATISTICS_GRAPHS","GRAPHS"
"#GAME_STATISTICS_GRAPHS","Graphs"
"#TOPIC_GRAPHS_AXIS_QUANTITY","Quantity"
"#TOPIC_HARVESTABLE_CROPS","Harvestable Crops"
"#RESOURCE_SUNFLOWER","Sunflowers"
"#DESC_FOOD_SUNFLOWER","These Sunflowers are not grown for Food but for their Energy potential. Harvested seeds are turned to Oil to be processed at a Refinery for Fuel.\n\nGrowth rate: Normal\nYield: Normal\nResilience: Normal\nEffort: Normal\n\nNote: Inedible"
"#RESOURCE_SUNFLOWER_DESC","This variant of Sunflower is not grown for Food but for their energy potential. Harvested seeds are turned into Oil and then processed at a Refinery to keep vehicles running."
"#RESOURCE_FLAX_SEED","Seed: Flax"
"#RESOURCE_SUNFLOWER_SEED","Seed: Sunflower"
"#RESOURCE_OIL","Oil"
"#RESOURCE_OIL_DESC","Oil is an essential ingredient in creating biofuel and keeping the Colony running smoothly. It can be traded, scavenged or created from Sunflower crops.\n\nWeight: Light"
"#TOPIC_TRADE_OFFER","Favor"
"#TOPIC_TRADE_DELIVERIES","Deliveries"
"#TOPIC_TRADE_MAX_ITEMS","Max items / delivery"
"#TOPIC_TRADE_DEADLINE","Deadline"
"#TOPIC_TRADE_OFFERS","Society Offers"
"#TOPIC_TRADE_REQUESTS","Society Requests"
"#TOPIC_BREAKING","Breaking today"
"#POPUP_REVIEW_TITLE","Review"
"#POPUP_REVIEW_MESSAGE","Have you enjoyed the beginning of the game?"
"#STATUS_NEED_MORE_REPUTATION","Need more reputation"
"#TOPIC_TRADE_MISSING_REPUTATION","Not enough reputation to initiate trade"
"#STATUS_FAILED","Favor complete"
"#STATUS_COMPLETED","Favor failed"
"#TOPIC_TRADE_BUY","Request"
"#TOPIC_TRADE_SELL","Offer"
"#STATUS_DEADLINE_CLOSE","Deadline is closing"
"#STATUS_PAUSED","Paused"
"#TOPIC_TRADE_EXPORTS","Export offers:"
"#TOPIC_TRADE_IMPORTS","Import offers:"
"#TRADE_STATUS_FAIL_PENDING","Failed deliveries {0}/{1}"
"#STATUS_REPUTATION_SUFFERS","Reputation suffers"
"#TRADE_STATUS_GOOD","Deliveries on schedule"
"#INFO_YOU_CAN_MISS_DELIVERIES","You can miss only {0} deliveries."
"#INFO_YOU_CANT_MISS_MORE_DELIVERIES","You cannot miss more deliveries."
"#RESOURCE_RESPECT","Respect"
"#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_CANCEL_FAVOR","Cancel Favor"
"#TOPIC_AGREE","Agree"
"#TOPIC_TRADE_MENU_REQUESTS","Requests:"
"#TOPIC_TRADE_MENU_OFFERS","Offers:"
"#NOTIFICATION_TRADE_FAILED","Trade offer failed"
"#NOTIFICATION_TRADE_FAILED_DESC","Your reputation decreases."
"#NOTIFICATION_TRADE_FAILED_SOCIETY","Trade offer failed with {0}"
"#NOTIFICATION_TRADE_FAILED_SOCIETY_DESC","Your reputation has decreased by {0}"
"#TOPIC_TIME_TO_COMPLETE","Time to complete"
"#STATUS_PENALTY_COMING","You could not keep your promise. You receive a penalty to reputation for that."
"#STATUS_LACK_RESOURCES","You currently lack the resources required to complete this favor."
"#TOPIC_TO_DATE","To date"
"#NOTIFICATION_TRADE_FAVORS_AVAILABLE","Societies are asking for favors."
"#NOTIFICATION_TRADE_FAVORS_AVAILABLE_DESC","Open the trade menu to start bargaining"
"#TOPIC_TRADE_NOT_ENOUGH_REPUTATION","Not enough reputation to accept offer"
"#TOPIC_TRADE_FAVORS_EXPIRE","Favors expire in"
"#TOPIC_ACTIVE_FAVORS","Active Favors"
"#STATUS_TRADE_RECEIVED_BONUS","Reputation bonus {0}"
"#STATUS_TRADE_RECEIVED_PENALTY","Reputation penalty {0}"
"#STATUS_TRADE_FAVOR_COMPLETE","Favor complete"
"#STATUS_TRADE_FAVOR_FAILED","Favor failed"
"#STATUS_TRADE_COULD_NOT_DELIVER_IN_TIME","You could not deliver the requested resources in time."
"#STATUS_TRADE_DELIVERED_IN_TIME","You delivered everything in time."
"#STATUS_TRADE_DELIVERED_AHEAD_OF_TIME","You delivered everything ahead of time!"
"#INFO_TRADE_INCREASE_REPUTATION_TO_REQUEST","Increase your reputation to request favors."
"#STATUS_REPUTATION_LOW","Your reputation is low."
"#STATUS_REPUTATION_VERY_LOW","Your reputation is very low."
"#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"
"#DEPOSIT_PLANK_LARGE","Ruined Wooden House"
"#DESC_DEPOSIT_PLANK_LARGE","Remains of an old wooden house with plenty of Planks left to scavenge.\n\nScavenge with a Stockpile or a Specialist."
"#NOTIFICATION_RESEARCH_COMPLETE","{0} completed"
"#NOTIFICATION_RESEARCH_COMPLETE_DESC","Finished researching {0}"
"#TOPIC_RESEARCH_TIME","Research Time"
"#TOPIC_TIME","Time"
"#BUTTON_DIPLOMACY","Diplomacy"
"#RESOURCE_CURRENCY_DESC","Silver coins of the old world used in trading."
"#TOPIC_VALUE","Item value"
"#TOPIC_EXCHANGE_BALANCE","Balance"
"#RESOURCE_RESEARCH_DESC","Accumulated knowledge used for unlocking new technologies in the Tech Tree."
"#TOPIC_SAVE_BLOCKED_GENERIC","Game saving disabled"
"#TOPIC_SAVE_BLOCKED_COMBAT","Saving disabled during combat (defeat enemies first)"
"#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"
"#RESOURCE_CURRENCY","Currency"
"#TOPIC_GATE_UNDER_ATTACK","Gate under attack!"
"#TOPIC_COLONY_UNDER_ATTACK","Colony under attack!"
"#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."
"#NOTIFICATION_ONGOING_RESEARCH","Researching {0}"
"#NOTIFICATION_COMBAT_RATS","Hostile ravenous rats"
"#NOTIFICATION_COMBAT_RATS_DESC","They're hungry for anything to eat"
"#NOTIFICATION_COMBAT_BOARS","Massive angry wild boars"
"#NOTIFICATION_COMBAT_BOARS_DESC","They're charging the colony!"
"#NOTIFICATION_COMBAT_BEARS","Crazed kodiaks"
"#NOTIFICATION_COMBAT_BEARS_DESC","Massive hostile bears approach!"
"#NOTIFICATION_COMBAT_RATBEETLES","A horde of rat beetles"
"#NOTIFICATION_COMBAT_RATBEETLES_DESC","Large mutated bugs incoming!"
"#NOTIFICATION_COMBAT_SANDWORMS","Sandworm alert"
"#NOTIFICATION_COMBAT_SANDWORMS_DESC","Massive underground threat imminent!"
"#NOTIFICATION_COMBAT_DEADRATS","The Dead Rat gang is here"
"#NOTIFICATION_COMBAT_DEADRATS_DESC","Prepare the defenses!"
"#NOTIFICATION_COMBAT_RIPPERS","Rippers have found your colony"
"#NOTIFICATION_COMBAT_RIPPERS_DESC","Bandit attack imminent!"
"#NOTIFICATION_COMBAT_WOLFGANG","Wolf Gang on the prowl"
"#NOTIFICATION_COMBAT_WOLFGANG_DESC","Protect the colony!"
"#NOTIFICATION_COMBAT_NOMADS","Frontier Nomads have arrived"
"#NOTIFICATION_COMBAT_NOMADS_DESC","Protect the colony!"
"#NOTIFICATION_COMBAT_DOOMSDAY","Doomsday Militia invasion"
"#NOTIFICATION_COMBAT_DOOMSDAY_DESC","A large hostile force is here!"
"#NOTIFICATION_COMBAT_TRIBUNAL","The Tribunal is here"
"#NOTIFICATION_COMBAT_TRIBUNAL_DESC","Incoming fanatics, prepare the defenses!"
"#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!"
"#TOPIC_TRADE_DEAL_SUPRLUS","Surplus"
"#TOPIC_TRADE_DEAL_NEEDED","Needed"
"#NOTIFICATION_DEATH_COMBAT","{0} was killed in combat"
"#TOPIC_CONFIRM_TRADE","Confirm trade"
"#TOPIC_SELL","Sold resources"
"#TOPIC_BUY","Bought resources"
"#TOPIC_SPECIAL_DEAL","Special deal"
"#NOTIFICATION_COMBAT_WILDLIFE","Rampaging beasts"
"#NOTIFICATION_COMBAT_WILDLIFE_DESC","Ferocious animals are approaching the colony"
"#NOTIFICATION_COMBAT_UNDER_ATTACK","Colonist under attack!"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_DESC","Help them any way you can"
"#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"
"#RESOURCE_TOILET_PAPER","Toilet Paper"
"#TOPIC_TRADE_ONGOING","TRADE (ONGOING)"
"#TOPIC_NOT_ENOUGH_COINS","Not enough {0}"
"#TOOLTIP_COLONY_VIEW","Colony View"
"#TOPIC_GATE_HEALTH","Gate"
"#TOPIC_RAIDERS_HEALTH","Raiders"
"#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!"
"#RESOURCE_GUARD_RIFLE","Hunting Rifle"
"#RESOURCE_GUARD_RIFLE_DESC","A crude yet effective basic firearm for Guards to defend the Colony with. Prone to eventually breaking down.\n\nWeight: Medium"
"#NOTIFICATION_PERSON_HOSTILE","Colonist {0} has turned hostile!"
"#NOTIFICATION_PERSON_HOSTILE_MANY","{0} colonists have turned hostile!"
"#ANIMAL_KODIAK_KILLER","Killer Kodiak"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY","Colonists taking damage!"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY_DESC","Several colony members in danger"
"#ITEM_WEAPON_EMPTY","Crossbow"
"#ITEM_WEAPON_EMPTY_DESC","A crude crossbow with low damage. Default weapon for all guards."
"#ITEM_WEAPON_1","Hunting Rifle"
"#ITEM_WEAPON_1_DESC","A simple rifle with medium damage and a slow fire rate."
"#TOOLTIP_ASSIGN_COLONIST","Assign colonist"
"#TOOLTIP_ASSIGN_COLONIST_CONTENT","Assign colonist to work in this building."
"#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."
"#TOOLTIP_RENAME_COLONIST","Rename Colonist"
"#TOOLTIP_RENAME_COLONIST_CONTENT","Here you can rename your Colonist."
"#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"
"#ITEM_WEAPONS_2","Shotgun"
"#ITEM_WEAPONS_2_DESC","A basic shotgun with medium damage and fire rate."
"#RESOURCE_CLOTH_3","Superior Clothing"
"#RESOURCE_CLOTH_3_DESC","Colonist item.\n\nDurable and isolating clothing which provides superior protection radiation and the elements.\n\nWeight: Heavy"
"#RESOURCE_TOOLS_3","Superior Tools"
"#RESOURCE_TOOLS_3_DESC","Colonist item.\n\nTools for digging and cutting that speed up work considerably. Very effective and durable.\n\nWeight: Heavy"
"#RESOURCE_GUARD_PISTOL","Pistol"
"#RESOURCE_GUARD_PISTOL_DESC","Simple handgun for Guards to defend the Colony with. Prone to eventually breaking down."
"#RESOURCE_GUARD_SHOTGUN","Shotgun"
"#RESOURCE_GUARD_SHOTGUN_DESC","Effective weapon for Guards. Prone to eventually breaking down."
"#RESOURCE_GUARD_AR","Automatic rifle"
"#RESOURCE_GUARD_AR_DESC","Advanced rifle offering superior firepower to Guards. Prone to eventually breaking down."
"#RESOURCE_RARE","Rare Metals"
"#RESOURCE_RARE_DESC","Valuable and hard-to-find material for advanced component and electronics production.\n\nWeight: Heavy"
"#BUILDING_CONSUMPTION","Consumed in buildings"
"#DISTRIBUTION_STORAGE","Stored for buildings"
"#RECIPE_TOOLS_1_NAME","Basic tools"
"#RECIPE_TOOLS_1_DESC","Colonist item.\n\nTools for digging and cutting that speed up work.\n\nEfficiency: Normal\n\nDurability: Normal\n\nWeight: Light"
"#RECIPE_TOOLS_2_NAME","Durable Tools"
"#RECIPE_TOOLS_2_DESC","Colonist item.\n\nTools for digging and cutting that speed up work considerably.\n\nEfficiency: Normal\n\nDurability: High\n\nWeight: Normal"
"#RECIPE_CLOTH_1_NAME","Basic Clothing"
"#RECIPE_CLOTH_1_DESC","Colonist item.\n\nLayered clothes offering minor protection against the elements, hypothermia and radiation.\n\nProtection: Low\n\nDurability: Low\n\nWeight: Light"
"#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 cold and radiation.\n\nProtection: Normal\n\nDurability: Normal\n\nWeight: Normal"
"#RECIPE_WEAPON_1_NAME","Hunting Rifle"
"#RECIPE_WEAPON_1_DESC","Guard item.\n\nA simple rifle with medium damage and a low fire rate. Prone to eventually breaking down.\n\nDamage: Low\n\nDurability: Normal"
"#RECIPE_WEAPON_2_NAME","Shotgun"
"#RECIPE_WEAPON_2_DESC","Guard item.\n\nA trusty shotgun with high damage and slow fire rate for colony defense. Prone to eventually breaking down.\n\nDamage: Medium\n\nDurability: Normal"
"#ITEM_WEAPON_2","Shotgun"
"#ITEM_WEAPON_2_DESC","A trusty shotgun with high damage and a slow fire rate."
"#RESOURCE_GUARD_RIFLE_2","Shotgun"
"#RESOURCE_GUARD_RIFLE_2_DESC","A trusty Shotgun with high damage and a slow fire rate for Colony defense. Prone to eventually breaking down.\n\nWeight: Medium"
"#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>."
"#DRINKING_STORAGE","Stored for drinking"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_RARE","Build a Magnetic Separator to extract Rare Metal."
"#DEPOSIT_RICHNESS_LOW","Richness: Low"
"#DEPOSIT_RICHNESS_MEDIUM","Richness: Medium"
"#DEPOSIT_RICHNESS_HIGH","Richness: High"
"#DEPOSIT_RICHNESS","Richness {0}"
"#TOOLTIP_POLLUTION_MAP","Pollution Map"
"#TOPIC_SELECT_BLUEPRINT","Select Blueprint"
"#TOPIC_SELECT_BLUEPRINT_TITLE","SELECT BLUEPRINT"
"#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"
"#RECIPE_TOOLS_3_NAME","Superior Tools"
"#RECIPE_TOOLS_3_DESC","Colonist item.\n\nTools for digging and cutting that speed up work considerably.\n\nEfficiency: High\n\nDurability: High\n\nWeight: Heavy"
"#RECIPE_CLOTH_3_NAME","Protective Clothing"
"#RECIPE_CLOTH_3_DESC","Colonist item.\n\nProperly insulated set of clothing offering superior protection against cold and radiation.\n\nProtection: High\n\nDurability: Normal\n\nWeight: Heavy"
"#RECIPE_WEAPON_3_NAME","Automatic Rifle"
"#RECIPE_WEAPON_3_DESC","Guard item.\n\nAdvanced rifle offering superior firepower to Guards. Prone to eventually breaking down.\n\nDamage: High\n\nDurability: Normal"
"#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"
"#BUILDING_STATUS_POLLUTED","Building is polluted and must be decontaminated"
"#POLLUTION_LEVEL_X","Pollution Level {0}"
"#POLLUTION_LEVEL_1","Pollution Level 1"
"#POLLUTION_LEVEL_2","Pollution Level 2"
"#POLLUTION_LEVEL_3","Pollution Level 3"
"#POLLUTION_LEVEL_4","Pollution Level 4"
"#TOPIC_LOW","Low"
"#TOPIC_HIGH","High"
"#TOPIC_LETHAL","Lethal"
"#ANIMAL_NONE_NAME","None"
"#ANIMAL_NONE_DESC","No animal selected.\n\nPick one below."
"#ANIMAL_CHICKEN_NAME","Chicken"
"#ANIMAL_CHICKEN_DESC","Your average chickens that multiply pretty fast to fill up a Ranch.\n\nSize: Small\nBreeding: Fast\nMeat: 25 per animal\nWater consumption: 1 per animal\nBy-product: Eggs"
"#ANIMAL_SHEEP_NAME","Sheep"
"#ANIMAL_SHEEP_DESC","Sheep produce not only Meat but wool to be used as Fiber as well.\n\nSize: Medium\nBreeding: Normal\nMeat: 40 per animal\nWater consumption: 2 per animal\nBy-product: Fiber"
"#ANIMAL_COW_NAME","Cattle"
"#ANIMAL_COW_DESC","Cows and bulls, collectively known as cattle, slowly grow into the large and docile animals they are.\n\nSize: Large\nBreeding: Slow\nMeat: 80 per animal\nWater consumption: 3 per animal\nBy-product: Milk"
"#FLARE_DESC","Prompted by the Specialists' signal flare, the rest of your group arrives at the prepared campsite. Despite all the hardship ahead, it's time to rebuild and turn this hostile place into a home!"
"#RESOURCE_MILK","Milk"
"#DESC_FOOD_MILK","A byproduct of raising cattle in Ranches.\nPollution: Medium"
"#TOPIC_NOTIFICATIONS","BUTTON PROMPTS"
"#TOPIC_DISMISS","DISMISS"
"#TOPIC_OPEN_HELP_PAGE","READ MORE"
"#NOTIFICATION_SPECIALIST_DIED","Your Specialist has died!"
"#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."
"#ANIMAL_PIG_NAME","Pig"
"#ANIMAL_PIG_DESC","The domesticated version of wild boar provides lots of Meat for the discerning Colonist.\n\nSize: Medium\nBreeding: Slow\nMeat: 50 per animal\nWater consumption: 2 per animal\nBy-product: None"
"#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."
"#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"
"#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."
"#RESOURCE_EGG_DESC","Nutritious and easy to preserve, Chicken Eggs provide sustenance with their many cooked forms."
"#RESOURCE_MILK_DESC","Rich with fat and nutrients, Milk from Cows strengthens calves and people alike.\nPollution: Medium"
"#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."
"#TOPIC_WORK_AREA_UNEXPLORED","Invalid Work Area placement"
"#TOPIC_ELDERS","Elders"
"#RESOURCE_PRIMEMEAT","Prime Meat"
"#DESC_FOOD_PRIMEMEAT","Good-quality meat from Colony-grown livestock, less polluted than Venison.\n\nNutrition: High\nPollution: Medium"
"#RESOURCE_PRIMEMEAT_DESC","Good-quality meat from Colony-grown livestock, less polluted than Venison.\n\nNutrition: High\nPollution: Medium"
"#EVENT_WAIT","Continue preparing"
"#NOTIFICATION_PERSON_GREW_ELDER","{0} is now an elder"
"#NOTIFICATION_PERSON_GREW_ELDER_MANY","{0} Colonists are now elders"
"#NOTIFICATION_PERSON_GREW_ELDER_DESC","and nearing the end of their life"
"#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"
"#TOOLTIP_HOSTILE","Hostile colonist"
"#TOOLTIP_HOSTILE_CONTENT","Attacking people and buildings alike!"
"#TOOLTIP_ANSWER_TO_FEEDBACK_QUESTIONS","Open Feedback Query"
"#ITEM_WEAPON_EMPTY_SHORT_DESC","Low damage"
"#ITEM_WEAPON_1_SHORT_DESC","Modest damage"
"#ITEM_WEAPON_2_SHORT_DESC","High damage"
"#ITEM_TOOLS_EMPTY_SHORT_DESC","{0}% efficiency"
"#ITEM_TOOLS_EFFECT_SHORT_DESC","{0}% efficiency"
"#ITEM_CLOTHES_EMPTY_SHORT_DESC","No protection"
"#ITEM_CLOTHES_EFFECT_SHORT_DESC","{0}% protection"
"#TOPIC_SHELTER","Shelter"
"#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"
"#TOOLTIP_SPECIALIST_LOW_ON_HEALTH","Recovering from wounds"
"#TOOLTIP_SPECIALIST_IDLE","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 Creatures"
"#TOOLTIP_OVERLAY_MAIN_BUTTON","Overlays"
"#TOOLTIP_OVERLAY_BUILDING_HEALTH","Building health"
"#FLARE_FORCED_DESC","Your first Colonists have arrived! Supplies were running low, and the group could not wait any longer for the signal that never came. After wandering the dangerous wasteland without really knowing where to go, people found their way to the Colony site. Everyone is now feeling a bit more safe from the hostile environment and roaming bandits."
"#STATUS_BROKEN_VEHICLE","Vehicle needs to be repaired to travel faster"
"#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"
"#TOPIC_FREE_SHELTER_SLOTS_IN_COLONY","Shelter space"
"#OVERLAY_BUILDING","Buildings"
"#OVERLAY_RESOURCES","Resources"
"#OVERLAY_RESOURCES_FOOD","Food"
"#OVERLAY_RESOURCES_WOOD","Plank"
"#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","1"
"#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","1"
"#TOOLTIP_OVERLAY_EXIT","Exit Overlay"
"#OVERLAY_BUILDING_FOREST","Forest"
"#OVERLAY_LIVING_ENTITIES","Living beings"
"#OVERLAY_HEALTH","Health"
"#TOOLTIP_SPECIALIST_ALREADY_LEAVING","Heading out to World Map"
"#LOAD_MODS_NOT_MATCH_TITLE","MOD NOT FOUND"
"#LOAD_MODS_NOT_MATCH_CONTENT","Required mod for this save file not found."
"#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."
"#TOOLTIP_PERSON_AGE","Colonists do not stay the same forever but age and eventually pass on. They're divided into Children, Adults and Elders, each behaving a little differently."
"#TOOLTIP_PERSON_AGE_ADULT","Adults help the Colony as Workers or Carriers. They have a higher chance to reproduce when happy."
"#TOOLTIP_PERSON_AGE_CHILD","Children help by carrying boxes but cannot be assigned to buildings, repair or build. They must attend a School to get Educated."
"#TOOLTIP_PERSON_AGE_ELDER","Elders are nearing the end of their lives. 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 Happiness and fertility and protect them against elements like Pollution and harsh weather."
"#TOOLTIP_PERSON_SHELTER_NONE","Colonist is Homeless. This negatively affects their work performance, Happiness and resistance to diseases and weather."
"#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","Where the Colonist works at. If there's no assigned workplace, they'll act as Carriers to build and repair structures or carry resources."
"#TOOLTIP_PERSON_CARRIER","Person is not assigned to any specific building and build, repair and carry resources."
"#TOOLTIP_PERSON_WORKER","Person has been assigned to a specific building. They will work there until reassigned or if something prevents them from filling their duties."
"#TOOLTIP_PERSON_HAPPINESS_HAPPINESS","The happier the Colonist is, the more efficient they are. Happy Adult Colonists are also more likely to reproduce. Unhappy Colonists are at the risk of taking their own lives or going hostile; a point of no return."
"#TOOLTIP_SPECIALIST_HEALTH","Health shows how much damage Specialist can take. If it reaches zero, the Specialist will die. Specialist Health regenerates in the Colony."
"#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 destroyed if their Health reaches zero and cannot be salvaged for resources."
"#TOOLTIP_BUILDING_POLLUTION","Level of Pollution contamination. Highly contaminated buildings must be Decontaminated as the pollutants carry over to its Workers and might eventually cause everything to shut down."
"#TOOLTIP_BUILDING_CAPACITY","Capacity indicates how full the Storage is. At max capacity, excess resources are carried to another Storage or left to rot 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 unhappy if they cannot satisfy their basic needs."
"#TOOLTIP_SPECIALIST_STATE","Current activity of the Specialist. The state will change depending on the given command."
"#OVERLAY_TEMPERATURE","Temperature"
"#OVERLAY_TEMPERATURE_MIN","Freezing"
"#OVERLAY_TEMPERATURE_MAX","Normal"
"#RESOURCE_GUARD_RIFLE_3","Automatic rifle"
"#RESOURCE_GUARD_RIFLE_3_DESC","Offering lots of firepower with a high rate of fire, the automatic rifle is the pinnacle of Colony defense. Prone to eventually breaking down.\n\nWeight: Heavy"
"#OVERLAY_TEMPERATURE_HEATERS","Heaters"
"#OVERLAY_TEMPERATURE_ACTIVE","Active"
"#OVERLAY_TEMPERATURE_WAITING_FOR_RESOURCES","Waiting for resources"
"#OVERLAY_TEMPERATURE_PAUSED","Disabled"
"#ITEM_TOOLS_3","Superior Tools"
"#ITEM_TOOLS_3_DESC","Tools for digging and cutting that speed up work considerably."
"#ITEM_CLOTHES_3","Protective Clothing"
"#ITEM_CLOTHES_3_DESC","Properly insulated set of clothing offering superior protection against cold and radiation."
"#ITEM_WEAPON_3","Automatic Rifle"
"#ITEM_WEAPON_3_DESC","Advanced rifle offering superior firepower to Guards. Prone to eventually breaking down."
"#OVERLAY_TEMPERATURE_AOE_INNER","Warm Area"
"#OVERLAY_TEMPERATURE_AOE_OUTER","Chilly Area"
"#OVERLAY_TEMPERATURE_MID","Chill"
"#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 and Radiators keep Shelters and workplaces warm inside their effective radius.\n- Colonists exposed to freezing weather get Cold, affecting their Happiness.\n- If this continues, Cold turns to Hypothermia, causing Health loss.\n- Clothes slow effects of exposure, upgraded ones even better.\n- Crops and lakes eventually freeze, halting production.\n- Animals in Ranches can die without a heater nearby."
"#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"
"#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"
"#OVERLAY_FERTILITY_MIN","Barren"
"#OVERLAY_FERTILITY_MID","Normal"
"#OVERLAY_FERTILITY_MAX","Fertile"
"#NOTIFICATION_DISASTER_AUTUMN_ARRIVED","Fall has arrived"
"#NOTIFICATION_DISASTER_AUTUMN_INCOMING","Weather is getting colder"
"#ITEM_WEAPON_3_SHORT_DESC","Maximum damage"
"#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 for a time after visiting one."
"#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."
"#RECIPE_BREAD","Bread"
"#RECIPE_BREAD_DESC","High-quality Food.\n\nBread is manufactured in Bakeries. Keeps hunger away for longer.\n\nNutrition: Great\nPollution: Low"
"#NO_DATA","—"
"#RECIPE_ELECTRONICS","Electronics"
"#RECIPE_COMPONENT","Component"
"#RECIPE_COMPONENT_DESC","Advanced building material.\n\nUsed for structures that produce or consume Energy and refined further into Electronics for high-end buildings.\n\nWeight: Heavy"
"#RESOURCE_ELECTRONICS_DESC","Building material.\n\nA very high-end material for the most advanced buildings. Refined from Components or scavenged from the World Map.\n\nWeight: Heavy"
"#MENU_DESC_OTHER","Seldom used but still important Colony Resources."
"#RECIPE_CINNAMON_BUN","Cinnamon Bun"
"#RECIPE_CINNAMON_BUN_DESC","High-quality Food.\n\nManufactured in Bakeries. Nostalgic powerfood that is sure to lift the mood, although the origin of the cinnamon remains shrouded in secrecy.\n\nNutrition: Good\nPollution: None"
"#RECIPE_BEETLE_BREAD","Beetle Bread"
"#RECIPE_BEETLE_BREAD_DESC","High-quality Food.\n\nManufactured in Bakeries. Great way to increase necessary protein intake is to bake some fresh insects into the dough. Crunchy!\n\nNutrition: Great\nPollution: Low"
"#RESOURCE_CINNAMONBUN","Cinnamon Bun"
"#RESOURCE_CINNAMONBUN_DESC","High-quality Food.\n\nManufactured in Bakeries. Nostalgic powerfood that is sure to lift the mood, although the origin of the cinnamon remains shrouded in secrecy.\n\nNutrition: Good\nPollution: None"
"#RESOURCE_BEETLEBREAD","Beetle Bread"
"#RESOURCE_BEETLEBREAD_DESC","High-quality Food.\n\nManufactured in Bakeries. Great way to increase necessary intake is to bake some fresh insects into the dough. Crunchy!\n\nNutrition: Great\nPollution: Low"
"#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 in either the Gate or Guardposts defending the Colony against incoming hostile attacks. Guards take care of the area they have been assigned to but can also be directly commanded like Specialists."
"#NOTIFICATION_NO_STORAGE_FOR_RESOURCE_DESC","Resources on the ground spoil without a suitable storage"
"#RECIPE_ANTIBIOTICS","Antibiotics"
"#RECIPE_ANTIBIOTICS_DESC","An effective cure against Infections. Using Antibiotics speeds up healing from Infections considerably.\n\nWeight: Normal"
"#RECIPE_IODINE","Iodine Pills"
"#RECIPE_IODINE_DESC","Pills containing radiation-absorbing iodine for curing Radiation Sickness. Using Iodine Pills speeds up healing from Radiation Sickness considerably.\n\nWeight: Normal"
"#RECIPE_HERBAL","Herbal"
"#RECIPE_HERBAL_DESC","Simple natural remedies against various ailments. Cannot be used as a cure on its own.\n\nWeight: Light"
"#RECIPE_MEDICINE","Medicine"
"#RECIPE_MEDICINE_DESC","A small kit of essential medical supplies for treating Injuries. Using Medicine speeds up the healing process from Injuries considerably.\n\nWeight: Medium"
"#RESOURCE_MEDICINALHERB","Medicinal Herb"
"#RESOURCE_MEDICINALHERB_DESC","Herb species that is able to flourish in the Greenhouse. Great ingredient to create medicinal products from.\n\nInedible.\n\nWeight: Light"
"#RESOURCE_MEDICINALHERB_SEED","Seed: Medicinal Herb"
"#DESC_FOOD_MEDICINALHERB","Herb species that is able to flourish in the Greenhouse. Great ingredient to create medicinal products from.\n\nInedible.\n\nWeight: Light"
"#TOPIC_MILESTONES_UNLOCKED","Completed"
"#TOPIC_MILESTONES","Milestones"
"#MILESTONES_DESC","Complete Milestones to earn Prestige. 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_COMPLETE_FIRST_SIDE_QUESTS","Taste of Adventure"
"#MILESTONE_COLONYBORN","Born and Raised"
"#MILESTONE_POPULATION_20","Little Town"
"#MILESTONE_COMPLETE_5_EVENTS","Decisive Actions"
"#MILESTONE_WIN_COLONY_COMBAT","Retaliation Tactics"
"#MILESTONE_HEAL_COLONISTS","Healing Hands"
"#MILESTONE_DEFEAT_RATBEETLES","Nature in my Backyard"
"#MILESTONE_50_BUILDINGS","More than Wilderness"
"#MILESTONE_BUILD_THE_GATE","Into the World"
"#MILESTONE_ENERGY","Sparks of Progress"
"#MILESTONE_EXPLORE_HALF_WM","Halfway There"
"#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_MOST_EDUCATED","Big Brains"
"#MILESTONE_REVEAL_WORLD_MAP","Cartographer"
"#MILESTONE_ALL_POLLUTION_CLEARED","Going Green"
"#MILESTONE_BUILD_ALL","Future Architect"
"#MILESTONE_ALL_SEEDS_UNLOCKED","Seed Vault"
"#MILESTONE_INVITE_COLONISTS_DESC","""We have laid the foundations for a new home, but we lack the heart. It’s time to call for the people.""\n\n<mark>Invite first colonists.</mark>"
"#MILESTONE_INVITE_COLONISTS_COMPLETED_DESC","“It was risky to leave our bunkers and venture out here, but the mere feeling of sunlight on my skin makes me hopeful for the future.”\n\n<mark>First colonists Arrived.</mark>"
"#MILESTONE_POPULATION_20_DESC","""Many hands make light work. We should find more people to aid us with building a new civilization.""\n\n<mark>Increase population to 25.</mark>"
"#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!""\n\n<mark>Reached a Population of 25.</mark>"
"#MILESTONE_COMPLETE_5_EVENTS_DESC","""It’s an unpredictable world, and many things can happen out here. Tough calls are certainly ahead, but we should always think of the good of the colony.""\n\n<mark>Complete 5 Events.</mark>"
"#MILESTONE_COMPLETE_5_EVENTS_COMPLETED_DESC","“So many crazy things can happen to us out here, it’s almost fun. Almost.”\n\n<mark>Completed 5 Events.</mark>"
"#MILESTONE_MEET_A_SOCIETY_DESC","""Even if barren, it’s a vast world out there. We can’t be the only survivors. We ought to look for our neighbors.""\n\n<mark>Find a Society.</mark>"
"#MILESTONE_MEET_A_SOCIETY_COMPLETED_DESC","“Just as I thought, we’re not alone in the world. Hopefully, these people are friendly.”\n\n<mark>Met a Society.</mark>"
"#MILESTONE_UNLOCK_FIRST_TECH_DESC","""Most of our shared knowledge was lost in the endless fights for survival, but some may remain. We should stay on the lookout for useful information.""\n\n<mark>Unlock 5 Techs from the Tech Tree.</mark>"
"#MILESTONE_UNLOCK_FIRST_TECH_COMPLETED_DESC","“We have managed to uncover some intel on our past inventions. Knowledge is power, now we just need to keep gathering more of it.”\n\n<mark>Unlocked 5 Techs.</mark>"
"#MILESTONE_TRADE_A_SEED_DESC","""Rumor has it that some rare seeds of once common plants still circulate the trades. The more variety we have for farming, the better we adapt to different situations.""\n\n<mark>Trade a Seed from a Society.</mark>"
"#MILESTONE_TRADE_A_SEED_COMPLETED_DESC","“Thank goodness someone kept these safe for all these years. Investing in agriculture will surely pay off.”\n\n<mark>Traded a Seed.</mark>"
"#MILESTONE_COLONYBORN_DESC","""No matter what the times are like, the birth of a child is always a miracle. The new generation will carry our hopes for a better future.""\n\n<mark>First child born in the colony.</mark>"
"#MILESTONE_COLONYBORN_COMPLETED_DESC","“New life in the colony! Let’s hope we can build them a safe society to grow up in.”\n\n<mark>First child born in the colony.</mark>"
"#MILESTONE_DEFEAT_RATBEETLES_DESC","""Expanding our territory will be challenging with these kinds of creatures lurking around. I have a hunch they think similarly of us...""\n\n<mark>Defeat 10 hostile Wild Animals.</mark>"
"#MILESTONE_DEFEAT_RATBEETLES_COMPLETED_DESC","“Begone, beast! Crushing mercilessly whatever stands in our way, now that is humanity in its essence!”\n\n<mark>Defeated 10 hostile Wild Animals.</mark>"
"#MILESTONE_BUILD_THE_GATE_DESC","""If we are to ever get out of our little nest, we need some protection. A Gate to keep out the unwanted perhaps, in case our presence becomes known.""\n\n<mark>Build the Gate.</mark>"
"#MILESTONE_BUILD_THE_GATE_COMPLETED_DESC","“With the security provided by the Gate, we can finally uncover the world around us. Towards a better future!”\n\n<mark>Built the Gate.</mark>"
"#MILESTONE_COLONY_BORN_DEAD_DESC","""Old age is a luxury not many are bestowed with. It sure would be nice to see someone live a full life for a change.""\n\n<mark>Colonist born here dies from Old Age.</mark>"
"#MILESTONE_COLONY_BORN_DEAD_COMPLETED_DESC","“It’s sad to see our eldest go with all their wisdom and memories. May they rest in peace.”\n\n<mark>Colonist born here died of Old Age.</mark>"
"#MILESTONE_UPGRADE_5_DESC","""Instead of starting from scratch, what if we improved the buildings we already have? Surely that would be more efficient.""\n\n<mark>Have 5 Upgraded buildings in the colony.</mark>"
"#MILESTONE_UPGRADE_5_COMPLETED_DESC","“Nothing is born perfect. Only steadily improving things puts us on the route there.”\n\n<mark>5 Upgraded buildings in the colony.</mark>"
"#MILESTONE_POPULATION_100_DESC","""Our colony is a safe haven for any potential refugees and we could always use more hands to help out. We should allow more people in.""\n\n<mark>Increase population to 50.</mark>"
"#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.” \n\n<mark>Reached a Population of 50.</mark>"
"#MILESTONE_TRADE_25_TIMES_DESC","""Making allies can help both of our communities to grow and flourish, don't you think?""\n\n<mark>Trade 25 times.</mark>"
"#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.”\n\n<mark>Traded 25 times with a Society.</mark>"
"#MILESTONE_100_DAYS_DESC","""It’s not always easy, but together we can persevere. Chin up and march on!""\n\n<mark>Make it to Day 100.</mark>"
"#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!”\n\n<mark>Survived for 100 Days.</mark>"
"#MILESTONE_MEET_ALL_SOCIETIES_DESC","""We need to know who we are dealing with. Even the most remote communities may have something to offer us.""\n\n<mark>Meet all Societies.</mark>"
"#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 think the same way.”\n\n<mark>Met all Societies.</mark>"
"#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.""\n\n<mark>Unlock 100 Techs.</mark>"
"#MILESTONE_ALL_TECHS_UNLOCKED_COMPLETED_DESC","""Long live science! We’ve discovered more than anyone, at least for now.""\n\n<mark>100 Techs unlocked.</mark>"
"#MILESTONE_SPECIALIST_SLOTS_FULL_DESC","""Can you imagine? Having so many specialized people that we simply cannot take in no more.""\n\n<mark>Have 10 Specialists alive at once.</mark>"
"#MILESTONE_SPECIALIST_SLOTS_FULL_COMPLETED_DESC","""This many skilled people, all working for us? I have got to be dreaming.""\n\n<mark>10 Specialists alive at once.</mark>"
"#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.""\n\n<mark>Increase population to 100.</mark>"
"#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 a world of the past with its bustling cities and crowded streets.""\n\n<mark>Reached a population of 100.</mark>"
"#MILESTONE_HEAL_COLONISTS_DESC","""Healthy people equals productive people. Even minor wounds can fester into something deadly, so having nurses and medicine at hand is imperative.""\n\n<mark>Heal 50 colonists.</mark>"
"#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.”\n\n<mark>50 colonists Healed.</mark>"
"#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.""\n\n<mark>Clear all Pollution Deposits.</mark>"
"#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.""\n\n<mark>Cleared all Pollution Deposits.</mark>"
"#MILESTONE_REVEAL_WORLD_MAP_DESC","""We should leave no stone unturned, find everything there is to find. Clues of our past can be hidden anywhere, and we must get to them first.""\n\n<mark>Reveal most of the World Map.</mark>"
"#MILESTONE_REVEAL_WORLD_MAP_COMPLETED_DESC","""This is it. The end of our world. Well, no, not literally, but this nearly as far as we can go.""\n\n<mark>Revealed most of the World Map.</mark>"
"#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?""\n\n<mark>Educate 10 children.</mark>"
"#MILESTONE_EDUCATED_COLONISTS_COMPLETED_DESC","""Education is valuable in and of itself, but hopefully these youths can improve things for us all around here.""\n\n<mark>10 colonists Educated.</mark>"
"#MILESTONE_CLEAN_FIRST_POLLUTION_DESC","""It is hard to breathe in here and I feel ill every time I pass by those toxic puddles. Maybe we could do something about this...""\n\n<mark>Clean 5 Pollution Deposits.</mark>"
"#MILESTONE_CLEAN_FIRST_POLLUTION_COMPLETED_DESC","""I never thought air could feel this fresh!""\n\n<mark>Cleaned 5 Pollution Deposits.</mark>"
"#MILESTONE_ENERGY_DESC","""I wish we had some help around here for this heavy labour. This ain't how we always did things, is it?""\n\n<mark>Increase Energy production to 30.</mark>"
"#MILESTONE_ENERGY_COMPLETED_DESC","""And we're back on track. Maybe soon we'll even be watching television once more... I miss those old soap operas I used to watch with my ma.""\n\n<mark>Increased Energy production to 30.</mark>"
"#MILESTONE_EXPLORE_HALF_WM_DESC","""Aren't you curious to know what we could find if we pushed just a little further...?""\n\n<mark>Explore half of the World Map.</mark>"
"#MILESTONE_EXPLORE_HALF_WM_COMPLETED_DESC","""The horizon is opening before our very eyes. I wonder where it ends… We should keep exploring!""\n\n<mark>Explored half of the World Map.</mark>"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS_DESC","""There are so many mysteries out there. We should strive to help those who come to us in need, and who could say no to a good, old-fashioned adventure?""\n\n<mark>Complete 5 Quests.</mark>"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS_COMPLETED_DESC","""Hearing about the adventures our specialists have gone on almost makes me dizzy. It’s truly a crazy world out there.""\n\n<mark>Completed 5 Quests.</mark>"
"#MILESTONES_DISABLED_DESC","Milestones are disabled in this save version. Please start a new game to enable them."
"#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_SECURITY","Exploration"
"#CATEGORY_ENTERTAINMENT","Happiness"
"#CATEGORY_MANAGEMENT","Decoration"
"#CATEGORY_ROAD","Roads"
"#TENT","Tent"
"#HOUSE","House"
"#TWO_STORY_HOUSE","Two-story House"
"#SHANTY","Shanty"
"#STORAGE_OUTSIDE","Stockpile"
"#STORAGE_INSIDE","Warehouse"
"#STORAGE_FOOD","Food Storage"
"#SOLAR_GENERATOR","Solar Panel"
"#WELL","Water Well"
"#BATTERY","Battery Rack"
"#GUARD_TOWER","Guard Tower"
"#MISSION_CONTROL","Mission Control"
"#SCAVENGER","Scrapper"
"#WATER_PURIFIER","Water Purifier"
"#WATER_TOWER","Water Tower"
"#WATER_TOWER_LVL2","Large Water Tower"
"#WIND_GENERATOR","Wind Turbine"
"#WIND_TURBINE","Large Wind Turbine"
"#MECHANIC_SHOP","Mechanic Shop"
"#RECYCLER","Recycler"
"#FORESTER","Forester"
"#TRAPPER","Trapper"
"#SAWMILL","Sawmill"
"#TAILOR","Tailor"
"#MEDICAL_TENT","Medical Tent"
"#TOOLSHOP","Toolshop"
"#BUNKER","Bunker"
"#TRUCK","Broken Truck"
"#BAGS","Backpacks"
"#EMERGENCY_SHELTER","Emergency Shelter"
"#TENEMENT","Tenement"
"#SCHOOL","School"
"#FISHERY","Fishing Pier"
"#GATE","The Gate"
"#GATE_DESTROYED","Gate Ruins"
"#FIELD_SMALL","Small Field"
"#FIELD_MEDIUM","Medium Field"
"#FIELD_LARGE","Large Field"
"#STORM_DOME","Arena"
"#GREENHOUSE","Greenhouse"
"#ROAD","Dirt Road"
"#BUSH1","Large Green Bush"
"#BUSH2","Large Yellow Bush"
"#BUSH3","Pink Flower Bush"
"#BUSH4","White Flower Bush"
"#BUSH5","Small Green Bush"
"#BUSH6","Tall Green Bush"
"#BUSH7","Red Flowers"
"#BUSH8","Tiny Pink Flowers"
"#BUSH9","Tiny White Flowers"
"#BUSH10","Green Tree"
"#DECORATION1","Bottle Tree"
"#DECORATION2","Bottle Cactus"
"#DECORATION3","Plastic Flowers"
"#DECORATION4","Log Flowers"
"#DECORATION5","Plastic Viola"
"#DECORATION6","Paper Windmills"
"#TRADE_CENTER","Trade Center"
"#ENVIRONMENTAL_STATION","Environmental Station"
"#LOGGING_CAMP","Logging Camp"
"#THE_PIT","Burial Pit"
"#SECURE_STORAGE","Secure Storage"
"#COOKHOUSE","Cookhouse"
"#MESS_HALL","Mess Hall"
"#BORE_WELL","Bore Well"
"#FIELD_HOSPITAL","Field Hospital"
"#MAINTENANCE_DEPOT","Maintenance Depot"
"#MEMORIAL","Memorial"
"#LARGE_SOLAR_PANEL","Large Solar Panel"
"#RADAR","Radar"
"#INSECT_FARM","Insect Farm"
"#BAKERY","Bakery"
"#MILL","Mill"
"#MED_LAB","Medical Lab"
"#LIBRARY","Library"
"#GAME_ARCADE","Game Arcade"
"#MOVIE_THEATRE","Movie Theater"
"#CONCRETE_MIXER","Concrete Extractor"
"#METAL_EXTRACTOR","Metal Extractor"
"#PLASTIC_EXTRACTOR","Plastic Extractor"
"#ELECTRONICS_FACTORY","Electronics Factory"
"#CONCRETE_AUTO_EXTRACTOR","Concrete Auto-Extractor"
"#METAL_AUTOEXTRACTOR","Metal Auto-Extractor"
"#PLASTIC_AUTOEXTRACTOR","Plastic Auto-Extractor"
"#MAGNETIC_SEPARATOR","Magnetic Separator"
"#MOTOR_SHOP","Motor Shop"
"#GARAGE","Garage"
"#REFINERY","Refinery"
"#DESC_TENT","This flimsy shelter is a cheap, short-term emergency solution. It provides no protection against Radiation and is easily destroyed by Catastrophes.\n\n- Minor Happiness penalty\n- Must be heated during winter"
"#DESC_HOUSE","Comfortable, high-quality home. Houses endure Catastrophes better than other low-end shelters and give good protection against Radiation.\n\n- Major Happiness bonus\n- Must be heated during winter"
"#DESC_TWO_STORY_HOUSE","The pinnacle of post-apocalyptic living. This durable shelter provides ample space, safety and relative comfort. Good protection against Radiation.\n\n- Major Happiness bonus\n- Must be heated during winter"
"#DESC_SHANTY","An improved shelter that gives some protection against Radiation and is not destroyed as easily as Tents.\n\n- Minor Happiness bonus\n- Must be heated during winter"
"#DESC_STORAGE_OUTSIDE","Stores all types of raw materials and construction Resources.\n\nCannot store Food or more delicate resources. \n\nUse Stockpiles to collect Planks and Concrete from small deposits using the building's work area."
"#DESC_STORAGE_INSIDE","Stores refined Resources and valuable Items such as Tools, Clothing, Meds and so on. Food and construction resources can't be stored in a Warehouse."
"#DESC_STORAGE_FOOD","Stores all types of Food grown and hunted in the colony as well as more rare Food items scavenged from the world map.\n\nUse Food Storages to collect Berries from Berry Bushes around the colony using the building's work area."
"#DESC_SOLAR_GENERATOR","A cost-effective way to generate renewable Energy in small quantities.\n\n- Works only during the day"
"#DESC_WELL","A source of Water and critical for Colonist survival. 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 Barren Soil"
"#DESC_BATTERY","Stores excess Energy.\n\nThe stored energy is used when consumption exceeds production."
"#DESC_GUARD_TOWER","Guards and protects the colony from wild animals, bandits and criminals. Increase the reaction time to threats by building more Guard Towers around the colony."
"#DESC_MISSION_CONTROL","Main governance structure to replace the temporary Campsite. Used for preparation and recovery of Specialist teams while they are in the Colony. While operating outside the Colony, it works as a support building."
"#DESC_SCAVENGER","Scavenges Metal and Junk from Metal deposits.\n\nMetal is an essential construction material and Junk can be further recycled into valuable Parts."
"#DESC_WATER_PURIFIER","Increases the amount of Water from Wells.\n\nPurifies polluted water and thus increases the rate of the current water production from polluted water sources.\nGet components by scavenging locations in the world map."
"#DESC_WATER_TOWER","Stores and distributes Water for buildings within a small area."
"#DESC_WATER_TOWER_LVL2","Stores large amounts of Water. Essential building to have when consumption suddenly exceeds production."
"#DESC_WIND_GENERATOR","Generates Energy.\n\nMore effective and reliable than solar panels, but requires more maintenance."
"#DESC_WIND_TURBINE","Generates plenty of Energy.\n\nMore effective and reliable than solar panels but requires more maintenance."
"#DESC_MECHANIC_SHOP","Recycles Junk produced by a Scrapper and manufactures the valuable bits to mechanical Parts, which can be used widely for the production of refined resources and construction of more advanced buildings."
"#DESC_RECYCLER","Scavenges Plastic and Fiber from Plastic deposits.\n\nPlastic is used for both the construction and for production of refined resources. Fiber is an important side product used as raw material for Clothes."
"#DESC_FORESTER","Grows saplings and plants them in the specified work area. Trees are an important raw material used to create Planks and Firewood.\n\nThe growth time from a sapling to a full grown tree depends on the soil type. Barren Soil is very ineffective at growing trees.\n\n- Unable to plant saplings during Winter"
"#DESC_TRAPPER","Traps small game animals in the forest to provide Venison for hungry Colonists. Works with reduced efficiency during Catastrophes.\n\nWorks most efficiently in densely wooded areas."
"#DESC_SAWMILL","Upgraded from a Lumber Yard.\n\nCuts down trees from a specified work area and saws them into Planks. Using Energy gives a great efficiency boost compared to solely depending on manual labor."
"#DESC_TAILOR","Creates Clothes from Fiber.\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."
"#DESC_MEDICAL_TENT","Heals colonists from various physical conditions. Healing is faster if there are different types of Meds available to speed up the healing process. Conditions that can be healed are Injuries, Infections, Radiation Sickness and even Mutations. Mental conditions, such as Despair can't be healed in Medical facilities."
"#DESC_TOOLSHOP","Creates Tools from Metal.\n\nMakes new Tools that help Colonists perform their tasks more effectively. Working without a Tool reduces the effectiveness of Colonists. All Tools break down eventually, but some jobs wear them down faster than the others."
"#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."
"#DESC_EMERGENCY_SHELTER","Temporary shelter for several Colonists. Cheap 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 Happiness penalty\n- Greatly decreased birthrate\n- Must be heated during winter"
"#DESC_TENEMENT","A cost-effective form of housing for several Colonists. Some protection against Radiation and Catastrophes. Colonists are less likely to reproduce in cramped shelters like this.\n\n- Minor Happiness bonus\n- Decreased birthrate\n- Must be heated during winter"
"#DESC_SCHOOL","Children go to school during childhood if there is one available. Those who attend long enough become educated 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 Winter"
"#DESC_FISHERY","Catches local Fish for Food. Must be placed on the shore. 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 shore.\n- Must be heated during winter"
"#DESC_GATE","The most iconic sight of every post-apocalyptic colony is its gate. It is the place where peoples' fates are decided. A thin line between life and death with those who get in and who are left out.\n\nThe first gate is a landmark visible from far away. It will attract both the good-willed survivors and those who take what they want to survive."
"#DESC_GATE_DESTROYED","Rebuild the collapsed gate from the Build Menu to attract more people to join your colony. Among them are specialists who can be sent to explore the world map."
"#DESC_FIELD_SMALL","Grows Food slowly, in large quantities.\n\nDifferent outdoor crops can be grown for Food. Certain Catastrophes can wipe out the harvest completely and prevent farming during the event.\n\n- Harvest withers during winter, Heat Waves and Fallouts"
"#DESC_FIELD_MEDIUM","Grows Food slowly, in large quantities.\n\nDifferent outdoor crops can be grown for Food. 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 winter, Heat Waves and Fallouts"
"#DESC_FIELD_LARGE","Grows Food slowly, in large quantities.\n\nDifferent outdoor crops can be grown for Food. 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 winter, Heat Waves and Fallouts"
"#DESC_STORM_DOME","On their spare time, colonists can visit the Arena and add some joy to their lives. Letting steam out by beating others and watching others get beaten really boosts Happiness like nothing else. What doesn't kill you makes you stronger."
"#DESC_GREENHOUSE","More effective and reliable way to grow food. Greenhouses grow Food even during Catastrophes and are immune to Pollution."
"#DESC_ROAD","A simple dirt road that makes it easier and faster for colonists to move around the colony."
"#DESC_BUSH1","Decorative large green bush for colony beautification."
"#DESC_BUSH2","Decorative large yellowish bush for colony beautification."
"#DESC_BUSH3","Decorative pink flower bush for colony beautification."
"#DESC_BUSH4","Decorative small white flower bush for colony beautification."
"#DESC_BUSH5","Decorative, lush, green bush for Colony beautification.\n\n- Cannot be placed on barren soil"
"#DESC_BUSH6","Decorative, lush, green bush for Colony beautification.\n\n- Cannot be placed on barren soil"
"#DESC_BUSH7","Beautiful red flowers for colony beautification."
"#DESC_BUSH8","Beautiful pink flowers for colony beautification."
"#DESC_BUSH9","Beautiful white flowers for colony beautification."
"#DESC_BUSH10","Tall, lush tree for Colony beautification.\n\n- Cannot be placed on barren soil"
"#DESC_DECORATION1","Decorative tree made out of rebar and empty bottles. How novel!"
"#DESC_DECORATION2","Old green soda bottles cut and shaped into the form of a cactus."
"#DESC_DECORATION3","Drinking straws attached to colorful plastic cut into the shape of a flower."
"#DESC_DECORATION4","Decorative bits of scrapped wood adorned with plastic flowers."
"#DESC_DECORATION5","Bottoms of empty plastic bottles attached to straws to resemble a flower bed."
"#DESC_DECORATION6","Colorful bits of paper folded into cute little windmills."
"#DESC_TRADE_CENTER","Enables trading with discovered Societies. Favors are initiated from the Trade menu or by selecting a Society on the map. A single worker can handle one Favor at a time; assign more to handle additional simultaneous deals."
"#DESC_ENVIRONMENTAL_STATION","Makes life safer and more comfortable by gathering polluted soil from Pollution Deposits and decontaminating it to safely be stored in a Waste Dump.\n\n- Causes Pollution"
"#DESC_LOGGING_CAMP","Cuts down trees from the specified work area and turns them into Firewood."
"#DESC_THE_PIT","A modest Burial Pit where Colonists are laid to rest after their earthly struggles come to an end. Having a decent final resting place for those who have passed away gives some comfort to the living. Destroying the pit will cause a Happiness penalty to the entire Colony. Corpses decay fully in roughly one week, clearing space for those more recently deceased.\n\n- Causes Pollution"
"#DESC_SECURE_STORAGE","Stores Electronics and Fun Boxes.\n\nArmored and guarded storage space for high-value items such as weapons, electronics and medicine."
"#DESC_COOKHOUSE","Prepares warm Meals from raw ingredients. Meals are not only a good way to offer as diverse and nutritious food palette as possible but also make life more comfortable."
"#DESC_MESS_HALL","Prepares warm Meals from basic food ingredients faster and more efficiently than a Cookhouse. Meals are not only a good way to offer nutritious food, but also make life more comfortable."
"#DESC_BORE_WELL","Bore Wells dig deep into the earth providing a stable source for water. They are not limited by soil restrictions and can be placed on any soil."
"#DESC_FIELD_HOSPITAL","Advanced high-capacity medical building able to heal several colonists faster than a Medic's Tent. Healing conditions like Injury, Infection, Radiation Sickness and Mutation is faster with proper Meds."
"#DESC_MAINTENANCE_DEPOT","Automates repair and decontamination tasks. A Colonist assigned to a Maintenance Depot automatically cleans and repairs affected buildings inside its Work Area."
"#DESC_MEMORIAL","A memorial shrine where colonists can honor those who lost their lives during the apocalypse and in the aftermath. This won't bring anyone back but provides Happiness and a sense of purpose for those still living."
"#DESC_LARGE_SOLAR_PANEL","Improved and more effective version of the Solar Panel, which is less vulnerable to Catastrophes due to retractable panels.\n\n- Works only during the day\n- Halts during Magnetic Storms"
"#DESC_RADAR","Gives an early warning against Catastrophes. Every moment is valuable when something bad is coming. This advanced detection system gives the colony a fighting chance while preparing for the incoming catastrophes."
"#DESC_INSECT_FARM","Insects are a very nutrient-efficient alternative to Meat. Picky 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."
"#DESC_BAKERY","Fresh Bread is a luxury item which demands more work than preparing other Food types but provides nutrition comparable to a Meal."
"#DESC_MILL","A critical part of the baking process. The mill turns wheat grains into fine flour to be used at the Bakery."
"#DESC_MED_LAB","Though created from just scavenged resources, the Medical Lab is an impressive feat of engineering, able to produce critical medicine for the colonists."
"#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 and become a bit happier afterward.\n\n- Must be heated during Winter"
"#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 Happiness it provides makes it totally worth it."
"#DESC_MOVIE_THEATRE","Houses a very odd collection of scavenged movies for colonists to laugh or cry along with. Happiness boost is assured when the end credits roll."
"#DESC_CONCRETE_MIXER","Extracts Concrete from underground deposits. The apocalypse shocked the planet, and large buildings are now buried in the soil.\n\n- Must be placed on Underground Ruins\n- Causes Pollution"
"#DESC_METAL_EXTRACTOR","Extracts Metal and Junk from Barren Soil with a massive magnet. The work is slow but guarantees a long-term source of Metal for the Colony.\n\n- Must be placed on Underground Ruins\n- Causes Pollution"
"#DESC_PLASTIC_EXTRACTOR","Extracts Plastic and Fiber from underground deposits. For decades, careless use of plastic polluted the planet, but its nondecomposable nature means it can be extracted from almost anywhere.\n\n- Must be placed on Underground Ruins\n- Causes Pollution"
"#DESC_ELECTRONICS_FACTORY","High-end production facility for Components and Electronics required in fully automated extractors and other Energy consuming buildings."
"#DESC_CONCRETE_AUTO_EXTRACTOR","Upgraded from a Concrete Extractor.\n\nExtracts Concrete automatically from underground deposits. Slower than a manned Extractor but doesn't require Workers to steadily extract Concrete from a deposit.\n\n- Causes Pollution"
"#DESC_METAL_AUTOEXTRACTOR","Upgraded from a Metal Extractor.\n\nExtracts Metal automatically from underground deposits. Slower than a manned Extractor but doesn't require Workers to steadily extract Metal from a deposit.\n\n- Causes Pollution"
"#DESC_PLASTIC_AUTOEXTRACTOR","Upgraded from a Plastic Extractor.\n\nExtracts Plastic automatically from underground deposits. Slower than a manned Extractor but doesn't require Workers to steadily extract Plastic from a deposit.\n\n- Causes Pollution"
"#DESC_MAGNETIC_SEPARATOR","The Magnetic Separator excavates resources from underground deposits and separates the Rare metals for use in production of advanced products.\n\n- Causes Pollution"
"#DESC_MOTOR_SHOP","The Motor Shop uses scavenged bits and pieces and some mechanical wizardry to create Light and Medium vehicles for the specialist teams."
"#DESC_GARAGE","A Garage repairs and stores vehicles in the Colony. They can be also used to assemble Specialist teams into one car before sending them to the World Map.\n\n- Requires a Specialist to do repairs"
"#DESC_REFINERY","Creates Fuel from Oil. Fuel is a necessary resource for cars and their repair.\n\n- Causes Pollution"
"#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! Mission went smoothly and losses were kept at minimum. Leader gives a short debriefing before a bottle of stashed moonshine is being passed out in celebration. Leader will most likely be out of commision for a while, but the overall societies mood will get a boost from this."
"#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_BUILDING_TITLE","Pause Building"
"#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"
"#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}"
"#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"
"#INFO_TREATMENT_TREATING","Treating"
"#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"
"#BUTTON_REBUILD_BUILDING","Rebuild"
"#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}"
"#ROAD_DECONSTRUCTION","Remove Road"
"#DESC_ROAD_DECONSTRUCTION","Clear built or planned road sections."
"#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"
"#PATHFINDER","Pathfinders Statue"
"#DESC_PATHFINDER","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."
"#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 a seed to be selected"
"#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"
"#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."
"#INFO_BUILDING_WAITING_REPAIRS","Waiting for repairs"
"#INFO_NO_RESOURCES_REQUIRED","No construction resources required."
"#ROAD2","Paved Road"
"#DESC_ROAD2","An improved road that makes moving around the colony even easier and faster."
"#GENERAL_STORAGE","General Storage"
"#DESC_GENERAL_STORAGE","Large and secure storage able to hold large quantities of Food, items and high-end resources."
"#DESC_TENT_HAPPINESS","This flimsy shelter is a cheap short-term emergency solution. Provides no protection against radiation and is easily destroyed by catastrophes. Colonist happiness will decrease if they are forced to live in tents for long periods of time."
"#DESC_EMERGENCY_SHELTER_HAPPINESS","A cost-effective form of housing for several colonists. Offers some protection against radiation and catastrophes. Colonists are less likely to reproduce in cramped shelters like this. Living in these conditions is out of necessity, and happiness will decrease significantly if colonists are forced to live there in the long term."
"#DESC_SHANTY_HAPPINESS","An improved shelter that gives some protection against radiation and is not destroyed as easily as tents. Colonists living in shanties are satisfied, but they won't get any extra boost to happiness from living there."
"#DESC_TENEMENT_HAPPINESS","Temporary shelter for several colonists. Cheap to build but very vulnerable to catastrophes. Does not give protection against radiation. Colonists living in Tenements are not very happy and are less likely to reproduce in cramped shelters like this."
"#DESC_HOUSE_HAPPINESS","Comfortable high quality home with happiness boost for its inhabitants. Houses endure catastrophes better compared to low-end shelters and they give good protection against radiation."
"#DESC_TWO_STORY_HOUSE_HAPPINESS","Pinnacle of post-apocalyptic living. This durable shelter provides ample space, protection and relative comfort. Good protection against radiation and a boost to happiness for its inhabitants."
"#ELECTRICLAMPSMALL01","Small Street Light"
"#ELECTRICLAMPMEDIUM01","Medium Street Light"
"#ELECTRICLAMPLARGE01","Large Street Light"
"#DESC_ELECTRICLAMPSMALL01","Small, unassuming electric light post."
"#DESC_ELECTRICLAMPMEDIUM01","Medium sized light post that fits well next to roads or buildings."
"#DESC_ELECTRICLAMPLARGE01","Tall four-sided street light that illuminates a large area."
"#BUTTON_ACTIVATE_INFO_PANEL","Activate Info Panel"
"#NOTIFICATION_ENERGY_SHORTAGE_INFO","Increase Energy production or shut down buildings."
"#HEAVY_MOTOR_SHOP","Heavy Motor Shop"
"#DESC_HEAVY_MOTOR_SHOP","Is equipped with a machinery and equipment to assemble Heavy vehicles."
"#LARGE_GARAGE","Large Garage"
"#DESC_LARGE_GARAGE","More vehicle slots than the normal Garage and can maintain even Heavy vehicles."
"#LARGE_BATTERY","Large Battery Rack"
"#DESC_LARGE_BATTERY","Stores large amounts of excess Energy.\n\nThe stored energy is used when consumption exceeds production."
"#IRRIGATED_FIELD","Irrigated Field"
"#DESC_IRRIGATED_FIELD","Upgraded from a Field.\n\nEquipped with an irrigation system, the Field can give yield even on Barren Soil. This will not protect it from harmful material falling from the sky but gives you more freedom when good soil is scarce.\n\n- Harvest withers during Winter Storms, Heat Waves and Fallouts"
"#COMMAND_CENTER","Command Center"
"#DESC_COMMAND_CENTER","Better equipped than Mission Control, this administrative building can sustain a large Colony."
"#GATE2","Reinforced Gate"
"#DESC_GATE2","A sturdy looking entrance beams authority, making those who approach respect the colony behind it. Survivor groups reveal more information about themselves and their condition, helping you make more educated decisions whether or not to let them in."
"#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","Happiness boost per visit"
"#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 Energy.\n\nMore effective and reliable than solar panels, but requires more maintenance. Futuristic 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"
"#NUCLEAR_STORAGE","Waste Dump"
"#DESC_NUCLEAR_STORAGE","Hazardous pollution is too dangerous to be left on the ground. Waste Dumps store the contaminated material in relative safety, out of sight.\n\n- Causes Pollution"
"#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"
"#OUTPOST_DEPOT","Outpost Depot"
"#DESC_OUTPOST_DEPOT","Allows to establish an Outpost in a neutral sector on the World Map. Specialists can drop off their resources at the Outpost, which automatically transfers them to the connected Depot's storage area.\n\n- One depot can maintain one outpost"
"#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"
"#LIGHTNING_ROD","Lightning Rod"
"#DESC_LIGHTNING_ROD","Creates a protective area, channeling lightning strikes into itself and harmlessly to the ground. Prone to getting damaged after receiving several hits. Extremely helpful during Magnetic Storms."
"#SAUNA","Sauna"
"#DESC_SAUNA","Basic hygiene is imperative to keeping a Colony healthy. Saunas allow Colonists to wash themselves of harmful particles and pathogens so they don't become a real issue later on. Extremely helpful during a Pandemic.\n\n- Requires access to a Water Tower\n- Causes Pollution"
"#LUMBER_YARD","Lumber Yard"
"#DESC_LUMBER_YARD","Workers at the Lumber Yard go and cut down trees in the designated area to turn into Planks. Work at the yard is slow due to its reliance on manual labor, but the job gets done."
"#OUTHOUSE","Outhouse"
"#DESC_OUTHOUSE","Basic hygiene is a must for a healthy Colony. Allows Colonists to wash and relieve themselves. Keep Outhouses away from Water sources to avoid contamination.\n\n- Causes Pollution."
"#PARKINGLOT","Parking Lot"
"#DESC_PARKINGLOT","A simple makeshift area to store unused vehicles for Specialist to use."
"#GUARD_POST","Guard Post"
"#DESC_GUARD_POST","The Guard Posts protect your Colony against all enemies. Guards patrol around the building and automatically react to threats inside their work area. \n\nColonists working as Guards can be equipped with weapons, which make them more effective."
"#DESC_GUARD_POST_DIRECT_CONTROL","The Guard Posts protect your Colony against all enemies. Guards patrol around the building and automatically react to threats inside their Work Area. They can also be selected and directly commanded to attack other enemies as well. \n\nColonists working as Guards can be equipped with weapons, which make them more effective."
"#GUNSMITH","Gunsmith"
"#DESC_GUNSMITH","Gunsmith creates weapons so Colonists won't have to bring a knife into a gunfight. Creating reliable firearms isn't fast or cheap."
"#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"
"#TOPIC_WORK_AREA","Work Area"
"#WORK_AREA_NO_DEPOSITS_DESC","No active deposits"
"#WATER_COLLECTOR","Water Collector"
"#DESC_WATER_COLLECTOR","Produces Water in small quantities. Requires a Worker who gathers Water from a local pond or lake.\n\n- Must be built on shore\n- Halts during Heat Waves and Fallouts\n- Must be heated during winter"
"#WATER_PUMP","Water Pump"
"#DESC_WATER_PUMP","Effective way to produce massive quantities of Water.\n\n- Must be built on shore\n- Halts during Heat Waves and Fallouts\n- Must be heated during winter"
"#WATER_STORAGE_LARGE","Large Clean Water Storage"
"#DESC_WATER_STORAGE_LARGE","Stores large amounts of clean Drinking Water for the Colonists in two massive tanks."
"#WATER_STORAGE_SMALL","Clean Water Storage"
"#DESC_WATER_STORAGE_SMALL","Stores modest amounts of clean Drinking Water for the Colonists."
"#AQUA_FARM","Aqua Farm"
"#DESC_AQUA_FARM","An early form of aquaculture which provides the Colony with lots of Fish. \n\n- Must be built on shore\n- Causes Pollution\n- Must be heated during Winter"
"#DESC_VEHICLE_STORAGE_EMPTY","Vehicles dramatically increase your specialists' speed on the world map"
"#INFO_FIELD_INFERTILE_SOIL","No production—on barren soil."
"#WATER_TOWER_LARGE","Large Water Tower"
"#DESC_WATER_TOWER_LARGE","Stores and distributes large amounts of Water in a wide area for buildings."
"#TOPIC_POLLUTION_SHIELDING_LEVEL","Pollution Shielding {0}"
"#RANCH_1","Ranch"
"#DESC_RANCH_1","Houses livestock and provides some protection against the elements. Animals require Workers to take care of them and Water to breed and stay alive.\n\n- Animals have to be acquired separately\n- Animals need heating to survive the Winter"
"#RANCH_2","Large Ranch"
"#DESC_RANCH_2","Upgraded from a Ranch.\n\nHouses twice as much livestock as a Ranch and provides moderate protection against the elements. Animals require Workers and Water to breed and stay alive.\n\n- Animals have to be acquired separately\n- Animals need heating to survive the Winter\n- Creates Pollution"
"#TOPIC_SPLIT_ANIMALS","Split to a new Ranch"
"#TOPIC_BUTCHER_ANIMALS","Butcher"
"#TOPIC_INVITE_COLONISTS","Shoot the flare"
"#TOOLTIP_INVITE_COLONISTS","Invite colonists"
"#TOOLTIP_INVITE_COLONISTS_CONTENT","Shoot the flare to invite the first colonists"
"#CAMPSITE","Campsite"
"#DESC_CAMPSITE","The first building of your new colony with limited storage for resources and water. Building the campsite unlocks other construction options. Inviting the first colonists can also be done by sending a signal from the campsite."
"#STATUS_RANCH_SELECT_ANIMAL","Select 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, secondary 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 Energy from one place to another. Transformers distribute Energy within their Effective Area."
"#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"
"#HEATER","Burner"
"#DESC_HEATER","Used during Winter Storms.\n\nA Burner is a 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- Heats up workplaces and Shelters. \n- Prevents shoreline buildings from Freezing."
"#ENERGYHEATER","Radiator"
"#DESC_ENERGYHEATER","Used during Winter Storms.\n\nAn advanced Energy-based heater designed to support a large Colony. Generates and distributes Heat in a large area to protect from Freezing.\n\n- Heats up workplaces and Shelters. \n- Prevents shoreline buildings from Freezing."
"#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..."
"#FIELD_IRRIGATED_SMALL","Small Irrigated Field"
"#FIELD_IRRIGATED_MEDIUM","Medium Irrigated Field"
"#FIELD_IRRIGATED_LARGE","Large Irrigated Field"
"#BUILDING_STATUS_DISABLED_BY_EFFICIENCY","Building paused due to low efficiency"
"#TRANSFORMER_LARGE","Large Transformer"
"#DESC_TRANSFORMER_LARGE","Upgraded from a Transformer.\n\nA device which transfers Energy from one place to another. Considerably larger effective area compared to a regular Transformer."
"#HEATER_LVL2","Boosted Burner"
"#DESC_HEATER_LVL2","Upgraded from a Burner.\n\nWarms buildings in a wider radius by burning an increased amount of Firewood and directing the resulting Heat more efficiently. No more excess Heat to the wolves!"
"#ENERGYHEATER_LVL2","Industrial Radiator"
"#DESC_ENERGYHEATER_LVL2","Upgraded from a Radiator.\n\nAllows transporting Heat across great distances but consumes more Energy in the process."
"#TENT_LVL2","Cramped Tent"
"#DESC_TENT_LVL2","Upgraded from a Tent.\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- Happiness penalty\n\n- Must be heated during Winter Storms"
"#HOUSE_LVL2","Heated House"
"#DESC_HOUSE_LVL2","Upgraded from a House.\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 Happiness bonus\n\n- Must be connected to an Energy source"
"#TWO_STORY_HOUSE_LVL2","Heated Two-story House"
"#DESC_TWO_STORY_HOUSE_LVL2","Upgraded from a Two-story House.\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 Happiness bonus\n\n- Must be connected to an Energy source"
"#FISHERY_LVL2","Fishing Hut"
"#DESC_FISHERY_LVL2","Upgraded from a Fishing Pier.\n\nA dock equipped with a hut and proper tools for fishing year-round. Fishing Hut stays functional during Winter Storms without additional heating."
"#LIGHTNING_ROD_LVL2","Lightning Tower"
"#DESC_LIGHTNING_ROD_LVL2","Upgraded from a Lightning Rod.\n\nLarger protective radius shields Energy buildings from Magnetic Storms and occasional overcharging. This large tower is bound to take more hits and therefore requires regular maintenance."
"#EMERGENCY_SHELTER_LVL2","Cramped Emergency Shelter"
"#DESC_EMERGENCY_SHELTER_LVL2","Upgraded from an Emergency Shelter.\n\nTemporary shelter capable for housing even more Colonists than the standard Emergency Shelter. Colonists suffer from cramped living conditions and will not reproduce. Vulnerable to Catastrophes and Radiation.\n\n- Happiness penalty\n- Greatly decreased birthrate\n- Must be heated during Winter"
"#DESC_FIELD_IRRIGATED_SMALL","Upgraded from a Small Field.\n\nCrops with an irrigation system can grow on barren ground when Fertile Soil is scarce. It won't protect the Small Field from all harm but will help it survive Heat Waves. \n\n- Harvest still withers during Winter Storms and Fallouts \n\n- Requires Water to function"
"#DESC_FIELD_IRRIGATED_MEDIUM","Upgraded from a Medium Field.\n\nCrops with an irrigation system can grow on barren ground when Fertile Soil is scarce. It won't protect the Medium Field from all harm but will help it survive Heat Waves. \n\n- Harvest still withers during Winter Storms and Fallouts \n\n- Requires Water to function"
"#DESC_FIELD_IRRIGATED_LARGE","Upgraded from a Large Field.\n\nCrops with an irrigation system can grow on barren ground when Fertile Soil is scarce. It won't protect the Large Field from all harm but will help it survive Heat Waves. \n\n- Harvest still withers during Winter Storms and Fallouts \n\n- Requires Water to function"
"#TOOLSHOP_UPGRADE","Grand Toolshop"
"#DESC_TOOLSHOP_UPGRADE","Creates Tools from high-quality materials.\n\nMakes new Tools that help Colonists perform their tasks more effectively. 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","Creates Clothes 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","A Gunsmith creates high-quality weapons for Guards. Crafting reliable firearms isn't fast or cheap."
"#TRAPPER_UPGRADE","Skinner"
"#DESC_TRAPPER_UPGRADE","Creates small amounts of Fiber from animal hides and provides little Venison for hungry Colonists. Works with reduced efficiency during Catastrophes.\n\nWorks most efficiently in densely wooded areas."
"#CEMETERY","Cemetery"
"#DESC_CEMETERY","An honourable resting place for those that have passed away and providing a place for colonists to mourn their loved ones. Having a decent final resting place provides happiness for the entire colony, while destroying the Graveyard will cause a huge Happiness penalty. Corpses take slightly longer to decay than in a Burial Pit.\n\n- Does not create pollution"
"#WELL_UPGRADE","Drilled Well"
"#DESC_WELL_UPGRADE","An improved source of Water and critical for Colonist survival. 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 Barren Soil"
"#SAUNA_UPGRADE","Steam Sauna"
"#DESC_SAUNA_UPGRADE","Hygiene 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. Extremely helpful during a Pandemica and Winter season, as it also warms colonists to the core.\n\n- Requires access to a Water Tower"
"#OUTHOUSE_UPGRADE","Toilet"
"#DESC_OUTHOUSE_UPGRADE","Hygiene is a must for a healthy Colony. Allows Colonists to wash themselves properly and properly take care of the natural waste with flowing water. "
"#RECYCLER_UPGRADE","Speedy Recycler"
"#DESC_RECYCLER_UPGRADE","Scavenges Plastic and Fiber from Plastic deposits faster and more effectively than the basic building.\n\nPlastic is used for both the construction and for production of refined resources. Fiber is an important side product used as raw material for Clothes."
"#SCAVENGER_UPGRADE","Speedy Scrapper"
"#DESC_SCAVENGER_UPGRADE","Scavenges Metal and Junk from Metal deposits faster and more effectively than the basic building.\n\nMetal is an essential construction material and Junk can be further recycled into valuable Parts."
"#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_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_TITLE","Backstory"
"#PERSON_TRAITS_TITLE","Traits"
"#PERSON_TRAITS_NEEDS_TITLE","Traits & Needs"
"#PERSON_BACKGROUND_PROFESSION","Preferred job"
"#PERSON_BACKGROUND_NAME_DEFAULT_ADULT","Adult"
"#PERSON_BACKGROUND_NAME_DEFAULT_CHILD","Child"
"#PERSON_BACKGROUND_NAME_BG001","TODO"
"#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_DESC_BG001","Random survivor"
"#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."
"#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"
"#PERSON_TRAIT_NAME_SUICIDAL","Suicidal"
"#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"
"#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","Happier 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_SUICIDAL","Feels there is no hope in the world. Only salvation is death."
"#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. Works harder with over five Specialists in the Colony."
"#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","Has a tough time 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. Happier 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 of an Arena."
"#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 Motor Shop 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 a Metal 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."
"#PERSON_TRAIT_EFFECT_FOOTLESS","<color=red>Walking speed-15%</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=red>Production speed -5%</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 happiness +30</color>"
"#PERSON_TRAIT_EFFECT_MASOCHIST","<color=red>Max. Health -20</color>"
"#PERSON_TRAIT_EFFECT_DRIVEN","<color=green>Production speed +15%</color>"
"#PERSON_TRAIT_EFFECT_BROKEN_KNUCKLES","<color=red>Production speed -5%</color>"
"#PERSON_TRAIT_EFFECT_HORRORS_PAST","<color=green>Production speed +5%</color>"
"#PERSON_TRAIT_EFFECT_HAEMOPHOBIC","<color=red>Can't stand seeing blood</color>"
"#PERSON_TRAIT_EFFECT_BULLET_SPONGE","<color=red>Prod. speed -5%, Health -20</color>"
"#PERSON_TRAIT_EFFECT_MINE_SWEEPER","<color=red>Walking speed -25%</color>"
"#PERSON_TRAIT_EFFECT_PARANOID","<color=red>Production speed -5%</color>"
"#PERSON_TRAIT_EFFECT_WANDERER","<color=red>Walking speed -25%</color>"
"#PERSON_TRAIT_EFFECT_DAYDREAMER","<color=red>Production speed -5%</color>"
"#PERSON_TRAIT_EFFECT_OBSESSED","<color=green>Production speed +15%</color>"
"#PERSON_TRAIT_EFFECT_GLUTTON","<color=red>Twice as hungry</color>"
"#PERSON_TRAIT_EFFECT_SUICIDAL","""TODO trait effect ""&MID(People!A378, 22,LEN(People!A271))"
"#PERSON_TRAIT_EFFECT_POET","<color=red>Production speed -5%</color>"
"#PERSON_TRAIT_EFFECT_HEDONIST","<color=red>Unhappy in poor Shelters</color>"
"#PERSON_TRAIT_EFFECT_SPIRITUAL","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_AUTHORITARIAN","<color=green>Prod. speed +15% with Specialists</color>"
"#PERSON_TRAIT_EFFECT_HARD_WORKER","<color=green>Production speed +15%</color>"
"#PERSON_TRAIT_EFFECT_SLOTH","<color=red>Resting rate -50%</color>"
"#PERSON_TRAIT_EFFECT_CAMEL","<color=red>Increased water consumption</color>"
"#PERSON_TRAIT_EFFECT_RECKLESS","<color=red>Production speed -5%</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=red>Walking speed -25%</color>"
"#PERSON_TRAIT_EFFECT_GREEN_THUMB","<color=green>Production speed +5%</color>"
"#PERSON_TRAIT_EFFECT_FANATIC","<color=green>Rarely gets Tired</color>"
"#PERSON_TRAIT_EFFECT_OPTIMIST","<color=green>Max. Happiness +20%</color>"
"#PERSON_TRAIT_EFFECT_PESSIMIST","<color=red>Max. Happiness -20%</color>"
"#PERSON_TRAIT_EFFECT_ATHLETIC","<color=green>Health and Speed +20%</color>"
"#PERSON_TRAIT_EFFECT_INTROVERT","<color=red>Unhappiness from new people</color>"
"#PERSON_TRAIT_EFFECT_EXTROVERT","<color=green>Happiness from new people</color>"
"#PERSON_TRAIT_EFFECT_WORKAHOLIC","<color=green>15% slower to get tired</color>"
"#PERSON_TRAIT_EFFECT_LUDDITE","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_COMPETITIVE","<color=green>Walking speed +20%</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=red>Production speed -5%</color>"
"#PERSON_TRAIT_EFFECT_FASTING","<color=green>Slower to get hungry</color>"
"#PERSON_TRAIT_EFFECT_A_D_H_D","<color=red>Slower to get Educated</color>"
"#PERSON_TRAIT_EFFECT_FAST_LEARNER","<color=green>Faster to get Educated</color>"
"#PERSON_TRAIT_EFFECT_STRONG_KID","<color=green>Faster box carrying</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=red>Walking speed -25%</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 Happiness +30</color>"
"#PERSON_TRAIT_EFFECT_WASHED_UP","<color=green>Production speed +5%</color>"
"#PERSON_TRAIT_EFFECT_FORMER_HUNTER","<color=red>Max. Health -20</color>"
"#PERSON_TRAIT_EFFECT_FEARFUL","<color=red>Production speed -15%</color>"
"#PERSON_TRAIT_EFFECT_STRESS_EATER","<color=red>Twice as hungry</color>"
"#PERSON_TRAIT_EFFECT_OBSESSIVE","<color=red>Production speed -15%</color>"
"#PERSON_TRAIT_EFFECT_BOSSY","<color=grey>No effect</color>"
"#PERSON_TRAIT_EFFECT_COMFORT_SEEKER","<color=red>Happiness penalty -30</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>Walking speed +20%</color>"
"#PERSON_TRAIT_EFFECT_SUSPICIOUS","<color=red>Dislikes new people</color>"
"#PERSON_TRAIT_EFFECT_PEOPLE_PERSON","<color=green>Loves new people</color>"
"#PERSON_TRAIT_EFFECT_FARMHAND","<color=green>Likes working with their hands</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=green>Max. Happiness +20%</color>"
"#PERSON_TRAIT_EFFECT_RESIGNED","<color=red>Production speed -15%</color>"
"#PERSON_TRAIT_EFFECT_ARSONIST","<color=red>Might starts a fire if unhappy</color>"
"#PERSON_TRAIT_EFFECT_COP","<color=green>Happiness boost from high Security</color>"
"#PERSON_TRAIT_EFFECT_GEARHEAD","<color=green>Increased Happiness as a Mechanic</color>"
"#PERSON_TRAIT_EFFECT_TECH_MESSIAH","<color=green>Happiness boost when new tech is discovered</color>"
"#PERSON_TRAIT_EFFECT_SMART","<color=green>Increased production speed as Scientist</color>"
"#PERSON_TRAIT_EFFECT_MASTER_BUILDER","<color=green>Increased building speed</color>"
"#PERSON_TRAIT_EFFECT_PACKRAT","<color=green>Increased walking speed when carrying crates</color>"
"#PERSON_TRAIT_EFFECT_CLEVER","<color=green>Increased production speed as Engineer</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 of an Arena."
"#PERSON_TRAIT_NEED_FIGHT_FAN_ACTIVE","Arena built."
"#PERSON_TRAIT_NEED_FIGHT_FAN_INACTIVE","Arena 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."
"#PROFESSION_UNASSIGNED","Worker"
"#PROFESSION_ASSIGNED","Assigned"
"#PROFESSION_WORKER","Worker"
"#PROFESSION_BUILDER","Builder"
"#PROFESSION_CRAFTSMAN","Crafter"
"#PROFESSION_SCAVENGER","Scavenger"
"#PROFESSION_FARMER","Farmer"
"#PROFESSION_HUNTER","Hunter"
"#PROFESSION_COOK","Cook"
"#PROFESSION_MEDIC","Medic"
"#PROFESSION_MECHANIC","Mechanic"
"#PROFESSION_ENGINEER","Engineer"
"#PROFESSION_SCIENTIST","Scientist"
"#PROFESSION_GUARD","Guard"
"#PROFESSION_FISHERMAN","Fisherman"
"#PROFESSION_ANY","Any"
"#PROFESSION_UNASSIGNED_PLURAL","Workers"
"#PROFESSION_ASSIGNED_PLURAL","Assigned"
"#PROFESSION_WORKER_PLURAL","Workers"
"#PROFESSION_BUILDER_PLURAL","Builders"
"#PROFESSION_CRAFTSMAN_PLURAL","Crafters"
"#PROFESSION_SCAVENGER_PLURAL","Scavengers"
"#PROFESSION_FARMER_PLURAL","Farmers"
"#PROFESSION_HUNTER_PLURAL","Hunters"
"#PROFESSION_COOK_PLURAL","Cooks"
"#PROFESSION_MEDIC_PLURAL","Medics"
"#PROFESSION_MECHANIC_PLURAL","Mechanics"
"#PROFESSION_ENGINEER_PLURAL","Engineers"
"#PROFESSION_SCIENTIST_PLURAL","Scientists"
"#PROFESSION_GUARD_PLURAL","Guards"
"#PROFESSION_FISHERMAN_PLURAL","Fishermen"
"#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"
"#INFO_PERSON_BUTTON_CHANGE_SKILL","Change Preferred Job"
"#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_AGE_GROUP_ELDER","Elder"
"#TOPIC_AGE_GROUP_ADULT","Adult"
"#TOPIC_AGE_GROUP_TEENAGER","Teenager"
"#TOPIC_AGE_GROUP_CHILD","Child"
"#TOPIC_AGE_GROUP_INFANT","Infant"
"#TOPIC_AGE","Age"
"#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 Cold has led to Hypothermia and constant Health loss until warmed up again. Provide the Colonist with good Clothes and heated Shelter quickly."
"#PERSON_CONDITION_HOT_DESC","Exposure to hot weather is causing issues.\n\nCan lead to a Heatstroke."
"#PERSON_CONDITION_HEATSTROKE_DESC","Continued exposure has severely impacted ability. Penalty to movement and production speed."
"#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 to find their daily meals. Keeping your colonists' bellies full keep 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 lack of shelter is affecting ability to work. Penalty to Production Speed."
"#PERSON_CONDITION_INJURED_DESC","Any kind of accident in the daily life can lead to 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_WOUNDED_DESC","A severe wound is causing continuous health loss and Production Speed penalties until healed by a Medic or Doctor."
"#PERSON_CONDITION_RADIATION_POISONING_DESC","Exposed to high doses of radiation. This is the first step towards mores serious condition called Radiation Sickness. Living in better shelters and wearing clothes gives better protection against radiation."
"#PERSON_CONDITION_RADIATION_SICKNESS_DESC","A major buildup of Radiation is burning from the inside. Leads to rapid and painful death unless it is 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 Desperation. To increase happiness provide more entertainment to your colonists and try to improve their conditions in general."
"#PERSON_CONDITION_DESPAIR_DESC","Extended period of unhappiness will lead colonists to fall into despair. Desperate colonists have lost their will to live. They can leave the colony, cause harm to themselves, or end their lives by their own hand."
"#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_SICK_DESC","Minor disease that can lead to Infection."
"#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 results from eating too small a variety of food, where Colonists do not get enough nutrients. Food can be divided into three main types. Basic food keeps bellies full but is very low on nutrients. The other two that every Colonist needs in sufficient quantities are Meats and Vegetables. Eating both of these keep bellies full and Colonists healthy. Malnourished Colonists are weak and they are very likely to die. Recovering from Malnourishment is a very slow process and demands that the one with a condition gets to eat diverse Food for a long period of time."
"#PERSON_CONDITION_POISONED_DESC","Poison is coursing through their veins, causing continuous health loss. Heal with meds or by a Medic or Doctor."
"#PERSON_CONDITION_CRIMINAL_DESC","Criminal tendencies have taken over. Apprehend and punish accordingly."
"#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. Manufacture or scavenge more."
"#PERSON_CONDITION_PTSD_DESC","The person has lost it and is unable to function at all."
"#TOPIC_PROFESSION","Profession"
"#TOPIC_PERSON_ACTIVITY","Activity"
"#TOPIC_CONDITIONS","Conditions"
"#GENDER_FEMALE","Female"
"#GENDER_MALE","Male"
"#EDUCATION_LEVEL_INSCHOOL","In School"
"#EDUCATION_LEVEL_UNEDUCATED","Uneducated"
"#EDUCATION_LEVEL_EDUCATED","Educated"
"#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_TREATED","Being treated"
"#TOPIC_COLONIST","Basic info"
"#TOPIC_TRAITS_NEEDS","Detailed info"
"#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_EVENT_NEED_POORLY_RESTED_NAME","Poorly rested"
"#PERSON_EVENT_NEED_POORLY_RESTED_DESC","Slept uncomfortably in a poor shelter."
"#PERSON_EVENT_NEED_RESTED_NAME","Rested"
"#PERSON_EVENT_NEED_RESTED_DESC","Slept inside a nice shelter."
"#PERSON_EVENT_NEED_GROUND_RESTED_NAME","Slept terribly"
"#PERSON_EVENT_NEED_GROUND_RESTED_DESC","Had to sleep outdoors or in otherwise unpleasant conditions."
"#PERSON_EVENT_NEED_POOR_RESTED_NAME","Rested poorly"
"#PERSON_EVENT_NEED_POOR_RESTED_DESC","Didn't sleep well in a crude shelter."
"#PERSON_EVENT_NEED_NORMAL_RESTED_NAME","Rested"
"#PERSON_EVENT_NEED_NORMAL_RESTED_DESC","Slept well enough in a moderate shelter."
"#PERSON_EVENT_NEED_WELL_RESTED_NAME","Well-rested"
"#PERSON_EVENT_NEED_WELL_RESTED_DESC","Slept well in a nice house."
"#PERSON_EVENT_NEED_WELL_FED_NAME","Well-fed"
"#PERSON_EVENT_NEED_WELL_FED_NAME_DESC","Ate an awesome meal."
"#PERSON_EVENT_NEED_HOUSING_DEATH_NAME","Mourning"
"#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_MEMORIAL_NAME","Paid their respects"
"#PERSON_EVENT_NEED_MEMORIAL_DESC","Was reminded that life hasn't always been like this."
"#PERSON_EVENT_NEED_GAME_ARCADE_NAME","Playing video games"
"#PERSON_EVENT_NEED_GAME_ARCADE_DESC","Enjoying the thrill and flashing lights of classic games."
"#PERSON_EVENT_NEED_LIBRARY_NAME","Reading a book"
"#PERSON_EVENT_NEED_LIBRARY_DESC","Immersed in stories of friendship, pirates, space exploration and love."
"#PERSON_EVENT_NEED_MOVIE_THEATRE_NAME","Watching a movie"
"#PERSON_EVENT_NEED_MOVIE_THEATRE_DESC","Enjoying an entertaining film on the big screen."
"#PERSON_EVENT_NEED_STORM_DOME_NAME","Watching a fight"
"#PERSON_EVENT_NEED_STORM_DOME_DESC","Entertaining themselves with some good ol' blood sport."
"#PERSON_STATE_ENTERTAINED","Reducing stress"
"#PERSON_STATE_ENTERING","Passing through"
"#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"
"#COLONY_HAPPINESS_LEVEL_0_DESC","Colonists are wracked with grief and despair. Increase Happiness quickly, or they might take drastic measures to end their misery."
"#COLONY_HAPPINESS_LEVEL_1_DESC","People are displeased with their situation and many are unwilling to work at a normal pace."
"#COLONY_HAPPINESS_LEVEL_2_DESC","Colonists are neither sad nor happy, hoping for the best and fearing the worst."
"#COLONY_HAPPINESS_LEVEL_3_DESC","People are optimistic about the future and in a good mood, many are putting in extra effort."
"#COLONY_HAPPINESS_LEVEL_4_DESC","Colonists are overjoyed and beaming with energy, it's as good as it gets right now."
"#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."
"#PERSON_HAPPINESS_LEVEL_1_DESC","Displeased with their situation and and unwilling to work at a normal pace."
"#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."
"#PERSON_CONDITION_MUTATED","Mutated"
"#PERSON_CONDITION_MUTATED_DESC","Prolonged exposure to radiation has caused severe issues which take a long time to heal."
"#DEATH_MUTATION","Mutation"
"#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."
"#PERSON_EVENT_NEED_HOME_DESTROYED_NAME","Home was 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 really hurts to start all over again."
"#PERSON_STATE_SOCIAL_INTERACTION","On a break"
"#PERSON_EVENT_NEED_CORPSE_DECAYED_NAME","Decayed corpse"
"#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 +15%</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."
"#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","Which way is home… I'm so lost…"
"#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, green scum, 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","Attack! 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 from {0}!"
"#COLONIST_COMMENT_ISSUES_TRADE_COMPLETED_02","{0} sent us some new wares!"
"#COLONIST_COMMENT_TRADE_COMPLETED_03","Lookie here, someone sent us a gift!"
"#COLONIST_COMMENT_RESEARCH_COMPLETED_01","Can't stop progress!"
"#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 {0} has gone through a lot"
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","Glad to have someone with us we can rely on."
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_04","{0} seems to have things figured out."
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_05","We sure are lucky to have {0} with us!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_06","Did you see that new specialist?"
"#COLONIST_COMMENT_GAME_START_BUNKER_01","Did everyone get out safely?"
"#COLONIST_COMMENT_GAME_START_BUNKER_02","Thank goodness the bunker didn't collapse sooner..."
"#COLONIST_COMMENT_GAME_START_BUNKER_03","The bunker's gone! What are we going to do now?"
"#COLONIST_COMMENT_GAME_START_CAR_01","Who let this idiot behind the wheel?!"
"#COLONIST_COMMENT_GAME_START_CAR_02","Well that's not gonna buff out..."
"#COLONIST_COMMENT_GAME_START_CAR_03","What a mess... guess we're stuck here."
"#COLONIST_COMMENT_GAME_START_HIKE_01","Not another step. I'm done!"
"#COLONIST_COMMENT_GAME_START_HIKE_02","Alright everyone, the long walk's over!"
"#COLONIST_COMMENT_GAME_START_HIKE_03","This looks like a good place to start over!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_07","Hope that specialist is gonna defend us."
"#COLONIST_COMMENT_SPECIALIST_JOINED_08","We're lucky to have your aid!"
"#PERSON_STATE_SANITIZING","Washing up"
"#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","Diet"
"#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_CONDITION_NORMAL_NOURISHED","Adequate nourishment"
"#PERSON_CONDITION_NORMAL_NOURISHED_DESC","There is enough variety and nutritional value in the food to stay healthy."
"#PERSON_CONDITION_WELL_NOURISHED","Well-nourished"
"#PERSON_CONDITION_WELL_NOURISHED_DESC","Food offers diversity and is balanced between meat and vegetables. Also the quality of the food is good. A healthy diet makes people happy."
"#COLONIST_COMMENT_INJURED_04","Just a scratch... I'm fine!"
"#COLONIST_COMMENT_INJURED_05","It hurts when I move."
"#COLONIST_COMMENT_INJURED_06","Augh... Yeah, that's pain alright."
"#COLONIST_COMMENT_RADIATION_SICKNESS_04","I think I'm gonna puke."
"#COLONIST_COMMENT_RADIATION_SICKNESS_05","Feeling dizzy, can't keep my meals down."
"#COLONIST_COMMENT_RADIATION_SICKNESS_06","That stuff was radioactive after all?"
"#COLONIST_COMMENT_INFECTION_04","I'm so sweaty, so thirsty too."
"#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","Useless, useless, this world is a nightmare!"
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_06","Every day... It happens again... Tomorrow too..."
"#COLONIST_COMMENT_FULLY_HEALED_04","Finally, I've fully recovered."
"#COLONIST_COMMENT_FULLY_HEALED_05","I'm a real picture of health now, aren't I?"
"#COLONIST_COMMENT_FULLY_HEALED_06","Our medics sure know what they're doing."
"#COLONIST_COMMENT_POLLUTION_CLEARED_04","You're welcome Mother Earth!"
"#COLONIST_COMMENT_POLLUTION_CLEARED_05","Out with the waste, in with the progress."
"#COLONIST_COMMENT_POLLUTION_CLEARED_06","Feels good to clean up our own 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","Welcome all, do sit down for a moment."
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_06","The more the merrier!"
"#COLONIST_COMMENT_CATASTROPHE_STARTED_04","This too? Haven't we suffered enough?!"
"#COLONIST_COMMENT_CATASTROPHE_STARTED_05","Please, let us survive this..."
"#COLONIST_COMMENT_CATASTROPHE_STARTED_06","What if we get wiped out?"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_04","I thought we were goners for sure."
"#COLONIST_COMMENT_CATASTROPHE_ENDED_05","Nice try Mother Nature, better luck next time!"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_06","Just some bad weather, nothing to worry about."
"#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! We have hope!"
"#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 yourselves, protect the colony!"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_04","We are victorious!"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_05","Next time, just leave us alone."
"#COLONIST_COMMENT_COLONY_COMBAT_WON_06","Victory, but not without bloodshed."
"#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, some new wares."
"#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","Behold—science!"
"#COLONIST_COMMENT_RESEARCH_COMPLETED_05","You should never doubt human ingenuity."
"#COLONIST_COMMENT_RESEARCH_COMPLETED_06","Theory turned into practice!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_09","I already feel more secure with them around."
"#COLONIST_COMMENT_SPECIALIST_JOINED_10","A new specialist? Lucky day!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_11","We need all the expertise we can get."
"#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_STATE_LEAVE_COLONY","Departing"
"#COLONIST_COMMENT_INJURED_07","Ok, that definitely hurt."
"#COLONIST_COMMENT_INJURED_08","It’s... not supposed to bend that way, right?"
"#COLONIST_COMMENT_INJURED_09","I’m bleeding… I’m bleeding!"
"#COLONIST_COMMENT_INJURED_10","I can’t move my arm…"
"#COLONIST_COMMENT_INJURED_11","Think I got hit in the 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","Radiation—humanity’s eternal poison!"
"#COLONIST_COMMENT_RADIATION_SICKNESS_11","Why didn’t anyone clean 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","Can’t… stop… coughing…"
"#COLONIST_COMMENT_INFECTION_10","Fever? But I can’t get sick now!"
"#COLONIST_COMMENT_INFECTION_11","I feel so weak…"
"#COLONIST_COMMENT_FULLY_HEALED_07","I’m feeling fantastic!"
"#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, thanks to you."
"#COLONIST_COMMENT_FULLY_HEALED_11","It doesn’t even hurt anymore!"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_07","Time to eat the trees I suppose."
"#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","Get to the gate!"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_08","Don’t let any of them escape!"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_09","Fight for your lives, fight for the colony!"
"#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","It stings…"
"#TOPIC_ELDER","Elder"
"#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","Conditions and Needs"
"#PERSON_EQUIPMENT_TITLE","Equipment"
"#INFO_PERSON_BUTTON_FOLLOW","Follow this person"
"#PERSON_CONDITION_MUTATED_SHORT_DESC","Needs a medic"
"#PERSON_CONDITION_WOUNDED_SHORT_DESC","Needs a medic"
"#PERSON_CONDITION_RADIATION_POISONING_SHORT_DESC","Needs a medic"
"#PERSON_CONDITION_POISONED_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","Loyal Colonist to the bitter end"
"#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 getting the Infected condition."
"#PERSON_VALUE_HEALTH_DESC","Overall well-being of the Colonist, affected by numerous factors like Conditions and combat."
"#PERSON_VALUE_CONTAMINATION_DESC","Contamination level gained from polluted Food, certain Catastrophes and the environment."
"#PERSON_VALUE_MALNUTRITION_DESC","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."
"#COLONIST_COMMENT_RAT_SWARM_01","Rats are eating our crops!"
"#COLONIST_COMMENT_RAT_SWARM_02","Get lost, you dirty rodent!"
"#COLONIST_COMMENT_RAT_SWARM_03","Rats are attacking our fields!"
"#COLONIST_COMMENT_RAT_SWARM_04","Swarm of rats on the field!"
"#COLONIST_COMMENT_RAT_SWARM_05","Rodents are feasting on our field!"
"#COLONIST_COMMENT_POLLUTION_CLOUD_01","That pollution dump exploded!"
"#COLONIST_COMMENT_POLLUTION_CLOUD_02","That's one nasty puff of pollution!"
"#COLONIST_COMMENT_POLLUTION_CLOUD_03","Didn't know pink goo could do that."
"#COLONIST_COMMENT_POLLUTION_CLOUD_04","That polluted pile looks 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","Metal raining from the skies!"
"#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","Weather acting up a bit."
"#COLONIST_COMMENT_FALL_05","Could swear it was warmer yesterday..."
"#COLONIST_COMMENT_WINTER_01","It's snowing!"
"#COLONIST_COMMENT_WINTER_02","Well, 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","Great, now we're cold, too!"
"#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'll come back sooner or later."
"#COLONIST_COMMENT_SPRING_04","Time to plant the crops again!"
"#COLONIST_COMMENT_SPRING_05","I was tired of plowing the snow anyway."
"#NOTIFICATION_PERSON_DIED_COLDNESS_MANY","{0} Colonists froze to death"
"#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"
"#SPECIALIST_NAME_SPECIALIST1","Rose"
"#SPECIALIST_ARCHETYPE_SPECIALIST1","Scavenger"
"#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_NAME_SPECIALIST2","Wheeler"
"#SPECIALIST_ARCHETYPE_SPECIALIST2","Scavenger"
"#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_NAME_SPECIALIST3","Bonny"
"#SPECIALIST_ARCHETYPE_SPECIALIST3","Fighter"
"#SPECIALIST_DESCRIPTION_SPECIALIST3","She'd 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 habits. It's still unclear which made her lose an eye, but that doesn't hinder her scoping abilities one bit, though."
"#SPECIALIST_NAME_SPECIALIST4","Fritz"
"#SPECIALIST_ARCHETYPE_SPECIALIST4","Fighter"
"#SPECIALIST_DESCRIPTION_SPECIALIST4","Born into a military family, his career was already set for him at 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_NAME_SPECIALIST5","Vulture"
"#SPECIALIST_ARCHETYPE_SPECIALIST5","Scavenger"
"#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_NAME_SPECIALIST6","Pinkman"
"#SPECIALIST_ARCHETYPE_SPECIALIST6","Scavenger"
"#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_NAME_SPECIALIST7","Crow"
"#SPECIALIST_ARCHETYPE_SPECIALIST7","Scout"
"#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_NAME_SPECIALIST8","Tigon"
"#SPECIALIST_ARCHETYPE_SPECIALIST8","Scout"
"#SPECIALIST_DESCRIPTION_SPECIALIST8","He has 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 scout."
"#SPECIALIST_NAME_SPECIALIST9","Stella"
"#SPECIALIST_ARCHETYPE_SPECIALIST9","Scientist"
"#SPECIALIST_DESCRIPTION_SPECIALIST9","Post-apocalyptic wastelands have been hard on her, driving this once optimistic beacon of joy into her breaking point. Her surgery experience is invaluable, though, and in saving lives she sometimes finds a spark of the ol' gal bubble under the surface."
"#SPECIALIST_NAME_SPECIALIST10","Mike"
"#SPECIALIST_ARCHETYPE_SPECIALIST10","Scientist"
"#SPECIALIST_DESCRIPTION_SPECIALIST10","Everybody loves him. Seemingly impervious to the catastrophes around him, he is able to retain his calm demeanor and infectious belly laugh at all times. But where he got his medical training, nobody knows, and he sidesteps the topic every time when asked."
"#SPECIALIST_NAME_SPECIALIST11","Linnaeus"
"#SPECIALIST_ARCHETYPE_SPECIALIST11","Scientist"
"#SPECIALIST_DESCRIPTION_SPECIALIST11","He is a polarizing figure. While impossible to work with by those who he deems ""less worthy"", he no doubt possesses a brilliant scientific mind. A mind he too often uses to get into arguments over anything from flora classification to iodine intake rates."
"#SPECIALIST_NAME_SPECIALIST12","Dafina"
"#SPECIALIST_ARCHETYPE_SPECIALIST12","Scavenger"
"#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_NAME_SPECIALIST13","Vegas"
"#SPECIALIST_ARCHETYPE_SPECIALIST13","Scout"
"#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_NAME_SPECIALIST14","Dame"
"#SPECIALIST_ARCHETYPE_SPECIALIST14","Fighter"
"#SPECIALIST_DESCRIPTION_SPECIALIST14","Poverty, war, sickness, loss, she witnessed and fought through it all. Decades of hardships have ground 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_NAME_SPECIALIST15","Gorky"
"#SPECIALIST_ARCHETYPE_SPECIALIST15","Fighter"
"#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_NAME_SPECIALIST16","Nadia"
"#SPECIALIST_ARCHETYPE_SPECIALIST16","Scavenger"
"#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_NAME_SPECIALIST17","Ibis"
"#SPECIALIST_ARCHETYPE_SPECIALIST17","Scavenger"
"#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_NAME_SPECIALIST18","Jin"
"#SPECIALIST_ARCHETYPE_SPECIALIST18","Scout"
"#SPECIALIST_DESCRIPTION_SPECIALIST18","Her first daughter was born just after the apocalypse, and her sons during the years after. This has not hindered her in the slightest though. If anything, she’s even more confident in risking her life, not afraid to approach danger if needed. ”What else would I do this for, if not for them?”, she would say."
"#SPECIALIST_NAME_SPECIALIST19","Rico"
"#SPECIALIST_ARCHETYPE_SPECIALIST19","Scout"
"#SPECIALIST_DESCRIPTION_SPECIALIST19","The apocalypse cut his dream of a lifelong career in the military, short. Unlike most, he still believes in rebuilding the society as it were and serving a country which might not exist anymore. While his military experience makes him an excellent scout, some are worried he’s still living in denial."
"#SPECIALIST_NAME_SPECIALIST20","Cait"
"#SPECIALIST_ARCHETYPE_SPECIALIST20","Scientist"
"#SPECIALIST_DESCRIPTION_SPECIALIST20","Having just graduated from medical school, her first job was a 34-hour shift in the ruins of her old home. It wasn’t easy, and she often wonders if she would’ve gotten through it without her girlfriend’s help. She’s still acting as her assistant, and the two work seamlessly together."
"#SPECIALIST_NAME_SPECIALIST21","Aramis"
"#SPECIALIST_ARCHETYPE_SPECIALIST21","Scout"
"#SPECIALIST_DESCRIPTION_SPECIALIST21","He feels guilty about working safely with patients while his wife is away scavenging. Still, the joy of seeing her return almost makes up for the sorrow of seeing her leave. It would be easier if their children were still with him, but in the end it’s better that they’re somewhere safe."
"#SPECIALIST_NAME_SPECIALIST22","Lovelace"
"#SPECIALIST_ARCHETYPE_SPECIALIST22","Scientist"
"#SPECIALIST_DESCRIPTION_SPECIALIST22","Few people are as hardy as her. Nothing seems to faze her; not hunger, illness or even catastrophes. They’re all just minor inconveniences, pests rude enough to mess with her schedule. This helps her endure through even the most frustratingly complex research and the crude instruments at hand."
"#SPECIALIST_NAME_SPECIALIST23","Turbine"
"#SPECIALIST_ARCHETYPE_SPECIALIST23","Scientist"
"#SPECIALIST_DESCRIPTION_SPECIALIST23","He seems to have embraced the idea of science as experimentation. Give him any problem and by the next day he’ll return with a dozen solutions of varying coherence and safety standards. Though his experiments produce more failures than mosts’, the results are much more creative."
"#SPECIALIST_NAME_SPECIALIST24","Salt"
"#SPECIALIST_ARCHETYPE_SPECIALIST24","Scavenger"
"#SPECIALIST_DESCRIPTION_SPECIALIST24","As soon as the event was over, he knew his old life was gone. Terms like ""stock"", ""quarterly earnings"" and ""performance review"" had become meaningless and people like him were the first to be plundered. Yet he decided to keep doing what he knew best; trade, more out of spite than anything else."
"#SPECIALIST_NAME_SPECIALIST25","Raj"
"#SPECIALIST_ARCHETYPE_SPECIALIST25","Scavenger"
"#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_NAME_SPECIALIST26","Mingati"
"#SPECIALIST_ARCHETYPE_SPECIALIST26","Scout"
"#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_NAME_SPECIALIST27","Hakim"
"#SPECIALIST_ARCHETYPE_SPECIALIST27","Scientist"
"#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_NAME_SPECIALIST28","Scrappa"
"#SPECIALIST_ARCHETYPE_SPECIALIST28","Fighter"
"#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_NAME_SPECIALIST29","Prowler"
"#SPECIALIST_ARCHETYPE_SPECIALIST29","Fighter"
"#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_NAME_SPECIALIST30","Nomad"
"#SPECIALIST_ARCHETYPE_SPECIALIST30","Scavenger"
"#SPECIALIST_DESCRIPTION_SPECIALIST30","He never managed to settle into the new world order. He keeps on travelling around, picking up jobs where ever he can, but never truly settling in. Having seen so much, he's is able to pick the quickest routes and most valuable targets almost instinctively."
"#SPECIALIST_NAME_SPECIALIST31","Entwurf"
"#SPECIALIST_ARCHETYPE_SPECIALIST31","Scientist"
"#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. He claims to have paid his way through college as a circus clown, and nobody’s sure if that’s another joke or not."
"#SPECIALIST_NAME_SPECIALIST32","Sobek"
"#SPECIALIST_ARCHETYPE_SPECIALIST32","Scout"
"#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_NAME_SPECIALIST33","Zhang"
"#SPECIALIST_ARCHETYPE_SPECIALIST33","Scavenger"
"#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_NAME_SPECIALIST34","Porter"
"#SPECIALIST_ARCHETYPE_SPECIALIST34","Scientist"
"#SPECIALIST_DESCRIPTION_SPECIALIST34","His husband contracted radiation sickness not long after the first nuclear fallout hit their city. He survived, but the event had a radical effect on both of them. Now they want to protect others from going through the same, and with his scientific expertise, they could very well save countless of lives."
"#SPECIALIST_NAME_SPECIALIST35","Panda"
"#SPECIALIST_ARCHETYPE_SPECIALIST35","Fighter"
"#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_NAME_SPECIALIST36","Dragon"
"#SPECIALIST_ARCHETYPE_SPECIALIST36","Scout"
"#SPECIALIST_DESCRIPTION_SPECIALIST36","She mourns the culture that was lost during the event. She will hoard everything from books to paintings, trying to protect at least some of that legacy. Her knowledge of the arts and especially architecture, is useful in identifying collapsed buildings and what they might contain."
"#SPECIALIST_NAME_SPECIALIST37","Amara"
"#SPECIALIST_ARCHETYPE_SPECIALIST37","Scientist"
"#SPECIALIST_DESCRIPTION_SPECIALIST37","The reality of a post-apocalyptic world hit her hard. As a former chief physician, she hadn’t done practical work for years, instead having been stuck shuffling papers. Nevertheless, she decided to rise up to the challenge even if things would get far messier than what she was used to."
"#SPECIALIST_NAME_SPECIALIST38","Leena"
"#SPECIALIST_ARCHETYPE_SPECIALIST38","Scientist"
"#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_NAME_SPECIALIST39","Sable"
"#SPECIALIST_ARCHETYPE_SPECIALIST39","Scavenger"
"#SPECIALIST_DESCRIPTION_SPECIALIST39","She found her small and nimble frame advantageous in scavenging hazardous buildings. On the other hand, people will try to take an 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_NAME_SPECIALIST40","Absolom"
"#SPECIALIST_ARCHETYPE_SPECIALIST40","Scout"
"#SPECIALIST_DESCRIPTION_SPECIALIST40","Even the other scouts hold him in high regard. He can survive with 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_NAME_SPECIALIST41","Makawee"
"#SPECIALIST_ARCHETYPE_SPECIALIST41","Scout"
"#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_NAME_SPECIALIST42","Satoshi"
"#SPECIALIST_ARCHETYPE_SPECIALIST42","Scientist"
"#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 only a few scientists left, and even fewer still able to practice their profession. During the early morning hours the urge to hang down his lab coat is great, but if he won’t finish the work… who will?"
"#SPECIALIST_NAME_SPECIALIST43","Lancaster"
"#SPECIALIST_ARCHETYPE_SPECIALIST43","Scavenger"
"#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_NAME_SPECIALIST44","Garrote"
"#SPECIALIST_ARCHETYPE_SPECIALIST44","Fighter"
"#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_NAME_SPECIALIST45","Hex"
"#SPECIALIST_ARCHETYPE_SPECIALIST45","Scientist"
"#SPECIALIST_DESCRIPTION_SPECIALIST45","She has always been very, very comfortable with death. She finds peace in its inevitability and tranquility, which surprisingly has made her a better medic than most. It's easier to focus on the living when you don't feel the need to still hang onto the dead."
"#SPECIALIST_NAME_SPECIALIST46","Sigyn"
"#SPECIALIST_ARCHETYPE_SPECIALIST46","Scout"
"#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_NAME_SPECIALIST47","Nahla"
"#SPECIALIST_ARCHETYPE_SPECIALIST47","Scout"
"#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_NAME_SPECIALIST48","Brok"
"#SPECIALIST_ARCHETYPE_SPECIALIST48","Fighter"
"#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_NAME_SPECIALIST49","Wallaby"
"#SPECIALIST_ARCHETYPE_SPECIALIST49","Scavenger"
"#SPECIALIST_DESCRIPTION_SPECIALIST49","He was already a wanderer long time 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_NAME_SPECIALIST50","Cub"
"#SPECIALIST_ARCHETYPE_SPECIALIST50","Scout"
"#SPECIALIST_DESCRIPTION_SPECIALIST50","She used to travel around the world finding, buying and trading valuable artifacts for museums and private collectors. Nowadays she deals with different kinds of treasures all together. The same principles apply though, and a few exciting stories from the days past can do wonders to seal a deal."
"#SPECIALIST_NAME_SPECIALIST51","Vert"
"#SPECIALIST_ARCHETYPE_SPECIALIST51","Scout"
"#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_NAME_SPECIALIST52","Roberts"
"#SPECIALIST_ARCHETYPE_SPECIALIST52","Scavenger"
"#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_NAME_SPECIALIST53","Daerius"
"#SPECIALIST_ARCHETYPE_SPECIALIST53","Scientist"
"#SPECIALIST_DESCRIPTION_SPECIALIST53","One might think he hasn't even realized that the apocalypse happened. The mild-mannered man doesn't seem to have much interest in anything outside his work, which he pursues diligently. Give him a lab that's half-way decent and he'll be happy."
"#SPECIALIST_NAME_SPECIALIST54","Bishop"
"#SPECIALIST_ARCHETYPE_SPECIALIST54","Scientist"
"#SPECIALIST_DESCRIPTION_SPECIALIST54","He is a former combat medic who left the warzone behind, but couldn't escape it. Emergency operations in a tent turned into running an underground clinic for the poor and homeless. This has given him the skills to treat others in less-than-ideal conditions with improvised tools and supplies."
"#SPECIALIST_NAME_SPECIALIST55","Erykah"
"#SPECIALIST_ARCHETYPE_SPECIALIST55","Scientist"
"#SPECIALIST_DESCRIPTION_SPECIALIST55","She has experienced drastic changes both in her personal and professional life. As a biologist, she has always been fascinated with butterflies and their complete transformation from one form into another. Perhaps humanity could achieve something similar as well?"
"#SPECIALIST_NAME_SPECIALIST56","Mishka"
"#SPECIALIST_ARCHETYPE_SPECIALIST56","Scientist"
"#SPECIALIST_DESCRIPTION_SPECIALIST56","There's a softness to him which few other medics have held onto. The desire to help, comfort and heal is always with him in whatever he does. Patients who curse and fight back are the ones who get the biggest, warmest smile from him."
"#SPECIALIST_NAME_SPECIALIST57","Domino"
"#SPECIALIST_ARCHETYPE_SPECIALIST57","Scavenger"
"#SPECIALIST_DESCRIPTION_SPECIALIST57","She dreamt of being a singer, touring bars and venues for years, but never got her big break. Afterwards, her intelligence and compassion drove her to practise medicine. But she never stopped singing, not even while doing surgeries."
"#SPECIALIST_NAME_SPECIALIST58","Rocketman"
"#SPECIALIST_ARCHETYPE_SPECIALIST58","Scientist"
"#SPECIALIST_DESCRIPTION_SPECIALIST58","His world collapsed in size along with the society around him: He used to reach towards 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_NAME_SPECIALIST59","Ivy"
"#SPECIALIST_ARCHETYPE_SPECIALIST59","Scientist"
"#SPECIALIST_DESCRIPTION_SPECIALIST59","With numerous extreme conditions threatening plants and crops, botanists like her are invaluable for humanity's survival. Outside of her work, she holds a notable passion for jokes and has a bad habit of waking up others in the middle of the night with her roaring laughter."
"#SPECIALIST_NAME_SPECIALIST60","Polo"
"#SPECIALIST_ARCHETYPE_SPECIALIST60","Scout"
"#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_NAME_SPECIALIST61","Danube"
"#SPECIALIST_ARCHETYPE_SPECIALIST61","Fighter"
"#SPECIALIST_DESCRIPTION_SPECIALIST61","You won't get many opportunities for small talk with her. The straight-to-the-point attitude might scare away some, but it makes trading 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_NAME_SPECIALIST62","Tudor"
"#SPECIALIST_ARCHETYPE_SPECIALIST62","Scavenger"
"#SPECIALIST_DESCRIPTION_SPECIALIST62","He prefers calling himself ""trade specialist"" to a mere trader. This higher-than-thou attitude is something he upholds in every aspect of his life. Despite his snobby attitude he's still a competent trader, and perhaps even more insistent on getting the best possible deal."
"#SPECIALIST_NAME_SPECIALIST63","Makeda"
"#SPECIALIST_ARCHETYPE_SPECIALIST63","Fighter"
"#SPECIALIST_DESCRIPTION_SPECIALIST63","She not only has the brawn, but the brain for combat. 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_NAME_SPECIALIST64","Karambit"
"#SPECIALIST_ARCHETYPE_SPECIALIST64","Fighter"
"#SPECIALIST_DESCRIPTION_SPECIALIST64","She was a local MMA 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 thing, now she gets to fight dirty."
"#SPECIALIST_NAME_SPECIALIST65","Inuk"
"#SPECIALIST_ARCHETYPE_SPECIALIST65","Scavenger"
"#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_NAME_SPECIALIST66","Zari"
"#SPECIALIST_ARCHETYPE_SPECIALIST66","Scavenger"
"#SPECIALIST_DESCRIPTION_SPECIALIST66","She has been put down all her life by people around her; parents, teachers, partners...but never by herself. She won't accept anything less than personal best, no matter how much dirt she has to go through. To not give up is to prove them wrong."
"#SPECIALIST_NAME_SPECIALIST67","Orca"
"#SPECIALIST_ARCHETYPE_SPECIALIST67","Scout"
"#SPECIALIST_DESCRIPTION_SPECIALIST67","There's one big thing that sets her apart from the rest of the scouts: water. While the others see rivers and lakes as obstructions, for Orca they are an advantage. Whether she has a boat with her or has to build one, finding a waterway means that she’ll get to her destination significantly faster."
"#SPECIALIST_NAME_SPECIALIST68","Boone"
"#SPECIALIST_ARCHETYPE_SPECIALIST68","Scout"
"#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_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"
"#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."
"#NOT_ENOUGH_AP","Not enough action points!"
"#TOPIC_ SPECIALIST_TEAM_SIDE_MENU","Specialist Teams"
"#AP_REFILL_INFO","Action points are filled each day."
"#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"
"#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"
"#VEHICLE1","Technical"
"#VEHICLE1_DESC","Lightly armored fast pickup. Good for scouting."
"#VEHICLE2","Rover"
"#VEHICLE2_DESC","Balanced combination of capacity and speed. Good for trading and scavenging."
"#VEHICLE3","SUV"
"#VEHICLE3_DESC","Armored and armed beast capable of taking and dishing out damage. Perfect for combat missions."
"#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"
"#SPECIALIST_NAME_MARTIAN","Marsonaut"
"#SPECIALIST_ARCHETYPE_MARTIAN","Scientist"
"#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_NAME_SKYLINER","Skyliner"
"#SPECIALIST_ARCHETYPE_SKYLINER","Scout"
"#SPECIALIST_DESCRIPTION_SKYLINER","This Finn seems to think the floor really is lava. She 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 firm ground. Several old cuts and bruises tell tales of less-than-successful descents from her vantage points."
"#SPECIALIST_NAME_PLATYPUS","Platy"
"#SPECIALIST_ARCHETYPE_PLATYPUS","Scavenger"
"#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_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 (coming)"
"#SPECIALIST_INFO_SKILL_EXPLORATION_DESC","Bonus to Action Points"
"#SPECIALIST_INFO_SKILL_ATTACK_DESC","Base damage value in combat"
"#SPECIALIST_INFO_SKILL_RESEARCH_DESC","Research mission efficiency"
"#SPECIALIST_INFO_SKILL_SCAVENGE_DESC","Scavenge efficiency"
"#SPECIALIST_INFO_SKILL_RECOVERY_DESC","Healing speed in the colony"
"#SPECIALIST_INFO_SKILL_DEFENCE_DESC","Base defense"
"#SPECIALIST_NAME_SPECIALIST72","Kensai"
"#SPECIALIST_ARCHETYPE_SPECIALIST72","Fighter"
"#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_NAME_SPECIALIST73","Balor"
"#SPECIALIST_ARCHETYPE_SPECIALIST73","Fighter"
"#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_NAME_SPECIALIST74","Mugga"
"#SPECIALIST_ARCHETYPE_SPECIALIST74","Scavenger"
"#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_NAME_SPECIALIST75","Packrat"
"#SPECIALIST_ARCHETYPE_SPECIALIST75","Scavenger"
"#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_NAME_SPECIALIST76","Druid"
"#SPECIALIST_ARCHETYPE_SPECIALIST76","Scout"
"#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_NAME_SPECIALIST77","Magpie"
"#SPECIALIST_ARCHETYPE_SPECIALIST77","Scout"
"#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_NAME_SPECIALIST78","Mr. Bark"
"#SPECIALIST_ARCHETYPE_SPECIALIST78","Scientist"
"#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_SPECIALIST79","Marshal"
"#SPECIALIST_ARCHETYPE_SPECIALIST79","Fighter"
"#SPECIALIST_DESCRIPTION_SPECIALIST79","If a law book were to have a child with a marine training manual, he would be that child. Always efficient and to the point, he has gained much praise for strong leadership skills and impartial rule. Though the weak may get trampled on the road to perfection, those managing to keep up can truly soar thanks to him."
"#SPECIALIST_NAME_SPECIALIST80","Donna"
"#SPECIALIST_ARCHETYPE_SPECIALIST80","Scout"
"#SPECIALIST_DESCRIPTION_SPECIALIST80","You wouldn't expect such a good eye and delicate touch to people 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 interpersonal, logistical and management issues like no other."
"#LEAVE_COLONY","Send to World Map"
"#SPECIALIST_NAME_SPECIALIST81","Baron"
"#SPECIALIST_ARCHETYPE_SPECIALIST81","Fighter"
"#SPECIALIST_DESCRIPTION_SPECIALIST81","Having spent half his life with wildly successful raiding parties, Baron has generated quite the fortune. He is happy to spread the wealth around, which has earned him an almost religious following. Baron is a bit superstitious, though, so don't ask him about the number three."
"#TOPIC_SPECIALIST_SKILL_SPEED_VALUE","{0} AP"
"#TOPIC_SPECIALIST_SKILL_COMBAT_VALUE","{0} DMG"
"#TOPIC_SPECIALIST_SKILL_RESEARCH_VALUE","{0} SP/Day"
"#TOPIC_SPECIALIST_SKILL_SCAVENGE_VALUE","+{0}%"
"#TOPIC_SPECIALIST_SKILL_RECOVERY_VALUE","{0} HP/day"
"#TOOLTIP_SPECIALIST_SELECTION_ON_THE_WM","On the World Map"
"#TOOLTIP_SPECIALIST_SELECTION_AT_THE_COLONY","At the colony"
"#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 (DEBUG failsafe)"
"#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_NIGHT_STARTED","Night started"
"#EVENT_NIGHT_ENDED","Night ended"
"#EVENT_PERSON_GAINED_CONDITION","{0} gained {1}"
"#EVENT_PERSON_LOST_CONDITION","{0} lost {1}"
"#EVENT_MERCHANT_01_NAME","Wandering Merchant"
"#EVENT_MERCHANT_01_DESC","A lone van rattles towards the gate, suspension creaking under the heavy load. ""Greetings and salutations my good people, shouts the driver. Can I interest you fine gents and ladies with a bit of bartering on this loveliest of days?"""
"#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 obviously brimming with miscellaneous items and goods waits you at the gate. A man with questionable taste in clothing shouts: ""Oi! Heard ya might be willing to partake on a bit o' bartering? See anything ya fancy?"""
"#EVENT_MERCHANT_02_NOTIFICATION_HEADER","Wandering Merchant"
"#EVENT_MERCHANT_02_NOTIFICATION_DESC","A packed van waits you at the gate"
"#EVENT_MERCHANT_03_NAME","Wandering Merchant"
"#EVENT_MERCHANT_03_DESC","A van screeches to a stop some ways outside your gate. The vehicle obviously belongs to a trader, but is suspiciously empty. ""I got something special today for ya wonderful specimens of humanity - how about we barter, eh?"""
"#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 got right now, so take it or leave it!"
"#EVENT_MERCHANT_RESULT_DECLINE_NAME","Wandering Merchant"
"#EVENT_MERCHANT_RESULT_DELINE_DESC","""Some other time then, fellow gents and ladies! Don't be a stranger!"". The merchant stuffs his samples back to the van and climbs on the driver's seat, rattling into the distance."
"#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 for this commercial opportunity! I'll be sure to visit again soon!"", the trader shouts as he packs the van and drives away."
"#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","Couple of colonists approach you, requesting permission to open the <mark>Gate</mark>. They've heard animal noises not too far away and would like to go hunting. It's dangerous business where people might get injured or worse, but the food could come in handy."
"#HUNTING_GO","Let the party go for a hunt"
"#HUNTING_STAY","Decline the request, too dangerous"
"#EVENT_HUNTING_01_MEAT_NAME","Hunting Opportunity"
"#EVENT_HUNTING_01_MEAT_DESC","Hunters return with <mark>Meat</mark>! There was indeed a herd some ways outside the <mark>Gate</mark>, grazing the glowing grass. Their crude tactics 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 on their faces. The herd was either long gone or never there to begin with. Some picked a bunch of wild <mark>Berries</mark> on the way back not to return completely empty-handed."
"#EVENT_HUNTING_01_FAIL_NAME","Hunting Opportunity"
"#EVENT_HUNTING_01_FAIL_DESC","The group approaches the gate, seemingly bickering about something. From the evident lack of meat, the hunt didn't go well but no one is willing to take the blame for it."
"#EVENT_HUNTING_01_STAY_NAME","Hunting Opportunity"
"#EVENT_HUNTING_01_STAY_DESC","Your response is taken with some muttering and light protesting. The would-be hunters head back to the colony, seemingly determined to try and convince you 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","A group of colonists tell you they had seen an old bear walking past the camp no more than an hour ago. It walked slowly like it was injured, but might still have plenty of fight left in it. If hunted down, the bear could provide the colony with considerable amounts of meat."
"#HUNTING_02_GO","Let them try hunt down the bear"
"#HUNTING_02_STAY","Tell them to leave it alone"
"#EVENT_HUNTING_02_MEAT_NAME","Hunting Opportunity"
"#EVENT_HUNTING_02_MEAT_DESC","The group returns with five people barely able to carry a massive body of an adult bear with them. Judging from the wounds, it had definitely been injured already. Fortune favored the bold today, and the <mark>Meat</mark> will feed you 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 berries 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 group argues back for a bit, but eventually accepts your deccission. None of them wants to get hurt, but the promise of food keeps lingering in their minds throughout the day."
"#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","Give the permission to go"
"#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>Venison</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 your decision, but are still holding tightly onto 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","Let them go and try"
"#HUNTING_04_STAY","Tell them not to 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 sunk 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 finally calms down after you explain your decision. Even though the river might be of use, there are far too many risks involved. You decide it’s better to stick to travelling on foot, at least for now."
"#EVENT_DESPERATE_01_NOTIFICATION_HEADER","Someone's at the gate"
"#EVENT_DESPERATE_01_NOTIFICATION_DESC","A child pleads for attention"
"#EVENT_DESPERATE_01_NAME","Desperate plea"
"#EVENT_DESPERATE_01_DESC","A child and a slouched woman approach the gate, holding hands. She's obviously in a bad shape and needs medical attention. ""Please, please can you give <mark>Medicine</mark> to my mom?"", the child shouts, voice almost breaking. ""We are going east back to dad but mom got ill on the way!""."
"#EVENT_DESPERATE_01_SUCCESS_NAME","Desperate plea"
"#EVENT_DESPERATE_01_SUCCESS_DESC","""Thank you thank you thank you!"", he replies as you hand the much needed medicine to them. ""I was going to save them for dad, but you should have them"", the child says, holding a handful of <mark>Seeds</mark> between his small hands."
"#EVENT_DESPERATE_01_FAIL_NAME","Desperate plea"
"#EVENT_DESPERATE_01_FAIL_DESC","""You're mean and bad and evil, why can't you help my mom?!"", the small boy shouts with tears in his eyes. ""Dad's gonna kick your butt when we come back!"". The couple turn away from the gate and slowly disappears into the wasteland."
"#GIVE_HELP","Give them some Medicine"
"#REFUSE_HELP","Decline the child's request"
"#EVENT_BLACKMAIL_01_NAME","Blackmail"
"#EVENT_BLACKMAIL_01_DESC","A small group of bandits approach the gates, dragging someone with them. The leader points a gun to the captive's head and yells: ""We found yer colonist snoopin' around our camp! You want er back, parlay this sod's life for some o' that sweet loot ya gots stashed"". The colonist is definitely not one of yours, but their life is at stake."
"#EVENT_BLACKMAIL_01_NOTIFICATION_HEADER","Bandits approach the gate"
"#EVENT_BLACKMAIL_01_NOTIFICATION_DESC","And 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","You begrudgingly pay the bandits what they want. The group leaves the gate with their spoils, laughing along the way. The freed survivor swears allegiance to you and 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","""Wait, what? Your precious junk is more valuable to you than an actual breathing human-being? That's some cold-blooded action right there, I give ya that"", the bandit leader barks 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_WANDERER_01_NOTIFICATION_HEADER","Someone's at the gate"
"#EVENT_WANDERER_01_NOTIFICATION_DESC","A hooded figure wants to talk to you"
"#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 help out working as a scientist. He's constantly looking over his shoulder while talking and seems overall nervous."
"#WANDERER_IN","Open the gate and let the wanderer in"
"#WANDERER_OUT","Ask the wanderer to leave and close the gate"
"#EVENT_WANDERER_01_STEAL_NAME","Lone Wanderer"
"#EVENT_WANDERER_01_STEAL_DESC","As soon as you open the gate, the wanderer bolts towards the closest pile of <mark>Food</mark>. He tucks some into his trenchcoat pockets and rather nimbly slides between the closing gate doors before the flabberghasted guards can react. With astounding pace, the hooded figure vanishes into the wilds."
"#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 your hospitality. He wonders around the colony a while and comes back asking ""Could I maybe, ya know, join you and stay here?"""
"#EVENT_WANDERER_01_OUT_NAME","Lone Wanderer"
"#EVENT_WANDERER_01_OUT_DESC","""Look, I'm just hungry alright!"", the wanderer protests as the gate closes before him. He turns around and heads back into the wasteland, angrily kicking pebbles aside as he goes."
"#EVENT_LASTHOPE_01_NOTIFICATION_HEADER","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 effin' 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 your 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 <mark>Medicine</mark>."
"#EVENT_LASTHOPE_01_OUT_NAME","Our Last Hope"
"#EVENT_LASTHOPE_01_OUT_DESC","""But, but, you're our last hope! We can't survive out here, not like this!"", the leader shouts with anger. ""Wish there's a kinder soul than yourself to help the next time you're in trouble!"""
"#EVENT_TRADERBANDIT_01_NOTIFICATION_HEADER","A bandit's at the gate"
"#EVENT_TRADERBANDIT_01_NOTIFICATION_DESC","He's acting a bit odd"
"#EVENT_TRADERBANDIT_01_NAME","Trader bandit"
"#EVENT_TRADERBANDIT_01_DESC","A man approaches the gate with a hefty backpack, bursting out the seams with blueprints, measuring sticks and other items. He has all the usual bandit trappings but is acting in a very unbanditlike fashion. ""Oi oi! Might I address whomever's in charge? A master builder is 'ere and you better listen!"" He's building a monument of sorts and needs construction materials. ""So how’s about we trade, eh?"""
"#TRADE_ILLEGAL","Ask for something more ""exciting"" to trade"
"#EVENT_TRADERBANDIT_RESULT_TRADE_NAME","Trader bandit"
"#EVENT_TRADERBANDIT_RESULT_TRADE_DESC","""Much obliged!"", the self-titled master builder shouts. The bandit completes the trade whilst closely guarded by the colonists and takes off with the materials, whistling happily as he goes."
"#EVENT_TRADERBANDIT_RESULT_UPSET_NAME","Trader bandit"
"#EVENT_TRADERBANDIT_RESULT_UPSET_DESC","""Do I look like a dealer of flesh to you? Me? I'm an honest bandit, just wanting to make my mark on the world. Goodbye!"" The bandit's visibly upset by the inquiry and sets off with a brisk pace into the distance."
"#EVENT_TRADERBANDIT_RESULT_DECLINE_NAME","Trader bandit"
"#EVENT_TRADERBANDIT_RESULT_DECLINE_DESC","""Your high and mighty settlement can spare a few bits for an honest merchant like meself? I'm not asking for much! It's the clothing, isn't it? Look, it's not like I got to choose the outfit when joining the gang!"". The tirade goes on and on until he's finally out of breath and gives up on the gate guard and leaves, still muttering to himself."
"#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 <mark>Gate</mark>. A couple of henchmen drag small groups of captives from the trucks while the leader addresses you. ""You there, 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"", he barks."
"#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 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_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","Pushing through a circle of people you notice two colonists brawling on the ground. They both stand up upon your arrival and go into accusing each other. One had apparently spent the entire day harassing the other, who finally snapped and threw the first punch. Both are now bruised and bleeding."
"#BRAWL_PUNISH_INSTIGATOR","Punish the instigator"
"#BRAWL_PUNISH_FIGHTER","Punish the aggressor"
"#BRAWL_HEAL_BOTH","Give them Medicine"
"#BRAWL_IGNORE","Let em fight"
"#EVENT_BRAWL_RESULT_INSTIGATOR_DESC","You lay the blame on the one who instigated the fight, claiming they should know better to not pester someone in a time we should all stick together. Part of the crowd disagrees with your decision and blame the aggressor instead."
"#EVENT_BRAWL_RESULT_FIGHTER_DESC","You deem the one who started responsible for the fight. If something as insignificant as that can get under their skin, there's no hope for surviving the proper hardships. Some in the crowd are displeased with your decision and blame the instigator instead."
"#EVENT_BRAWL_RESULT_HEAL_DESC","""Patch yourselves up and get back to work!"" you bark. ""We need everyone on board here, so cool it!"" The crowd disperses, seeming pleased by how you handled the issue—although some were hoping to see harsher punishment."
"#EVENT_BRAWL_RESULT_IGNORE_DESC","You let the brawlers sort this out themselves, there's more important things to handle right now. The crowd is visibly displeased at your reluctance to lay the blame on someone."
"#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 couple comes to you, asking if the colony has any rules about parenting. The mother thinks the children should be tasked with handling domestic work, while the father thinks the children are too young and 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","Plan to have the children educated"
"#BRAWL_02_IGNORE","Ignore the dispute"
"#EVENT_BRAWL_02_RESULT_MOTHER_DESC","You tell the couple it’s important to have everyone help the colony, including children. It’s unfortunate that they need to be put to work, but given how hard the parents are already working, it’s not unreasonable to expect children to help anyway they can."
"#EVENT_BRAWL_02_RESULT_FATHER_DESC","You tell the couple that even though things are tough, they shouldn’t jump head-on into short-term solutions. It’s important for the children to have a proper childhood so they'll become a balanced and productive members of the colony."
"#EVENT_BRAWL_02_RESULT_EDUCATE_DESC","You agree the children should pitch in, but don’t think taking over the domestic tasks is the best idea. You'll promise to look into educating them in a way which could include light domestic work as means to teach responsibility."
"#EVENT_BRAWL_02_RESULT_IGNORE_DESC","You tell the couple this is their own private issue and not any business of yours. How people raise their children is entirely their responsibility and you refuse to take any credit or blame for it."
"#EVENT_BRAWL_03_NOTIFICATION_HEADER","Two scavengers are arguing"
"#EVENT_BRAWL_03_NOTIFICATION_DESC","Apparently over faith"
"#EVENT_BRAWL_03_NAME","A religious issue"
"#EVENT_BRAWL_03_DESC","You notice two scavengers bickering with each other. One of them has decided to start fasting for religious reasons, but the other doesn’t think that’s fair towards others. He claims that the religious man has become slow and sluggish, falling behind on his workload."
"#BRAWL_03_ACCUSER","Side with the accuser"
"#BRAWL_03_RELIGION","Side with the religious man"
"#BRAWL_03_WORK","Give the religious man extra work for later"
"#BRAWL_03_IGNORE","Ignore the dispute"
"#EVENT_BRAWL_03_RESULT_ACCUSER_DESC","You tell the religious man that even though his views are important, the good of the colony must come before anything else. He’s free to practice his religion, but if it affects his workload, it’ll be treated like any other offense."
"#EVENT_BRAWL_03_RESULT_RELIGION_DESC","You explain to the accuser that even though it might not seem fair, it’s important that everyone in the colony can practice their religion as they see fit. It'll keep their morale up, resulting in being much more productive in the long run."
"#EVENT_BRAWL_03_RESULT_WORK_DESC","Recognizing the complexity of the issue, you give the religious man permission to continue his fast. However, if his work slows down, he will have to recoup that with extra hours once his fast is over."
"#EVENT_BRAWL_03_RESULT_IGNORE_DESC","Not wanting to judge questions of faith, you wash your hands off this one. Maybe someone more experienced can help them, but to you people's religious views are definitely something not to meddle with."
"#EVENT_VANMAN_01_NOTIFICATION_HEADER","A van approaches"
"#EVENT_VANMAN_01_NOTIFICATION_DESC","Check what's up"
"#EVENT_VANMAN_01_NAME","Dan the Mystery Van Man"
"#EVENT_VANMAN_01_DESC","A red van screeches to a halt and a man steps out and immediately climbs up on the roof: ""Attention! Dan the Mystery Van Man is here again with his trademarked Mystery Van! If you want to get what's inside, a microscopic donation will make it yours!"". Any further enquiries are met with ""pay up and see for yourself""."
"#VANMAN_PAY1","Pay with food"
"#VANMAN_PAY2","Pay with resources"
"#VANMAN_PASS","Nah, pass the offer"
"#EVENT_VANMAN_01_RESULT_RESOURCES1_NAME","Dan the Mystery Van Man"
"#EVENT_VANMAN_01_RESULT_RESOURCES1_DESC","Dan thanks and stows the payment away. As he slams the side door open, two hidden second-hand confetti cannons pop with a meager display of glitter and dust. ""Here's your wonderful prize! Enjoy!""."
"#EVENT_VANMAN_01_RESULT_RESOURCES2_NAME","Dan the Mystery Van Man"
"#EVENT_VANMAN_01_RESULT_RESOURCES2_DESC","Dan acceps the payment and tucks the stuff away. He theatrically slams open the side door accompanied by a rather modest shower of dirty paper confetti from two hidden cannons. ""Motherlode! You've hit the motherlode! My most profound congratulations - I'll be seeing you later, I'm sure!""."
"#EVENT_VANMAN_01_RESULT_CHILD_NAME","Dan the Mystery Van Man"
"#EVENT_VANMAN_01_RESULT_CHILD_DESC","As Dan is tucking away the payment, both of you notice a faint rattle. The Mystery Man seems genuinely puzzled by it. He slowly edges the side door open to reveal a young stowaway munching what seems like a bushel of half-eaten <mark>Carrots</mark>. ""Mother of..."", he starts. ""Well you bought it, you keep it"", Dan continues and ushers the child out before leaving the colony."
"#EVENT_VANMAN_01_RESULT_NOTHING1_NAME","Dan the Mystery Van Man"
"#EVENT_VANMAN_01_RESULT_NOTHING1_DESC","Dan takes the payment and opens the side door. ""Awww, too bad"", he says with a half-heartedly masked grin on his face as the van reveals a great big nothing inside. ""Better luck next time!"". Dan hops into the van, slams the gas pedal and speeds away into the distance."
"#EVENT_VANMAN_01_RESULT_NOTHING2_NAME","Dan the Mystery Van Man"
"#EVENT_VANMAN_01_RESULT_NOTHING2_DESC","Dan accepts the payment and stows the items away. He then proceeds to theatrically open the side door to reveal a box with a few measly carrots inside. ""Least you got something!"", he proceeds. Before any uncomfortable questions can be raised, Dan and the van disappear into the wasteland with great haste."
"#EVENT_VANMAN_01_PASS_NAME","Dan the Mystery Van Man"
"#EVENT_VANMAN_01_PASS_DESC","""Aw, you're no fun at all. You gotta take some chances in this life!"". Dan hops off the roof and drives out the gate promising to come back at a better time when you want to live a little."
"#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 woman with streaks of white and blue in her hair approaches you with small glass vials clinking in rhythm. The ""lab coat"" is worn and torn, but she carries herself with a sense of dignity. ""I was told I'd find a colony in need of medicine around these parts. That must be you, then. They call me the Apothecary—can I be of service?"""
"#EVENT_APOTHECARY_RESULT_NAME","The Apothecary"
"#EVENT_APOTHECARY_RESULT_DESC","""I hope you don't need to spend all at once. I shall return at a later date to offer my services should you require them again"". She quickly bows and walks back to her vehicle, vials still clinking."
"#EVENT_APOTHECARY_RESULT_DECLINE_NAME","The Apothecary"
"#EVENT_APOTHECARY_RESULT_DELINE_DESC","""That means you're either very poor or very rich - for your sake I wish it was the latter. These don't exactly grow on trees"". She packs her bags, offers a small nod and leaves the gate."
"#EVENT_FEAST_01_NOTIFICATION_HEADER","Colonists are gathering"
"#EVENT_FEAST_01_NOTIFICATION_DESC","They have a request for you"
"#EVENT_FEAST_01_NAME","A Feast!"
"#EVENT_FEAST_01_DESC","A small group of your colonists have come up with a request. Times are tough for everyone and thus they'd want to organize a harvest feast to cheer people up. There's more than enough doom and gloom going around already. It'd require digging into your food stockpile, though."
"#FEAST_CORN","A feast of Corn"
"#FEAST_FISH","A feast of Fish"
"#FEAST_MEAT","A feast of Meat"
"#FEAST_NONE","Can't spare any food"
"#EVENT_FEAST_RESULT_NAME","A Feast!"
"#EVENT_FEAST_RESULT_DESC","People are overjoyed by the decision 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 lifts people's spirits more than you had realized."
"#EVENT_FEAST_RESULT_DECLINE_NAME","A Feast!"
"#EVENT_FEAST_RESULT_DELINE_DESC","You do your best explaining people, that the colony can't spare any resources for a feast. There's little argument against the harsh realities, but a sense of disappointment is evident from their faces."
"#EVENT_WIZARD_01_NOTIFICATION_HEADER","An odd fellow at the gate"
"#EVENT_WIZARD_01_NOTIFICATION_DESC","He wants to see the leader"
"#EVENT_WIZARD_01_NAME","Dr. Wizard, M.D."
"#EVENT_WIZARD_01_DESC","A very peculiar man approaches you, arm streched out well in advance for a handshake. ""Hello hello hello - I'm back!"", he starts. ""Or am I? Was I here before? Nevermind - Dr. Wizard, M.D. at your service!"", he announces. ""I can fix all ailments with my simple patent pending formula I've brewed with SCIENCE AND MAGICKS!"". He claims to be able to cure all your colonists in an instant and for no payment."
"#WIZARD_AGREE","Can't hurt. Probably. Let colonists be treated."
"#WIZARD_DECLINE","Yeah, no. Pass on the offer."
"#EVENT_WIZARD_01_RESULT_NOTHING_NAME","Dr. Wizard, M.D."
"#EVENT_WIZARD_01_RESULT_NOTHING_DESC","Your colonists ingest the foul-smelling potion. Nothing happens. ""Really? I was certain the mixture was correct this time. Maybe the glowy rock needs to be glowier....ah, live and learn. So long, I'll be back again!"". He shakes your hand again, turns 180 degrees on his heels and shuffles away muttering something about moon rocks."
"#EVENT_WIZARD_01_RESULT_MIXED_NAME","Dr. Wizard, M.D."
"#EVENT_WIZARD_01_RESULT_MIXED_DESC","The Colonists down the foul-smelling potion. At first, nothing seems to happen, but suddenly several start convulsing in pain. Some of their conditions seem to reside only to be replaces by new ones. ""Not again!"", Dr. Wizard M.D. shouts and bolts for the treeline, not waiting for the Colonists to jump him."
"#EVENT_WIZARD_01_RESULT_CURED_NAME","Dr. Wizard, M.D."
"#EVENT_WIZARD_01_RESULT_CURED_DESC","Colonists drink the foul-smelling potion. Nothing happens at first. Suddenly, they drop to the ground in spasms. Mr. Wizard has a worried look on his face. Once the convulsions seize, colonists slowly stand up seemingly cured! ""It worked, it actually worked!"" Dr. Wizard M.D. shouts while jumping up and down, ""I mean—of course it did, I knew that. Well, off to cure another village with SCIENCE AND MAGICKS!""."
"#EVENT_WIZARD_01_DECLINE_NAME","Dr. Wizard, M.D."
"#EVENT_WIZARD_01_DECLINE_DESC","""No? But it's carefully researched mixture of corn flour, herbs and antilope each with a pinch of crushed glowy rock. I spared no expense developing it! Some people have no appreciation for science. Or magicks"". He bids you farewell and shuffles off into the wilderness."
"#EVENT_LOOTING_01_NOTIFICATION_HEADER","Colonists want to talk"
"#EVENT_LOOTING_01_NOTIFICATION_DESC","They've seen something interesting"
"#EVENT_LOOTING_01_NAME","Looting local"
"#EVENT_LOOTING_01_DESC","Couple of your colonists have spotted some sort of a vehicle stuck down a deep crevasse. It might still have some useful stuff left inside of it, 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 4x4 vehicle wedged-in tight, but 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 a pile of loot is 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 4x4 truck is precariously wedged between two rocks, teetering from one side to another, but the climber insists it's safe to continue. As the passenger door is yanked open, one of the rocks gives in and the entire 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 4x4 truck teetering precariously on a small ledge. Something on the backseat catches the colonists' attention. With a quick yank she grabs the item through a broken glass window but inadvertedly kicks the side door, causing it to plummet down. The climber's pulled back up to safety with some nice loot in hand."
"#EVENT_LOOTING_01_STAY_NAME","Looting local"
"#EVENT_LOOTING_01_STAY_DESC","You argue that there are too many unknown factors climbing down without proper equipment and training. There might not even be anything in there, so leave it be. Colonists seem displeased by your decision."
"#EVENT_DUMPSTER_01_NOTIFICATION_HEADER","Colonists want to talk"
"#EVENT_DUMPSTER_01_NOTIFICATION_DESC","It's something about a landfill"
"#EVENT_DUMPSTER_01_NAME","Dumpster Diving"
"#EVENT_DUMPSTER_01_DESC","Two colonists approach you with sparkling eyes. An old landfill has been found, probably by the stench. It is not too far from here. Although the smell is absolutely awful, it might 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","Give permission and the equipment"
"#EVENT_DUMPSTER_GO_BARE","Give permission"
"#EVENT_DUMPSTER_STAY","Decline the request"
"#EVENT_DUMPSTER_01_SUCCESS_DESC","You smell them before you see anything. A pile of garbage in a vague shape of a humanoid approaches the <mark>Gate</mark> and shouts ""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 you ever thought possible. The expedition hit a few snags along the way and one of them rather unsurprisingly caught some sort of a 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 couple look pale and are coughing heavily. Neither is carrying any loot and both leaning heavily on each other just to keep standing up. They'll need immediate medical attention if they're to survive this."
"#EVENT_DUMPSTER_01_DECLINE_DESC","As tempting as letting them dive into a landfill sounds like, you can't risk them getting sick or chasing something that might not even be there. The couple 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 <mark>Stockpile</mark>. ""I'm definitely absolutely sure I left it here. HERE!"", he points. When questioned, the man claims he dropped a crate of <mark>Food</mark> on the ground to get something to drink. Upon returning the crate was gone."
"#EVENT_CRATE_01_SOMEONE","Claim someone probably carried it to a storage."
"#EVENT_CRATE_01_SEARCH","Organize a search for the missing crate"
"#EVENT_CRATE_01_ACCUSE","Accuse him of mishandling valuable goods"
"#EVENT_CRATE_01_SOMEONE_DESC","""Someone must have seen a misplaced crate and just carried it to the storage"", you tell the red-faced man. Don't worry about it and just get back to your duties. The man seems relieved by this interpretation of events and calms down."
"#EVENT_CRATE_01_SEARCH_DESC","You pull a couple of colonist away from their work to look for the missing crate. During the seemingly futile search one of them shouts and gestures everyone to a nearby cluster of trees. You find a pile of half-eaten and buried boxes of food with hoof-prints around them. Some of the food is still edible, and is carried back to the storage."
"#EVENT_CRATE_01_ACCUSE_DESC","""You either stole it or lost it, making you either a thief or an idiot"", you shout. ""Whatever it is, don't let it happen again"". The colonists nearby seem to appreciate this outcome."
"#EVENT_GLOW_01_NOTIFICATION_HEADER","A colonist is acting weird"
"#EVENT_GLOW_01_NOTIFICATION_DESC","Better check up on it"
"#EVENT_GLOW_01_NAME","Healthy Glow"
"#EVENT_GLOW_01_DESC","One of the colonists is having a hard time with even the simplest of tasks. She even veers from side to side while walking. You pull her aside to ask if she's ill. ""No I'm completely fine, I've been medicating myself with this glowing miracle water from the brook"". You could swear her teeth have a faint green glow when she talks."
"#EVENT_GLOW_01_MEDIC","Demand she goes to see a Medic immediately"
"#EVENT_GLOW_01_CHECK","Check the miraculous water she mentioned"
"#EVENT_GLOW_01_MEDIC_DESC","""But I'm as healthy as an ox!"", she exclaims out loud and immediately doubles over with severe pain. She's apparently contracted a radiation poisoning from the irradiated water and must be treated as soon as possible."
"#EVENT_GLOW_01_CHECK_DESC","She leads you to the aforementioned brook. The water looks clean and safe to drink. A closer inspection upstream reveals a small, half-buried container in the sand. Its leaked contents have purified the stream from pathogens, but the water is clearly radioactive. She's visible horrified by the discovery and promises to leave the brook alone."
"#EVENT_MERCS_01_NOTIFICATION_HEADER","Mean-looking group at the gate"
"#EVENT_MERCS_01_NOTIFICATION_DESC","They demand to see the leader"
"#EVENT_MERCS_01_NAME","Mercs"
"#EVENT_MERCS_01_DESC","An armored truck comes to a halt with a few fully armed and armored people stepping out. Their military background is obvious, but uniforms have been replaced with mismatched clothes some have adorned with various trophies. Their leader approaches you: ""We're on a bandit hunt and ask you to spare some supplies"". But before you reply, he continues: ""Actually no, we DEMAND them. We're putting our lives on the line for you civvies, after all""."
"#EVENT_MERCS_01_SUPPLIES","Give the supplies"
"#EVENT_MERCS_01_SCRAPS","Give them something"
"#EVENT_MERCS_01_REFUSE","Refuse telling there's none to spare"
"#EVENT_MERCS_01_THREAT","Refuse and tell you won't tolerate threats"
"#EVENT_MERCS_01_RESULT1_DESC","You wave a couple of colonists over and tell them to gather what the mercs demanded. ""I knew you were a reasonable person the moment I saw you. There's nothing to fear from us and our merry gang, as long as you continue to behave"". The group return to their truck and soon disappear into the wasteland."
"#EVENT_MERCS_01_RESULT2_DESC","""This is not what I asked for!"", he shouts. The few resources you've offered don't seem to have pleased the leader of the mercenaries. ""If any of my crew is hurt because of this, we'll raze this village to the ground!"". The mercenaries shove your people aside, grab the crates and speed off."
"#EVENT_MERCS_01_RESULT3_DESC","""I don't believe you"", he says. ""Maybe we'll just go and see for ourselves"". The leader gestures his group towards the storages. Your colonists notice this and push back anyone attempting to steal from the storage, but some are hurt in the ensuing scuffle. ""This is not worth the hassle, saddle up!"", the leader finally shouts. The truck speeds off and the colonists can breathe a sigh of relief."
"#EVENT_MERCS_01_DECLINE_DESC","""Aren't you acting all high and mighty? You'll gladly see us take the bullet ridding the world of lowlives but won't spare anything from your stores, and instead decide to insult us?"" The leader nods his head and two of the mercenaries open fire on the closest colonists. The group then quickly backs up and disappear into the distance."
"#EVENT_PARTYCALYPSE_01_NOTIFICATION_HEADER","Commotion at the gate"
"#EVENT_PARTYCALYPSE_01_NOTIFICATION_DESC","Sounds like a...party?"
"#EVENT_PARTYCALYPSE_01_NAME","Partycalypse"
"#EVENT_PARTYCALYPSE_01_DESC","The sound of predominantly tone-deaf singing fills the air, accompanied by makeshift drums and horns. A group of about a dozen colorfully dressed people approach you. ""It's the end of the world, man! Why waste your time cutting grass or whatever when we can go out on style! We got food and stuff, so let us in and join up!"". They proceed to opening several crates of food and seem eager to share."
"#EVENT_PARTYCALYPSE_01_JOIN","Let them in and have colonists join the party"
"#EVENT_PARTYCALYPSE_01_WARY","Let them in but tell people to keep their distance"
"#EVENT_PARTYCALYPSE_01_DECLINE","Deny their request to enter"
"#EVENT_PARTYCALYPSE_01_JOIN_DESC","""Righteous! Let's party like it's whatever year it is now!"". The group hauls several crates of <mark>Food</mark> to the colony and, after a brief moment of apprehension, people join in on the festivities. But after the neverending party has departed, several colonists fall ill. Something the party brought in was tainted, and now you have the sick to deal with."
"#EVENT_PARTYCALYPSE_01_WARY_DESC","""I thought we'd party together like one big happy soon-to-be-dead family!"" The colonists are visibly annoyed by your order and some join in the revelry out of pure defiance. Eventually the party winds down and the troupe is out. But some of the defiant colonists have gotten visibly ill and need medical attention. The food was tainted and needs to be thrown away."
"#EVENT_PARTYCALYPSE_01_DECLINE_DESC","Both the group and your colonists are disappointed by your decision. ""So you're just gonna work your fingers to the bone for a world that doesn't care till you die?"". The partyers turn back and leave while singing along, albeit with a somewhat less merry tune."
"#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 are coming from one of the <mark>Shelters</mark>. You rush in to look what is going on there. Instead of a colonist, you find a large hole in the middle of the floor. The shelter was apparently built on top of a small sinkhole which gave in and swallowed one of the inhabitants. A makeshift ladder should help getting the colonist out without injuries."
"#EVENT_UNEVEN_01_LADDER","Build a makeshift ladder"
"#EVENT_UNEVEN_01_CLIMB","Tell the colonist to just climb back up"
"#EVENT_UNEVEN_01_LADDER_DESC","You order a nearby colonist to fetch <mark>Planks</mark> from the stockpile. Together you fashion a set of crude but functional ladders 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 your seeming lack of empathy for their predicament, but starts to climb up the crumbling edges. After a few strong words he reaches the surface, sweating profusely but apparently unharmed. The sinkhole is then filled and covered up to prevent further accidents."
"#EVENT_UNEVEN_01_CLIMB2_DESC","The fallen colonist looks at you dismayed, but starts climbing up the crumbling edge. Suddenly a root he used for purchase gives out. The colonist manages to grab onto a sharp protruding rock which cuts deep into his hand but stops the fall. He pushes through the pain and manages to climb up, wounded. The sinkhole then is filled up in case of more accidents."
"#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","One of the colonists rushes towards you. He says that someone spotted an abandoned wagon not too far from here. It’s covered with a tarp, so they couldn’t tell what’s inside. There are footprints around it, but no one could tell where they lead. The colonists want to go search the wagon in case there’s something valuable in it."
"#EVENT_WAGON_GO_ARMED","Search the wagon, but arm the colonists"
"#EVENT_WAGON_GO_PEACEFULLY","Search the wagon"
"#EVENT_WAGON_STAY","It's too dangerous to go check"
"#EVENT_WAGON_01_SUCCESS_DESC","A small group of colonists ventures out. It doesn’t take much time for them to return. They found plenty of supplies, as well as two dead bodies. Looks like sickness caught both of them and they weren’t strong enough to go on any longer."
"#EVENT_WAGON_01_PARTIAL_DESC","A small group of colonists ventures out to search the wagon. It takes them a while, but eventually they return. The wagon was only carrying a small amount of supplies, but that’s not the worst of it. It had been pushed through a radiated zone and a few colonists are already showing the signs of radiation sickness."
"#EVENT_WAGON_01_FAILURE_DESC","Soon after the group disappears from your sight, you hear gunshots. When they finally return, it's clear some of them have been wounded. People had been sleeping inside the wagon and, after being awaken by gun-holding strangers, instinctively shot at them. The strangers are now dead and you have wounded colonists to take care of."
"#EVENT_WAGON_01_DECLINE_DESC","The situation makes you feel uneasy. It sounds too good to be true and would make for an excellent trap. You decline the request, which clearly upsets the colonists who believe that there are valuables right outside their front door. By the time someone dares to wander past the wagon again, it has already vanished."
"#EVENT_PARASITE_01_NOTIFICATION_HEADER","A colonist has been acting hostile"
"#EVENT_PARASITE_01_NOTIFICATION_DESC","This needs to be taken care of"
"#EVENT_PARASITE_01_NAME","An Unwanted Visitor"
"#EVENT_PARASITE_01_DESC","You’ve been keeping an eye on a colonist who’s been acting out lately, yelling at others and looking visibly irritated. You approach him and ask about the problem. He tells you he’s not getting enough food so he's hungry all the time. All of that sounds odd, since he’s been getting the same amount of food as everyone else."
"#EVENT_PARASITE_01_MEDIC","Tell him to go see a Medic."
"#EVENT_PARASITE_01_CHECK","Go 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","He leads you back to his home, though a bit hesitantly. You rummage through his rations and closely inspect it under a light. You find small eggs which belong to a parasitic worm. No wonder he’s so hungry with one of those living inside him."
"#EVENT_FEUD_NOTIFICATION_HEADER","Heated argument"
"#EVENT_FEUD_NOTIFICATION_DESC","Better check this"
"#EVENT_FEUD_01_NAME","Family Feud"
"#EVENT_FEUD_01_DESC","You’re in the middle of your work when you hear loud, angry shouting by the front gate. You leave things be and rush to the gate where you find a couple arguing with each other. The young man by the gate keeps telling that he’s had it with this, that he’ll follow his faith and become part of the nature again. His boyfriend, a taller man, keeps begging for him to stay and not to do something that could cost his life."
"#EVENT_FEUD_01_FORBID","He can't leave"
"#EVENT_FEUD_01_SUPPORT","Everyone's got the right to choose"
"#EVENT_FEUD_01_IGNORE","None of my business"
"#EVENT_FEUD_01_RESULT1_DESC","You tell the man that by leaving the settlement he will not only by wasting his own life, but putting everyone else in danger as well. Losing even a single person could have crave consequences to the rest of the settlement. The man hesitates for a while before something finally changes in his expression. He storms silently past his partner and you, right back into the settlement."
"#EVENT_FEUD_01_RESULT2_DESC","You tell the men that in this settlement everyone has the right to choose their own path, even if it might not be the best one. The man by the gate looks back at his partner before turning around and walking away. His partner collapses into the ground, overcome by tears."
"#EVENT_FEUD_01_RESULT3_DESC","Clearly this is something that should be decided between the two of them. The man in front of you pleads his partner not to go and becomes more desperate before finally changing his tone; he asks to at least be able to go with him. As soon as he hears this, the young man by the gate looks visibly shocked. He keeps shifting around until his eyes seem to lighten up once again. He walks silently back to his partner and embraces him. You leave the couple alone."
"#EVENT_HUMAN_TRIALS_01_NOTIFICATION_HEADER","Scientist approaches you"
"#EVENT_HUMAN_TRIALS_01_NOTIFICATION_DESC","Sacrifices may be required"
"#EVENT_HUMAN_TRIALS_01_NAME","Human Trials"
"#EVENT_HUMAN_TRIALS_01_DESC","One of your researchers approaches you. She says that they’ve been working on new vaccines, ones that could better resist the viruses that have been mutated by radiation. They’ve done all the testing they can, but now they need to try it on humans. The problem is they haven't been able to find any healthy mice or other animals for testing, so this'd be the first live trial."
"#EVENT_HUMAN_TRIALS_01_AGREE","Give the permission"
"#EVENT_HUMAN_TRIALS_01_REFUSE","Refuse her request"
"#EVENT_HUMAN_TRIALS_01_RESULT1_DESC","You tell her to start the human trials. She chooses three people and gives them the newly developed vaccine, a different version for each. Two of them are perfectly fine and show signs of boosted immunity, but the third one becomes extremely ill. Apparently this is considered an astounding success."
"#EVENT_HUMAN_TRIALS_01_RESULT2_DESC","You tell her that there’s no way she’s allowed to test the vaccines on people before doing animal trials beforehand. She is visibly disappointed, but agrees to follow your instructions. As time goes by, healthy and viable test animals are nowhere to be found and the research grinds to a halt."
"#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 a horde of wild beasts."
"#POPUP_SURVIVOR_GROUP_FLAVOR6","I’m on my knees here, begging you with all I got. We both have a good soul, surely you can see that? Please, have mercy on your kin."
"#POPUP_SURVIVOR_GROUP_FLAVOR7","Heh, you’re wasting your time with this. I heard half the continent is covered in a massive storm, once it’s here we’ll all be goners."
"#POPUP_SURVIVOR_GROUP_FLAVOR8","Look at you with your ”camp” and ”shelter” and ”jobs”. Too pretty for sleeping under the trees, eh? Yeah, it’s not much fun actually."
"#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. The skin on my feet peeled off every week, 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","Do you have any musicians in there? I haven’t heard a song in such a long time."
"#POPUP_SURVIVOR_GROUP_FLAVOR13","Can you let us in? We won’t harm you. We promise. Come on, don’t be shy."
"#POPUP_SURVIVOR_GROUP_FLAVOR14","Did you hear the good news? They finally managed to figure out how to make soda again down south."
"#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 have to suffer through the radiation."
"#POPUP_SURVIVOR_GROUP_FLAVOR16","Have your heard the truth already? It was the dentists that did this, the dentists and the florists. Those clever buggers."
"#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 without saying a word."
"#POPUP_SURVIVOR_GROUP_FLAVOR18","We come from a nearby farm, it had everything we needed and more. But then the boars came. One thing we didn’t have enough was bullets."
"#POPUP_SURVIVOR_GROUP_FLAVOR19","Those bandits, a pathetic bunch of rats if you ask me. They kept throwing themselves at us and now I can’t get the blood off me. Any tips?"
"#POPUP_SURVIVOR_GROUP_FLAVOR20","I didn’t expect to find this here. Feels like a sign. Maybe we were supposed to end up here. Maybe that’s what the Great Calamity wanted."
"#POPUP_SURVIVOR_GROUP_FLAVOR21","Open this gate or I’ll tear it down! You think I can’t do that? Yeah, you’re probably right. So, pretty please?"
"#POPUP_SURVIVOR_GROUP_FLAVOR22","It seems like there has 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 what kind of a 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","People keep tinkering with cars, but that’s not the answer. It’s trains. Imagine if we could get one running, it could change everything."
"#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. Afterall, we’ll all be dirt eventually."
"#POPUP_SURVIVOR_GROUP_FLAVOR31","People can be remarkable. We met a group that had built a settlement up into 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","Anyone in there happen to know a good joke? I know it sounds weird, but you’d be surprised by what a good laugh can do for you."
"#POPUP_SURVIVOR_GROUP_FLAVOR35","I wish I had been a farmer. I hear they’re being treated like prophets now."
"#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 to take charge after we were attacked."
"#POPUP_SURVIVOR_GROUP_FLAVOR38","It’s good to see people still sticking together. That’s happening all across the country."
"#POPUP_SURVIVOR_GROUP_FLAVOR39","Some folks said they saw deer roaming in the radiated zones. 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","We got lost in the woods on our way here. They grow so thick over there, I thought nobody would ever even 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 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 will be the radiation that finishes us off. We can survive through anything else, but not our own poison."
"#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 the nature is by sticking together."
"#POPUP_SURVIVOR_GROUP_FLAVOR49","It’s sad, there are already children out there who can’t remember the old days. All they know is 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, pandemics and flaming rocks from the sky what seems like an eternity."
"#POPUP_SURVIVOR_GROUP_FLAVOR54","We heard there’s an actual yeti up on the mountains. Maybe an entire yeti society!"
"#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. We need plans to build ships and set sail across the sea. It can’t be like this everywhere."
"#POPUP_SURVIVOR_GROUP_FLAVOR58","I finally found out the truth: This was all done on purpose. The world was jealous of us, so they tried to wipe us out, but we’re still here."
"#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 we 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 there? It’s okay, I understand, rules are a bit different nowadays."
"#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. People freeze on their feet if they stay outside more than an hour."
"#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","You wanna hear a funny story? We met with a group who had scavenged a bank. All they could think of was to burn the bills and melt down the coins."
"#POPUP_SURVIVOR_GROUP_FLAVOR83","This world keeps changing us. We were ambushed by a group who spoke with no words, only gestures. We never heard them coming."
"#POPUP_SURVIVOR_GROUP_FLAVOR84","Hey, ever thought of moving to the coast? Once we managed to kill a fish the size of a cow. Couldn’t tell what species it was anymore though."
"#POPUP_SURVIVOR_GROUP_FLAVOR85","You don’t know how good you have it here. I’ve seen…fire, all across the horizon. By the morning all that was left was a 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 keep wondering, there’s no way all technology turned useless when things went down. So what happened to planes, tanks and everything else?"
"#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’ve never felt this free in their entire lives."
"#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_FALLOUT_NAME","Nuclear Fallout"
"#PERSON_EVENT_NEED_FALLOUT_DESC","Waves of radiation are causing fear."
"#PERSON_EVENT_NEED_PANDEMIC_NAME","Pandemic"
"#PERSON_EVENT_NEED_PANDEMIC_DESC","Fear of infection is hurting morale."
"#PERSON_EVENT_NEED_MAGSTORM_NAME","Magnetic Storm"
"#PERSON_EVENT_NEED_MAGSTORM_DESC","Oppressive weather and lighting bolts are causing fear."
"#PERSON_EVENT_NEED_METEORS_NAME","Meteor Shower"
"#PERSON_EVENT_NEED_METEORS_DESC","Surrounding destruction has made people afraid."
"#TOPIC_INSPECT","Inspect"
"#TOPIC_INSPECT_TITLE","INSPECT"
"#POPUP_SURVIVOR_GROUP_ROB","Rob them"
"#POPUP_SURVIVOR_GROUP_THEIR_SUPPLIES","Their supplies"
"#POPUP_SURVIVOR_GROUP_SUPPLIES","Supplies"
"#EVENT_MERCHANTBIG_01_NAME","Big Business"
"#EVENT_MERCHANTBIG_01_DESC","A lone van rattles towards the gate, suspension creaking under the heavy load. ""Greetings and salutations my good people”, shouts the driver. ”Can I interest you fine gents and ladies with a bit of bartering on this loveliest of days?"""
"#EVENT_MERCHANTBIG_01_NOTIFICATION_HEADER","Big Business"
"#EVENT_MERCHANTBIG_01_NOTIFICATION_DESC","A packed van waits you at the gate"
"#EVENT_MERCHANTBIG_02_NAME","Big Business"
"#EVENT_MERCHANTBIG_02_DESC","A big van obviously brimming with miscellaneous items and goods waits you at the gate. A man with questionable taste in clothing shouts: ""Oi! Heard ya might be willing to partake on a bit o' bartering? See anything ya fancy?"""
"#EVENT_MERCHANTBIG_02_NOTIFICATION_HEADER","Big Business"
"#EVENT_MERCHANTBIG_02_NOTIFICATION_DESC","A packed van waits you at the gate"
"#EVENT_MERCHANTBIG_03_NAME","Big Business"
"#EVENT_MERCHANTBIG_03_DESC","A van screeches to a stop some ways outside your gate. The vehicle obviously belongs to a trader, but is suspiciously empty. ""I got something special today for ya wonderful specimens of humanity - how about we barter, eh?"""
"#EVENT_MERCHANTBIG_03_NOTIFICATION_HEADER","Big Business"
"#EVENT_MERCHANTBIG_03_NOTIFICATION_DESC","A packed van waits you at the gate"
"#EVENT_MERCHANTBIG_RESULT_DECLINE_NAME","Big Business"
"#EVENT_MERCHANTBIG_RESULT_DELINE_DESC","""Some other time then, fellow gents and ladies! Don't be a stranger!"". The merchant stuffs his samples back to the van and climbs on the driver's seat, rattling into the distance."
"#EVENT_MERCHANTBIG_RESULT_NAME","Trade complete"
"#EVENT_MERCHANTBIG_RESULT_DESC","""Thank you for this commercial opportunity! I'll be sure to visit again soon!"", the trader shouts as he packs the van and drives away."
"#EVENT_MERCHANTBIG_04_NAME","Wandering Merchant"
"#EVENT_MERCHANTBIG_04_DESC","""Well, I do have these as well. But that's all I got right now, so take it or leave it!"
"#EVENT_DIGGING_01_NOTIFICATION_HEADER","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","You hear a loud ""ding"" from where 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","Demand both"
"#EVENT_DIGGING_01_METAL_DESC","You graciously accept the Metal sheets from the colonist who then turns to begin work on an overly elaborate plastic drainage system inside his crude tent."
"#EVENT_DIGGING_01_PLASTIC_DESC","You thank the colonist for the Plastic sheets. His plans of reinforcing his dinky tent against hazards with metal sounds rather optimistic, so you wish him the best of luck."
"#EVENT_DIGGING_01_BOTH_DESC","""The colony needs these materials more than a single person"", you explain. After a bit of back and forth, he caves and hands over both the Metal and Plastic. The people around you seem to disagree with this outcome but will likely forget about it within a day or two."
"#EVENT_RESULT_MODIFY_HAPPINESS","{0} Happiness"
"#EVENT_APOTHECARYBIG_01_NAME","Big Pharma"
"#EVENT_DESPERATE_02_NOTIFICATION_HEADER","Someone's at the gate"
"#EVENT_DESPERATE_02_NOTIFICATION_DESC","A man pleads for you to save his brother."
"#EVENT_DESPERATE_02_NAME","Brotherly love"
"#EVENT_DESPERATE_02_DESC","Two men approach the gate, arms on each others’ 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 on a trap and… 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 you 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 your 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 their backs to you 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. ""Do you have any <mark>Medicine</mark> there?” she asks as if at a store. ”I have four children, and as you probably know, they’re real infection magnets. I could trade you something for it.”"
"#EVENT_DESPERATE_03_SUCCESS_NAME","Mother’s worry"
"#EVENT_DESPERATE_03_SUCCESS_DESC","”Thank you, you just saved me from lots of sleepless nights. 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","”Oh, fine. Guess I’ll have to rely on some home remedies then. You probably don’t have any honey either”, she says and immediately walks away. It's not long before the forest has completely swallowed her."
"#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","You see a miscellaneous pile of cloth, nets and bags waddling toward the gate. From underneath them, a scruffy man lifts his face to you. ”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 you 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 never… 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 an ”unique item”"
"#EVENT_DESPERATE_05_NAME","A piece of the past"
"#EVENT_DESPERATE_05_DESC","You see a person, wrapped in layers of cloth, rubber and mud, standing at the gate. There’s a slight twitch behind their goggles as you approach. ”Need things. Trade me? This, I know is unique,” the person says and starts unpacking a mysterious item standing on a wooden cart, revealing a pristine looking 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 find another home,” the person says and walks away, slowly pulling the cart behind them, the rubber suit squeaking with each 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 you 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 book as he’s handing it to you. ”Thank you, thank you so much. I was just a janitor, 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 you watch the group walk away, you see the man slamming 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_HUNTING_05_NOTIFICATION_HEADER","A woman approaches you"
"#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 you hadn’t really paid attention to before, approaches you. 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","Give her permission to go"
"#HUNTING_05_STAY","Tell her to stay"
"#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 you had a hidden mycologist in your midst 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, you finally see her dragging 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 and clearly wants to pursue that career further."
"#EVENT_HUNTING_05_FAIL_NAME","New discoveries"
"#EVENT_HUNTING_05_FAIL_DESC","She packs up and wanders into the forest. You wait for her until the night comes, but by morning she still isn’t back. A rescue party is deployed and finds her laying next to some mushrooms, visibly ill. Some kind of an infection has spread around an open wound on her hand."
"#EVENT_HUNTING_05_STAY_NAME","New discoveries"
"#EVENT_HUNTING_05_STAY_DESC","You tell her you cannot be risking sending her off on her own, especially since she cannot explain what she is after. She struggles to find words, almost saying something a couple of times before finally nodding and leaving you alone."
"#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 your more scientifically-minded colonists approaches you. 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 needs to do this alone."
"#HUNTING_06_GO","Let her go"
"#HUNTING_06_STAY","Deny her"
"#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. You don’t hear anything from her for a long while, until she practically storms through the gate. ”I got it, I finally got it!” she exclaims and rushes straight past you into her laboratory."
"#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 lab."
"#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. You don’t really expect to hear from her in a while, but it only takes about an hour for her to return. She’s limping and holding onto her side. ”Boars… I just barely got away”, she mutters."
"#EVENT_HUNTING_06_STAY_NAME","Peace of mind"
"#EVENT_HUNTING_06_STAY_DESC","You tell her that 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 replies and heads back to her lab."
"#EVENT_POISON_01_NOTIFICATION_HEADER","A colonist is poisoned"
"#EVENT_POISON_01_NOTIFICATION_DESC","Are you willing to risk their life?"
"#EVENT_POISON_01_NAME","Source of Sickness"
"#EVENT_POISON_01_DESC","A delirious colonist is carried into the camp. Something seems to have poisoned them, but they’re unable to tell what. If you’re willing to take the risk, a more intensive treatment might heal them quickly enough for you to locate the source of the poisoning. Something like that could be very valuable for research."
"#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","You decide the information is worth the gamble. The man is taken into treatment, and though his next hours are tough and painful, he responds favorably and regains his faculties. Following his instructions, you find a strange bluish rat nestled inside a tree, which is captured for research."
"#EVENT_POISON_01_RISKY_FAIL_NAME","Source of Sickness"
"#EVENT_POISON_01_RISKY_FAIL_DESC","You decide that the information is worth the gamble. The man is taken into treatment, but as time goes by his condition fails to improve. You’re forced to prolong the treatment, and while the poison dissipates, the wound remains infected. When the man finally wakes and tells you of a strange bluish rat that bit him, it is nowhere to be found."
"#EVENT_POISON_01_CONSERVATIVE_NAME","Source of Sickness"
"#EVENT_POISON_01_CONSERVATIVE_DESC","You’re not willing to gamble with the life of your people. The man is taken into treatment and nursed carefully back to full health. After he finally wakes up, he is unable to recall what happened. It seems that the risk for another contamination is still there, but at least he is safe."
"#EVENT_TRADING_01_NOTIFICATION_HEADER","Traders at the gate"
"#EVENT_TRADING_01_NOTIFICATION_DESC","These look a bit different though"
"#EVENT_TRADING_01_NAME","Can’t eat morals"
"#EVENT_TRADING_01_DESC","A small caravan of traders arrives at the gate. However, their armored outfits, painted faces and ample weaponry remind you more of raiders than any traders you’ve ever seen. ”Greetings ladies and gents! We uh… wondered if you’d like to take a gander at our mighty fine stock right here!” one of them says and opens the crates. You see blood and ash all around the wares, as well as some meat which you cannot quite recognize."
"#EVENT_TRADING_01_TRADE1","Trade with them"
"#EVENT_TRADING_01_REFUSE","Refuse to trade"
"#EVENT_TRADING_01_TRADE_NAME","Can’t eat morals"
"#EVENT_TRADING_01_TRADE_DESC","The group gleefully trades the wares with you. ”Very good, very good, thank ya for this, uh… transaction!” The main man says and bows while twirling his arms like he’s about to take flight. As they depart, you notice your people glancing at the freshly-bought wares as if they were radioactive."
"#EVENT_TRADING_01_REFUSE_NAME","Can’t eat morals"
"#EVENT_TRADING_01_REFUSE_DESC","The man spits at the ground, shooting down a disgusting droplet of saliva, mucus and blood. ”Bunch of do-gooders, eyah? Fine, we’ll take our prime stock elsewhere then!” The group turns around. The man takes one final look at you and yells: ”Pansies!”. Despite the lost opportunity, your people seem happy with your choice."
"#EVENT_INSTRUMENTS_01_NOTIFICATION_HEADER","Colonists could use a pick-me-up"
"#EVENT_INSTRUMENTS_01_NOTIFICATION_DESC","One man might have a solution"
"#EVENT_INSTRUMENTS_01_NAME","Morale through melody"
"#EVENT_INSTRUMENTS_01_DESC","A colonist wanders toward you with an excited look on his face. ”Hey boss, I might help with giving the folks here a little extra boost. If you give me some materials, I could build an instrument and make their work a bit easier with some music. I could make a guitar, drums… or oh my god can I make a church organ?! PLEASE I’VE ALWAYS WANTED TO MAKE A CHURCH ORGAN!”"
"#EVENT_INSTRUMENTS_01_GUITAR","Build a guitar"
"#EVENT_INSTRUMENTS_01_DRUMS","Build drums"
"#EVENT_INSTRUMENTS_01_ORGANS","Build a church organ"
"#EVENT_INSTRUMENTS_01_GUITAR_NAME","Morale through melody"
"#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. You can immediately see the spirits of the workers lifting."
"#EVENT_INSTRUMENTS_01_DRUMS_NAME","Morale through melody"
"#EVENT_INSTRUMENTS_01_DRUMS_DESC","It takes a while, but the man eventually returns with a pair of sizeable drums. He sets them down near some workers and starts pounding away, beginning with a militaristic rhythm that erupts into a solo straight out of a rock song. You can see that the performance is lifting the workers’ spirits quite a lot."
"#EVENT_INSTRUMENTS_01_ORGANS_NAME","Morale through melody"
"#EVENT_INSTRUMENTS_01_ORGANS_DESC","It takes a long while, but eventually you see the man return, hauling a massive church organ with him. He manages to pull it to the center of the colony and immediately sits down behind it. A pompous, all-encompassing song fills the air, like something out of a divine hymn. The workers look puzzled, but somehow this bizarre display is making them forget all about how tired they are."
"#EVENT_LOST_01_NOTIFICATION_HEADER","A little friend has been lost"
"#EVENT_LOST_01_NOTIFICATION_DESC","Will you bring them home?"
"#EVENT_LOST_01_NAME","Innocence lost"
"#EVENT_LOST_01_DESC","A small girl approaches you with watery eyes and snot running from her nose. ”I can’t find my cat! Please, she must’ve ran away! I can’t sleep without her, she keeps me safe!”, the girl begs, her voice cracking. You could send someone to comb the nearby woods… but is it really worth it?"
"#EVENT_LOST_01_PARTY","Send a search party"
"#EVENT_LOST_01_REFUSE","Refuse the girl’s request"
"#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 you 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 squees, 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 you 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 with the strangers. ”Lady Fuzzywhiskers!” the girl squees, embracing the cat who immediately begins to purr."
"#EVENT_LOST_01_REFUSE_NAME","Innocence lost"
"#EVENT_LOST_01_REFUSE_DESC","You can see the girl’s heart shatter right in front of you. ”But… but...” she whimpers before bursting into tears and running away. Her wailing continues for a while and you’re sure that the other colonists can hear it as well."
"#EVENT_KIDS_01_NOTIFICATION_HEADER","Someone’s been stealing planks"
"#EVENT_KIDS_01_NOTIFICATION_DESC","You better get to the bottom of this"
"#EVENT_KIDS_01_NAME","Proper fortification"
"#EVENT_KIDS_01_DESC","Someone seems to have been stealing <mark>planks</mark> from the storage. You order a few colonists to investigate and, to your surprise, they return with a group of rowdy children, one under each arm. Apparently the kids used the planks to build themselves a treefort 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","You decide to let the kids have their fun. Who’s gonna miss a few planks anyways? The children are practically beaming with joy after hearing that their precious fort will be saved. They thank you profusely. The next day you find a crude, yet immensely colorful thank you card tucked under your doorstep, decorated with whatever might pass for finger paint."
"#EVENT_KIDS_01_DISMANTLE_NAME","Proper fortification"
"#EVENT_KIDS_01_DISMANTLE_DESC","You tell the kids that the colony’s precious resources aren’t something to be wasted for silly treeforts. A lot of yelling and crying ensues, but you stand firm. After returning to your post the next morning, there is a message written on your door with, what you hope is, mud saying ”poo poo head”."
"#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 you, appearing more than a bit 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, do you trust her skills?"
"#EVENT_HANDCRAFT_01_APPROVE","Give her the fiber"
"#EVENT_HANDCRAFT_01_REFUSE","Deny her request"
"#EVENT_HANDCRAFT_01_APPROVE_SUCCESS_NAME","More than a bit of wool"
"#EVENT_HANDCRAFT_01_APPROVE_SUCCESS_DESC","You give her some fiber and she seems thankful for your trust. As expected, the work takes some time, but she finally returns with some absolutely stunning traditional garbs. You’re certain that wearing these will not only keep people warm, but make them look amazing as well."
"#EVENT_HANDCRAFT_01_APPROVE_FAIL_NAME","More than a bit of wool"
"#EVENT_HANDCRAFT_01_APPROVE_FAIL_DESC","You give her some fiber and she thanks you for trusting her. After not hearing from her for a while, you 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 dripple. ”Sorry, I really tried”, the woman says, unable to meet your gaze."
"#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, you decide to pass. She looks disappointed, but cannot bring herself to argue. ”Okay, I just thought I might help. No problem”, she says before leaving you alone."
"#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 the nights. You seem to have a pretty good idea of where they come from and could send a party to take a look. Question is, do you arm the colonists and prepare for the worst, or have them 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","You send the party armed and ready. They trek through the forest and find a small, abandoned amusement park that is still somehow operational. As they’re focusing on scavenging <mark>Components</mark> off a Ferris wheel, they’re attacked. A group of bandits dressed as clowns jump forth 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","You send the party packing only light gear. They trek through the forest and find a small, abandoned amusement park that is still somehow operational. As they’re finishing up gathering <mark>Parts</mark> from the Ferris wheel, they are attacked. A group of bandits dressed as clowns emerge from the ruins and injure one colonist. The party is barely able to retreat with no further casualties."
"#EVENT_EXPEDITION_01_IGNORE_NAME","Carnival of chaos"
"#EVENT_EXPEDITION_01_IGNORE_DESC","You don’t think that the lights are worth investigating. The day goes by as usual, but later on the sound of screaming colonists pierces your ears. Coming from where the lights originated, a group of bandits dressed as clowns attack the colony. They fail to grab any resources but injure a few colonists during the struggle. Wounds can be healed, but the psychological scars of being attacked by clowns will stay with them forever."
"#EVENT_BEAST_01_NOTIFICATION_HEADER","A beast is stalking the gate"
"#EVENT_BEAST_01_NOTIFICATION_DESC","This can not be ignored"
"#EVENT_BEAST_01_NAME","Oh deer"
"#EVENT_BEAST_01_DESC","A massive mutated deer is stalking around the gate, more than two meters tall and four meters in length. It is looking very, very aggressive. It would be safest to just shoot it with bows, but trapping it first would ensure that all of its meat will be left unspoiled."
"#EVENT_BEAST_01_SHOOT","Shoot the deer"
"#EVENT_BEAST_01_TRAP","Trap the deer first"
"#EVENT_BEAST_01_SHOOT_NAME","Oh deer"
"#EVENT_BEAST_01_SHOOT_DESC","You tell the colonists to shoot the deer. A couple of crude hunting bows are brought to the gate. An arrow hits the deer in the torso, but it doesn’t go down. The deer rams its antlers against the gate. Another arrow goes in, then another, and another one. Finally, the deer goes down. The deer now resembles a porcupine with juices leaking from its intestines, and a good portion of its meat is ruined."
"#EVENT_BEAST_01_TRAP_SUCCESS_NAME","Oh deer"
"#EVENT_BEAST_01_TRAP_SUCCESS_DESC","A few colonists walk outside the gate with a large net and some makeshift weapons. The deer charges at them, but they manage to throw the net over it, causing the deer to trip up and fall. The ground shakes as it goes down. One heavy swing from an axe cuts the deer’s head clean off, leaving its entire body to be harvested for meat."
"#EVENT_BEAST_01_TRAP_FAIL_NAME","Oh deer"
"#EVENT_BEAST_01_TRAP_FAIL_DESC","A few colonists walk outside the gate with a large net and some makeshift weapons. The deer charges at them, immediately shrugging off the net thrown at it. One colonist is hit head-on and flies to the ground, bleeding. The other colonists manage to retrieve the net and finally bring the animal down. One heavy swing from an axe cuts the deer’s head clean off, leaving its entire body to be harvested for meat."
"#EVENT_WITCH_01_NOTIFICATION_HEADER","An old woman has appeared in front of the gate"
"#EVENT_WITCH_01_NOTIFICATION_DESC","No, literally appeared"
"#EVENT_WITCH_01_NAME","Witch’s wits"
"#EVENT_WITCH_01_DESC","You’re surprised to see an old woman, with face like a peanut and a bent body, standing in front of the gate. Nobody admits 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. When you try to take another glance at her, she has already disappeared."
"#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 you a basket filled with medicine 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","No, literally appeared"
"#EVENT_WITCH_02_NAME","Witch’s wits"
"#EVENT_WITCH_02_DESC","You’re surprised to see an old woman, face like a peanut and her body bent, standing in front of the gate. Nobody admits 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. ”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 you try to take another glance at her, she has already disappeared."
"#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 you a basket filled with medicine 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","No, literally appeared"
"#EVENT_WITCH_03_NAME","Witch’s wits"
"#EVENT_WITCH_03_DESC","You’re surprised to see an old woman, face like a peanut and her body bent, standing in front of 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 you try to take another glance at her, 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 you a basket filled with medicine before turning around and waddling back toward the forest."
"#EVENT_FEAST_02_NOTIFICATION_HEADER","Time for a celebration?"
"#EVENT_FEAST_02_NOTIFICATION_DESC","Colonists want to prepare a feast"
"#EVENT_FEAST_02_NAME","Much needed melodies"
"#EVENT_FEAST_02_DESC","To celebrate their achievements and ease their disappointments, the Colonists would like to prepare a feast. It will take some resources, but a proper celebration would certainly bring the community together."
"#EVENT_FEAST_02_REFUSE","Refuse"
"#EVENT_FEAST_02_ALLOW","Allow"
"#EVENT_FEAST_02_REFUSE_NAME","Much needed melodies"
"#EVENT_FEAST_02_REFUSE_DESC","You can see the Colonists’ eyes dim a bit as you slap down their request. Further explanations about resource management and promises of arranging something in the future do not seem to be of much help. It’s like you had just told a group of kids that all holidays were cancelled."
"#EVENT_FEAST_02_ALLOW_NAME","Much needed melodies"
"#EVENT_FEAST_02_ALLOW_DESC","A feast is prepared and the celebrations begin. All sorts of delicious food and drink are carried out for everyone to enjoy. The Colonists burst into a joyous song. You listen to their singing, vaguely remembering the song as it reaches its conclusion: ”...hey, we might be ragged, we might be worn…”"
"#EVENT_FEAST_02_ALLOW_01","Do not join them"
"#EVENT_FEAST_02_ALLOW_02","”...but every day we’re glad we were born!”"
"#EVENT_FEAST_02_ALLOW_03","”...so when the night falls, it’s time to mourn!”"
"#EVENT_FEAST_02_ALLOW_04","”...but that don’t matter, cause we got us some corn!”"
"#EVENT_FEAST_02_RESULT_01_NAME","Much needed melodies"
"#EVENT_FEAST_02_RESULT_01_DESC","As you finish the last verse, the crowd around you explodes into applause and laughter. Everyone sitting next to you reaches to playfully hit you on the back or to ruffle your hair. They are happy to see that their leader is still just like everyone else."
"#EVENT_FEAST_02_RESULT_02_NAME","Much needed melodies"
"#EVENT_FEAST_02_RESULT_02_DESC","Your voice seems to carry over everyone else’s. They all fall silent just as the words leave your mouth. Confused looks are exchanged before the usual din of feasting commences once more. You get the feeling you might have given a bit of an ”out of touch” impression of yourself."
"#EVENT_FEAST_02_RESULT_03_NAME","Much needed melodies"
"#EVENT_FEAST_02_RESULT_03_DESC","Your voice seems to carry over everyone else’s. They all fall silent just as the words leave your mouth. However, the confusion quickly turns to rowdy laughter as you finish the verse. All the stress and frustration seems to be released at once as the Colonists bend over, tears streaming from their eyes, unable to gather themselves. Everyone is happy to have something to laugh about."
"#EVENT_FEAST_02_RESULT_04_NAME","Much needed melodies"
"#EVENT_FEAST_02_RESULT_04_DESC","You observe from the sidelines as the crowd around you finishes the tune with a feeling, exploding into spontaneous applause and following with laughter. The feast has reached its conclusion, and folks return to their daily duties with a lighter step, some still humming the melody from before."
"#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","Refuse"
"#EVENT_FEAST_03_ALLOW","Allow"
"#EVENT_FEAST_03_REFUSE_NAME","Celebratory venting"
"#EVENT_FEAST_03_REFUSE_DESC","You let the people know that celebrations won’t be coming any time soon. You simply cannot afford wasting resources on things like that. This is met with docile yet stunned silence and, for the following days, you’re sure that you’re met with some cold, disappointed stares."
"#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 goes on. Suddenly, a loud noise cuts through the air. One man has thrown over several tables, knocking food to the ground. People around look shocked, some almost in tears. ”What’s the matter with you?! Stupid runts, 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","You motion to the people around the man and tell them to take him away. The man is grabbed and subdued, but he refuses to remain silent even as he’s being dragged out of sight ”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 get back to the celebration, but the mood seems to have been killed completely."
"#EVENT_FEAST_03_SYMPATHY_NAME","Celebratory venting"
"#EVENT_FEAST_03_SYMPATHY_DESC","You approach the man, telling him that you understand and that you’re sorry for everything that’s happened to him. But you will survive. Things will get better. It’s hard to believe that, but nothing good is ever easy. The man breaks down and is quickly surrounded by Colonists who reach out to comfort him. ”I’m sorry… I didn’t want to ruin everything, it just hurts so much”, the man babbles. Despite the incident, the rest of the celebrations are carried out in even better spirits than before."
"#EVENT_NEGOTIATION_01_NOTIFICATION_HEADER","A group of survivors arrived at the gate"
"#EVENT_NEGOTIATION_01_NOTIFICATION_DESC","They seem to have an interesting proposal"
"#EVENT_NEGOTIATION_01_NAME","Immortal words"
"#EVENT_NEGOTIATION_01_DESC","A crowd of what must be the most beaten-down individuals you’ve ever seen arrives at the Gate. They're a picture-perfect representation of worn-down survivors with tattered clothes, dirty faces and scarred bodies. The leader of the group steps forward. ”Greetings. As you can see, our family has been through a lot. You probably can’t take us all in, but would you fulfill one request? Take grandpa, heal him and write down his stories. That way, our family legacy won’t be wiped out with us.”"
"#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","Looking at the strange group, you decide to decline. The old man in the back is visibly shaken. ”Two hundred years of family history, gone...” he wails, until a fit of coughing overtakes him. The others rush to his aid and leave you be."
"#EVENT_NEGOTIATION_01_ACCEPT_NAME","Immortal words"
"#EVENT_NEGOTIATION_01_ACCEPT_DESC","The entire group rejoices and stands aside to clear the way for the old man. Some tearful goodbyes are exchanged, but everyone seems to agree this is the price for living in such a harsh world. This way, a part of the family lives on even after they themselves are gone."
"#EVENT_NEGOTIATION_01_EVERYONE_NAME","Immortal words"
"#EVENT_NEGOTIATION_01_EVERYONE_DESC","The woman looks absolutely baffled. ”...Really?! You sure, we… We aren’t exactly the most valuable group around. No, thank you so much!” The entire family erupts into tearful cheers, which prompts a round of applause from the nearby Colonists. It seems that, at least today, compassion was worth the risk."
"#EVENT_EXPEDITION_02_NOTIFICATION_HEADER","A strange balloon has landed"
"#EVENT_EXPEDITION_02_NOTIFICATION_DESC","It has a message on it"
"#EVENT_EXPEDITION_02_NAME","Treasure map"
"#EVENT_EXPEDITION_02_DESC","A strange weather balloon-like object drifts across the sky and lands in the middle of the Colony. It’s carrying some kind of measuring equipment, but you’re not sure what kind. There’s a paper with a message on it: ”Where the ever-running snake makes its turn, go year’s worth to the old man of the forest—help us.” Where should you send an expedition?"
"#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 dispute"
"#EVENT_EXPEDITION_02_SUCCESS_NAME","Treasure map"
"#EVENT_EXPEDITION_02_SUCCESS_DESC","You decipher the message and send a party to investigate the area where the balloon drifted from. After a while, they return, carrying all kinds of scientific equipment with them. A small cave had hidden a covert research facility which had unfortunately been hit by raiders some time ago."
"#EVENT_EXPEDITION_02_FAILURE_NAME","Treasure map"
"#EVENT_EXPEDITION_02_FAILURE_DESC","You decipher the message and send a party to investigate the area where the balloon drifted from. You wait and wait until the party finally returns. They are empty handed, there was nothing else to find but wilderness. Whatever message the balloon carried, its meaning seems to have been lost on you."
"#EVENT_EXPEDITION_02_IGNORE_NAME","Treasure map"
"#EVENT_EXPEDITION_02_IGNORE_DESC","You crumble the message and throw it away. It’s not worth chasing something that could bring you more trouble. Nevertheless, the balloon itself carries some useful parts, so the situation is already a net positive."
"#EVENT_NEGOTIATION_02_NOTIFICATION_HEADER","Unusually clean-cut people at the gate"
"#EVENT_NEGOTIATION_02_NOTIFICATION_DESC","They have an odd proposal"
"#EVENT_NEGOTIATION_02_NAME","Anything for progress"
"#EVENT_NEGOTIATION_02_DESC","A group of what you can only assume are scientists arrive at the Gate. They're wearing goggles, lab coats and other appropriate knick-knacks. “Greetings, fellow humans! You have been chosen for the great honor of the betterment of humanity! We have been working hard on new kinds of cures and remedies, and all we need is a healthy test subject to prove their effectiveness! You will be, of course, rewarded for your participation,” the woman exclaims and points to a box of valuables the group is carrying."
"#EVENT_NEGOTIATION_02_ACCEPT","Accept the offer"
"#EVENT_NEGOTIATION_02_REFUSE","Tell them to take a hike"
"#EVENT_NEGOTIATION_02_SUCCESS_NAME","Anything for progress"
"#EVENT_NEGOTIATION_02_SUCCESS_DESC","They seem like such a trustworthy bunch, so you decide to accept the offer. One colonist is brought forth, quickly measured, interviewed and finally injected repeatedly until their arm looks like it was attacked by a mosquito swarm. ”All done, thank you for your cooperation and see you soon. Hail science!” the leader declares and the group leaves. The colonist shows no signs of side-effects, and a later visit from the scientists verifies that the experiment was a moderate success."
"#EVENT_NEGOTIATION_02_FAILURE_NAME","Anything for progress"
"#EVENT_NEGOTIATION_02_FAILURE_DESC","They seem like such a trustworthy bunch, so you decide to accept the offer. One colonist is brought forth, measured, interviewed and injected repeatedly until their arm looks like a mosquito feasting ground. ”All done, thank you for your cooperation and see you soon. Hail science!” the leader declares and the group leaves. However, the Colonist quickly falls ill, and when the scientists return for a check-up, they are immediately chased away by furious Colonists."
"#EVENT_NEGOTIATION_02_REFUSE_NAME","Anything for progress"
"#EVENT_NEGOTIATION_02_REFUSE_DESC","You take a look at your Colonists who are shaking their heads furiously. ”Yeah, that’s going to be a no from us”, you say. The optimistic facade quickly falls from the scientists’ faces. ”Curses! You will regret this. Science shall strike you down!” their leader proclaims as the group disperses."
"#EVENT_BEAST_02_NOTIFICATION_HEADER","Something strange spotted in the woods"
"#EVENT_BEAST_02_NOTIFICATION_DESC","Is it just superstition?"
"#EVENT_BEAST_02_NAME","Swallowed whole"
"#EVENT_BEAST_02_DESC","A group of colonists brings an unnerving finding to you—a dead boar with two massive puncture wounds on its side, each as deep as a hand. The fur and skin have been partially dissolved, as if something had tried swallowing it but spat it out. Something capable of this could be a real threat to the Colony. Will you take action or prepare your defenses instead?"
"#EVENT_BEAST_02_SEARCH","Send colonists to hunt down the mysterious beast"
"#EVENT_BEAST_02_DEFENSE","Prop up your defenses"
"#EVENT_BEAST_02_SEARCH_NAME","Swallowed whole"
"#EVENT_BEAST_02_SEARCH_DESC","A hunting party ventures forth to look for the culprit. They find massive tracks leading deeper and deeper into the forest which end at a small village devoid of inhabitants. Shacks have been demolished and belongings scattered about, but there is no sign of bloodshed. As the Colonists comb the area, looking for usable resources, one spots something from the corner of their eye. A hill behind a fallen shack seems to move. The party rushes in, readying for a fight, but there is nothing to find. All they can do is head back to the Colony and hope the danger has passed."
"#EVENT_BEAST_02_DEFENSE_NAME","Swallowed whole"
"#EVENT_BEAST_02_DEFENSE_DESC","Guards are posted around the Colony perimeter. What started as a necessity quickly transforms into a routine, as nothing extraordinary is spotted. But as night falls, one of the Colonists, starring blankly into the woods, spots the ground itself shifting between the trees. An alarm is quickly raised and the colonists rush toward the oddity. Furious shouts of charging Colonists seem to scare the thing away, with bushes and small trees snapping down on its path. The only thing left behind is a strangled deer, a sign of a rudely interrupted meal."
"#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","One of the colonists approaches you, his eyes framed by dark circles. He tells you of a village not too far from here, where the inhabitants died mysteriously over a single night. He passed through the village recently and took some things with him. He is now plagued by terrible nightmares and is convinced they're caused by the haunting ghosts of the villagers. They will only be calmed if their belongings are returned."
"#EVENT_EXPEDITION_03_SCIENCE","Take a scientific 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","You don’t think there’s anything supernatural going on, but something is clearly not right. An expedition is sent to inspect the town, armed with whatever you could find. They do indeed find a village strangely empty, populated only by skeletons covered by grass and moss. A closer inspection reveals a source of poisonous gas oozing from the ground. In addition to being deadly, smaller doses seems to cause hallucinations as well. Satisfied with the explanation, the team gathers up whatever usable resources they find and head up back to the Colony."
"#EVENT_EXPEDITION_03_SUPERNATURAL_NAME","Ghost Town"
"#EVENT_EXPEDITION_03_SUPERNATURAL_DESC","Seeing how serious the man is, you decide to respect his plea. He fetches the items he took and a group of Colonists ventures forth toward the village. As they arrive, things are just like the man described—the town is populated solely by overgrown skeletons with plates, glasses, books and other belongings exactly where they were left, as if their lives had just suddenly been snubbed out. The man places the items respectfully in one of the huts and the group heads back. Later, the man approaches, you beaming with relief, carrying a few odd things he wants you to take as a sign of gratitude."
"#EVENT_EXPEDITION_03_REFUSE_NAME","Ghost Town"
"#EVENT_EXPEDITION_03_REFUSE_DESC","You brush the man off, telling him that you have more important things to take care of than his ghost stories. The man looks defeated but accepts your decision. It doesn’t take long, however, when you realize he has disappeared from the Colony. A search party finds no sign of him, nor do any of his friends know where he went. It is thus a great surprise as he later arrives at the gate, utterly exhausted and ravaged by some foul poisoning. ”I had to take them back”, he struggles to explain, ”Now I can finally sleep”."
"#EVENT_STRANGER_01_NOTIFICATION_HEADER","A strange man shouting orders at the gate"
"#EVENT_STRANGER_01_NOTIFICATION_DESC","The scene reminds you of something…"
"#EVENT_STRANGER_01_NAME","Cinematic complications"
"#EVENT_STRANGER_01_DESC","You arrive at the Gate and find an odd-looking man in a torn and dirty suit shouting at the gate through a rolled-up newspaper, ”I said action! What are you waiting for?! This is your big speech before the battle, put some heart in it!” Clearly he is a few peas short of a pod. What kind of a speech will you hold?"
"#EVENT_STRANGER_01_HONOR","Speech filled with honor"
"#EVENT_STRANGER_01_GLORY","Speech about glory"
"#EVENT_STRANGER_01_LOOT","Speech promising riches"
"#EVENT_STRANGER_01_REFUSE","Ignore the goofball"
"#EVENT_STRANGER_01_HONOR_NAME","Cinematic complications"
"#EVENT_STRANGER_01_HONOR_DESC","You decide to humor the strange man. ”My brothers and sisters”, you say as you turn towards your Colonists, ”I look at you and see hearts filled with valor, each more precious than the golden rays of the sun itself...” The man listens to your speech intently, holding the rolled-up newspaper in front of his eye while cranking a non-existing lever next to it. ”Fantastic, just fantastic!” he exclaims as you finish your speech. He reaches into a suitcase to give something to you. ”Here, we’re done for the day, but study this for your scene tomorrow—and eat something”, he says and leaves."
"#EVENT_STRANGER_01_GLORY_NAME","Cinematic complications"
"#EVENT_STRANGER_01_GLORY_DESC","You decide to humor the strange man. ”My eternal guard”, you say as you turn toward your Colonists, ”I look at you and see no ordinary people. I see beasts—blood-thirsty and greater than death itself, beasts worthy of songs that will be sung of this day and echo through the ages...” The man listens to your speech intently, holding the rolled up newspaper on his eye while cranking an invisible lever next to it. ”Great, a truly classic take!” he exclaims as you finish your speech. He reaches into his suitcase and gives you something, ”Here, we’re done for the day, but study this for tomorrow's scene—and eat something”, he says and leaves."
"#EVENT_STRANGER_01_LOOT_NAME","Cinematic complications"
"#EVENT_STRANGER_01_LOOT_DESC","You decide to humor the strange man. ”Alright, you worthless dogs”, you say as you turn toward your Colonists, ”Do you know what awaits us beyond that line of soldiers? Gold, more than you can ever imagine! After this day, you will live like royalty...” The man listens to your speech intently, holding the rolled up newspaper on his eye while cranking a non-existing lever next to it. ”A bit too contemporary, but fine enough I suppose”, the man exclaims as you finish your speech. He reaches into his suitcase and gives you something, ”Here, we’re done for the day, but study this for your scene tomorrow—and eat something”, he says and leaves."
"#EVENT_STRANGER_01_REFUSE_NAME","Cinematic complications"
"#EVENT_STRANGER_01_REFUSE_DESC","You tell the man to leave, which causes him to immediately slam the newspaper down on the ground. ”This is mutiny! You worthless union lackeys, I’ll make sure you never work in this industry again! You will rue the day you decided to betray Sir Manfred Stickblock!” Before you manage to get another word in, the man has already stormed off."
"#EVENT_STRANGER_02_NOTIFICATION_HEADER","A thief has been spotted"
"#EVENT_STRANGER_02_NOTIFICATION_DESC","You have to think fast to catch him"
"#EVENT_STRANGER_02_NAME","Hidden fortunes"
"#EVENT_STRANGER_02_DESC","A sudden yell echoes throughout the settlement, ”A thief! A thief in our midst!” You rush to the edge of the camp to see a weather-beaten man running for the woods. A few Colonists have rushed after the culprit. ”What should we do with him?” one of them asks."
"#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","You tell the Colonists to show mercy. They chase the fleeing man and quickly corner him in a nearby cave filled from top to bottom with all sorts of artifacts and knick-knacks. ”No, don’t take my treasures! I need them!”, the man pleads, spit dripping from his toothless lips into a beard resembling a bird's nest. The Colonists take back what was stolen and warn the man not to set foot in the Colony again. He seems to understand."
"#EVENT_STRANGER_02_VENGEFUL_NAME","Hidden fortunes"
"#EVENT_STRANGER_02_VENGEFUL_DESC","You tell the Colonists to get vengeance. They rush after the fleeing man and quickly corner him in a nearby cave filled from top to bottom with all sorts of artifacts and knick-knacks. ”No, don’t take my treasures! I need them!” the man pleads, spit dripping from his toothless lips into a beard which resembles a bird's nest. The Colonists raid the cave, some cutting themselves on sharp objects while feverishly grabbing for stuff while the man wails in despair."
"#EVENT_STRANGER_02_FAIR_NAME","Hidden fortunes"
"#EVENT_STRANGER_02_FAIR_DESC","You tell the Colonists to be fair. They rush after the fleeing man and quickly corner him in a nearby cave, which is filled from top to bottom with all sorts of artifacts and knick-knacks. ”No, don’t take my treasures! I need them!” the man pleads, spit dripping from his toothless lips into a beard resembling a bird's nest. The Colonists take back what was stolen, plus a little bit extra for penance. The man looks genuinely remorseful."
"#EVENT_STRANGER_02_IGNORE_NAME","Hidden fortunes"
"#EVENT_STRANGER_02_IGNORE_DESC","You tell the Colonists to get back, chasing after the man is not worth the risk at all. They hesitantly stop and return to the camp, quite displeased that they had to let their belongings go."
"#EVENT_DEPARTURE_01_NOTIFICATION_HEADER","A colonist approaches you"
"#EVENT_DEPARTURE_01_NOTIFICATION_DESC","She is looking for something better"
"#EVENT_DEPARTURE_01_NAME","The great unknown"
"#EVENT_DEPARTURE_01_DESC","A visibly nervous but pumped up woman approaches you, ”Look, so I’ve been thinking… It’s great here, but there's gotta be something more out there, right? And I… kinda wanna see it. So don’t take this the wrong way, but I might be leaving soon. I need something more, something better.”"
"#EVENT_DEPARTURE_01_GUILT","Tell her how selfish she’s being"
"#EVENT_DEPARTURE_01_WARN","Warn her about the dangers of the world"
"#EVENT_DEPARTURE_01_EQUIP","Equip her for the journey and wish her good luck"
"#EVENT_DEPARTURE_01_GUILT_NAME","The great unknown"
"#EVENT_DEPARTURE_01_GUILT_DESC","You explain to the woman that if she leaves, others will need to pick up the slack. That means the sick, young, injured and the elderly. Thinking of herself is an extremely selfish way to go about things and she should immediately let go of any such thoughts. The woman looks at you for a while, clearly shaken. ”Fine, guess I'll stay then”, she says gloomily and leaves with her backpack."
"#EVENT_DEPARTURE_01_WARN_NAME","The great unknown"
"#EVENT_DEPARTURE_01_WARN_DESC","You try to explain to the woman just how much more dangerous the outside world is. There are beasts, bandits, storms and who knows what. She won’t stand much of a chance and if she doesn’t make it back, it will be the people she cares about that will suffer for it. The woman's expression changes. ”Hmm... I guess I need to reconsider things a bit”, she says and hands you her now obsolete survival kit."
"#EVENT_DEPARTURE_01_EQUIP_NAME","The great unknown"
"#EVENT_DEPARTURE_01_EQUIP_DESC","Seeing how determined the woman is, you equip her as best you can and wish her good luck. She looks absolutely ecstatic to leave the settlement and venture out into the world. But after some time, you see her return, though you hardly recognize her with the multiple pelts wrapped around her body and the large backpack. ”Nah, it wasn’t that great after all”, she says while she hands you the cargo from her back."
"#EVENT_RACE_01_NOTIFICATION_HEADER","Two cars cruising toward the gate"
"#EVENT_RACE_01_NOTIFICATION_DESC","They're approaching mighty fast"
"#EVENT_RACE_01_NAME","Speedster's Challenge"
"#EVENT_RACE_01_DESC","Two magnificently fast cars speed through the landscape before suddenly slamming their brakes just outside the gate, sending dirt and grass flying everywhere. A man wearing thick racing goggles and a checkered helmet steps out from one of them. ""Hey, fancy a race? We can pool a little prize together, if you think you can defeat the champ. That's me, by the way"", he says with a smirk."
"#EVENT_RACE_01_SABOTAGE","Race him but sabotage his vehicle"
"#EVENT_RACE_01_SPEED","Race him, but tune up the engine"
"#EVENT_RACE_01_TRACTION","Race him, invest in traction"
"#EVENT_RACE_01_DECLINE","Decline the challenge"
"#EVENT_RACE_01_SABOTAGE_NAME","Speedster's Challenge"
"#EVENT_RACE_01_SABOTAGE_DESC","You accept the offer and start preparing for the race. While you're discussing the exact route and other details, one of your colonists sneaks to the racer's car to make sure that you have the necessary edge. A few moments later the race is ready to start, and your crew climbs into their car. As soon as the flag is flung, the cars shoot forward... only to make a horrible grinding sound, slow down and come to halt soon after. The champion rises from his car, looking more than a bit embarrassed. ""Um... looks like we both had some technical issues. What a shame."""
"#EVENT_RACE_01_SPEED_NAME","Speedster's Challenge"
"#EVENT_RACE_01_SPEED_DESC","You accept the offer and start preparing for the race. You decide to tune-up the engine a bit so that the car will have all the speed it’ll need. A few moments later, the race is ready to begin, and your crew climbs into their car. As soon as the flag is flung, both vehicles rocket forward. The champion gains a good lead, but your team manages to overtake him just before the finish line. Your colonists cheer and run to embrace them. And to the victor go the spoils."
"#EVENT_RACE_01_TRACTION_NAME","Speedster's Challenge"
"#EVENT_RACE_01_TRACTION_DESC","You accept the offer and start preparing for the race. You decide to tweak the suspension for the route ahead and clean the tires so that the car has the best possible grip. A few moments later the race is ready to begin, and the crews climb into their vehicles. The flag is flung and both cars rush forward. The champion gains a good lead, but your crew is able to pull off tighter turns to gain the upper hand in the twisting track and manage to cross the finish line first. Your colonists cheer and run to embrace them—a sweet victory accompanied by a bet won."
"#EVENT_RACE_01_DECLINE_NAME","Speedster's Challenge"
"#EVENT_RACE_01_DECLINE_DESC","You look at the cars with suspicion and decide to decline the offer. The champion gives a chuckle. ""Not brave enough to face the challenge? Well, that's probably smart. I AM unbeatable, after all."" The two cars turn around and soar toward the horizon, the roar of their engines still audible long after they've disappeared from sight."
"#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","You watch as 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 with the most enviable mustache steps out and waves at you. “Hello, good folk! Would you be ever so kind as to lend me a hand with this here dang rust bucket?"""
"#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","You gather your most mechanically-inclined colonists and approach the man. “A thousand thanks! I’ve no idea what's wrong, it just stops working after a while, and then it’s fine once I top it up again."""
"#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","You 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 what you want with it"", the man sighs. He gathers up his belongings, bids you farewell 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","You begin working on the engine, taking it apart bit by bit and inspecting everything in detail. Once the car is put back together however, 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 what you want with it"", the man sighs. He gathers up his belongings, bids you farewell 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","You 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's fixed to the best of your mechanics' abilities and the car springs to life. ""Brilliant! Thank you oh so much, you're blessed people, that's what you are!"" he exclaims. The man gives you a few of his belongings as a token of 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","You tell the man that your colony 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 trash heap anyhow"". The man gathers his belongings into a backpack, waves a goodbye and hikes away, leaving the broken car behind. You can already tell it's going to be a real eyesore. Better scrap it immediately."
"#EVENT_MUD_01_NOTIFICATION_HEADER","A weary looking woman is approaching the colony"
"#EVENT_MUD_01_NOTIFICATION_DESC","She's absolutely covered in mud"
"#EVENT_MUD_01_NAME","An Extra Push"
"#EVENT_MUD_01_DESC","You watch with mild amusement as a woman, fully covered in mud from the waist down, approaches the colony, leaving little brown patches behind with each step. ""Sorry to bother, you wouldn't mind giving me a helping hand, would you? My car got stuck in mud, and I'd be willing to repay you for helping me pull it out."""
"#EVENT_MUD_01_ACCEPT","Help her out"
"#EVENT_MUD_01_DECLINE","Leave her on her own"
"#EVENT_MUD_01_ACCEPT_SUCCESS_NAME","An Extra Push"
"#EVENT_MUD_01_ACCEPT_SUCCESS_DESC","You decide to give her a helping hand, several actually. You gather a group of colonists and venture out to her car, which has indeed been trapped in a pool of mud. After tying a couple ropes under it, everyone gives it a good pull while the woman gently steps on the pedal and others push from behind. For a while, nothing happens... until the car starts to lurch forward. It takes a good while, but you manage to get it out. ""Thank you so much. Here, have these"", the woman says and offers you a modest reward. You glance at the colonists who were pushing from behind and see that they have somehow managed to get their entire bodies covered in mud from the neck down. Looks like you have some extra washing to do."
"#EVENT_MUD_01_ACCEPT_FAIL_NAME","An Extra Push"
"#EVENT_MUD_01_ACCEPT_FAIL_DESC","You decide to give her a helping hand—several actually. You gather a group of colonists and venture out to her car, which has indeed been trapped in a pool of mud. After tying a couple ropes under the vehicle, you try to give it a good pull while the woman gently steps on the pedal and others push from behind. But despite your best efforts, the car isn't budging even a bit. The woman steps out, looking defeated. ""So, I guess I won't be going anywhere... You wouldn't happen to have an extra bed, would you?"""
"#EVENT_MUD_01_TAKE","Take her in"
"#EVENT_MUD_01_EXILE","Leave her alone"
"#EVENT_MUD_01_TAKE_NAME","An Extra Push"
"#EVENT_MUD_01_TAKE_DESC","You tell the woman that you'd be happy to take her in. A wave of relief washes over her face. ""Oh, thank you so much, I promise I won't disappoint you"", she exclaims."
"#EVENT_MUD_01_EXILE_NAME","An Extra Push"
"#EVENT_MUD_01_EXILE_DESC","The woman looks distraught but not very surprised. ""Well, it was worth a shot. But I've been doing fine on my own so far, I'll survive. I know I will. I have to."" Only now do you notice the steely, unwavering glare in her eyes."
"#EVENT_MUD_01_DECLINE_NAME","An Extra Push"
"#EVENT_MUD_01_DECLINE_DESC","Since venturing outside the colony sounds far too risky, you tell the woman that you cannot help her. She looks at you with absolute spite and disdain. ""Oh, a whole lotta you there and you can't even help a single person? Fine, sissies!"" she spits and marches off."
"#EVENT_CRAFTING_01_NOTIFICATION_HEADER","A colonist smudged with motor oil approaches you"
"#EVENT_CRAFTING_01_NOTIFICATION_DESC","There's a crazy gleam in her eyes"
"#EVENT_CRAFTING_01_NAME","Mechanical Monsters"
"#EVENT_CRAFTING_01_DESC","A messy looking woman with an entire arsenal of tools hanging from her belt walks toward you. ""Boss, boss, you gotta hear this! I just need a some of parts and I can build... Big... So fast... Like radioactive lightning, I tell you! With a car like that, well... I mean, it's obvious right?!"""
"#EVENT_CRAFTING_01_APPROVE","Let her run the... experiment?"
"#EVENT_CRAFTING_01_DECLINE","No way she's getting valuable parts"
"#EVENT_CRAFTING_01_SUCCESS_NAME","Mechanical Monsters"
"#EVENT_CRAFTING_01_SUCCESS_DESC","You give her the permission to use any parts necessary and she immediately rushes off to test her vision. The day goes by peacefully... until an ear-shattering BOOM suddenly echo through the colony. The woman emerges from her makeshift workshop, covered in ash and coughing up fumes. “So... it didn't work like intended... but it was an interesting process nonetheless, maybe we can make some use of it later"", she explains through coughs."
"#EVENT_CRAFTING_01_FAIL_NAME","Mechanical Monsters"
"#EVENT_CRAFTING_01_FAIL_DESC","You give her permission to use any parts necessary and she immediately rushes off to test her vision. The day goes by peacefully... until a very strong smell of smoke drifts into your nose. You follow the smell and find the woman standing in front of her makeshift workshop, which has been set ablaze. ""You know, in hindsight, I think opening the windows wasn't quite enough to replace a cooling system. Well, live and learn I suppose"", she says and pats you on the back."
"#EVENT_CRAFTING_01_DECLINE_NAME","Mechanical Monsters"
"#EVENT_CRAFTING_01_DECLINE_DESC","She is absolutely devastated. ""Ah man, really?! Come on, it would go... We'd just... Vrooom into the horizon! Ah fine, you just don't get it"", she says and strolls away."
"#EVENT_CULT_01_NOTIFICATION_HEADER","Rumors of a strange settlement are spreading"
"#EVENT_CULT_01_NOTIFICATION_DESC","Could there be something nefarious going on?"
"#EVENT_CULT_01_NAME","A Walled Garden"
"#EVENT_CULT_01_DESC","Colonists are speaking of an isolated, walled colony not too far from here. No one has been seen going in or out, but some swear they have heard a distant drumming echo from that direction during the night. Some colonists feel that it would be better to inspect the place and see exactly what is going on there."
"#EVENT_CULT_01_GO","Gather a scouting party"
"#EVENT_CULT_01_STAY","No way you're going near that place"
"#EVENT_CULT_01_GO_NAME","A Walled Garden"
"#EVENT_CULT_01_GO_DESC","A small but nimble party assembles and ventures out for the strange settlement. As they approach it, they see that the wall rises up high above them. It looks impenetrable. As they are circling it, a voice suddenly whispers from the other side: ""Hello? Is there somebody there? Please, you have to help us, we need to get out! The ritual is almost ready, and I don't think my family can survive another one. Hello..."""
"#EVENT_CULT_01_HELP","Help them"
"#EVENT_CULT_01_TOOLS","Give them some equipment"
"#EVENT_CULT_01_IGNORE","Ignore their plea"
"#EVENT_CULT_01_HELP_NAME","A Walled Garden"
"#EVENT_CULT_01_HELP_DESC","The party pools their equipment and manages to build a makeshift rope ladder. As the stranger runs to gather their family, your colonists attempt to throw the ladder over the wall. It takes them several tries, but the ladder finally falls to the other side. Soon enough, a family of five climbs over, all wearing red clothes with white circles on them, looking extremely malnourished. The group quickly rushes back toward the colony before they are noticed."
"#EVENT_CULT_01_TOOLS_NAME","A Walled Garden"
"#EVENT_CULT_01_TOOLS_DESC","The colonists cannot risk getting caught, so they bundle some equipment—rope, clothes, wood, that sort of thing—into a package and throw it over the wall. There is no response. After not finding a way in or any other signs of life, they return to the colony. Sometime after that, a young man appears behind the gate. He's wearing a red outfit with white circles on it and looks extremely malnourished. ""I'm the only one who got out"", he says, just barely holding back tears."
"#EVENT_CULT_01_IGNORE_NAME","A Walled Garden"
"#EVENT_CULT_01_IGNORE_DESC","Your colonists fall completely silent. ""Are you there?"" the voice asks one more time before it too is snubbed. The party continues their mission even more carefully than before, but they don't find a single opening in the wall. They return to the colony with little to no new information, the pleading voice still haunting in their minds."
"#EVENT_CULT_02_NOTIFICATION_HEADER","An odd group is approaching the gate"
"#EVENT_CULT_02_NOTIFICATION_DESC","They sort of look like traders"
"#EVENT_CULT_02_NAME","Faithful Finances"
"#EVENT_CULT_02_DESC","A string of people approaches the colony, each wearing intricate robes with splashes of gold and green on them. They are carrying massive, decorated umbrellas so that not a single ray of sun can touch them. The man at the front, wearing a silk scarf around his body, says to you, ""Children! Would you aid us in our holy mission? It is not long before Helios steps down to the Earth, and we must be ready to appease His blazing wrath! Please, assist our preparation for his arrival!"""
"#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","Once the trade is complete, the followers pull strings on their umbrellas and reveal hundreds of mirrors attached to their tops. They begin to swirl around their leader, reflecting the sunlight onto the ground around them in an almost beautiful dance. ""Blessed! Blessed are we on this day! Let us pray for darkness, for anything is better than His eternal fire!"" the leader declares."
"#EVENT_CULT_02_DECLINE_NAME","Faithful Finances"
"#EVENT_CULT_02_DECLINE_DESC","The man bursts into tears. ""Failure! Failure my children, I can already feel His fire scorching my heart!"" The followers drop their umbrellas and throw themselves onto the ground as soon as the sunlight hits them, wailing in pain. This performance goes on for a while before they pick themselves back up and return to wherever they came from."
"#EVENT_TRADING_02_NOTIFICATION_HEADER","A group spotted crawling toward the gate"
"#EVENT_TRADING_02_NOTIFICATION_DESC","What on Earth is this?"
"#EVENT_TRADING_02_NAME","Nature’s Call"
"#EVENT_TRADING_02_DESC","A small group of people is indeed crawling toward the colony, walking on all fours without a single shred of cloth on them. They drop a pile of random items on the ground, which they clearly have no use for anymore. One of them steps forward, his nose high in the air and eyes sharp. ""Ghhr... Fraah.... Frooh... Food?"" he manages to growl."
"#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 the food as soon as it's placed on the ground, quickly grabbing it before skittering away again. They give it a few bites and a couple of sniffs before running back to the wilderness, faster than you would have expected on all fours."
"#EVENT_TRADING_02_DECLINE_NAME","Nature’s Call"
"#EVENT_TRADING_02_DECLINE_DESC","You refuse the offer, though you're not quite sure if these people understand what you're saying. Finally, the leader of the pack seems to realize what's going on. He reveals his teeth to you and growls, which quickly prompts the rest of the pack to do the same. Your colonists reach for their weapons—but, instead of attacking, the pack turns away and swiftly disappears into the wilderness."
"#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 colonist brings you a strange looking device, which he says was found in an abandoned car nearby. You take a look at it and realize it's a radio transmitter. Some fidgeting reveals that it's still transmitting information to its place of origin, which you now have the coordinates for. The question is—dare you venture forth?"
"#EVENT_RESEARCH_01_FOLLOW","Follow the lead"
"#EVENT_RESEARCH_01_DECLINE","Do nothing"
"#EVENT_RESEARCH_01_FOLLOW_NAME","Dangers of Knowledge"
"#EVENT_RESEARCH_01_FOLLOW_DESC","You decide to send a party to investigate. They find an abandoned research facility hidden deep beneath the woods. The place has been contaminated with radioactivity and most of the research materials have been sealed in secure containers. The party only manages to gather a few things before they have to leave. As they return, they ask you if the contaminated research materials should be investigated further or left alone."
"#EVENT_RESEARCH_01_INVESTIGATE","Investigate the materials"
"#EVENT_RESEARCH_01_DISREGARD","Disregard the materials"
"#EVENT_RESEARCH_01_INVESTIGATE_NAME","Dangers of Knowledge"
"#EVENT_RESEARCH_01_INVESTIGATE_DESC","The colonists open the sealed containers and go through the materials 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","Considering the radioactive nature of the materials, you decide that it would be too risky and they are therefore left alone. The uncontaminated items still provide some useful insights, so the trip is not a complete waste."
"#EVENT_RESEARCH_01_DECLINE_NAME","Dangers of Knowledge"
"#EVENT_RESEARCH_01_DECLINE_DESC","A mysterious transmitter left in an abandoned car? Sure, this doesn't sound dangerous at all! You tell the colonists to scrap the transmitter, figuring it the safest way to handle the situation."
"#EVENT_COMBUSTION_01_NOTIFICATION_HEADER","Your toolmaker wants to talk"
"#EVENT_COMBUSTION_01_NOTIFICATION_DESC","He's very excited about something"
"#EVENT_COMBUSTION_01_NAME","Combustion 101"
"#EVENT_COMBUSTION_01_DESC","Your toolmaker approaches you, carrying a piece of junk that looks like an old lawnmower engine. “Oh, glorious leader, I've always wanted to work on one of these! Making tools is fine and all but a real combustion engine—now that's something different!"" He needs a few pieces of metal, parts and fuel to fire the thing up. The engine is barely in one piece, but the toolmaker is rather enthusiastic about fixing it."
"#EVENT_COMBUSTION_01_APPROVE","Have a go at it"
"#EVENT_COMBUSTION_01_REFUSE","Do not risk blowing yourself up"
"#EVENT_COMBUSTION_01_APPROVE_SUCCESS_NAME","Combustion 101"
"#EVENT_COMBUSTION_01_APPROVE_SUCCESS_DESC","You allow him to fetch the necessary resources. Moments later, a loud ""bang"" can be heard from within one of the toolshops, followed by sputtering sounds and a cheer. ""It works! It works it works it works! Well, for a moment anyways—can't wait to try it again!"" The toolshop has suffered a bit, and most of the resources were lost, but the toolmaker is over the moon and you gained some valuable insight in the process."
"#EVENT_COMBUSTION_01_APPROVE_FAIL_NAME","Combustion 101"
"#EVENT_COMBUSTION_01_APPROVE_FAIL_DESC","You allow the man to fetch what he needs. Clanging sounds and several expletives echo from within the toolshop but suddenly come to an end as the toolmaker runs out the shack and hits the dirt. Seconds later a fiery explosion rocks the colony and sets the entire building ablaze. ""Sorry boss, I might’ve connected a few bits wrong. But now I know better!"""
"#EVENT_COMBUSTION_01_REFUSE_NAME","Combustion 101"
"#EVENT_COMBUSTION_01_REFUSE_DESC","You tell the man to concentrate on getting those tools ready. His lawnmower project will have to wait for another time."
"#EVENT_PYRO_01_NOTIFICATION_HEADER","A mysterious letter for you"
"#EVENT_PYRO_01_NOTIFICATION_DESC","Pinned to a door with an axe"
"#EVENT_PYRO_01_NAME","Pyromail"
"#EVENT_PYRO_01_DESC","A colonist rushes to you with a note on their hand. ""Chief! Someone left this note pinned to a door with an axe. It's addressed to you and only you"". The letter is partly charred and smells faintly of gunpowder and gasoline. It says: ""Glad to make your acquaintance. Your colony's growing nicely, and I want a piece of the action. There are several firebombs planted around your precious settlement set to blow unless my demands are met."" There's a list of resources with directions to a remote drop site."
"#EVENT_PYRO_01_AGREE","Do as the ransom note says"
"#EVENT_PYRO_01_AMBUSH","Play along, but try setting an ambush"
"#EVENT_PYRO_01_REFUSE","It's clearly a bluff"
"#EVENT_PYRO_01_AGREE_NAME","Pyromail"
"#EVENT_PYRO_01_AGREE_DESC","You suspect a bluff but don't want to risk it. Colonists gather and deliver the resources to the note's location. Back at the colony, you order a thorough search for the supposed hidden explosives. Several anxiety-inducing moments and one failed disarm attempt later, colonists return with a number of now-defunct fuel bombs disguised as plastic barrels and bottles."
"#EVENT_PYRO_01_AMBUSH_SUCCESS_NAME","Pyromail"
"#EVENT_PYRO_01_AMBUSH_SUCCESS_DESC","You play along but decide to ambush the blackmailer. Upon dropping off the resources, several colonists hide in the treeline. A moment later, you hear the roar of a large engine. An armored truck halts at the drop point and two Wasteland Nomads climb out. The trap is sprung and a brawl ensues. Bandits are forced to flee but manage to remotely trigger one explosive before making their escape. This could have gone a lot worse..."
"#EVENT_PYRO_01_AMBUSH_FAIL_NAME","Pyromail"
"#EVENT_PYRO_01_AMBUSH_FAIL_DESC","You play along but are determined to ambush the blackmailer. Upon dropping off the resources, several colonists hide in the treeline. A short while later, you hear the roar of a large engine. An armored truck approaches and one of your colonists gets caught in its headlights, revealing the ambush. The Wasteland Nomad on the truck bed wastes no time and immediately reaches down to grab the loot on the fly. As they drive off, you hear several explosions echo in the distance."
"#EVENT_PYRO_01_REFUSE_NAME","Pyromail"
"#EVENT_PYRO_01_REFUSE_DESC","You're pretty certain the note is a bluff. There's no way someone could have snuck in and planted not one but several explosive devices around the colony right under your nose. The drop-off time passes. Just when you thought it safe, several fiery explosions go off."
"#EVENT_PARTY_HARD_01_NOTIFICATION_HEADER","Ruckus coming from a house"
"#EVENT_PARTY_HARD_01_NOTIFICATION_DESC","A very unexpected noise"
"#EVENT_PARTY_HARD_01_NAME","Party Hard"
"#EVENT_PARTY_HARD_01_DESC","You follow the cheery sounds and find a group of colonists crammed inside the house, all singing and yelling cheerfully. The bottles on the tables reveal that they've managed to find some alcohol, but you have no idea where from. ""Oh hey, care to join us?!"" one of the colonists exclaims."
"#EVENT_PARTY_HARD_01_DISBAND","Disband the party"
"#EVENT_PARTY_HARD_01_CONFISCATE","Confiscate the alcohol"
"#EVENT_PARTY_HARD_01_ALLOW","Let them party"
"#EVENT_PARTY_HARD_01_DISBAND_NAME","Party Hard"
"#EVENT_PARTY_HARD_01_DISBAND_DESC","You order the colonists to stop wasting time and get back to doing something productive. They try to protest, but the threat of harsher consequences quickly gets them on their feet. All seems to return back to normal. However, the next night you wake up to the sound of bottles smashing against your house."
"#EVENT_PARTY_HARD_01_CONFISCATE_NAME","Party Hard"
"#EVENT_PARTY_HARD_01_CONFISCATE_DESC","You don't want to sour the mood but decide that the alcohol is too risky of a component. You gather it all, which causes some protest, but another song quickly turns the colonists' attention elsewhere. For the next few days, there seems to be a more jovial mood around the colony."
"#EVENT_PARTY_HARD_01_ALLOW_NAME","Party Hard"
"#EVENT_PARTY_HARD_01_ALLOW_DESC","You give the folks a chance to let off some steam. They seem to be enjoying themselves, with the music and the yelling getting louder and louder, until it suddenly turns into outright screaming. You rush back to the house, only to see it and a few others set ablaze. Seems like someone had the idea to build a bonfire but didn't quite see the need to move it outside the house."
"#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","A colonist rushes toward you and hastily explains that there's a problem with one of the extractors. You follow him and find the extractor completely halted, occasionally screeching and twitching. Another colonist is already inspecting the insides. ""We got some loose scrap bolted between the cogs. I think I can pull it out, would let us avoid any further damage,"" she says."
"#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 extractors, plunges her hand within 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 on 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 your skin crawl. You tell the colonists that you're definitely not going to do that and will instead shut down the extractor and take it apart. 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 to minced meat."
"#EVENT_KNOT_01_NOTIFICATION_HEADER","Energy issues within the colony"
"#EVENT_KNOT_01_NOTIFICATION_DESC","What's going on?"
"#EVENT_KNOT_01_NAME","A Gordian Knot"
"#EVENT_KNOT_01_DESC","A flustered colonist drags himself toward you, looking both pale and incredibly red in the face. ""Um... We have a little problem,"" he says. He leads you to a wind turbine with its rotor tangled in strings from what looks like a large kite. There are two terrified children standing under the turbine. ""We're so so sorry, we didn't mean to!"" one of them exclaims."
"#EVENT_KNOT_01_HELP","Find someone to climb and fix it"
"#EVENT_KNOT_01_FATHER","Have the father do it"
"#EVENT_KNOT_01_CHILD","Have one of the children do it"
"#EVENT_KNOT_01_CHILD_NAME","A Gordian Knot"
"#EVENT_KNOT_01_CHILD_DESC","You turn toward the children and say, very sternly, that they've done a bad thing that might get people hurt, so they must fix it. The two stare at you with tearful, guilt-ridden expressions. Finally the daughter wipes the snot from her nose and walks toward the turbine. She manages to climb maybe two feet before her grip gives out and she stumbles back down, frustrated but unharmed. Looks like the kids cannot clean the mess they've made after all."
"#EVENT_KNOT_01_HELP_NAME","A Gordian Knot"
"#EVENT_KNOT_01_HELP_DESC","As you are about to seek volunteers, a woman rushes past you. ""Oh dear, what did you do now?"" she asks the children who sniffle in response. ""It's fine, just give me a moment,"" she says and glances at the turbine. In mere moments, she has already thrown off her shoes and began climbing the turbine with ease. She reaches the top within minutes, and takes just a little more to clear the rotor. ""There. Now, no more playing around the machines, right?"" she sighs after dropping down. The children nod intensively."
"#EVENT_KNOT_01_FATHER_NAME","A Gordian Knot"
"#EVENT_KNOT_01_FATHER_DESC","The father looks absolutely terrified but does not challenge you. He approaches the turbine and starts climbing up slowly. ""Don't fall papa!"" the girl exclaims as her father tries to find another foothold. It takes him ages to make it to the top and even longer to clean the rotors. He climbs back to the ground where his children immediately rush to hug him. The turbine looks pretty mangled by the event."
"#EVENT_WIRE_01_NOTIFICATION_HEADER","A panicked colonist rushes to you"
"#EVENT_WIRE_01_NOTIFICATION_DESC","Hysterical mass of people follows"
"#EVENT_WIRE_01_NAME","Hanging by a Wire"
"#EVENT_WIRE_01_DESC","The mass of people rushing toward you look like they’re running for their lives. ""I... Boss, I didn't know... I thought it was just scrap!"" the panicked colonist babbles. It takes you a moment to understand what is going on. Somehow, by some divine misfortune, the colonist managed to accidentally bring a bomb to the colony, one which is now in danger of exploding."
"#EVENT_WIRE_01_DISARM","Disarm the bomb"
"#EVENT_WIRE_01_DETONATE","Detonate from a safe distance"
"#EVENT_WIRE_01_DISARM_INSPECT_NAME","Hanging by a Wire"
"#EVENT_WIRE_01_DISARM_INSPECT_DESC","One of your most technically gifted colonists approaches the bomb. He inspects it carefully and says he should be able to disarm it, but he’ll need some extra hands and tools."
"#EVENT_WIRE_01_DISARM_TOOLS","Give him the tools"
"#EVENT_WIRE_01_DISARM_WITHOUT","Attempt to disarm without tools"
"#EVENT_WIRE_01_DISARM_DETONATE","Detonate from a safe distance"
"#EVENT_WIRE_01_DISARM_TOOLS_NAME","Hanging by a Wire"
"#EVENT_WIRE_01_DISARM_TOOLS_DESC","You give him the necessary tools, and with the help of other colonists, he gets to work. Everyone is watching the effort intently, so silently that you could hear a cricket fart. Finally, he lifts his hand up in a joyous motion and you can breathe a sigh of relief. ""It's all good now, thankfully. Man, that was intense, wasn’t it,"" he sighs and lets out a nervous laugh."
"#EVENT_WIRE_01_DISARM_SUCCESS_NAME","Hanging by a Wire"
"#EVENT_WIRE_01_DISARM_SUCCESS_DESC","You see the color drain from the colonist's face. Nevertheless, he turns back to the bomb, determined to do his best despite the less than ideal circumstances. The crowd is so silent you could hear a cricket fart. Finally, he raises his hand in a joyous motion, and you take a sigh of relief. ""Woah. I did it. I actually did it! I didn't think I could do it,"" he laughs in manic disbelief."
"#EVENT_WIRE_01_DISARM_FAIL_NAME","Hanging by a Wire"
"#EVENT_WIRE_01_DISARM_FAIL_DESC","You see the color drain from his face. Nevertheless, he turns back to the bomb, determined to do his best despite the less than ideal circumstances. The crowd is so silent you could hear a cricket fart. Suddenly, he spins around and launches himself toward you. Everyone realizes what's going on and scramble away from the bomb. An earth-shattering boom hits you and a fiery explosion engulfs the colony. As the flames die out, you see buildings severely damaged, with a few colonists also sustaining injuries."
"#EVENT_WIRE_01_DETONATE_NAME","Hanging by a Wire"
"#EVENT_WIRE_01_DETONATE_DESC","You gather up the colonists to make sure that no one is near the bomb. You build a makeshift firebomb out of a bottle, oil and some rags, light it up and toss it toward the bomb. It hits the target and shatters, engulfing it in flames. For a few moments, there's nothing, until a shockwave suddenly blasts through the colony and a fiery explosion fills your sight. As the flames die down, you see that the surrounding buildings were severely damaged, but luckily no one was hurt."
"#EVENT_SUPERIOR_WEAPON_01_NOTIFICATION_HEADER","Strange machines approaching"
"#EVENT_SUPERIOR_WEAPON_01_NOTIFICATION_DESC","This could get ugly"
"#EVENT_SUPERIOR_WEAPON_01_NAME","The Superior Weapon"
"#EVENT_SUPERIOR_WEAPON_01_DESC","You watch with a mix of fear and disbelief as actual, real-life trebuchets roll toward the camp and stop a fair distance away. A couple of trucks approach the gate moments later. A heavily-armored fellow steps up and declares: ""Hear ye, hear ye! We have thy fort surrounded! If thou shan’t meet our demands, prepare to have thy holdings demolished by our ultimate weapon! Pay the price, and thou shalt be spared our wrath!"""
"#EVENT_SUPERIOR_WEAPON_01_ACCEPT","Pay the bandits"
"#EVENT_SUPERIOR_WEAPON_01_REFUSE","Refuse to be blackmailed"
"#EVENT_SUPERIOR_WEAPON_01_REFUSE_FAIL_NAME","The Superior Weapon"
"#EVENT_SUPERIOR_WEAPON_01_REFUSE_FAIL_DESC","You tell the bandits to go play war with someone else. ""So be it,"" the bandit replies and signals toward the trebuchets. A swooshing sound precedes the massive rocks soaring through the air toward the colony. People disperse in panic as the boulders come down, leveling buildings with ease. The attack was fierce but quick, and you can already see the bandits heading toward their next victim."
"#EVENT_SUPERIOR_WEAPON_01_REFUSE_SUCCESS_NAME","The Superior Weapon"
"#EVENT_SUPERIOR_WEAPON_01_REFUSE_SUCCESS_DESC","You tell the bandit to go play war with someone else. ""So it shall be then,"" the bandit replies and points to the trebuchets. A swooshing sound precedes the massive rocks soaring through the air toward the colony. Panicked colonists disperse as the boulders rain from the sky, but by some incredibly luck, only a couple of buildings are damaged. In an equally fortunate fashion, the bandits do not stay to admire their handiwork, as they leave to find their next target."
"#EVENT_SUPERIOR_WEAPON_01_ACCEPT_NAME","The Superior Weapon"
"#EVENT_SUPERIOR_WEAPON_01_ACCEPT_DESC","You glance at the towering war machines in the distance and begrudgingly pay the bandit what he asked. ""Wise choice, m’lord, we bid thee farewell,"" he says and rushes back toward the trebuchets. True to their word, the bandits leave you alone and head out, looking for their next victim."
"#EVENT_BEAST_03_NOTIFICATION_HEADER","You hear loud screaming"
"#EVENT_BEAST_03_NOTIFICATION_DESC","Something is coming"
"#EVENT_BEAST_03_NAME","Caught in a Stampede"
"#EVENT_BEAST_03_DESC","A group of colonists rushes toward you, their faces filled with absolute terror. A frenzied, mutated bison has gotten inside the colony and has already knocked down a few tents. This issue needs to be handled quickly, but you also do not want to anger the beast further."
"#EVENT_BEAST_03_FOOD","Offer the bison some food"
"#EVENT_BEAST_03_CHASE","Chase the bison away"
"#EVENT_BEAST_03_HUNT","Try to take the bison 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 bison tramples forth, its monstrous body dwarfing everything around it. It circles around the food for a while before calming down to eat. You watch it finish its meal and wait for its next move. Luckily, the bison 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","You and the other colonists group together, carrying pots, pans, sheets of metal and whatever other loud objects you can find. You approach the bison, making as much noise as possible in the hope it will be scared off. For a moment, the beast seems to tense up and prepare to charge you. 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, with 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 bison immediately freaks out and charges the colonists in blind anger. They barely manage to avoid it, but the raging animal cannot be stopped now. When it finally flees to the forest, you find your tents 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 bison 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, you also managed to secure some fresh meat."
"#EVENT_EXPERIMENT_01_NOTIFICATION_HEADER","This land holds many mysteries"
"#EVENT_EXPERIMENT_01_NOTIFICATION_DESC","Do you dare take advantage of them?"
"#EVENT_EXPERIMENT_01_NAME","Fabulously 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. You could take it to a medical tent and run some experiments on it, but that will take both time and resources. Running the tests will be expensive, and your colonists might not like having their resources spent on non-immediate needs."
"#EVENT_EXPERIMENT_01_RESOURCES1","Give plenty of resources"
"#EVENT_EXPERIMENT_01_RESOURCES2","Give some of the resources"
"#EVENT_EXPERIMENT_01_DENY","Leave the fungus alone"
"#EVENT_EXPERIMENT_01_SUCCESS_NAME","Fabulously Fascinating Fungus"
"#EVENT_EXPERIMENT_01_SUCCESS_DESC","Your colonists extract some of the fungus and get to work. After a lot of measuring, cutting, diluting, microscoping and so forth, they return to you with a joyful look on their faces. They have managed to extract the pollution-absorbing agent from the fungus and distill that into medicine. Once again, you've managed to reap what mother nature had sowed."
"#EVENT_EXPERIMENT_01_FAIL_NAME","Fabulously Fascinating Fungus"
"#EVENT_EXPERIMENT_01_FAIL_DESC","Your colonists extract some of the fungus and get to work. After a lot of measuring, cutting, diluting, microscoping and so forth, nothing seems to happen. Eventually the colonists return to you with a nervous look on their faces. ""Um... So we had a bit of a mishap,"" one of them explains. Apparently, the fungus contaminated the medical tent and has taken quite the liking to it. Most of its structures have been eaten away by the rot and will require extensive repairs."
"#EVENT_EXPERIMENT_01_DENY_NAME","Fabulously Fascinating Fungus"
"#EVENT_EXPERIMENT_01_DENY_DESC","Playing around with mutated fungus does not sound like the best choice for your colonists' health, so you decide to let this opportunity be. Besides, the red fungus looks quite pretty next to the radioactive puddles."
"#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","As you arrive to check on the sawmill, you see a single man who has strapped himself next to its machinery. He's holding a large shovel just outside the reach of the spinning mechanism, 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","You begrudgingly cough up the money the man is asking for. He accepts it, looking a bit surprised that his demand was actually met. The sawmill returns back to work as usual, but you wonder if giving in was the right choice in the long run."
"#EVENT_NEGOTIATION_03_ATTACK_SUCCESS_NAME","For the Working Man"
"#EVENT_NEGOTIATION_03_ATTACK_SUCCESS_DESC","You whisper to a few colonists and tell them to take the man down. As you are talking to him, the colonists circle around the sawmill and approach him from the behind. Before the man realizes what's going on, he's grabbled and pulled away from the machinery. ""Okay, okay, fine, I'll work, I was just fed up, that's all!"" he pleads."
"#EVENT_NEGOTIATION_03_EXTRA_WORK","Punish the man with additional work"
"#EVENT_NEGOTIATION_03_FORGIVE","Let this one slip by"
"#EVENT_NEGOTIATION_03_EXTRA_WORK_NAME","For the Working Man"
"#EVENT_NEGOTIATION_03_EXTRA_WORK_DESC","You tell the man that, as punishment for his behavior, he's going to be doing extra work. The man gives you a spiteful look, obviously displeased, but the rest of the colony is impressed to see you handling the situation with such a strong will."
"#EVENT_NEGOTIATION_03_FORGIVE_NAME","For the Working Man"
"#EVENT_NEGOTIATION_03_FORGIVE_DESC","You tell the man that he's not going to be punished, but that he won't be as lucky next time. Everyone's having a hard time trying to survive, but they still have to think about others. The man looks relieved and genuinely remorseful."
"#EVENT_NEGOTIATION_03_ATTACK_FAIL_NAME","For the Working Man"
"#EVENT_NEGOTIATION_03_ATTACK_FAIL_DESC","You whisper to a few colonists and tell them to take the man down. As you're still talking to him, the colonists circle around the sawmill and approach him from the back. 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 mechanism is jammed. ""Look what you made me do!"" he exclaims as he's being grappled."
"#EVENT_NEGOTIATION_03_DECLINE_NAME","For the Working Man"
"#EVENT_NEGOTIATION_03_DECLINE_DESC","You tell the man that you're not going to give into blackmail. You're all working hard and getting exactly as much as the colony is able to give. He listens to your words and readies the shovel. But instead of jamming it into the machinery he simply lets out an exhausted sigh and sets it aside. ""I'm just so tired boss, that's all,"" the man says 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","Judge as you see fit"
"#EVENT_NEIGHBORS_01_MAN_NAME","Common Capital"
"#EVENT_NEIGHBORS_01_MAN_DESC","You ask the man to tell you 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 any 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","You ask the woman to tell you 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","Since there would be no coins to share without the man, you agree to let him keep 80%. The woman is understandably upset but takes her share nonetheless. The situation seems to be resolved for now."
"#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, you agree to let her keep 40% of them. The man is understandably 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","Since it's unlikely for everyone to come out of this satisfied, you decide to take a third of the coins for the colony and split the rest evenly. This brings murmurs from the two neighbors, but overall they seem to be content to have a resolution."
"#EVENT_NEIGHBORS_01_TAX100_NAME","Common Capital"
"#EVENT_NEIGHBORS_01_TAX100_DESC","Knowing how much this kind of money could help the colony, you decide that all of it must be used for the common good. Both neighbors almost jump at you but quickly back down once the threat of punishment is brought up. The money is yours to use as you please, though not everyone is satisfied with your methods. You can occasionally hear words like ""tyranny"" and ""dictator"" whispered behind your back."
"#COMBAT_DEADCREEK_01_NAME","Hostile Dead Creek forces"
"#COMBAT_DEADCREEK_01_DESC","The leader of Dead Creek approaches the gate with her posse, visibly fuming with anger. ""You've been a pebble in my boot for too long, coward. Pay up or prepare to go six feet under!"" The enemy is armed with rifles and firebombs."
"#COMBAT_DEADCREEK_01_NOTIFICATION_HEADER","Attack imminent!"
"#COMBAT_DEADCREEK_01_NOTIFICATION_DESC","Hostile Dead Creek forces"
"#COMBAT_DEADCREEK_01_INSULT","Bring it on!"
"#COMBAT_DEADCREEK_01_PAY","Fine, just leave us alone!"
"#COMBAT_DEADCREEK_01_NEGOTIATE","Would you settle for a little less?"
"#COMBAT_DEADCREEK_01_NEGOTIATE_SUCCESS_NAME","Hostile Dead Creek forces"
"#COMBAT_DEADCREEK_01_NEGOTIATE_SUCCESS_DESC","""So you're not just a coward but a poor one too? Fine—but this is my last offer. Pay up or we attack!"""
"#COMBAT_DEADCREEK_01_REFUSE","Guess we'll fight, then."
"#COMBAT_DEADCREEK_01_ACCEPT","Here, just leave."
"#COMBAT_DEADCREEK_01_NEGOTIATE_FAIL_NAME","Hostile Dead Creek forces"
"#COMBAT_DEADCREEK_01_NEGOTIATE_FAIL_DESC","""Hah, we've gone way past the point of no return. Prepare to meet your maker, scoundrel!"" As firebombs fly over the gate and land inside the colony, the attack begins."
"#COMBAT_DEADCREEK_01_LATER","Spare us some time to gather that"
"#COMBAT_DEADCREEK_01_LATER_NAME","Hostile Dead Creek forces"
"#COMBAT_DEADCREEK_01_LATER_DESC","""Fine, but don't count on our generosity a second time!"" Dead Creek forces will leave the colony alone this time. Better get those resources ready if you don't want a fight."
"#COMBAT_DEADCREEK_01_POSTPONE_NAME","Dead Creek forces are back"
"#COMBAT_DEADCREEK_01_POSTPONE_DESC","""You've had your reprieve—now hand over the goods or we'll come take ‘em by force!"" The time for diplomacy is over, you either pay up or face the music."
"#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","Nope, bring it on!"
"#EVENT_RELIGION_ATTACK_01_NOTIFICATION_HEADER","A strange group is approaching the colony"
"#EVENT_RELIGION_ATTACK_01_NOTIFICATION_DESC","They’re carrying bells… and weapons"
"#EVENT_RELIGION_ATTACK_01_NAME","Divine Wrath"
"#EVENT_RELIGION_ATTACK_01_DESC","A cult-like gathering of people arrives at the gates. They are carrying large bells which they ring with every step, but you also see weapons on their backs. The leader speaks: ”Hear me, faithless. The Great Green is ready to bless us with Her song. And for that, She demands offerings.”"
"#EVENT_RELIGION_ATTACK_01_ALL","Gift a lot of resources"
"#EVENT_RELIGION_ATTACK_01_SOME","Gift some resources"
"#EVENT_RELIGION_ATTACK_01_DENY","I'm not afraid of you weirdos!"
"#EVENT_RELIGION_ATTACK_01_ALL_NAME","Divine Wrath"
"#EVENT_RELIGION_ATTACK_01_ALL_DESC","You gather the resources in a pile, which the followers circle around while ringing their bells before picking them up. ”Thank you, The Great Green will surely bless you with Her vibrancy,” the leader proclaims."
"#EVENT_RELIGION_ATTACK_01_SOME_NAME","Divine Wrath"
"#EVENT_RELIGION_ATTACK_01_SOME_DESC","The leader looks at your offerings judgmentally. ”You are a nonbeliever then, and a selfish one at that. Then we will take what we need, Her divine mission must not be endangered!”"
"#EVENT_RELIGION_ATTACK_01_DENY_NAME","Divine Wrath"
"#EVENT_RELIGION_ATTACK_01_DENY_DESC","The entire group gasps and begins to bang their bells ominously. ”Blasphemers! We shall smite thee down in Her name!”"
"#EVENT_RELIGION_ATTACK_02_NOTIFICATION_HEADER","Religious fanatics march 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","The fanatics arrive at your doorstep, their chant having grown even louder and more aggressive. Their leader, a man with pure murder in his eyes, raises his hand to silence the others. ”We are the predators of this new world! Through us, it will be cleansed of parasites and be born anew!”"
"#EVENT_RELIGION_ATTACK_02_RESOURCES","Offer resources for them to leave you alone"
"#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","The leader laughs, ”Material goods hold no value for us. There is only one thing we desire—blood.”"
"#EVENT_RELIGION_ATTACK_02_THREAT_NAME","The Great Purge"
"#EVENT_RELIGION_ATTACK_02_THREAT_DESC","Your threat sends a cheerful chant through the followers. ”Yes, good, this will be a glorious hunt then!” the leader proclaims. His staff swings to point straight at you."
"#EVENT_RELIGION_ATTACK_02_MOCK_NAME","The Great Purge"
"#EVENT_RELIGION_ATTACK_02_MOCK_DESC","The fanatics let out enraged screams, though few do turn their heads down rather self-consciously. The leader raises his weapon. ”Mock us as much as you’d like, it makes no difference. Prepare to be cleansed.”"
"#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","You can see the people flocking outside your gate have been through a lot. You can see it from the scars they carry, their ragged, stony faces… and their weapons. The woman upfront says, ”We have been travelling for days. Please, we need food… We will not survive otherwise.”"
"#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 look at you in awe as you carry your gifts to them. ”Thank you. Thank you a thousand times. I know it’s not much, but take this… We have no use for it,” the leader says and offers you some silver."
"#EVENT_GROUP_ATTACK_01_LITTLE_NAME","Desperate Times"
"#EVENT_GROUP_ATTACK_01_LITTLE_DESC","The group looks at the food with disbelief and joy. ”Thank you so much. I know it’s not easy to be kind in this world. We will not forget this,” the leader says."
"#EVENT_GROUP_ATTACK_01_DENY_NAME","Desperate Times"
"#EVENT_GROUP_ATTACK_01_DENY_DESC","There is sorrow in the leader’s eyes. The group lets 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","You watch as furious survivors arrive at the gate, their faces twisted in anger and hands tight around the grips of their weapons. ”Murderers! You will pay for what you did to us!” one of them yells. They ready themselves for attack."
"#EVENT_GROUP_ATTACK_02_MISTAKE","Say they are mistaken"
"#EVENT_GROUP_ATTACK_02_DETER","Ask if they really think they can win"
"#EVENT_GROUP_ATTACK_02_MOCK","Laugh and invite them to try"
"#EVENT_GROUP_ATTACK_02_MISTAKE_NAME","Fatal Mistakes"
"#EVENT_GROUP_ATTACK_02_MISTAKE_DESC","Your words only make the group more agitated. They might not be able to think clearly even if they wanted. ”Lies! We will have our revenge!”"
"#EVENT_GROUP_ATTACK_02_DETER_NAME","Fatal Mistakes"
"#EVENT_GROUP_ATTACK_02_DETER_DESC","One person throws a stone that flies just past you. The attacker grunts and spits on the ground. ”You think we care?!”"
"#EVENT_GROUP_ATTACK_02_MOCK_NAME","Fatal Mistakes"
"#EVENT_GROUP_ATTACK_02_MOCK_DESC","An inhuman wail full of sorrow, anger and bloodlust rises from the survivors before you. They ready their weapons and charge at you, with not a shred of fear in their eyes."
"#EVENT_BANDIT_ATTACK_01_NOTIFICATION_HEADER","You see a group of bandits approaching"
"#EVENT_BANDIT_ATTACK_01_NOTIFICATION_DESC","This is never good"
"#EVENT_BANDIT_ATTACK_01_NAME","Wasteland Conquerors"
"#EVENT_BANDIT_ATTACK_01_DESC","A rowdy, almost joyous group of bandits flocks outside your colony, donning improvised yet meticulously intricate armor. Their leader, a woman with her hair drenched in blood, speaks: ”Hey, hey, hey! Ready or not, here we come!”"
"#EVENT_BANDIT_ATTACK_01_BRIBE1","Try to bribe them"
"#EVENT_BANDIT_ATTACK_01_BRIBE2","Try to bribe them"
"#EVENT_BANDIT_ATTACK_01_DENY","Say you’re more than ready"
"#EVENT_BANDIT_ATTACK_01_BRIBE_NAME","Wasteland Conquerors"
"#EVENT_BANDIT_ATTACK_01_BRIBE_DESC","The woman cackles. ”You deaf? Or just stupid? We will conquer your little colony, just like we have many before. This is what we live for!”"
"#EVENT_BANDIT_ATTACK_01_DENY_NAME","Wasteland Conquerors"
"#EVENT_BANDIT_ATTACK_01_DENY_DESC","The woman smiles and bangs her armor. Others join in and seem to be driving themselves to frenzy with each hit. ”Oh sweetie, you could never be ready for us...”"
"#EVENT_BANDIT_ATTACK_02_NOTIFICATION_HEADER","You see bandits 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","As the bandits approach, you can hear their chants more clearly: ”Death! In battle! Death, death! In battle!” The bandits seem to have little thought for organized attack and are instead rushing toward you in complete disarray."
"#EVENT_BANDIT_ATTACK_02_BRIBE","Bribe them"
"#EVENT_BANDIT_ATTACK_02_THREAT","Threaten them"
"#EVENT_BANDIT_ATTACK_02_PREPARE","Get ready to fight"
"#EVENT_BANDIT_ATTACK_02_BRIBE_NAME","Glory in Death"
"#EVENT_BANDIT_ATTACK_02_BRIBE_DESC","The bandits don’t seem to even hear your promises. They hit the colony like a wave, primal and indiscriminate."
"#EVENT_BANDIT_ATTACK_02_THREAT_NAME","Glory in Death"
"#EVENT_BANDIT_ATTACK_02_THREAT_DESC","The threats seem to only excite the bandits more. The chanting stops for a while until another one rises from their ranks: ”GIVE US DEATH! GIVE US DEATH! GIVE US DEATH!”"
"#EVENT_BANDIT_ATTACK_02_PREPARE_NAME","Glory in Death"
"#EVENT_BANDIT_ATTACK_02_PREPARE_DESC","You turn to your colonists and tell them that this is one battle you cannot avoid. Better just give the bandits what they want. The colonists nod and ready themselves for battle."
"#EVENT_BANDIT_ATTACK_03_NOTIFICATION_HEADER","You hear something approaching"
"#EVENT_BANDIT_ATTACK_03_NOTIFICATION_DESC","Like a horde of enraged beasts"
"#EVENT_BANDIT_ATTACK_03_NAME","Beyond Reason"
"#EVENT_BANDIT_ATTACK_03_DESC","You’re not quite sure what you’re looking at—men or animals. Nevertheless, the frenzied group of bandits circles outside the gate, their mouths foaming and their eyes wide. ”Fires! The Mammoth rises! Stomp, stomp, stomp!” one of them babbles."
"#EVENT_BANDIT_ATTACK_03_PREPARE","Prepare for battle"
"#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","Your colonists scrape together some defenses just in time before the crazed bandits arrive at your doorstep."
"#EVENT_BANDIT_ATTACK_03_DISTRACT_NAME","Beyond Reason"
"#EVENT_BANDIT_ATTACK_03_DISTRACT_DESC","It’s no use, your words cannot even reach their maddened minds. You have no choice but to arm yourselves and prepare to fight."
"#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","The group looks mismatched and travel-weary. They are wearing tattered clothes and carrying whatever equipment they seem to have found. ”Please, do you have anything to spare? They have our families… We need to bring something back!” one man pleads."
"#EVENT_GROUP_ATTACK_03_FOOD","Give them food"
"#EVENT_GROUP_ATTACK_03_TECH","Give them meds"
"#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.”"
"#EVENT_GROUP_ATTACK_03_DENY_NAME","Forced Hands"
"#EVENT_GROUP_ATTACK_03_DENY_DESC","The travelers look at each other, first unsure and then determined. ”I’m sorry, but we can’t do that. We need to bring something back so… I’m sorry,” the man says and pulls out his weapon."
"#EVENT_BANDIT_ATTACK_04_NOTIFICATION_HEADER","You see a group of bandits approaching"
"#EVENT_BANDIT_ATTACK_04_NOTIFICATION_DESC","This is never good"
"#EVENT_BANDIT_ATTACK_04_NAME","Hard Bargains"
"#EVENT_BANDIT_ATTACK_04_DESC","The bandits are carrying weapons and donning armor which leaves no doubt of their intentions. The leader of the group, a man whose companions even dare not look at, steps forward. ”Nice, sweet place. Got any extra stuff there for us humble wastelanders?”"
"#EVENT_BANDIT_ATTACK_04_BRIBE1","Give them plenty of food"
"#EVENT_BANDIT_ATTACK_04_BRIBE2","Give them some resources"
"#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 shakes his head. ”That all? Nah, I think we’ll come and check things out ourselves. Much easier that way, you see.”"
"#EVENT_BANDIT_ATTACK_04_SUCCESS_NAME","Hard Bargains"
"#EVENT_BANDIT_ATTACK_04_SUCCESS_DESC","The leader makes a deep, theatrical bow. ”Much appreciated, my good folk. Looks like we’ll be visiting your establishment in the future as well!” The bandits gather their spoils and turn away. You are safe, for now."
"#EVENT_BANDIT_ATTACK_04_DENY_NAME","Hard Bargains"
"#EVENT_BANDIT_ATTACK_04_DENY_DESC","The leader gives his weapon a spin. ”Brave folks, eh? Fine, let’s see you run your mouth after we’re done with you.”"
"#EVENT_UPRISING_01_NOTIFICATION_HEADER","Powder keg ready to explode?"
"#EVENT_UPRISING_01_NOTIFICATION_DESC","The colonists are getting angry"
"#EVENT_UPRISING_01_NAME","Colonist Uprising"
"#EVENT_UPRISING_01_DESC","Lately, you have spotted noticeable distain from the colonists as the harsh conditions are taking their toll. Some say that you are not doing enough, even accusations of corruption are thrown around. With rumors spreading of you hoarding resources, things could get very ugly very fast."
"#EVENT_UPRISING_01_REWARD","Distribute resources to colonists"
"#EVENT_UPRISING_01_IGNORE","Ignore the badmouthing"
"#EVENT_UPRISING_01_REWARD_NAME","Colonist Uprising"
"#EVENT_UPRISING_01_REWARD_DESC","You gather up some resources and share them with the rest of the colony. With this, the whispers and accusations seem to quiet down… at least for a while."
"#EVENT_UPRISING_01_IGNORE_NAME","Colonist Uprising"
"#EVENT_UPRISING_01_IGNORE_DESC","Rewarding baseless slander doesn’t sound like the best of ideas. Surely things will quiet down on their own, as long as you keep proving yourself the usual way."
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_HEADER","The mood in the colony seems to have changed"
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_DESC","Things are looking up"
"#EVENT_UPRISING_01B_REWARD_NAME","Generosity Rewarded"
"#EVENT_UPRISING_01B_REWARD_DESC","As you walk around the colony, you notice people greeting you more cheerfully than usual. They look positively grateful to have you around. Looks like your recent gifts were effective in turning public opinion around."
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_HEADER","People’s happiness keeps falling"
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_DESC","Some are resorting to drastic methods"
"#EVENT_UPRISING_01B_IGNORE_NAME","The Spiteful and Ignored"
"#EVENT_UPRISING_01B_IGNORE_DESC","The colony has taken a turn for the worse. By ignoring the distrust of your colonists, you only added fuel to the fire. People’s unhappiness is on the rise, and many are turning against you."
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_HEADER","Some suspicious folks approach the gate"
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_DESC","Your colonists seem to recognize them"
"#EVENT_SECOND_CHANCES_01_NAME","Second Chances"
"#EVENT_SECOND_CHANCES_01_DESC","A group of shady looking individuals stand behind the gate, begging the colonists to let you in. One of the colonists turns to you and says, “We can’t let these people in! I recognize them, they’re vile people who deserve to die and rot!” The group denies all accusations and pleads you for mercy, lest they surely perish."
"#EVENT_SECOND_CHANCES_01_ALLOW","Let them in"
"#EVENT_SECOND_CHANCES_01_DENY","Turn them away"
"#EVENT_SECOND_CHANCES_01_ALLOW_NAME","Second Chances"
"#EVENT_SECOND_CHANCES_01_ALLOW_DESC","The colonists’ accusations sound worrisome, but you’re not going to just let these people die. You invite them in, and while they are grateful, you can feel the eyes of your colonists burning your back with searing hate."
"#EVENT_SECOND_CHANCES_01_DENY_NAME","Second Chances"
"#EVENT_SECOND_CHANCES_01_DENY_DESC","You give your colonists a nod—you certainly trust them more than this suspicious lot. The group is told to leave, and their pleading immediately turns to spiteful looks and curses as they walk away."
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_HEADER","A fight has started"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_DESC","You can hear people cheering"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NAME","The Failure of Forgiveness"
"#EVENT_SECOND_CHANCES_01B_ALLOW_DESC","You arrive to find a group of colonists battering the people you let in earlier. “I told you! They were stealing, these rats need to be thrown out!” one of the colonists yells as the fighters are torn from each other. The colony succumbs to infighting as the morale plummets, and yet the supposedly stolen goods are nowhere to be found."
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_HEADER","One of the colonists approaches you"
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_DESC","He’s reading a small note"
"#EVENT_SECOND_CHANCES_01B_DENY_NAME","Rewards of Trust"
"#EVENT_SECOND_CHANCES_01B_DENY_DESC","The colonist looks a bit nervous but manages to gather his words nonetheless, “Look, boss, I just wanted to thank you for what you did at the gate a while back. Those were some bad people, so I’m glad to follow someone who was able to make the right choice. I’ve been putting in a good word for you, it’s the least I can do.”"
"#EVENT_ACCUSATIONS_01_NOTIFICATION_HEADER","A criminal has been captured"
"#EVENT_ACCUSATIONS_01_NOTIFICATION_DESC","Decide her fate"
"#EVENT_ACCUSATIONS_01_NAME","Unclear Accusations"
"#EVENT_ACCUSATIONS_01_DESC","A woman is brought before you. She was found writing reports on your colony, detailing your population, resources, defenses and the like. The other colonists accuse her of leaving notes in the wild for bandits to find, but she denies it, “I just wanted to guide people here, let them know there’s a safe place waiting for them.”"
"#EVENT_ACCUSATIONS_01_PUNISHMENT","Punish her with imprisonment"
"#EVENT_ACCUSATIONS_01_EXONERATE","Cut her some slack"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_NAME","Unclear Accusations"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_DESC","Letting outsiders know about your colony puts you all in grave danger. You order the woman to be questioned. Perhaps this will make her think twice about endangering you in the future."
"#EVENT_ACCUSATIONS_01_EXANNORATE_NAME","Unclear Accusations"
"#EVENT_ACCUSATIONS_01_EXANNORATE_DESC","There is not any hard evidence, so in the name of justice the only option is to let the woman go. She thanks you profusely and promises to be more careful in the future. Her accusers, on the other hand, look almost enraged by your leniency."
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_HEADER","A familiar woman is threatening to leave"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_DESC","Her mind seems to be made up"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NAME","The Price of Kindness"
"#EVENT_ACCUSATION_01B_PUNISHMENT_DESC","The woman you imprisoned a while back is rushing toward the gate, trailed by other colonists who are pleading with her to stay. She glances at you, her face hard like stone. “I told you, I just wanted to help others. If you think you can force me to be cruel… think again.” You can only watch as she walks out of the gate and disappears into the wilderness."
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_HEADER","A familiar woman approaches you"
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_DESC","She seems to have taken a trip outside"
"#EVENT_ACCUSATION_01B_EXONERATE_NAME","Harden Your Hearts"
"#EVENT_ACCUSATION_01B_EXONERATE_DESC","The woman you defended against other colonists is approaching you. She is holding a pile of notes, each covered in dirt and grime. “Look, I… These are the notes I left around the colony for others to find. I don’t want to endanger us so… I’m sorry,” she says and tears the notes apart. “I won’t be as weak in the future. I’ll help you keep the colony safe, I promise.”"
"#EVENT_TRIBE_01_NOTIFICATION_HEADER","Strange footprints have been found around the colony"
"#EVENT_TRIBE_01_NOTIFICATION_DESC","They are definitely not yours"
"#EVENT_TRIBE_01_NAME","Tracks of Deceit"
"#EVENT_TRIBE_01_DESC","Peculiar footprints were found outside the colony, shaped like an animal’s but with a human-like pattern. This causes worry around the colony—what sort of twisted creatures could be roaming around this place?"
"#EVENT_TRIBE_01_INVESTIGATE","Investigate"
"#EVENT_TRIBE_01_IGNORE","Ignore"
"#EVENT_TRIBE_01_TRAP","Build a trap"
"#EVENT_TRIBE_01_INVESTIGATE_NAME","Tracks of Deceit"
"#EVENT_TRIBE_01_INVESTIGATE_DESC","A small group ventures forth to follow the trail of footsteps. As they reach deeper into the forest, the trail leads them to a hidden cache of tools buried inside a hollow tree. The footprints don’t reach much further, but it looks like you’re dealing with something more than simple animals."
"#EVENT_TRIBE_01_IGNORE_NAME","Tracks of Deceit"
"#EVENT_TRIBE_01_IGNORE_DESC","Though the situation looks peculiar, it’s probably nothing to be worried about. There are more pressing issues for you to worry about right now."
"#EVENT_TRIBE_01_TRAP_NAME","Tracks of Deceit"
"#EVENT_TRIBE_01_TRAP_DESC","You manage to cobble together a simple trap, one which should catch any wandering beast. It is left alone, and once you return to check on it, you find it sprung, but with nothing caught. The intruder who stumbled across it seems to have cut the rope… But they also left a backpack filled with supplies."
"#EVENT_TRIBE_02_NOTIFICATION_HEADER","An intruder has been spotted"
"#EVENT_TRIBE_02_NOTIFICATION_DESC","They are about to get away"
"#EVENT_TRIBE_02_NAME","Hungry Mouths, Busy Hands"
"#EVENT_TRIBE_02_DESC","Your colonists suddenly approach you and drag you to one of the trees at the edge the colony. Looking up, you can just barely see a faint silhouette among the brush—a silent thief dressed like the animal who has poached some of your food."
"#EVENT_TRIBE_02_FOOD","Demand your food back"
"#EVENT_TRIBE_02_FREE","Let them go"
"#EVENT_TRIBE_02_ATTACK","Attack the thief"
"#EVENT_TRIBE_02_FOOD_NAME","Hungry Mouths, Busy Hands"
"#EVENT_TRIBE_02_FOOD_DESC","You tell the thief that they better give the food back, or else. There’s some rustling in the treetop, and before you have time to notice, the thief has jumped to another tree. Your colonists are about to give chase, but the culprit is already on the ground and running off."
"#EVENT_TRIBE_02_FREE_NAME","Hungry Mouths, Busy Hands"
"#EVENT_TRIBE_02_FREE_DESC","You take pity on the desperate thief and tell them to keep the food, no one enjoys going hungry, after all. Your colonists grumble but head back to the colony nonetheless, as per your instructions."
"#EVENT_TRIBE_02_ATTACK_NAME","Hungry Mouths, Busy Hands"
"#EVENT_TRIBE_02_ATTACK_DESC","You tell your colonists to give the thief their worst. They begin shaking the tree and throwing rocks at the thief. Soon enough, a makeshift bag of food drops down to the ground. As you’re going through the loot, the thief takes their chance and slips away."
"#EVENT_TRIBE_03_NOTIFICATION_HEADER","A strange structure has appeared in front of the colony"
"#EVENT_TRIBE_03_NOTIFICATION_DESC","Who knows what it’s for"
"#EVENT_TRIBE_03_NAME","Mysterious Offerings"
"#EVENT_TRIBE_03_DESC","An odd altar has been erected in front of the colony. The stone slabs are painted with animal prints and the hide in front bears crude paintings of different foods—meat, vegetables and grain."
"#EVENT_TRIBE_03_FOOD","Leave food on the altar"
"#EVENT_TRIBE_03_IGNORE","Ignore the altar"
"#EVENT_TRIBE_03_SPOILED","Leave spoiled food on the altar"
"#EVENT_TRIBE_03_FOOD_NAME","Mysterious Offerings"
"#EVENT_TRIBE_03_FOOD_DESC","You gather some food and leave it on the altar. When you come to check on it later, the food has been removed, replaced by a pile of seeds presented on an ornate wooden plate."
"#EVENT_TRIBE_03_IGNORE_NAME","Mysterious Offerings"
"#EVENT_TRIBE_03_IGNORE_DESC","You let the altar be. You’re not going to waste your precious resources on some fanatic’s delusional rituals. When you return to check on the altar again, it has disappeared."
"#EVENT_TRIBE_03_SPOILED_NAME","Mysterious Offerings"
"#EVENT_TRIBE_03_SPOILED_DESC","You tell the colonists to gather any spoiled food they might find and place them onto the altar. Sometime after, you notice that whoever left the altar must’ve come back, based on the smashed remains you find."
"#EVENT_TRIBE_04A_NOTIFICATION_HEADER","A familiar tribe approaches the colony"
"#EVENT_TRIBE_04A_NOTIFICATION_DESC","You seem to have clashed with them before"
"#EVENT_TRIBE_04A_NAME","The Call of Civilization"
"#EVENT_TRIBE_04A_DESC","The small tribe, all donning pelts and other animalistic memorabilia, arrive at the edge of your colony. One of them, an elderly woman wearing deer antlers, steps forward. ”Friends, we apologize for sulking around your home and not showing ourselves. However, you have been kind to us, so we have one final request—two of our own wish to step out of the woods and live among you. In exchange for an offering, will you take them in?”"
"#EVENT_TRIBE_04A_ACCEPT","Accept them"
"#EVENT_TRIBE_04A_REFUSE","Refuse the offer"
"#EVENT_TRIBE_04A_ACCEPT_NAME","The Call of Civilization"
"#EVENT_TRIBE_04A_ACCEPT_DESC","Two of the tribe members give their old family a bittersweet goodbye and step inside your colony, carrying bountiful offerings with them. The old woman nods. “Be well. Let us both survive and thrive.”"
"#EVENT_TRIBE_04A_REFUSE_NAME","The Call of Civilization"
"#EVENT_TRIBE_04A_REFUSE_DESC","There is disappointment in the tribe members’ eyes. “We are sorry to hear that, but not every pack can afford new mouths to feed. We hope you will grow stronger and succeed. Farewell.”"
"#EVENT_TRIBE_04B_NOTIFICATION_HEADER","A familiar tribe approaches the colony"
"#EVENT_TRIBE_04B_NOTIFICATION_DESC","You seem to have clashed with them before"
"#EVENT_TRIBE_04B_NAME","Driven by Desperation"
"#EVENT_TRIBE_04B_DESC","The small tribe, all donning pelts and other animalistic memorabilia, arrive at the edge of your colony. One of them, an elderly woman wearing deer antlers, steps forward. ”Greetings. I’m aware that there have been hostilities between us, lines that have been crossed. But we are desperate now, we need your help. We beg you, please, give us food. We are in dire need of it.”"
"#EVENT_TRIBE_04B_ACCEPT","Give them food"
"#EVENT_TRIBE_04B_REFUSE","Refuse"
"#EVENT_TRIBE_04B_ACCEPT_NAME","Driven by Desperation"
"#EVENT_TRIBE_04B_ACCEPT_DESC","The tribe thanks you profusely as they accept your gift. ”Thank you, thank you. Here, take this. It is not much, but we have no need for these anymore,” the elder says and offers you old books carefully wrapped in deer hides."
"#EVENT_TRIBE_04B_REFUSE_NAME","Driven by Desperation"
"#EVENT_TRIBE_04B_REFUSE_DESC","The elder’s eyes shrink down into two points of burning. “Have you no humanity left in your hearts? Fine, you can watch everyone around you die then and see how you like it.” As the tribe steps into the forest, you see something flying through the air... A row of Molotov cocktails hits your buildings and sets them ablaze—the tribe’s final insult."
"#EVENT_SHELTER_01_NOTIFICATION_HEADER","Something 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 your colonists seems extraordinarily bad at it. Their <mark>Tent</mark> looks like it could collapse at any moment, as the poorly glued together plastic slowly rips apart. Regardless, the colonist insists they know what they are doing."
"#EVENT_SHELTER_01_IMPROVE","Improve the tent"
"#EVENT_SHELTER_01_IGNORE","Leave be"
"#EVENT_SHELTER_01_IMPROVE_NAME","Poor Foundations"
"#EVENT_SHELTER_01_IMPROVE_DESC","You decide against the colonist's will to make some adjustments to their home. The colonist seems displeased by the whole ordeal but manages to mumble their thanks after the work has been done."
"#EVENT_SHELTER_01_IGNORE_NAME","Poor Foundations"
"#EVENT_SHELTER_01_IGNORE_DESC","Before you could turn on your heels, the supporting poles give in and the flimsy tent comes tumbling down. Something inside bursts into flames as the colonist fights their way out of the ruins. You can hear them shouting curses about a faulty, old Swedish manual."
"#EVENT_EXTORTION_01_NOTIFICATION_HEADER","Lone mercenary approaches"
"#EVENT_EXTORTION_01_NOTIFICATION_DESC","He wants to talk to you"
"#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","I need more time"
"#EVENT_EXTORTION_01_DECLINE","Thanks, but we’re fine"
"#EVENT_EXTORTION_01_PAY_DESC","“Thank you, dear leader! I figured you a reasonable person the moment I laid eyes on you and this here fine village. This’ll secure prosperity for us both.” Before you manage to ask about how this supposed protection works, he’s long gone."
"#EVENT_EXTORTION_01_POSTPONE_DESC","“Sure, we’re not unreasonable people! I’ll pop in at a later date and you can procure the necessary items in the meantime.”"
"#EVENT_EXTORTION_01_DECLINE_DESC","“I don’t think you quite figured out what I said. We meant to do it the polite way, but you leave us no choice. Boys, let’s teach ‘em a lesson!” As soon as he’s done, vehicles speed up to the gate and armed bandits hop out, ready 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","You see a familiar-looking man in a merc outfit approaching the gate, and he's not alone. “It’s time for your next installment—you know the drill. Pay up and we’ll make sure others lik… beasts and bandits don’t attack your community!”"
"#EVENT_EXTORTION_01B_PAY","Pay up"
"#EVENT_EXTORTION_01B_POSTPONE","I need more time"
"#EVENT_EXTORTION_01B_DECLINE","Thanks, but we’re fine"
"#EVENT_EXTORTION_01B_PAY_DESC","“Most excellent—a lucrative deal for both, I’m sure. Until next time!.” The man disappears yet again into the distance with your resources."
"#EVENT_EXTORTION_01B_POSTPONE_DESC","“Nope, that ain’t how this works. I gave you plenty of time to get the goods. I figure you just need a lesson in humility and punctuality. And that you get for free!” As soon as he’s done talking, his armed thugs assault the gate."
"#EVENT_EXTORTION_01B_DECLINE_DESC","“I don’t think you quite figured out what I said. We meant to do it the polite way, but you leave us no choice. Boys, let’s give ‘em a lesson!” As soon as he’s done, several armed men step outside the vehicles and attack."
"#EVENT_WELL_01_NOTIFICATION_HEADER","A distressed woman approaches you"
"#EVENT_WELL_01_NOTIFICATION_DESC","People are getting sick"
"#EVENT_WELL_01_NAME","Well-infected"
"#EVENT_WELL_01_DESC","A distressed woman comes up to you. “My friend’s gotten ill, which isn’t surprising considering their personal hygiene. But now the same has happened to my neighbor as well after drinking water from that well. You have to do something about this!. You could post someone to keep an eye on the well or have it repaired and cleaned.”"
"#EVENT_WELL_01_GUARD","Post a colonist at the well"
"#EVENT_WELL_01_CLEAN","Have the well cleaned"
"#EVENT_WELL_01_DECLINE","I don’t have time for this"
"#EVENT_WELL_01_GUARD_DESC","You order a couple of your colonists to keep an eye on the well during their normal duties to see if something’s odd about it. The woman seems pleased by your decision."
"#EVENT_WELL_01_CLEAN_DESC","You order the well thoroughly repaired and cleaned to make sure nothing unwanted seeps into the water from the soil. The woman seems pleased by your decision."
"#EVENT_WELL_01_DECLINE_DESC","Much to the woman’s dismay, you wave her worry off claiming you have better things to do right now."
"#EVENT_WELL_01B_NOTIFICATION_HEADER","The well guard approaches"
"#EVENT_WELL_01B_NOTIFICATION_DESC","He has found something"
"#EVENT_WELL_01B_NAME","Well-infected"
"#EVENT_WELL_01B_DESC","One of the colonists you tasked to keep an eye on that well comes up to you. “I did what you asked, boss, and found this.” He drags a small boy in front of you. “He was tossin’ sticks, glowin’ rocks, newts and whatnot in the well, out of boredom apparently.”"
"#EVENT_WELL_01B_SCOLD","Scold the kid"
"#EVENT_WELL_01B_LET","Let it be"
"#EVENT_WELL_01C_NOTIFICATION_HEADER","A familiar woman approaches"
"#EVENT_WELL_01C_NOTIFICATION_DESC","The infections haven't stopped"
"#EVENT_WELL_01C_NAME","Well-infected"
"#EVENT_WELL_01C_DESC","The worried woman from before approaches you again. “I don’t think the cleanup worked, more people are sick! I’m sure someone with bad intentions is behind this!”"
"#EVENT_WELL_01C_POST","Post a colonist at the well"
"#EVENT_WELL_01C_DECLINE","Do nothing"
"#EVENT_WELL_01C_POST_DESC","You order a couple of your colonists to keep an eye on the well during their normal duties to see if something’s odd about it. The woman seems pleased by your decision."
"#EVENT_WELL_01C_DECLINE_DESC","Much to the woman’s dismay, you wave her worry off, claiming you have better things to do right now. Infections continue to spread, and some colonists decide to examine the well without your consent. Their investigation reveals that the bottom of the well is filled with random sticks, glowing rocks and even small animals that shouldn’t have gotten there on their own."
"#EVENT_VERMIN_01_NOTIFICATION_HEADER","A colonist is hiding something"
"#EVENT_VERMIN_01_NOTIFICATION_DESC","You might have an infestation"
"#EVENT_VERMIN_01_NAME","Breeding Vermin"
"#EVENT_VERMIN_01_DESC","It has come to your knowledge that a colonist has been secretly breeding <mark>Rat Beetles</mark> in the colony. The breeder has been surrounded by an angry flock of people demanding answers. The breeder tries to explain that Rat Beetles are actually misunderstood creatures, gentle and even intelligent by nature. They beg to get to keep the animals, 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","You dispatch the crowd, declaring it’s just a hobby, even if an odd one. The breeder dashes to shake your hand and enthusiastically 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","You order the other colonists to confiscate the vermin and exterminate them. The breeder, 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 colonists."
"#EVENT_LAZY_01_NOTIFICATION_HEADER","Work has begun to pile up"
"#EVENT_LAZY_01_NOTIFICATION_DESC","Someone is not doing their duties"
"#EVENT_LAZY_01_NAME","Lazy Solution"
"#EVENT_LAZY_01_DESC","It is a day filled with hustle and bustle, but from the corner of your eye you notice a colonist laying on their back, simply staring at the open sky. When questioned, they smile a wide, half-toothless smile and sigh, “After everything that’s happened, we were given a second chance at life. So why don’t you?”"
"#EVENT_LAZY_01_SCOLD","“Snap out of it. We got work to do.”"
"#EVENT_LAZY_01_CHILL","Join the colonist"
"#EVENT_LAZY_01_SCOLD_NAME","Lazy Solution"
"#EVENT_LAZY_01_SCOLD_DESC","You take up an authoritative role and command the colonist to do their part like everybody else. They smirk but get up nonetheless and begin their duties. “Life is in the little things. You’ll see eventually,” they tell you before trekking off. The others seem pleased in having another pair of helping hands."
"#EVENT_LAZY_01_CHILL_NAME","Lazy Solution"
"#EVENT_LAZY_01_CHILL_DESC","After hearing the colonist's words, you realize you have not had any fun in the longest time. The atmosphere is calm as you watch the clouds drift by while nonchalantly talking about the ways of old. In the end, they give you a strange wooden box, “To bring some of the joy back.” Meanwhile, the other colonists were not as amused due to more work falling on their shoulders."
"#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","Colonists come to you after having found something “extraordinary” from the nearby forest. A beautiful relic, sparkling gold in the light. It has two shiny rocks as eyes, so luminous you can make out your own reflection. 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","You see no harm in bringing the relic in as everybody here could use a pick-me-up from the higher-ups. 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, the colonists feel a little more hopeful toward the future."
"#EVENT_RELIGION_01_FIGHT_NAME","Men before Us"
"#EVENT_RELIGION_01_FIGHT_DESC","You see no harm in bringing the relic in as everybody here could use a pick-me-up from the higher-ups. Almost instantly, a quarrel breaks out, as not everyone is willing to waste materials on such “humbug.” Fists and objects are swinging through the air, as well as equally painful insults. After dragging people off each other’s throats, the idol is nowhere to be found. Stolen or forgotten in the mud, it might best be left that way."
"#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. You decide resources are a lot more useful at this time. To your surprise, the idol does not melt down to gold, but instead the foul smell of the burning paint and plastic fills the air. While subjected to some vile stares, you hope the powers your colonists believed in were nothing but figments of imagination."
"#EVENT_CHILD_01_NOTIFICATION_HEADER","A strange child spotted near the colony"
"#EVENT_CHILD_01_NOTIFICATION_DESC","They have been here long before us"
"#EVENT_CHILD_01_NAME","Among the Debris"
"#EVENT_CHILD_01_DESC","While looking for materials, a worker from the <mark>Recycler</mark> has spotted a child living among the heaps of rubbish. Not one of yours, the child must have been there a long time. You come up to 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 them in"
"#EVENT_CHILD_01_REJECT_NAME","Among the Debris"
"#EVENT_CHILD_01_REJECT_DESC","You order the kid to be thrown out of your premises. You have no spare resources to feed another mouth, especially a kid that can barely work to justify their existence. The kid is quietly removed from their home and prepared to leave. You peek above the gate to see the child holding tightly onto their tiny backpack, gazing back at you with lightless eyes. With small uncertain steps, they disappear into the wilderness."
"#EVENT_CHILD_01_WELCOME_NAME","Among the Debris"
"#EVENT_CHILD_01_WELCOME_DESC","You look at the child sitting on top of a debris pile, with its hollowed cheeks and dark circles under the eyes. You ask them to join your colony, explaining that these resources will slowly be put to other use. The child looks neither happy nor sad but quietly nods and takes your hand as you make your 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,” you shout and huddle everyone under something protective. Someone quickly points out the <mark>Water Well’s</mark> faucet has been left open, meaning the water inside might get infected."
"#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","You decide 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, but 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 you had to offer, dashes into the downpour to secure the well. They run back and brush off the cheers as if it was nothing, but 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, you can already see they are in great pain but on top, 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_RESULT_INCREASE_REPUTATION","Gained {1} reputation with {0}"
"#EVENT_RESULT_DECREASE_REPUTATION","Lost {1} reputation with {0}"
"#EVENT_RESULT_SET_REPUTATION","{0} reputation set to {1}"
"#EVENT_CHILD_02_NOTIFICATION_HEADER","A child has arrived at the gate"
"#EVENT_CHILD_02_NOTIFICATION_DESC","What are they doing here all by themselves?"
"#EVENT_CHILD_02_NAME","Lone Child"
"#EVENT_CHILD_02_DESC","A lone child slowly walks up to the gate with weak, little steps. They keep nervously looking up the Gate and behind them. “Have you seen my mommy? She hasn’t come back, and I’m getting pretty hungry...”"
"#EVENT_CHILD_02_REJECT","Turn them away"
"#EVENT_CHILD_02_WELCOME","Take the kid in"
"#EVENT_CHILD_02_REJECT_NAME","Lone Child"
"#EVENT_CHILD_02_REJECT_DESC","You tell the child you haven’t seen their mother, but maybe they should ask around other villages as well. You notice a sudden change in the act, as the child frowns and spits at the gate. “Whatever, loser!” they shout while running away. Dumbfounded, you return to your daily duties but hear a car driving away in the distance."
"#EVENT_CHILD_02_WELCOME_NAME","Lone Child"
"#EVENT_CHILD_02_WELCOME_DESC","You open the gates when the child suddenly dashes inside the colony and starts stuffing their pockets full of food and other goods. As you try to stop her, a group of bandits drives through the wide open gate. The kid runs out of the colony, but takes one look back to smirk at you. Baffled, the colonists ready for combat."
"#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. As you arrive on site, you see the worker in 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","You decide parts of the machine have to be torn open to identify the problem. Alas, you find the issue within the core, which seems to be a huge cluster of nasty, partly-melted, chewing gum pieces used as makeshift adhesive. The worker blushes and insists you take some <mark>Parts</mark>, asking you not to discuss the instance any further."
"#EVENT_JAMMED_02_SUCCESS_NAME","Machine Malfunction"
"#EVENT_JAMMED_02_SUCCESS_DESC","You try hitting the machine, as you seem to recall this is a proper way to deal with faulty machines. Like a cough, the machine spits out some <mark>Junk</mark> and immediately goes back to chugging along as usual. Pleased, the worker pats you on the back and quickly gets back to work."
"#EVENT_JAMMED_02_FAILURE_NAME","Machine Malfunction"
"#EVENT_JAMMED_02_FAILURE_DESC","You try hitting the machine, as you seem to recall this is a proper way to deal with faulty equipment. The worker jumps a couple of steps back, as it seems to go completely haywire. Smoke starts clogging up the room and soon the machine itself catches fire. You run out wondering whether there would have been better solutions than resorting to violence."
"#EVENT_FARMER_01_NOTIFICATION_HEADER","A farmer is up to something unusual"
"#EVENT_FARMER_01_NOTIFICATION_DESC","Things have gotten creative"
"#EVENT_FARMER_01_NAME","Farmer’s idea"
"#EVENT_FARMER_01_DESC","Walking past a <mark>Field</mark>, you spot a farmer with a huge syringe with strange liquid in it. This self-proclaimed chemist tells you they have created a new type of pesticide that could potentially double harvest yields. They are confident that the mixture is effective, but the bubbly substance looks all but trustworthy."
"#EVENT_FARMER_01_USE","Allow using 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. The crops show immediate signs of revitalizing—leaves blooming with bright colors. Gleaming with pride, the farmer gives you a batch of goods, allegedly from their prior success."
"#EVENT_FARMER_01_DECLINE_NAME","Farmer’s idea"
"#EVENT_FARMER_01_DECLINE_DESC","You strongly forbid using the mixture. You blame the farmer for risking the wellbeing of everyone and warn them not to work on their own again. The farmer sulks, but you see some sparkle remaining in their eyes. “Next time, it’ll be a deal you can’t refuse.”"
"#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 colonists 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","You bring a bucket of water to completely submerge the box in. It indeed bursts open, knocking down the container and spewing out nasty gas that quickly fills the air. Escaping, you manage to glimpse all that is remaining of the box are molten scraps and a half-destroyed plate that simply reads: “Fool.”"
"#EVENT_LOCKED_01_FIRE_NAME","Locked from the inside"
"#EVENT_LOCKED_01_FIRE_DESC","You put the box in a bin and light it on fire, slowly feeding the flames. In the immense heat, the box springs open, revealing its contents. You gather the the loot of silvery coins and a peculiar handwritten note: “Congratulations. You beat my final challenge and have earned my inheritance, child.”"
"#EVENT_LOCKED_01_FOOD_NAME","Locked from the inside"
"#EVENT_LOCKED_01_FOOD_DESC","You bring some food to the box, but nothing happens. When you try forcing a potato in one of the cracks, the box springs open, spewing nasty gas everywhere. Escaping, you manage to glimpse all that remains are molten scraps and a half-destroyed plate that simply reads: “Fool.”"
"#EVENT_LOCKED_01_HAMMER_NAME","Locked from the inside"
"#EVENT_LOCKED_01_HAMMER_DESC","You arm the hunter with a massive hammer and tell them to strike. They swing and the box springs open, only to release a nasty gas that fills the air. Escaping, you manage to glimpse all that remains of the box are molten scraps and a half-destroyed plate that simply reads: “Fool.”"
"#EVENT_VISION_01_NOTIFICATION_HEADER","A colonist has received a vision"
"#EVENT_VISION_01_NOTIFICATION_DESC","Can they say what the future holds?"
"#EVENT_VISION_01_NAME","Visions of Gloom"
"#EVENT_VISION_01_DESC","An older colonist claiming to bear grave news is brought to you. They are shaking and in clear dismay. “I saw it... A bright wave of destruction... It will hit tonight...” You try to ask for more guidance, but the colonist has already passed out from the stress. It is up to you to decide how to react to this news."
"#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","You are led to believe this vision was a warning of upcoming fallout with disastrous effects. You call your colonists to safety and start reinforcing the buildings. Before the job can even begin proper, you see black smoke and flames rising from the <mark>Emergency Shelter</mark>. It seems you interpreted the signs incorrectly."
"#EVENT_VISION_01_FIRE_NAME","Visions of Gloom"
"#EVENT_VISION_01_FIRE_DESC","You believe this vision was a warning of an upcoming torching with disastrous effects. You call all colonists to reinforce their dwellings in case of fire. Lo and behold, you hear one colonist’s hearth had overheated and was about to set the whole colony aflame. It seems you also have the gift of... firesight."
"#EVENT_VISION_01_METEOR_NAME","Visions of Gloom"
"#EVENT_VISION_01_METEOR_DESC","You believe this vision was a warning of an upcoming meteor strike with disastrous effects. You call your colonists to safety and start reinforcing their ceilings. Before the job can even begin, you see a distant cloud of pollution rising from the ground. It seems you interpreted the signs incorrectly."
"#EVENT_VISION_01_IGNORE_NAME","Visions of Gloom"
"#EVENT_VISION_01_IGNORE_DESC","You see no reason to believe this clearly deranged old-timer and decide to go about your day as usual. You leave the poor thing and return to your duties—only to see a flaming object hurtling from the sky toward your colony. It seems you interpreted the signs incorrectly."
"#EVENT_LOVE_01_NOTIFICATION_HEADER","There is something in the air"
"#EVENT_LOVE_01_NOTIFICATION_DESC","Could it be... love?"
"#EVENT_LOVE_01_NAME","Traditions of Love"
"#EVENT_LOVE_01_DESC","A young woman is seeking your counsel. She has fresh wildflowers in her hair and a sweet crooked smile. She sighs and points to mud-covered colonist with a stench of sweat so strong it could carry for miles. “There goes the gal of my dreams. Tell me, what’s the traditional way to... you know, propose?”"
"#EVENT_LOVE_01_FLOWERS","Crown of wildflowers"
"#EVENT_LOVE_01_FOOD","Roasted wild boar"
"#EVENT_LOVE_01_PENDANT","Pendant made of toenails"
"#EVENT_LOVE_01_FORGET","Forget about it"
"#EVENT_LOVE_01_FLOWERS_NAME","Traditions of Love"
"#EVENT_LOVE_01_FLOWERS_DESC","You tell her the most important aspect of proposal is to make it personal. Soft words and a crown of wildflowers will surely woo them. “Yes, that’s it, it has to be!” she exclaims and runs off to prepare the gift for her beloved.\n\nIt remains to be seen how this one turns out."
"#EVENT_LOVE_01_FOOD_NAME","Traditions of Love"
"#EVENT_LOVE_01_FOOD_DESC","You remember an old saying about the path to the heart being through the stomach. You suggest preparing a meal, meat preferably hunted by her personally. “Yes, that’s it, it has to be!” She exclaims and runs off to prepare the gift for her beloved.\n\nIt remains to be seen how this one turns out."
"#EVENT_LOVE_01_PENDANT_NAME","Traditions of Love"
"#EVENT_LOVE_01_PENDANT_DESC","You tell the girl that the grittiest gift she can muster would fit perfectly, to show that the two of them are on the same wavelength. “Yes, that’s it, it has to be!” She exclaims and runs off to prepare the gift for her beloved.\n\nIt remains to be seen how this one turns out."
"#EVENT_LOVE_01_FORGET_NAME","Traditions of Love"
"#EVENT_LOVE_01_FORGET_DESC","“Those traditions are dead. Besides, she’s clearly not interested in you.” You need strong workers in the colony rather than people wasting their time chasing after each other. Shocked and defeated, she silently slumps off, letting the flowers fall from her hair to the murky path."
"#EVENT_LOVE_02A_NOTIFICATION_HEADER","A colonist is heartbroken"
"#EVENT_LOVE_02A_NOTIFICATION_DESC","You let them down"
"#EVENT_LOVE_02A_NAME","No cure for a broken heart"
"#EVENT_LOVE_02A_DESC","A familiar young woman you advised prior approaches you. “You did this on purpose,” she hisses through her teeth. “After I gave her the... thing, she said she sees me more as a friend... Not like I care anyway.” Despite the hostility in her words, tears stream down her face as she stomps off."
"#EVENT_LOVE_02B_NOTIFICATION_HEADER","A couple is thinking of getting married"
"#EVENT_LOVE_02B_NOTIFICATION_DESC","What are you, a wedding coordinator?"
"#EVENT_LOVE_02B_NAME","More traditions to love"
"#EVENT_LOVE_02B_DESC","You recognize a familiar scent of sweat and sweet wildflowers approaching. It is the couple you gave advice to earlier, locked in an embrace. “The proposal was a huge success! We’d like to get married as soon as possible, but what would be the proper way to do it?”"
"#EVENT_LOVE_02B_GRAND","Grand celebration"
"#EVENT_LOVE_02B_SMALL","Service at home"
"#EVENT_LOVE_02B_MINIMAL","Simple ceremony"
"#EVENT_LOVE_02B_GRAND_NAME","More traditions to love"
"#EVENT_LOVE_02B_GRAND_DESC","You decide that everybody in the colony should celebrate. A rare occasion where sweet words, plenty of dancing and feasting ensue as the whole colony is brought together to celebrate—the newlyweds beaming happiest of them all."
"#EVENT_LOVE_02B_SMALL_NAME","More traditions to love"
"#EVENT_LOVE_02B_SMALL_DESC","The ceremony is quickly set-up for friends and family, but the mood is hardly anything out of the ordinary. One of the guests decides to decorate the normally mundane area with her homemade green and ""totally safe"" glow sticks. The wedding proves successful, seeing everyone filled with joy, but the sticks leaking radioactive poison leave the site in a terrible condition."
"#EVENT_LOVE_02B_MINIMAL_NAME","More traditions to love"
"#EVENT_LOVE_02B_MINIMAL_DESC","You remember an old ceremony fitting for the new world. You lay an old garden rake on the ground while explaining the tradition. After some hesitation, the couple jumps over the tool, landing on the other side as newlyweds. Several curious passers-by witness this, clapping and cheering the couple on as they run to celebrate."
"#EVENT_SOCIETY_01_NOTIFICATION_HEADER","Society forces are approaching"
"#EVENT_SOCIETY_01_NOTIFICATION_DESC","Better ready your defenses"
"#EVENT_SOCIETY_01_NAME","Hostile society"
"#EVENT_SOCIETY_01_DESC","The troops from [SOCIETY_NAME] stop right outside your gate. They’re dressed from head to toe in gear that leaves no room for interpretation—they’ve come to fight. One stares at you sternly. ”I’m afraid we can’t take these insults anymore. Your colony will... suffer today.”"
"#EVENT_SOCIETY_01_BRIBE","Offer resources as appeasement"
"#EVENT_SOCIETY_01_SURRENDER","Surrender to them"
"#EVENT_SOCIETY_01_THREATEN","Say you’ll slaughter every one of them"
"#EVENT_SOCIETY_01_BRIBE_NAME","Hostile society"
"#EVENT_SOCIETY_01_BRIBE_DESC","They give you a disappointed look. “We’re way past that. You know how it is; can’t show weakness in this world.”"
"#EVENT_SOCIETY_01_SURRENDER_NAME","Hostile society"
"#EVENT_SOCIETY_01_SURRENDER_DESC","The man sighs heavily. “Admirable, but futile. Blood will be spilled here this day to make up for past insults. So, ready yourselves.”"
"#EVENT_SOCIETY_01_THREATEN_NAME","Hostile society"
"#EVENT_SOCIETY_01_THREATEN_DESC","There is not even a hint of hesitation on the attackers’ faces. ”Perhaps. Or perhaps we slaughter you. Let’s find out...”"
"#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","The [SOCIETY_NAME] troops in front of the gate stand in immaculate formation, ready to attack at a moment’s notice. “You will stand in the way of our progress no longer. It is time to remove you from the equation.”"
"#EVENT_SOCIETY_02_INVITE","Come on then, try us"
"#EVENT_SOCIETY_02_BRIBE1","Perhaps we can still benefit you?"
"#EVENT_SOCIETY_02_BRIBE2","How about an apology?"
"#EVENT_SOCIETY_02_THREATEN","Is this really a risk worth taking?"
"#EVENT_SOCIETY_02_INVITE_NAME","Uneasy society"
"#EVENT_SOCIETY_02_INVITE_DESC","The leader of the group raises a hand before swinging it back down. The forces ready their weapons. “We certainly will.”"
"#EVENT_SOCIETY_02_BRIBE_NAME","Uneasy society"
"#EVENT_SOCIETY_02_BRIBE_DESC","Their leader’s face remains completely blank, immobile and silent. “This would be a… fair trade; a bit of value for a bit more time.”"
"#EVENT_SOCIETY_02_THREATEN_NAME","Uneasy society"
"#EVENT_SOCIETY_02_THREATEN_DESC","The leader’s eyes scan your guards and other defenses. You can imagine things being added up and subtracted in their head. “Hmm. Not yet, it seems. But next time, we will be prepared.”"
"#EVENT_SOCIETY_03_NOTIFICATION_HEADER","A society has come to negotiate"
"#EVENT_SOCIETY_03_NOTIFICATION_DESC","Hear what they have to offer"
"#EVENT_SOCIETY_03_NAME","Friendly society"
"#EVENT_SOCIETY_03_DESC","The men and women of [SOCIETY_NAME] are carrying heavy crates with them, ready to trade it seems. “Greetings. I got a business proposition for you. We’re lacking in some resources and would be grateful if you’d be willing to trade with us.”"
"#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 you can"
"#EVENT_SOCIETY_03_REFUSE","Refuse the trade"
"#EVENT_SOCIETY_03_GENEROUS_NAME","Friendly society"
"#EVENT_SOCIETY_03_GENEROUS_DESC","The leader is clearly taken by surprise. “That’s most generous of you. Thanks. Hopefully, we can build upon this in the future.”"
"#EVENT_SOCIETY_03_FAIR_NAME","Post-Modern Diplomacy"
"#EVENT_SOCIETY_03_FAIR_DESC","The leader gives you a nod. “Fair, fair. Let’s go with that then, I trust we’ll both be happy.”"
"#EVENT_SOCIETY_03_BAD_NAME","Friendly society"
"#EVENT_SOCIETY_03_BAD_DESC","The leader ponders on the offer a bit. “That’s a steep price… but I suppose we’ll have to accept it. Didn’t reckon you’d be such a stone-cold negotiator.”"
"#EVENT_SOCIETY_03_REFUSE_NAME","Friendly society"
"#EVENT_SOCIETY_03_REFUSE_DESC","The group exchange looks, seeming a tad confused and disappointed for making the trip for nothing, apparently. “I see. We’ll have to take our business elsewhere then. Bit of a shame, but what can you do, right.”"
"#EVENT_SOCIETY_04_NOTIFICATION_HEADER","A group from another society has arrived"
"#EVENT_SOCIETY_04_NOTIFICATION_DESC","They seem to need help"
"#EVENT_SOCIETY_04_NAME","Helping Hands"
"#EVENT_SOCIETY_04_DESC","The [SOCIETY_NAME] group’s leader approaches you with hands exposed, no weapons in sight. “Hello. We are in need of some help, I’m afraid. An accident has caused damage to our colony, and we need a few extra people to take care of it. Could you lend us some?”"
"#EVENT_SOCIETY_04_COLONISTS","Lend some colonists"
"#EVENT_SOCIETY_04_REFUSE","Refuse their plea"
"#EVENT_SOCIETY_04_COLONISTS_SUCCESS_NAME","Helping Hands"
"#EVENT_SOCIETY_04_COLONISTS_SUCCESS_DESC","You gather a few volunteers who pack their equipment and follow the envoy back to the society. They later return, caked in mud and sweat but thoroughly satisfied to have been able to help. What’s more, they were given gifts as gratitude for their efforts."
"#EVENT_SOCIETY_04_COLONISTS_FAIL_NAME","Helping Hands"
"#EVENT_SOCIETY_04_COLONISTS_FAIL_DESC","You gather a few volunteers who pack their equipment and follow the envoy back to the society. They later return, thoroughly dirty and exhausted. A few of them walk with a limp; apparently there was an accident at the worksite. Nevertheless, the thankful society sent some goods to you out of gratitude."
"#EVENT_SOCIETY_04_REFUSE_NAME","Helping Hands"
"#EVENT_SOCIETY_04_REFUSE_DESC","The envoy looks at you with utter disappointment. “We thought we could count on you. Not many people we’d say that about. Well, it’s your call. We’ll try to manage on our own.”"
"#EVENT_SOCIETY_05_NOTIFICATION_HEADER","You have visitors from a nearby society"
"#EVENT_SOCIETY_05_NOTIFICATION_DESC","They have something to offer you"
"#EVENT_SOCIETY_05_NAME","The Fruits of Friendship"
"#EVENT_SOCIETY_05_DESC","The small caravan from [SOCIETY_NAME] is pulling a hefty-looking cart behind them. Their leader smiles and pulls your hand into a hearty handshake. “My friend, we wanted to thank you for all the kindness you’ve shown us. Please, accept our gifts and remember the importance of these bonds.”"
"#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 caravan carries the goods inside. Members of both groups smile fondly at each other and exchange formal greetings along with some friendly banter. It’s good to have allies you can trust in this world."
"#EVENT_SOCIETY_05_REFUSE_NAME","The Fruits of Friendship"
"#EVENT_SOCIETY_05_REFUSE_DESC","There is confusion on their faces, which eventually turns into warm acceptance. “You are too kind. Very well, if you have no need for these, we’ll use them to strengthen our society. Just remember, you can always count on us, should you need help.”"
"#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","The small group from [SOCIETY_NAME] arrives at your gate. They look much worse for wear than you remember. ”Greetings, friend. We hate to ask, but we need your help. Our society is under attack by bandits and might not survive too long. We need equipment and a few extra people to drive them off.”"
"#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","You instantly see the relief on their faces. ”Thank you, thank you. Please, we must hurry.” A few of your colonists join them, and the group hurries back to their own society. Luckily, all of your colonists come back alive but wounded. The bandits were beaten, and your allies are safe once again."
"#EVENT_SOCIETY_06_COLONISTS_NAME","When It Counts"
"#EVENT_SOCIETY_06_COLONISTS_DESC","You instantly see the relief on their faces. ”Thank you, thank you. Please, we must hurry.” The equipment and colonists are gathered and the group hurries back to their society. Luckily, all of your colonists come back alive, even if barely. The bandits were beaten, and your allies are safe once again."
"#EVENT_SOCIETY_06_EQUIPMENT_NAME","When It Counts"
"#EVENT_SOCIETY_06_EQUIPMENT_DESC","The group reacts with mixed feelings to your answer; some are relieved while others stare at you in disbelief. “Very well. We had hoped for more… but I suppose this’ll have to do. Wish us luck and pray that we survive.”"
"#EVENT_SOCIETY_06_REFUSE_NAME","When It Counts"
"#EVENT_SOCIETY_06_REFUSE_DESC","You can immediately see that your words have cut deep, like a knife in their backs. “Really? I thought we… Fine. I suppose there is no true friendship in this world anymore. So be it. We’ll survive on our own or die trying.”"
"#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","You and your colonists arrive on the scene and see one of the ranch walls 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. The colonists should…"
"#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, you 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","Your colonists are complaining 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 are demanding you do something."
"#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","You allocate some resources to take care of the biggest damage 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","You give enough resources to rework the entire interior from the ground up. The colonists are 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","You give them a shrug. Surely your people can handle a few rowdy animals? The colonists begrudgingly go back to work, having to constantly be on their guard as they tend to the livestock."
"#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","Thieving Carnivores"
"#EVENT_RANCH_BANDITS_01_DESC","Your colonists tell you that they just spotted some strange people sneaking into the ranch. There was quite a few of them, so you should be careful about how to approach this."
"#EVENT_RANCH_BANDITS_01_AMBUSH","Ambush them"
"#EVENT_RANCH_BANDITS_01_CONFRONT","Confront them"
"#EVENT_RANCH_BANDITS_01_AMBUSH_NAME","Thieving Carnivores"
"#EVENT_RANCH_BANDITS_01_AMBUSH_DESC","You gather your colonists and make your way toward the ranch. You hide around it and wait. Soon enough, you see the ranch doors open, followed by bandits who have stolen some of your livestock. The colonists jump out and attack the bandits before they have a chance to prepare."
"#EVENT_RANCH_BANDITS_01_CONFRONT_NAME","Thieving Carnivores"
"#EVENT_RANCH_BANDITS_01_CONFRONT_DESC","You gather your colonists and make your way to the ranch. It’s awfully quiet, but as you pull the ranch doors open, you find a group of bandits who are in the process of stealing some of your livestock. “Oh. Oh no. Look, we just NEED some meat...” 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","Thieving Carnivores"
"#EVENT_RANCH_BANDITS_01_RUN_DESC","The bandits immediately let go of the animals and sprint past you, visibly relieved to get away and more than happy to leave you alone."
"#EVENT_RANCH_BANDITS_01_STEAL_NAME","Thieving Carnivores"
"#EVENT_RANCH_BANDITS_01_STEAL_DESC","“Jeez, look, we don’t have much,” one of the bandits pleads. Nevertheless, the group gives you whatever they happened to have with them before sauntering past you and dragging themselves back to the wilderness."
"#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","You are told that a pack of rats have made the ranch their new home, harassing the livestock and eating their food. If the situation isn’t taken care of, the infestation could become 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","You and a group of colonists make your way to the ranch. One of them steps inside to drive the rats out. Soon enough, the pack scurries from the dark corners of the building. As soon as they are outside, they attack whomever they happen upon."
"#EVENT_RANCH_ANIMALS_01_IGNORE_NAME","Uninvited Guests"
"#EVENT_RANCH_ANIMALS_01_IGNORE_DESC","Rats? Is that really something we can’t live with? You decide to let them be. What harm could some vermin possibly do? Your colonists growl with disapproval, and soon enough you start to notice just how big of an appetite the rats have."
"#EVENT_RANCH_DISEASE_01_NOTIFICATION_HEADER","Your 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","Some nasty bacteria are making their way through your ranch. If not treated, there is a risk of losing the animals and the disease spreading to your 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","You administer an antibiotic regimen to your livestock, hoping that it will drive the infection away. Sure enough, the disease seems to be vulnerable to the treatment, and your animals are able to recover."
"#EVENT_RANCH_DISEASE_01_RESEARCH_NAME","Contagious Cattle"
"#EVENT_RANCH_DISEASE_01_RESEARCH_DESC","Your most scientifically inclined colonists inspect the animals and find out that the bacteria is 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 your colonists manage to catch the disease."
"#EVENT_RANCH_DISEASE_01_IGNORE_NAME","Contagious Cattle"
"#EVENT_RANCH_DISEASE_01_IGNORE_DESC","Disease is 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 group of aggressive boars have been causing trouble for a while. They are circling around the colony, clearly looking for food, and your colonists wonder if the issue should be addressed before it gets out of hand."
"#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","Your colonists gather around the edge of the colony, waiting for the pack to pass. As the boars roam in front of you, your colonists strike at them. The pack goes wild and charges back at you."
"#EVENT_ANIMALS_01_LURE_NAME","Unboarable Hunger"
"#EVENT_ANIMALS_01_LURE_DESC","Your colonists gather a delicious-looking pile of foods which they spread around a path leading away from the colony. As the pack circles back to you 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","Your defenses are strong enough, a few overgrown piglets shouldn’t be a problem. But as you’re explaining this, a cry echoes through the colony. The boars managed to push themselves through, maiming a few colonists in the process, and they are now roaming inside."
"#EVENT_ANIMALS_02_NOTIFICATION_HEADER","Rats are eating your 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 your crops and could very well eat away a huge chunk of them. Your 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 outside before heading deeper into the forest."
"#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 be harvested for meat."
"#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","Your 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 train him, make him work for us!” they say. There is almost child-like glee in the colonists’ eyes."
"#EVENT_ANIMALS_03_KILL","Kill and harvest 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","You shake your head; the best use for this bear is to harvest it for meat. The colonists look absolutely heart-broken, and you can spot at least one quivering lip, but no one dares talk back. The bear is put down, quickly and painlessly."
"#EVENT_ANIMALS_03_FREE_NAME","Bear With It?"
"#EVENT_ANIMALS_03_FREE_DESC","You practically yell at the colonists to take that beast back to the forest before it wakes up! The colonists try to argue, but the rest of the colony turns on them and practically pushes them back to the wilderness with the bear. It will surely be much happier that way."
"#EVENT_ANIMALS_03_WAIT_NAME","Bear With It?"
"#EVENT_ANIMALS_03_WAIT_DESC","You decide to humor the colonists, they seem to have their hearts set on this after all. As soon as the bear wakes up, it notices that it’s been surrounded. It tears off the restraints and jumps to its feet, teeth exposed and a deep guttural roar echoing 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","Someone’s screaming in the mess hall"
"#EVENT_MESS_HALL_DAMAGE_01_NOTIFICATION_DESC","Everyone is rushing outside"
"#EVENT_MESS_HALL_DAMAGE_01_NAME","Dangerous Diet"
"#EVENT_MESS_HALL_DAMAGE_01_DESC","The mess hall is empty, except for one colonist who’s drenched in sweat and clearly delirious. They’re holding a burning branch in one hand and a gasoline-soaked rag on 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!” You notice that their eyes barely blink."
"#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, though you both just manage to get out. The colonist is taken for treatment, as it seems like they had 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 you both manage to get out. The colonist is taken for treatment, as it seems like they had been exposed to some kind of hallucinogenic poison."
"#EVENT_BATTERY_DAMAGE_01_NOTIFICATION_HEADER","A bandit is threatening you"
"#EVENT_BATTERY_DAMAGE_01_NOTIFICATION_DESC","Your 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 ain’t 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 you 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, gathers the loot and runs away."
"#EVENT_BATTERY_DAMAGE_01_REFUSE_FAKE_NAME","An Explosive Situation"
"#EVENT_BATTERY_DAMAGE_01_REFUSE_FAKE_DESC","”Oh really? Well… Weeell… Bye!” the bandit exclaims and sprints into the wilderness. After he has completely disappeared, your 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. You see a brief flash of light as the fuse is lit. The bandit throws the explosive at the bottom of the battery and a fiery explosion engulfs it in flames. In the midst of all the chaos, the bandit manages to escape."
"#EVENT_SAWMILL_DAMAGE_02_NOTIFICATION_HEADER","The colonists have a proposition"
"#EVENT_SAWMILL_DAMAGE_02_NOTIFICATION_DESC","It could help your production"
"#EVENT_SAWMILL_DAMAGE_02_NAME","Some Fine Tuning"
"#EVENT_SAWMILL_DAMAGE_02_DESC","Your colonists come to you with a suggestion: They’ve noticed that by tampering with the sawmill, they are able to temporarily boost its efficiency. However, there is a risk that this will damage the equipment."
"#EVENT_SAWMILL_DAMAGE_02_ALLOW","Let them do it"
"#EVENT_SAWMILL_DAMAGE_02_DENY","Deny their request"
"#EVENT_SAWMILL_DAMAGE_02_SUCCESS_NAME","Some Fine Tuning"
"#EVENT_SAWMILL_DAMAGE_02_SUCCESS_DESC","The sawmill is adjusted, and you manage to considerably increase its production. In addition to that, Lady Fortune seems to smile on you—there is no additional damage to be seen."
"#EVENT_SAWMILL_DAMAGE_02_FAIL_NAME","Some Fine Tuning"
"#EVENT_SAWMILL_DAMAGE_02_FAIL_DESC","The sawmill is adjusted, and you manage to considerably increase its production. However, the machine eventually starts emitting a horrific screeching noise, which tells you that something has broken inside."
"#EVENT_SAWMILL_DAMAGE_02_DENY_NAME","Some Fine Tuning"
"#EVENT_SAWMILL_DAMAGE_02_DENY_DESC","You’re not going to risk damaging your equipment for temporary gain. The regular pace will have to do, for now."
"#EVENT_CAR_FIX_02_NOTIFICATION_HEADER","An abandoned car was spotted"
"#EVENT_CAR_FIX_02_NOTIFICATION_DESC","It could be useful"
"#EVENT_CAR_FIX_02_NAME","Mechanic’s Dilemma"
"#EVENT_CAR_FIX_02_DESC","The car was found deeper in the woods. It’s in rough shape and probably cannot be fixed but could surely be stripped for parts. Still, you’re always welcome to try."
"#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","The colonists get to work, but after much effort, sweat and some blood, the car is actually worse off than it used to be. ”We did our best, and unfortunately… I think some parts went extra kaput in the process,” one colonist explains."
"#EVENT_CAR_FIX_02_RESOURCES_NAME","Mechanic’s Dilemma"
"#EVENT_CAR_FIX_02_RESOURCES_DESC","The colonists begin stripping the car of anything valuable. The work takes some time, but you eventually have a nice collection of usable parts and resources. ”Still, would’ve been nice to see that old beauty ride again,” one colonist muses."
"#EVENT_CAR_UPGRADE_01_NOTIFICATION_HEADER","A car approaches"
"#EVENT_CAR_UPGRADE_01_NOTIFICATION_DESC","...at a leisurely pace"
"#EVENT_CAR_UPGRADE_01_NAME","A Family Trip"
"#EVENT_CAR_UPGRADE_01_DESC","You can see the wear and tear all over the car’s dingy exterior. A couple steps outside, but the man immediately dips back in to calm the children inside. ”Greetings. We’re looking to drive through some rough lands, but as you can see, our car is in need of some improvement. Anything you can help us with?”"
"#EVENT_CAR_UPGRADE_01_INTERIOR","Help with the interior"
"#EVENT_CAR_UPGRADE_01_HULL","Help with the car’s body"
"#EVENT_CAR_UPGRADE_01_DIAGNOSTICS","Help with the dashboard gauges"
"#EVENT_CAR_UPGRADE_01_EVERYTHING","Help with everything"
"#EVENT_CAR_UPGRADE_01_DENY","Don’t help them"
"#EVENT_CAR_UPGRADE_01_SOME_NAME","A Family Trip"
"#EVENT_CAR_UPGRADE_01_SOME_DESC","The couple happily pays for your resources and help. Together, you get the car fixed up in no time. ”Well well, it looks almost decent now,” the man exclaims as he wipes the sweat from his brow. ”Thanks a ton. And sorry about the noise; our kids have zero patience unfortunately.”"
"#EVENT_CAR_UPGRADE_01_ALL_NAME","A Family Trip"
"#EVENT_CAR_UPGRADE_01_ALL_DESC","The couple is overjoyed by your response. Together, you get the car fixed up in no time. ”Thanks a ton, the old darling looks almost brand new now,” the man exclaims. ”Even the kids seem enamored by it, I haven’t seen them that quiet in ages.”"
"#EVENT_CAR_UPGRADE_01_DENY_NAME","A Family Trip"
"#EVENT_CAR_UPGRADE_01_DENY_DESC","The couple takes a disappointed yet understanding glance at each other. ”That so? Sorry to hear that,” the woman says and turns toward the children, ”All right kids, onto the next stop.” You watch the car drive away, slowly but with determination."
"#EVENT_CAR_BET_01_NOTIFICATION_HEADER","A group of cars approaches"
"#EVENT_CAR_BET_01_NOTIFICATION_DESC","You can hear the music"
"#EVENT_CAR_BET_01_NAME","Fortune’s Favor"
"#EVENT_CAR_BET_01_DESC","A troupe of cars races to the colony, each looking more extravagant than the other. A flashy, eye-achingly dazzling man rises from one of them. ”Hello, hello! We are here, and we are ready to offer you entertainment! Place your bets, which one of our drivers will come out on top in todays’ race?”"
"#EVENT_CAR_BET_01_SPIKY","The spiky car"
"#EVENT_CAR_BET_01_HEARTS","The car with hearts"
"#EVENT_CAR_BET_01_ANTLERS","The car with antlers on it"
"#EVENT_CAR_BET_01_GREEN","The green car"
"#EVENT_CAR_BET_01_IGNORE","Don’t bet"
"#EVENT_CAR_BET_01_SUCCESS_NAME","Fortune’s Favor"
"#EVENT_CAR_BET_01_SUCCESS_DESC","You place your bet by writing it on a piece of paper which is then sealed shut. The race begins, and you watch as your pick manages to speed their way to victory. ”Marvelous, you seem to have an eye for talent! Here’s your winnings. And now, we must travel once again!” the dazzling man pronounces before departing with the rest of the troupe."
"#EVENT_CAR_BET_01_FAIL_NAME","Fortune’s Favor"
"#EVENT_CAR_BET_01_FAIL_DESC","You place your bet by writing it on a piece of paper which is then sealed shut. The race begins and you watch as your pick fights valiantly but just cannot reach first place. ”Oh, how unfortunate. Still, we had fun, didn’t we? And so, our time has passed,” the dazzling man exclaims before departing with the rest of the troupe."
"#EVENT_CAR_BET_01_IGNORE_NAME","Fortune’s Favor"
"#EVENT_CAR_BET_01_IGNORE_DESC","”Not one to trust your fortune? How sad, but understandable. So, we shall race just for the fun of it!” the man replies. You all watch the cars finish their race, not a single silver richer or poorer by the outcome."
"#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","Your colonists 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","Your colonists form a small group that sneaks to the suspicious van. They spot two bandits in the midst of 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","Your colonists unleash an avalanche of threats toward the bandits who immediately turn around. Just one look at the larger group of colonists sends them fleeing. Your people 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","Your colonists jump at the bandits who fall to the ground after a quick squabble. After looting them, your 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 your colony. They are beyond thankful and can hardly believe their luck, finally having a new 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","Your colonists decide to ignore the dubious van. It was probably a trap anyways."
"#EVENT_WITCH_05_NOTIFICATION_HEADER","You have a visitor"
"#EVENT_WITCH_05_NOTIFICATION_DESC","She arrived unannounced"
"#EVENT_WITCH_05_NAME","Witch’s wits"
"#EVENT_WITCH_05_DESC","There’s an old woman, one with a wrinkly face and decades pushing down her back, waiting patiently at the gate. Nobody saw her arrive. The woman smiles with an almost toothless grin. ”Interested in riddles? Then riddle me this, ‘Everything here lives from me. I am bigger than the biggest, yet every day I disappear.’ What am I?"
"#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 circles 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 you a basket filled with <mark>Iodine Pills</mark>. As soon as you take the basket, she turns around without saying a word and heads back to the woods."
"#EVENT_WITCH_06_NOTIFICATION_HEADER","An old woman looks at you"
"#EVENT_WITCH_06_NOTIFICATION_DESC","Where did she come from?"
"#EVENT_WITCH_06_NAME","Witch’s wits"
"#EVENT_WITCH_06_DESC","Without warning, an old, withered woman has appeared at the gate. Nobody saw her arrive. The woman cackles. ”Interested in riddles? Answer this, ‘I arrive unasked, unseen, and when I do it early, I bring death with me.’ What am I?”"
"#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 and hands you a basket filled with <mark>Iodine 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","An old woman, her face covered in wrinkles and dust, stands at the gate. Colonists look at each other with confusion; how did she get all the way here? The woman cackles, ”Interested in riddles? Answer this, ‘I make my home underground, yet come back up when water falls.’ What am I?”"
"#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 to you and heads back to the forest at a leisurely pace. There is some worry about whether she can make it, but something tells you that there is 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 you a basket filled with pills, then turns around and walks slowly back toward the forest."
"#EVENT_SOCIETY_07_NOTIFICATION_HEADER","Hostile society forces approach"
"#EVENT_SOCIETY_07_NOTIFICATION_DESC","You seem to have crossed them"
"#EVENT_SOCIETY_07_NAME","Decisive Action"
"#EVENT_SOCIETY_07_DESC","The invaders, each seething with rage, stare at you from behind the gate. ”In the name of our glorious society, we will end your insolence and 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 is about to turn you down, but the others suddenly silence him. After a brief but intense discussion, he turns hesitantly back to you, ”It seems that we have reached… an understanding.”"
"#EVENT_SOCIETY_07_FIGHT_NAME","Decisive Action"
"#EVENT_SOCIETY_07_FIGHT_DESC","The soldiers raise their arms and step forward. ”Resistance is futile. Our leader will reward us handsomely for wiping you out!”"
"#EVENT_SOCIETY_07A_NOTIFICATION_HEADER","A small entourage approaches you"
"#EVENT_SOCIETY_07A_NOTIFICATION_DESC","They look suspiciously unarmed"
"#EVENT_SOCIETY_07A_NAME","Price of Insolence"
"#EVENT_SOCIETY_07A_DESC","The entourage dumps the resources which you had gifted them before in front of the gate. ”Apparently, a group of mutineers threatened you without our leader’s approval. We have no need for them or your bribes.”"
"#EVENT_SOCIETY_07B_NOTIFICATION_HEADER","A society envoy approaches"
"#EVENT_SOCIETY_07B_NOTIFICATION_DESC","Is she looking for her comrades?"
"#EVENT_SOCIETY_07B_NAME","A Gardener in War"
"#EVENT_SOCIETY_07B_DESC","The woman approaches the gate, looking keenly over the battle scars around it. ”It seems a pesky splinter group decided to attack your colony… without our leaders’ approval. Thank you for getting rid of them. Seems like your strength is more respectful than we realized.”"
"#EVENT_SOCIETY_08_NOTIFICATION_HEADER","Society entourage has arrived"
"#EVENT_SOCIETY_08_NOTIFICATION_DESC","They greet you friendly"
"#EVENT_SOCIETY_08_NAME","Gifts for Patience"
"#EVENT_SOCIETY_08_DESC","”Hello friends!” a warm, impeccably polite man says, ”We wanted to thank you for your help and hospitality so far. We have some resources with us, but if you’re willing to wait, we are able to gift you something even greater.”"
"#EVENT_SOCIETY_08_ACCEPT","Take the gift now"
"#EVENT_SOCIETY_08_LATER","Wait for a bigger gift"
"#EVENT_SOCIETY_08_DECLINE","Decline the gift"
"#EVENT_SOCIETY_08_ACCEPT_NAME","Gifts for Patience"
"#EVENT_SOCIETY_08_ACCEPT_DESC","The man bows. ”Good luck to you, may our relationship continue to be prosperous.”"
"#EVENT_SOCIETY_08_LATER_NAME","Gifts for Patience"
"#EVENT_SOCIETY_08_LATER_DESC","The man smiles. ”Very well. We thank you for your patience and will return later.”"
"#EVENT_SOCIETY_08_DECLINE_NAME","Gifts for Patience"
"#EVENT_SOCIETY_08_DECLINE_DESC","The man gives you a nod. ”Very well. We will let our leader know of your generosity and kindness.”"
"#EVENT_SOCIETY_08A_NOTIFICATION_HEADER","Society entourage has returned"
"#EVENT_SOCIETY_08A_NOTIFICATION_DESC","They are carrying something"
"#EVENT_SOCIETY_08A_NAME","End of Patience"
"#EVENT_SOCIETY_08A_DESC","The familiar, friendly man gives you a gleaming smile. ”We are back, just as promised. Please, enjoy our gifts, I hope they will help you grow.”"
"#EVENT_SOCIETY_09_NOTIFICATION_HEADER","A messenger is at the gate"
"#EVENT_SOCIETY_09_NOTIFICATION_DESC","She is totally frantic"
"#EVENT_SOCIETY_09_NAME","Neighbor in Need"
"#EVENT_SOCIETY_09_DESC","The messenger rushes to your gate, practically banging against it. ”Please help us! Bandits have attacked our society; we need your help! We’re begging you!”"
"#EVENT_SOCIETY_09_MEDICINE","Give medicine"
"#EVENT_SOCIETY_09_METAL","Give metal for weapons"
"#EVENT_SOCIETY_09_DECLINE","Decline the request"
"#EVENT_SOCIETY_09_GIVE_NAME","Neighbor in Need"
"#EVENT_SOCIETY_09_GIVE_DESC","The messenger thanks you profusely. She and her group quickly gather your offerings and hurry back to their society. You can only hope they overcome this."
"#EVENT_SOCIETY_09_DECLINE_NAME","Neighbor in Need"
"#EVENT_SOCIETY_09_DECLINE_DESC","The messenger’s expression falls to anguish. ”Why, you would just throw us to the wolves? I hope, for your sake, that we prevail,” she says before departing."
"#EVENT_SOCIETY_09A_NOTIFICATION_HEADER","A familiar messenger has returned"
"#EVENT_SOCIETY_09A_NOTIFICATION_DESC","Your help paid off"
"#EVENT_SOCIETY_09A_NAME","Grateful Survivors"
"#EVENT_SOCIETY_09A_DESC","The messenger approaches you, still weary but unmistakably happy in spite of that. ”Thanks to your aid, we managed to drive the bandits off. Our leader wanted to give you this as a show of our gratitude.”"
"#EVENT_SOCIETY_09B_NOTIFICATION_HEADER","A familiar messenger has returned"
"#EVENT_SOCIETY_09B_NOTIFICATION_DESC","The fight seems to be over"
"#EVENT_SOCIETY_09B_NAME","Bitter Winners"
"#EVENT_SOCIETY_09B_DESC","The familiar messenger approaches you, still weary and notably bitter. She spits in front of the gate. ”That’s a message from our leader. Thankfully, we managed to beat the bandits, but you can be sure we won’t forget you turning us away in our time of need.”"
"#EVENT_RADIATION_BOX_01_NOTIFICATION_HEADER","Your 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. You’re not sure what it’s made of, all you can tell is that it’s some kind of dark and heavy metal."
"#EVENT_RADIATION_BOX_01_OPEN","Open the box"
"#EVENT_RADIATION_BOX_01_IGNORE","Leave it alone"
"#EVENT_RADIATION_BOX_01_COLONISTS","Ask colonists 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 scientific manuals and schematics. Your colonists suddenly kneel to the ground holding their heads, you realize 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 you don’t want to mess with anything 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 your 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","Your colonists apply the necessary protections, or whatever’s closest to it, and open the box. Inside, they find scientific manuals and schematics that must’ve been put there for safekeeping."
"#EVENT_RADIATION_ANIMAL_01_NOTIFICATION_HEADER","A strange animal has been spotted"
"#EVENT_RADIATION_ANIMAL_01_NOTIFICATION_DESC","It’s not doing good"
"#EVENT_RADIATION_ANIMAL_01_NAME","Veterinarian or Coroner?"
"#EVENT_RADIATION_ANIMAL_01_DESC","A colonist has found a mutated raven with two extra wings, unconscious but still alive. The animal has surely been exposed to major doses of radiation, but it might be saved with the right treatment. It could also provide you with important scientific data."
"#EVENT_RADIATION_ANIMAL_01_DISPOSE","Dispose of the raven"
"#EVENT_RADIATION_ANIMAL_01_TREAT","Treat the raven"
"#EVENT_RADIATION_ANIMAL_01_DISSECT","Dissect the raven"
"#EVENT_RADIATION_ANIMAL_01_DISPOSE_NAME","Veterinarian or Coroner?"
"#EVENT_RADIATION_ANIMAL_01_DISPOSE_DESC","A colonist quickly puts the sick animal out of its misery before burying it deep in the ground. At least it can rest in peace now."
"#EVENT_RADIATION_ANIMAL_01_TREAT_NAME","Veterinarian or Coroner?"
"#EVENT_RADIATION_ANIMAL_01_TREAT_DESC","Your medics take the animal into their care, and with the right precautions, manage to avoid the radiation. The raven is nursed back to health and is then set free. A few curious colonists gather around to watch the little guy fly back to the woods."
"#EVENT_RADIATION_ANIMAL_01_DISSECT_NAME","Veterinarian or Coroner?"
"#EVENT_RADIATION_ANIMAL_01_DISSECT_DESC","Your medics euthanize the sick raven and dissect its body for research. The mutated anatomy offers you important new knowledge. Unfortunately, the radiated insides expose the colonists to radiation poisoning."
"#EVENT_RADIATION_ANIMAL_01A_NOTIFICATION_HEADER","A familiar raven has returned"
"#EVENT_RADIATION_ANIMAL_01A_NOTIFICATION_DESC","It’s carrying something"
"#EVENT_RADIATION_ANIMAL_01A_NAME","Smarter Than It Looks"
"#EVENT_RADIATION_ANIMAL_01A_DESC","The raven you nursed back to health sweeps from the woods toward the nearest medic and drops a small pouch of silver in front of them. You have no idea who it stole that from, but it seems to be grateful for your aid."
"#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 colonist brings you a plant the likes of which you’ve never seen; its leaves are perfectly square and are covered in thick, red lines. ”Look at this! Just a week ago, it was nothing but a sapling. If we could find some use for it, it could benefit us greatly!”"
"#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","Research its biology"
"#EVENT_POISON_PLANT_01_IGNORE","Throw it away"
"#EVENT_POISON_PLANT_01_EDIBLE_NAME","Mystery Flora"
"#EVENT_POISON_PLANT_01_EDIBLE_DESC","Your colonist gets to work. They ground the plant and mix it with a bit of food and proceed to ingest it. What follows is immediate stomach ache and digestion issues. This plant is clearly too potent to be eaten."
"#EVENT_POISON_PLANT_01_MEDICINE_NAME","Mystery Flora"
"#EVENT_POISON_PLANT_01_MEDICINE_DESC","Your colonist gets to work. Tests are done to figure out if the plant has any effect on killing bacteria. Unfortunately, it isn’t effective, and all other kinds of testing fail as well."
"#EVENT_POISON_PLANT_01_BIOLOGY_NAME","Mystery Flora"
"#EVENT_POISON_PLANT_01_BIOLOGY_DESC","The plant is carefully dissected and researched. The process gives some insight into its mutation and other biological properties, thus granting you some interesting new knowledge."
"#EVENT_POISON_PLANT_01_IGNORE_NAME","Mystery Flora"
"#EVENT_POISON_PLANT_01_IGNORE_DESC","The plant might look strange, yes, but it’s hardly worth the effort to experiment with it. The colonist looks quite disappointed, and you later see her planting it in the soil close to her house."
"#EVENT_POISON_BANDIT_01_NOTIFICATION_HEADER","Bandit has broken into the colony"
"#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 bandit has taken one of your colonists hostage, holding them by their arms. The bandit isn’t carrying any weapons, but you can see him holding something in his hand. ”Here’s the deal folks—you’ll give me what I want, and I’ll let this one go. That’s my final offer!”"
"#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 and pushes the colonist off him. ”Heh, suckers!” the bandit gleams before running away. The colonist is quite shaken but ultimately unharmed."
"#EVENT_POISON_BANDIT_01_REFUSE_NAME","High-Stakes Negotiations"
"#EVENT_POISON_BANDIT_01_REFUSE_DESC","”Tsh, that’s cold,” the bandit says and forces something against the colonist’s face. The colonist struggles… but then suddenly goes limp. The bandit pushes them to the ground, causing other colonists to rush to their neighbor’s aid. The commotion gives him a chance to run away, leaving you to deal with your poisoned comrade."
"#EVENT_POISON_BANDIT_01_ATTACK_NAME","High-Stakes Negotiations"
"#EVENT_POISON_BANDIT_01_ATTACK_DESC","”Is that so? Well, see for yourself,” the bandit says and forces something against the colonist’s face. The colonist struggles… but then suddenly goes limp. The bandit pushes them to the ground, causing other colonists to rush to their neighbor’s aid. The commotion gives him a chance to run away, leaving you to deal with your poisoned comrade."
"#EVENT_POISON_BANDIT_01_BLUFF_NAME","High-Stakes Negotiations"
"#EVENT_POISON_BANDIT_01_BLUFF_DESC","Your colonists jump on the bandit, who is taken by surprise and pushes his hostage toward the attackers in an effort to get away. Too late."
"#EVENT_POISON_BANDIT_02_NOTIFICATION_HEADER","Bandits are at the gate"
"#EVENT_POISON_BANDIT_02_NOTIFICATION_DESC","They are begging for your help"
"#EVENT_POISON_BANDIT_02_NAME","Poisoned Intentions"
"#EVENT_POISON_BANDIT_02_DESC","The two bandits are carrying their comrade, who seems to have fallen badly ill. ”Hey, you gotta help us! We were looting some weird lab and our buddy ran into a trap! Some liquid splashed him, and now he can hardly speak. Help us, we’ll give you everything we found there!”"
"#EVENT_POISON_BANDIT_02_HELP","Help them"
"#EVENT_POISON_BANDIT_02_MORE","Help them, for a little extra"
"#EVENT_POISON_BANDIT_02_REFUSE","Turn them away"
"#EVENT_POISON_BANDIT_02_HELP_NAME","Poisoned Intentions"
"#EVENT_POISON_BANDIT_02_HELP_DESC","You give the bandits enough medicine to cure their comrade of his poisoning. The two then hand you some old lab equipment which, while not functional, will help you further your own research."
"#EVENT_POISON_BANDIT_02_MORE_NAME","Poisoned Intentions"
"#EVENT_POISON_BANDIT_02_MORE_DESC","The bandits bite their teeth. ”Sure. Yeah,” one of them says. You give them enough medicine to heal their comrade of his poisoning. The duo hand you some of silver and old lab equipment which, while not functional, will help you further your own research."
"#EVENT_POISON_BANDIT_02_REFUSE_NAME","Poisoned Intentions"
"#EVENT_POISON_BANDIT_02_REFUSE_DESC","Both let a loud gurgle from their throats and spit two snotty clots onto the ground. ”Pathetic little worms,” one of them curses as they walk away."
"#EVENT_POISON_BANDIT_02A_NOTIFICATION_HEADER","Your colonists are feeling ill"
"#EVENT_POISON_BANDIT_02A_NOTIFICATION_DESC","Like they’d eaten something bad"
"#EVENT_POISON_BANDIT_02A_NAME","Bleeding Poison"
"#EVENT_POISON_BANDIT_02A_DESC","The affected colonists are weak and seem unable to talk from the pain. You remember the bandits that pleaded for your help some time ago. Looks like they got the remaining poison and made sure you got a taste of it as well."
"#EVENT_BEETLE_FARM_01_NOTIFICATION_HEADER","A colonist has an idea"
"#EVENT_BEETLE_FARM_01_NOTIFICATION_DESC","Might be worth experimenting on"
"#EVENT_BEETLE_FARM_01_NAME","Beetle Farming"
"#EVENT_BEETLE_FARM_01_DESC","A colonist thinks they’ve figured a way to further your scientific efforts, ”I just had a brilliant idea! If we would farm some rat beetles, we could run experiments on them and improve our research. They breed so quickly after all. I just need your permission and a bit of materials to kick things off.”"
"#EVENT_BEETLE_FARM_01_ACCEPT","Accept the proposal"
"#EVENT_BEETLE_FARM_01_DENY","Deny the proposal"
"#EVENT_BEETLE_FARM_01_ACCEPT_NAME","Beetle Farming"
"#EVENT_BEETLE_FARM_01_ACCEPT_DESC","The colonist looks like he can hardly speak from his excitement. ”Great, I’ll let you know how things are going as soon as I can.”"
"#EVENT_BEETLE_FARM_01_DENY_NAME","Beetle Farming"
"#EVENT_BEETLE_FARM_01_DENY_DESC","The colonist looks like you just stomped on their dreams and spat on them for good measure. ”But… I thought I was onto something good this time,” he sighs before wandering off."
"#EVENT_BEETLE_FARM_01A_NOTIFICATION_HEADER","The beetle farmer approaches"
"#EVENT_BEETLE_FARM_01A_NOTIFICATION_DESC","He’s made some progress"
"#EVENT_BEETLE_FARM_01A_NAME","Happy Little Critters"
"#EVENT_BEETLE_FARM_01A_DESC","”Hey boss, things are going great with the rat beetles,” the man assures, ”Did you know they can eat through an entire tree trunk in just a few days? Which reminds me, I need a little something to expand their boxes and their numbers.”"
"#EVENT_BEETLE_FARM_01A_ACCEPT","Give the materials"
"#EVENT_BEETLE_FARM_01A_DENY","Refuse the request"
"#EVENT_BEETLE_FARM_01A_ACCEPT_NAME","Happy Little Critters"
"#EVENT_BEETLE_FARM_01A_ACCEPT_DESC","The man thanks you again. ”I can see you have a true appreciation for science. Don’t worry, I will not let you down.”"
"#EVENT_BEETLE_FARM_01A_DENY_NAME","Happy Little Critters"
"#EVENT_BEETLE_FARM_01A_DENY_DESC","The man rubs his neck a bit nervously. ”You truly can’t spare any? Guess I’ll just have to make do with what I got.”"
"#EVENT_BEETLE_FARM_01B_NOTIFICATION_HEADER","The beetle farmer has returned"
"#EVENT_BEETLE_FARM_01B_NOTIFICATION_DESC","Things are looking good"
"#EVENT_BEETLE_FARM_01B_NAME","Insatiable Growth"
"#EVENT_BEETLE_FARM_01B_DESC","”It’s me again,” the man says. ”Rat beetles are doing mighty fine, and we’ve managed to make them much livelier by adding meat to their diet. I’m actually planning to acquire more beetles, if you can spare the materials?”"
"#EVENT_BEETLE_FARM_01B_ACCEPT","Give the materials"
"#EVENT_BEETLE_FARM_01B_DENY","Refuse the request"
"#EVENT_BEETLE_FARM_01B_ACCEPT_NAME","Insatiable Growth"
"#EVENT_BEETLE_FARM_01B_ACCEPT_DESC","”Thanks, we’ll make some great discoveries with these, you’ll see!” the man proclaims and skips away."
"#EVENT_BEETLE_FARM_01B_DENY_NAME","Insatiable Growth"
"#EVENT_BEETLE_FARM_01B_DENY_DESC","”Really? And we were just on the cusp of a breakthrough… that’s a real shame,” the man sighs morosely. It’s as if you had just cancelled his birthday."
"#EVENT_BEETLE_FARM_01_FINAL_NOTIFICATION_HEADER","You hear frantic yelling"
"#EVENT_BEETLE_FARM_01_FINAL_NOTIFICATION_DESC","The beetle farmer runs to you"
"#EVENT_BEETLE_FARM_01_FINAL_NAME","Colony Uprising"
"#EVENT_BEETLE_FARM_01_FINAL_DESC","The man looks at you with a mix of shock and utter embarrassment. ”I was just going to check on the beetles and… Looks like they somehow managed to get out of their cages,” the man says, just as you see a swarm of angry rat beetles emerging behind him."
"#STARTER_EVENT_BUILD_CAMPSITE_NOTIFICATION_HEADER","On the lookout for a new home"
"#STARTER_EVENT_BUILD_CAMPSITE_NOTIFICATION_DESC","It ain't much, but it's a start"
"#STARTER_EVENT_BUILD_CAMPSITE_NAME","New Home"
"#STARTER_EVENT_BUILD_CAMPSITE_DESC","""Finding a piece of habitable land is no easy task at the end of the world. What you see before you is what is left of us and our planet. It falls to you to rebuild society with the aid of your people and the modest resources you set out with. Welcome to the Aftermath, survivor.""\n\nStart by building the <mark>Campsite</mark> to mark the center of your new <mark>Colony</mark>. Scout for a suitable location from the mist by moving your <mark>Specialists</mark>."
"#STARTER_EVENT_INVITE_NOTIFICATION_HEADER","People are waiting for you"
"#STARTER_EVENT_INVITE_NOTIFICATION_DESC","Send them a signal"
"#STARTER_EVENT_INVITE_NAME","The inhabitants"
"#STARTER_EVENT_INVITE_DESC","""There are survivors nearby waiting for your signal. They are cold, hungry and in need of care—care you can provide better if you have prepared the settlement. Are you going to let them in now or take a little longer?""\n\nYou can invite the <mark>Colonists</mark> in by firing the Flare from the <mark>Campsite</mark> when you feel ready."
"#LOCATION_PLAYER","Your colony"
"#LOCATION_HOSPITAL","Hospital"
"#LOCATION_WATER","Water"
"#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_PLAYER_DESC","The fate of the future is in your hands. Make this the greatest colony on Earth."
"#LOCATION_HOSPITAL_DESC","Ruins of an old hospital. In such a big place there is always nooks and crannies where you can find Medicine."
"#LOCATION_WATER_DESC","Plain ol' water."
"#LOCATION_FACTORY_DESC","Old steel factory. Plenty of Metal waiting to be scavenged."
"#LOCATION_CONCRETE_FACTORY_DESC","Collapsed Concrete factory. Still contains plenty of buildings materials to scavenge."
"#LOCATION_FARM_DESC","Abandoned farm. Most of the food is spoiled a long time ago, but plenty can still be found in storages."
"#LOCATION_MILITARY_BASE_DESC","Drill sergeants and firing ranges have gone silent long time ago, but there's still some equipment left behind to scavenge."
"#LOCATION_TOWN_DESC","Your average small town center, now permanently abandoned in hopes of building anew."
"#LOCATION_GAS_STATION_DESC","Plenty of old documents and valuable information can be found here."
"#LOCATION_OIL_DESC","The underground storages of oil have been drained dry, but there's still stuff around the oil pumps to make use of."
"#LOCATION_WAREHOUSE_DESC","Lots of empty shelves, but there might be still occasional box of mechanical parts."
"#LOCATION_CAMPING_SITE_DESC","Abandoned camping site. Only things left are the few rugged tents."
"#LOCATION_CONSTRUCTION_SITE_DESC","Construction site that never got completed. There are still some useful tools left."
"#LOCATION_DINER_DESC","Roadside diner. A good place to find some random canned food."
"#LOCATION_MOTEL_DESC","People did not have time to pack the day the world ended. There might still be some important clothes left."
"#LOCATION_RADAR_DESC","Remnants of an era when everyone was fearing the worst, before it happened. Plenty of valuable intelligence can be found from the logs and records of this facility."
"#LOCATION_TRUCK_DESC","This half-rusted and totally busted highway machine isn't taking another step, but there could still be something worth salvaging."
"#LOCATION_BANDITS_DESC","A ruthless gang of bandits have made their camp here. Diplomacy isn't an option here."
"#LOCATION_ELECTRONICS_STORE_DESC","Old recycling center for electronic components. Yesterday's junk is valuable today."
"#LOCATION_EMPTY_DESC","There is nothing to see or do here, but it makes an excellent campsite."
"#LOCATION_JETLINER_CRASH_SITE_DESC","Crashed airplane with plenty of Metal debris that can be put to good use in the colony."
"#LOCATION_MUSEUM_DESC","There is valuable knowledge in this place. Research and apply it to use in benefit of the colony."
"#LOCATION_TIMBER_MILL_DESC","Plenty of Planks are still around even if the mill hasn't functioned for years."
"#LOCATION_STRANDED_TANKER_DESC","A hulking big container ship marooned on what used to be the sea. Some of it can be scavenged for Metal."
"#LOCATION_NUCLEAR_POWER_PLANT_DESC","The plant has definitely seen better days. Best not to try and restart it. It's emergency stores still hold some valuable Vaccine."
"#LOCATION_SHOPPING_CENTER_DESC","The crumbling buildings and its many shops are long abandoned, but bits of old Entertainment could still be brought back to the colony."
"#LOCATION_AIRPLANE_HANGARS_DESC","A couple of large and empty hangars with plenty of metal to scavenge."
"#LOCATION_AIRPORT_DESC","Abandoned airport - the last flight took off years ago. Old machinery can be scavenged for Components."
"#LOCATION_APOTHECARY_DESC","This small pharmacy might still have some invaluable Medicine inside."
"#LOCATION_MECHANIC_SHOP_DESC","Odd Parts and bolts can be scavenged from this old mechanic's shop."
"#LOCATION_CONVENIENCE_STORE_DESC","Most of the shelves are empty, but some Entertainment items can still be recovered from its back storage area."
"#LOCATION_CRASHED_AIRPLANE_DESC","An unfortunate airplane crash with apparently no survivors. Some of it can be scavenged for Plastic."
"#LOCATION_CRASHED_HELICOPTER_DESC","This whirly bird ain't going nowhere anymore. It's First Aid kit could be scavenged off its carcass."
"#LOCATION_ISOLATED_CABIN_DESC","A lone cabin in the middle of nowhere. Should have some Firewood in there."
"#LOCATION_MACHINE_SHOP_DESC","This body shop hasn't welded or hammered anything together in a long while. It should have some Tools to take home to."
"#LOCATION_MILITARY_CAMP_DESC","Not a single soldier has survived whatever wiped this camp out, but the old equipment can be scavenged for valuable Parts."
"#LOCATION_OBSERVATORY_DESC","This building used to house brilliant minds in search of discoveries. Some of their knowledge might be there still."
"#LOCATION_ORDNANCE_WORKS_DESC","Better be careful inside this boom factory, some of the ordnance might still be active. Some Weapons might have been left there."
"#LOCATION_POLICE_STATION_DESC","The law has abandoned this place a long while ago - couple of Weapons might still lie within it, though."
"#LOCATION_RADIO_STATION_DESC","The airwaves might have fallen silent, but it's still a haven for Electronics ripe for scavenging."
"#LOCATION_TNT_STORAGE_IGLOO_DESC","Best not to light any fires around this bunker lest you want it to turn into a hole in the ground with you in it."
"#LOCATION_TRAILER_PARK_DESC","Trailers and trucks are worn beyond repair, but might still have Plastic to pillage."
"#LOCATION_CAR_MECHANIC_SHOP_DESC","Former place of commerce for getting your car up and running again. All its equipment are either gone or beyond repair."
"#LOCATION_DOWNTOWN_DESC","Part of the greater downtown area, its buildings now collapsed and overgrown with fresh vegetation."
"#LOCATION_ABANDONED_SUBURBS_DESC","The smell of Sunday roast and frest-cut grass is now long gone. Some valuables can be still found amongst the wrecked houses."
"#LOCATION_SMALL_TOWN_DESC","What once might have been a quiant little town has now been reduced to a pile of collapsed houses and buried memories."
"#LOCATION_DEVASTATED_HIGHRISE_DESC","These buildings once reached for the sky, creating a magnificient skyline for this city. Now they're in danger of collapsing one after another."
"#LOCATION_UNKNOWN","Unexplored Sector"
"#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"
"#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."
"#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."
"#TOPIC_POPUP_DEVELOPER_NOTE","BUILD THE GATE"
"#INFO_TRADE_CENTER_REQUIRED","Trade center is required to barter with other societies."
"#TEAM_NAME_ENDING","{0}"
"#MISSION_START_SCOUTING","Scout"
"#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"
"#INFO_SECTOR_DESCRIPTION","Unscouted sector. Scout the sector to reveal the terrain and locations."
"#TOPIC_OWNERSHIP","Ownership"
"#TOPIC_FIREPOWER","Firepower"
"#TOPIC_DEFENCE","Defence"
"#TOPIC_PROBABILITY","Probability"
"#TOPIC_EFFECTS","Effects"
"#TOPIC_SCAVENGED_IN","{0} per day"
"#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_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"
"#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"
"#LOCATION_SOCIETY_BENEDICT_LVL1","Benedict"
"#LOCATION_SOCIETY_BENEDICT_LVL2","Benedict"
"#LOCATION_SOCIETY_BENEDICT_LVL3","Benedict"
"#LOCATION_SOCIETY_GREENTOWN_LVL1","Greentown"
"#LOCATION_SOCIETY_GREENTOWN_LVL2","Greentown"
"#LOCATION_SOCIETY_GREENTOWN_LVL3","Greentown"
"#LOCATION_SOCIETY_WOODBURY_LVL1","Woodbury"
"#LOCATION_SOCIETY_WOODBURY_LVL2","Woodbury"
"#LOCATION_SOCIETY_WOODBURY_LVL3","Woodbury"
"#LOCATION_SOCIETY_TRIAGIA_LVL1","Triagia"
"#LOCATION_SOCIETY_TRIAGIA_LVL2","Triagia"
"#LOCATION_SOCIETY_TRIAGIA_LVL3","Triagia"
"#LOCATION_SOCIETY_OLD_FORUM_LVL1","Old Forum"
"#LOCATION_SOCIETY_OLD_FORUM_LVL2","Old Forum"
"#LOCATION_SOCIETY_OLD_FORUM_LVL3","Old Forum"
"#LOCATION_SOCIETY_LITTLE_ANVIL_LVL1","Little Anvil"
"#LOCATION_SOCIETY_LITTLE_ANVIL_LVL2","Little Anvil"
"#LOCATION_SOCIETY_LITTLE_ANVIL_LVL3","Little Anvil"
"#LOCATION_SOCIETY_TRINITY_LVL1","Trinity"
"#LOCATION_SOCIETY_TRINITY_LVL2","Trinity"
"#LOCATION_SOCIETY_TRINITY_LVL3","Trinity"
"#LOCATION_SOCIETY_NEW_HAVEN_LVL1","New Haven"
"#LOCATION_SOCIETY_NEW_HAVEN_LVL2","New Haven"
"#LOCATION_SOCIETY_NEW_HAVEN_LVL3","New Haven"
"#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"
"#COMBAT_RESULT_BANDIT_WIN","Bandit Win"
"#COMBAT_RESULT_SPECIALISTS_WIN","Specialists Win"
"#TOPIC_BIOME","Biome: {0}"
"#TOPIC_HAZARD_TITLE","Hazards"
"#TOPIC_DANGER_TITLE","Danger"
"#TOPIC_BANDIT_TYPE","Bandits"
"#TOPIC_BANDIT_INFO","Defeat the bandits to reveal additional locations and travel through this sector."
"#TOPIC_COMBAT","Attack"
"#TOPIC_TEAMUPDOWN","SELECT TEAM"
"#TOPIC_BANDIT_CAMP_INFO","Destroy this bandit camp to reveal locations in this sector"
"#TOPIC_SCAVENGE","Scavenge"
"#TOPIC_ATTACK","Attack"
"#TOPIC_CHANCE_TITLE","Chance"
"#TOPIC_SUMMARY_DISCOVERED_LOCATIONS","Discovered Locations"
"#TOPIC_DAMAGE","<color=orange>{0}</color> Damage"
"#TOPIC_DAMAGE_RANGE","<color=orange>{0}</color>-<color=red>{1}</color> Damage"
"#TOPIC_MAJOR_VICTORY","Major Victory"
"#TOPIC_MINOR_VICTORY","Minor Victory"
"#TOPIC_MINOR_DEFEAT","Minor Defeat"
"#TOPIC_MAJOR_DEFEAT","Major Defeat"
"#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."
"#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."
"#TRADE_TOPIC_INSTRUCTION","See the current trade options from the trade menu."
"#TRADE_TOPIC_REPUTATION","Reputation"
"#BANDIT_CAMP_DEAD_RATS_TITLE","Dead Rat's Hideout"
"#BANDIT_CAMP_DOOMSDAY_MILITIA_TITLE","Doomsday Fort"
"#BANDIT_CAMP_FRONTIER_NOMADS_TITLE","Nomad Camp"
"#BANDIT_CAMP_RIPPERS_TITLE","Ripper's Lair"
"#BANDIT_CAMP_TRIBUNAL_TITLE","Tribunal Camp"
"#BANDIT_CAMP_WOLF_GANG_TITLE","Wolf Gang's Lair"
"#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_VEHICLE_ENTER","Enter Vehicle"
"#VEHICLE_ENTER_DESC","Use an Action Point to enter vehicle."
"#TOPIC_VEHICLE_EXIT","Exit Vehicle"
"#VEHICLE_EXIT_DESC","Use all Action Points to exit vehicle."
"#VEHICLE_STATIONWAGON","Station Wagon"
"#VEHICLE_STATIONWAGON_DESC","Clunky but reliable with several passenger seats.\n\nPassengers: 4\n\nAction Points: 8\n\nDurability: Medium"
"#VEHICLE_SEDAN","Sedan"
"#VEHICLE_SEDAN_DESC","All-around good car with several passenger seats.\n\nPassengers:3\n\nAction Points: 10\n\nDurability: Medium"
"#VEHICLE_HATCHBACK","Hatchback"
"#VEHICLE_HATCHBACK_DESC","Speedy little car with limited passenger seats.\n\nPassengers:2\n\nAction Points: 12\n\nDurability: Low"
"#TOPIC_ABANDONED_VEHICLE","Abandoned Vehicle"
"#TEAM_ABANDONED_VEHICLE","Abandoned {0}"
"#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_VEHICLE_RETURN_TO_COLONY","Return To Colony"
"#TOPIC_VEHICLE_RETURN_TO_COLONY_DESC","Return back to the colony."
"#TOPIC_SALVAGE_VEHICLE","Salvage Vehicle"
"#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","Hey hey, got something nice and shiny on you?"
"#GREETING_LEADER2_NEGATIVE1","Stay back! This is mine, all of it, all mine!"
"#GREETING_LEADER3_POSITIVE1","I smell another lucrative business deal coming up!"
"#GREETING_LEADER3_NEUTRAL1","I'm always up for a bit of haggling."
"#GREETING_LEADER3_NEGATIVE1","Just looking at you makes my ledgers wither."
"#GREETING_LEADER4_POSITIVE1","My my! Who's this stunner brightening up my day?"
"#GREETING_LEADER4_NEUTRAL1","Another guest! This calls for some music!"
"#GREETING_LEADER4_NEGATIVE1","I give people smiles, but you... you destroy them."
"#GREETING_LEADER5_POSITIVE1","At ease soldier, you've earned that right."
"#GREETING_LEADER5_NEUTRAL1","Got something to report?"
"#GREETING_LEADER5_NEGATIVE1","You better learn to stand in line, maggot."
"#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, just mind the plants."
"#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 or looking for a hunting partner?"
"#GREETING_LEADER9_NEUTRAL1","Come closer, friend, the gun's not for you."
"#GREETING_LEADER9_NEGATIVE1","No sudden moves! I have my sights on you."
"#GREETING_LEADER10_POSITIVE1","Sure you're okay? Maybe I should do a checkup just in case."
"#GREETING_LEADER10_NEUTRAL1","Need patching up? Don't we always."
"#GREETING_LEADER10_NEGATIVE1","Be thankful for my oath, for I know pain rather well."
"#GREETING_LEADER_NAME","Hey there stranger. People call me {0}."
"#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","If you come across a complicated mechanical contraption of unknown purpose, chances are it’s from Junkton. The society is built next to a sizable junkyard dotted with machine shops and metalworks where people spend their days scavenging and constructing parts for their own complicated creations. New and exciting, but often untested, innovations are eagerly shared within the community. The town’s many defenses seem formidable, but whether the makeshift bolt throwers and flame walls actually work is questionable."
"#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 scribblings old and new, gibberish to the uninitiated. Their colonists prefer to cover their heads with heavy cowls and exchange as few words as possible. Caravans, scouts and survivor groups are followed a fair distance to and from the society to make sure none attempt sneaking in."
"#DESC_SOCIETY_3B","This place feels more like the home of a paramilitary faction, and life there is far from ordinary. The people are organized, disciplined and a bit on edge at all times. Their world is rather black-and-white, and their attitude toward outsiders is notoriously harsh. Although allies are—usually—looked after, enemies are ruthlessly wiped out. Their merchandise and uniforms are often dotted with bloodstains, acting as badges of merit within the society."
"#DESC_SOCIETY_4B","Many who have visited the prosperous New Haven agree there is an odd vibe to it. The society seems to grow at a fast pace, and people there are friendly enough, but something feels off. They produce a large amount of meat, cut into small cubes, often cured, strongly seasoned and then bartered for a good price. The ingredients are supposedly produced by the many talented hunters and fishers in the local area. Colonists here seem thoroughly annoyed by constant queries into the matter."
"#DESC_SOCIETY_5B","This society does not follow the average shape or form of a settlement in any way. The “town” is more akin to a massive complex of intertwined buildings. The townsfolk are as social as ever, and the concept of privacy seems woefully forgotten here. They are completely open about their operations as well, which include but are not limited to looting, pillaging, trading, drinking and smuggling. As a result of these varied exploits, the society houses many renowned scouts and explorers."
"#DESC_SOCIETY_6B","Renowned for their utmost neutrality, the society lures in those who blame extremism for everything that went wrong. Even their combat medics are rumored to heal not only their own troops but those of the enemy as well. People here are reluctant to speak their mind to outsiders. However, they will trade with you—and 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 society of Little Anvil is no place for dressing in white. 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 uppercut 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 otherwise would have been lost in the aftermath. Everyone knows the rumors of their massive 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. Its inhabitants are well aware of what they have, and they furiously defend their homes. They’re very cautious and even paranoid about letting outsiders inside the mall, as “someone would use the opportunity to unlock the doors for their barbaric friends outside”."
"#DESC_SOCIETY_11B","Discovering a hospital with working equipment is like finding a unicorn swimming in the fountain of youth. Such a place attracts all kinds of people and the place is 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 your personal view, this place is either a veritable den of sin or the best place on Earth to have a bloody good time. You can forget your worries at the coliseum, the town’s many eateries or with 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 Chemville’s sprawling refinery are guaranteed to give any visitor a headache. Attacking the place would mean navigating an endless labyrinth of walkways surrounded by toxic waste vats. Despite their rather hazardous settlement, Chemvilleans are surprisingly calm and jolly toward outsiders. They gladly offer a taste of their rather “unique”, and often glowing, local cuisine. Their Crispy Glowroach is said to be exquisite."
"#DESC_SOCIETY_14B","The people of Lushton do their darndest to grow anything and everything in wasteland soil. The settlement is a hodgepodge of greenhouses, fields and miscellaneous containers full of crops, mushrooms and herbs. The townsfolk have quite a few eccentric theories on radiation-powered plantlife, but their horticultural accomplishments are undeniable. One should tread carefully when visiting Lushton, though, as the population can get rather militant in defense of their post-apocalyptic garden."
"#GREETING_LEADER11_POSITIVE1","I smell another lucrative business deal coming up!"
"#GREETING_LEADER11_NEUTRAL1","I'm always up for a bit of haggling."
"#GREETING_LEADER11_NEGATIVE1","No sudden moves! I have my sights on you."
"#GREETING_LEADER12_POSITIVE1","Need patching up? Don't we always."
"#GREETING_LEADER12_NEUTRAL1","Be thankful for my oath, for I know pain rather well."
"#GREETING_LEADER12_NEGATIVE1","You poison the very land you stand on."
"#GREETING_LEADER13_POSITIVE1","Here for business or looking for a hunting partner?"
"#GREETING_LEADER13_NEUTRAL1","Come closer, friend, the gun ain't for you."
"#GREETING_LEADER13_NEGATIVE1","You better learn to stand in line, maggot."
"#GREETING_LEADER14_POSITIVE1","Let me share the fruits of my knowledge with you."
"#GREETING_LEADER14_NEUTRAL1","If you need a favor, you better give something in return."
"#GREETING_LEADER14_NEGATIVE1","There's the unknown factor, one I'd gladly erase."
"#TOPIC_SOCIETIES","Societies"
"#NO_SOCIETIES_FOUND_DESC","No societies found. Explore the world map to discover societies you can interact with."
"#DESC_SOCIETY_1B_SHORT","Built next to a sizable junkyard where people spend their days scavenging parts for their complicated creations. Its defenses seem formidable, but the effectiveness of makeshift bolt throwers and flame walls is questionable."
"#DESC_SOCIETY_2B_SHORT","A secretive and suspicious society where visitors are only allowed to a small inner courtyard. Walls are adorned with incoherent scribbling and the colonists cover their heads with heavy cowls. Caravans are shadowed both entering and leaving the colony."
"#DESC_SOCIETY_3B_SHORT","Less like a society and more like a paramilitary compound where people are on edge at all times. Their attitude toward outsiders is notoriously harsh. Goods and uniforms are often dotted with bloodstains, acting as badges of merit within the society."
"#DESC_SOCIETY_4B_SHORT","Visitors agree there is an odd vibe to it. People there are friendly enough, but something feels off. They produce a lot of meat supposedly sourced from hunters and fishers in the area. Newhaveans seem thoroughly annoyed by constant queries into the matter."
"#DESC_SOCIETY_5B_SHORT","This “town” is more akin to a massive complex of intertwined buildings on top of each other, with the concept of privacy totally forgotten here. They are open about their operations as well, which include but are not limited to looting, trading, drinking and smuggling."
"#DESC_SOCIETY_6B_SHORT","Renowned for their utmost neutrality, the society lures in those who blame extremism for everything that went wrong. Their combat medics are rumored to heal both their own troops and those of their foes. They are willing to trade with you—but also with your enemies."
"#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 pouring out from its metalworks. The few people that live here are hardy; men, women and children all look like they could arm-wrestle a bear. Many are skilled blacksmiths and engineers, visibly proud of their craft and how it helps them in the aftermath."
"#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","This massive shopping mall has been converted into apartments and heavily barricaded to repel intruders. Its colonists know what they have, and they can get paranoid about letting people in as “someone would surely unlock the doors for their barbaric friends outside.”"
"#DESC_SOCIETY_11B_SHORT","Discovering a hospital with working equipment is like finding a unicorn at the fountain of youth. 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","This place can be a veritable den of sin or the best place on Earth to have a bloody good time. Forget your worries at the coliseum, the town’s many eateries or with other, more exotic offerings. People seem to drift onward with a permanent hazy look in their eyes."
"#DESC_SOCIETY_13B_SHORT","The fumes of this massive refinery are guaranteed to give any visitor a headache. Despite their rather hazardous settlement, Chemvilleans are calm and jolly toward outsiders. They gladly offer a taste of their rather “unique” local cuisine with the Crispy Glowroach said to be exquisite."
"#DESC_SOCIETY_14B_SHORT","These people do their darndest to grow anything and everything in wasteland soil. While the townsfolk have quite a few eccentric theories on radiation-powered plantlife, their horticultural accomplishments are undeniable. But tread carefully, as they can be rather militant when defending their post-apocalyptic garden."
"#TOPIC_SOCIETY_DISTANCE","Distance"
"#TEAM_ABANDONED_VEHICLE_DESC","Specialist vehicle"
"#TEAM_ABANDONED_VEHICLE_STATUS","Waiting for retrieval"
"#VEHICLE_HEAVYOFFROADER","Offroader"
"#VEHICLE_HEAVYOFFROADER_DESC","Rugged and reliable, able to traverse any terrain.\n\nPassengers:4\n\nAction Points: 10\n\nDurability: High"
"#VEHICLE_BUS","Bus"
"#VEHICLE_BUS_DESC","Big and spacious but terribly slow."
"#VEHICLE_VAN","Van"
"#VEHICLE_VAN_DESC","Your standard do-it-all transport vehicle.\n\nPassengers:2\n\nAction Points: 10\n\nDurability: Medium"
"#REPUTATION_VERY_NEGATIVE","Hostile"
"#REPUTATION_NEGATIVE","Unfriendly"
"#REPUTATION_NEUTRAL","Cautious"
"#REPUTATION_POSITIVE","Positive"
"#REPUTATION_VERY_POSITIVE","Friendly"
"#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"
"#TRADE_CONFIRM_LEADER1_POSITIVE1","This seems very mutually beneficial."
"#TRADE_CONFIRM_LEADER1_NEUTRAL1","An agreeable compromise."
"#TRADE_CONFIRM_LEADER1_NEGATIVE1","Accept so I can get back to work."
"#TRADE_CONFIRM_LEADER2_POSITIVE1","A grade-A 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, you tool."
"#TRADE_CONFIRM_LEADER3_POSITIVE1","Most lucrative suggestion."
"#TRADE_CONFIRM_LEADER3_NEUTRAL1","You will accept this transaction."
"#TRADE_CONFIRM_LEADER3_NEGATIVE1","Be glad we require these assets."
"#TRADE_CONFIRM_LEADER4_POSITIVE1","Anything for a friend! We good?"
"#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 will secure our supply lines."
"#TRADE_CONFIRM_LEADER5_NEUTRAL1","Do this, and we're square."
"#TRADE_CONFIRM_LEADER5_NEGATIVE1","Accept and leave ASAP"
"#TRADE_CONFIRM_LEADER6_POSITIVE1","A royal deal if I’ve ever seen one."
"#TRADE_CONFIRM_LEADER6_NEUTRAL1","A sound compromise since neither side is happy with it."
"#TRADE_CONFIRM_LEADER6_NEGATIVE1","Pick your goods before I set the dogs on you."
"#TRADE_CONFIRM_LEADER7_POSITIVE1","This would ensure growth for both, friend."
"#TRADE_CONFIRM_LEADER7_NEUTRAL1","This deal could blossom into something better."
"#TRADE_CONFIRM_LEADER7_NEGATIVE1","Take it, you weed."
"#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 me to my forge."
"#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 a higher cause."
"#TRADE_CONFIRM_LEADER11_NEGATIVE1","Accept or face our curse."
"#TRADE_CONFIRM_LEADER12_POSITIVE1","Feels good to us, colleague."
"#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, you roach."
"#TRADE_DONE_LEADER1_POSITIVE1","Another victory for science!"
"#TRADE_DONE_LEADER1_NEUTRAL1","Progress—good."
"#TRADE_DONE_LEADER1_NEGATIVE1","Now go and leave me be."
"#TRADE_DONE_LEADER2_POSITIVE1","Knew we could finagle 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","Our coffers salute you!"
"#TRADE_DONE_LEADER3_NEUTRAL1","A trade’s a trade."
"#TRADE_DONE_LEADER3_NEGATIVE1","Take your loot and leave."
"#TRADE_DONE_LEADER4_POSITIVE1","Another 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","Back on duty, then!"
"#TRADE_DONE_LEADER5_NEUTRAL1","At ease, we're done here."
"#TRADE_DONE_LEADER5_NEGATIVE1","Now, fall back!"
"#TRADE_DONE_LEADER6_POSITIVE1","Business is still booming!"
"#TRADE_DONE_LEADER6_NEUTRAL1","Still making the world go around."
"#TRADE_DONE_LEADER6_NEGATIVE1","Pay up and run."
"#TRADE_DONE_LEADER7_POSITIVE1","Grow and prosper!"
"#TRADE_DONE_LEADER7_NEUTRAL1","Fair trade, man."
"#TRADE_DONE_LEADER7_NEGATIVE1","Now spare me your withering presence."
"#TRADE_DONE_LEADER8_POSITIVE1","Golden! 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","You and me against the world, partner."
"#TRADE_DONE_LEADER9_NEUTRAL1","Done and dusted."
"#TRADE_DONE_LEADER9_NEGATIVE1","Now, ride off."
"#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","I'm positively radiating with delight!"
"#TRADE_DONE_LEADER14_NEUTRAL1","Done. Want a complementary roach for the road?"
"#TRADE_DONE_LEADER14_NEGATIVE1","Now leave, before I throw you in the vats."
"#TOPIC_HAZARD_LEVEL_TITLE","Hazard"
"#TOPIC_DANGER_LEVEL_TITLE","Danger level"
"#MISSION_CANCEL_SCAVENGE","CANCEL MISSION"
"#TOPIC_WM_SCAVENGE_INFO_SCAVENGE_TIME","Scavenge Time"
"#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"
"#TOPIC_WM_QUEST_LOCATION","Quest location"
"#TOPIC_WM_SCAVENGE_INFO_RESOURCES_PER_DAY","Rate"
"#TOPIC_WM_HAZARD_INFO_DAMAGE_TAKEN_PER_DAY","{0} DMG /day"
"#TOPIC_WM_INFO_RESEARCHING_LOCATION","Researching at a location"
"#TOPIC_WM_INFO_SCAVENGING_LOCATION","Scavenging a location"
"#TOPIC_WM_HAZARD_INFO_MAX_DAMAGE_TAKEN_PER_DAY","Max {0} DMG /day"
"#TOPIC_WM_MISSION_DURATION","Time"
"#MISSION_RESOURCES_SCAVENGE","Collected Resources:"
"#MISSION_EMPTY_SCAVENGE","No resources collected"
"#MISSION_TIME_SPENT","In {0} days"
"#MISSION_COMPLETE_SCAVENGE","FINISH MISSION"
"#TOPIC_WM_LOCATION_TYPE_RESEARCH","Research site"
"#TOPIC_WM_LOCATION_TYPE_SCAVENGE","Scavengable location"
"#TOPIC_WM_LOCATION_TYPE_BANDIT","Bandit group"
"#TOPIC_WM_LOCATION_TYPE_BANDIT_CAMP","Bandit camp"
"#TOPIC_WM_LOCATION_TYPE_BANDIT_STRONGHOLD","Bandit stronghold"
"#SPECIALIST_LOW_HP_WARNING_TITLE","Specialist in danger!"
"#SPECIALIST_LOW_HP_WARNING_DESCRIPTION","The hazardous location might cause fatal damage next turn."
"#OPPONENT_DEFEATED","Opposing forces defeated"
"#SPECIALIST_DEAD","Specialist <color=#E8CF45>{0}</color> died during combat"
"#WITHDRAW_FROM_COMBAT","Retreated from combat"
"#COMBAT_DAMAGE","Damage done {0}, damage taken {1}"
"#MISSION_COMPLETE_COMBAT","Finish combat"
"#MISSION_CANCEL_COMBAT","Retreat"
"#TOPIC_DURATION_DAY","{0} Day"
"#TOPIC_DURATION_DAYS","{0} Days"
"#TITLE_SCAVENGE_COMPLETE","Scavenging Completed"
"#DESC_LOCATION_SCAVENGE","<color=#E8CF45>{0}</color> has been scavenged!"
"#TOPIC_CURRENCY_FOUND","Lucky Find"
"#TOPIC_TIME_SPENT","Days Spent"
"#TOPIC_EFFICIENCY","{0}(+{1}% Efficiency)"
"#TOPIC_DAMAGE_RECEIVED","Damage Received"
"#TOPIC_REMAINING_RESOURCES","Remaining Resources"
"#DESC_BANDITS_DEFEATED","<color=#E8CF45>Bandits</color> have been defeated"
"#TOPIC_DAMAGE_INFLICTED","Damage Inflicted"
"#TOPIC_REMAINING_HEALTH","Remaining Bandit Health"
"#TOPIC_RETREAT","Retreat from battle?"
"#DESC_RETREAT_DAMAGE","Specialist takes {0}-{1} points of damage, but retreats from the battle alive"
"#DESC_RETREAT_PREDICTION","Battle prediction change: {0} -> {1}"
"#TOPIC_COMBAT_STATUS","Combat Report"
"#TUTORIAL_NOTIFICATION_BUILD_HEADLINE","Build Shelters and a Water source"
"#TUTORIAL_NOTIFICATIO_BUILD_MESSAGE","Press here to learn how"
"#TUTORIAL_DIALOG_BUILD_HEADLINE","BUILD A SHELTER AND WATER SOURCE"
"#TUTORIAL_DIALOG_BUILD_MESSAGE","Your colonists need <mark>Shelter</mark> and <mark>Water</mark> to survive. Open the <mark>Build Menu</mark> and build a <mark>Tent, Shanty</mark> or <mark>Emergency Shelter</mark>. Then select the <mark>Water category</mark> and build a <mark>Well</mark>. Note that Wells cannot be built on <mark>Barren Soil</mark>.\n\nAll <mark>homeless</mark> Colonists are shown with an icon above their head. Keep an eye on these icons as other dangerous conditions are shown the same way."
"#TUTORIAL_NOTIFICATION_WORKAREA_HEADLINE","Adjust Work Areas"
"#TUTORIAL_NOTIFICATION_WORKAREA_MESSAGE","Press here to learn how"
"#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\nAfterward, 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","Press here to learn how"
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_HEADLINE","FOOD PRODUCTION"
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_MESSAGE","Colonists will need <mark>Food</mark> to avoid starving to death. A 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_FOOD_STORAGE_BERRIES_HEADLINE","Colonists need Food"
"#TUTORIAL_NOTIFICATION_FOOD_STORAGE_BERRIES_MESSAGE","Press here to learn more."
"#TUTORIAL_DIALOG_FOOD_STORAGE_BERRIES_HEADLINE","GATHER FOOD"
"#TUTORIAL_DIALOG_FOOD_STORAGE_BERRIES_MESSAGE","Colonists are hungry! The most convenient source of food is <mark>Wild Berries</mark>. Gather them by moving the Work Area of your Food Storage."
"#TUTORIAL_NOTIFICATION_SETTIME_HEADLINE","Change game speed"
"#TUTORIAL_NOTIFICATION_SETTIME_MESSAGE","Press here to learn how."
"#TUTORIAL_DIALOG_SETTIME_HEADLINE","CHANGE GAME SPEED"
"#TUTORIAL_DIALOG_SETTIME_MESSAGE","Did you notice you can change the game speed in the lower left corner? Try changing it now and find the pace that suits you best."
"#TUTORIAL_NOTIFICATION_PERSONSTATES_HEADLINE","Your colonists"
"#TUTORIAL_NOTIFICATION_PERSONSTATES_MESSAGE","Press here to learn more"
"#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.\n\nNow, try <mark>selecting a colonist</mark> to see their Workplace and Activity."
"#TUTORIAL_NOTIFICATION_CHANGEWORKSLOTS_HEADLINE","Adjusting worker slots"
"#TUTORIAL_NOTIFICATION_CHANGEWORKSLOTS_MESSAGE","Press here to learn how"
"#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 Slots</mark>."
"#TUTORIAL_NOTIFICATION_BUILDGATE_HEADLINE","Build the Gate"
"#TUTORIAL_NOTIFICATION_BUILDGATE_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_BUILDGATE_HEADLINE","BUILD 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."
"#TUTORIAL_NOTIFICATION_PROFESSION_HEADLINE","Colonist job preference"
"#TUTORIAL_NOTIFICATION_PROFESSION_MESSAGE","Press here to learn how"
"#TUTORIAL_DIALOG_PROFESSION_HEADLINE","PREFERRED JOB"
"#TUTORIAL_DIALOG_PROFESSION_MESSAGE","Colonists start with a preference towards a certain job, but you can override this by choosing a <mark>colonist</mark> and pressing <mark>Change Preferred Job</mark> button. That colonist will now attempt to work at a <mark>job</mark> you set, if there are that kind of <mark>workplaces</mark> available.\n\nChanging the preferred job helps you direct colonists where they are needed the most based on their personal <mark>traits</mark>."
"#TUTORIAL_NOTIFICATION_WORLDMAP_HEADLINE","Access to the World Map"
"#TUTORIAL_NOTIFICATION_WORLDMAP_MESSAGE","You now have access to the world map"
"#TUTORIAL_DIALOG_WORLDMAP_HEADLINE","WORLD MAP"
"#TUTORIAL_DIALOG_WORLDMAP_MESSAGE","The World Map is now open and other <mark>Survivors</mark> and <mark>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. Now go and see what’s out there by pressing the big World Map button on the bottom right!"
"#TUTORIAL_NOTIFICATION_WM_ACTION_HEADLINE","Scavenge locations"
"#TUTORIAL_NOTIFICATION_WM_ACTION_MESSAGE","Press here to learn how"
"#TUTORIAL_DIALOG_WM_ACTION_HEADLINE","SCAVENGING"
"#TUTORIAL_DIALOG_WM_ACTION_MESSAGE","Specialists can explore and exploit locations around the Map. Order a Specialist to move to a location in order to <mark>Scavenge</mark> it.\n\nSpecialists gather as much Resources per turn as their skills allows them to. However, if you think you have had enough of one location, you can always cancel the mission.\n\nSome locations will come with additional <mark>Hazards</mark> however. These locations will damage the Specialist <mark>each turn</mark> they spend there, so be careful not to leave the Specialist alone for too long."
"#TUTORIAL_NOTIFICATION_ACTION_POINTS_HEADLINE","Moving around"
"#TUTORIAL_NOTIFICATION_ACTION_POINTS_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_ACTION_POINTS_HEADLINE","MOVING AROUND"
"#TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE","Doing actions like moving on the World Map uses 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 '<mark>A</mark>' on a controller or <mark>Right-clicking</mark>."
"#TUTORIAL_NOTIFICATION_SCOUT_HEADLINE","Scout sectors"
"#TUTORIAL_NOTIFICATION_SCOUT_MESSAGE","Press here to learn how"
"#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 an <mark>Action Point</mark>, so by planning your route wisely, you might be able to Scout more than one Sector in a turn."
"#TUTORIAL_NOTIFICATION_ATTACK_HEADLINE","Bandits"
"#TUTORIAL_NOTIFICATION_ATTACK_MESSAGE","Press here to learn more."
"#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, a Specialist must defeat the Bandit first.\n\nDon’t hesitate to attack even with a weak fighter; despite their tough appearance, Bandits are not very effective alone."
"#TUTORIAL_NOTIFICATION_RETURN_RESOURCES_HEADLINE","Returning to the colony"
"#TUTORIAL_NOTIFICATION_RETURN_RESOURCES_MESSAGE","Press here to learn how"
"#TUTORIAL_DIALOG_RETURN_RESOURCES_HEADLINE","RETURNING TO THE COLONY"
"#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 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.\n\nNote: If you ever happen to lose sight of your colony, you can easily get back to it by pressing “C” on your keyboard. This also works in the colony view, making locating your home even easier!"
"#TUTORIAL_NOTIFICATION_SPECIALIST_RECOVERY_HEADLINE","Specialist hurt"
"#TUTORIAL_NOTIFICATION_SPECIALIST_RECOVERY_MESSAGE","Press here to learn how to heal them"
"#TUTORIAL_DIALOG_SPECIALIST_RECOVERY_HEADLINE","HEALING SPECIALISTS"
"#TUTORIAL_DIALOG_SPECIALIST_RECOVERY_MESSAGE","A Specialist is hurt! To recover health, order the Specialist back to the <mark>colony</mark> where they will heal automatically."
"#TUTORIAL_NOTIFICATION_BANDIT_CAMP_HEADLINE","Bandit Camps"
"#TUTORIAL_NOTIFICATION_BANDIT_CAMP_MESSAGE","Press here to learn more"
"#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 Bandit Camps requires more <mark>Combat Skill</mark> than defeating small scattered bandit groups."
"#TUTORIAL_NOTIFICATION_DEAD_COLONISTS_HEADLINE","Dead Colonists"
"#TUTORIAL_NOTIFICATION_DEAD_COLONISTS_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_DEAD_COLONISTS_HEADLINE","DEAD COLONISTS"
"#TUTORIAL_DIALOG_DEAD_COLONISTS_MESSAGE","One of your Colonists has sadly died! Build a Burial pit before the corpse starts rotting and spreading disease."
"#TUTORIAL_NOTIFICATION_REPAIR_HEADLINE","Damaged buildings"
"#TUTORIAL_NOTIFICATION_REPAIR_MESSAGE","Press here to learn about repairs."
"#TUTORIAL_DIALOG_REPAIR_HEADLINE","DAMAGED BUILDINGS"
"#TUTORIAL_DIALOG_REPAIR_MESSAGE","One of your buildings is damaged! Repair the building before it catches fire and collapses.\n\nTo check out how buildings are doing in general, use the <mark>Building Health</mark> <mark>Overlay</mark>."
"#TUTORIAL_NOTIFICATION_PLANTING_HEADLINE","Planting crops"
"#TUTORIAL_NOTIFICATION_PLANTING_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_PLANTING_HEADLINE","PLANTING CROPS"
"#TUTORIAL_DIALOG_PLANTING_MESSAGE","Fields can grow a variety of crops. At first, you can choose either fast-growing <quad name=Corn><mark>Corn</mark> or the more bountiful <quad name=Potato><mark>Potato</mark>. Press the <mark>Select next</mark> button to pick one."
"#TUTORIAL_NOTIFICATION_CONDITIONS_HEADLINE","Injuries and other conditions"
"#TUTORIAL_NOTIFICATION_CONDITIONS_MESSAGE","Press here to learn how to heal them"
"#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_NOTIFICATION_SALVAGE_STARTING_BUILDING_HEADLINE","Demolishing buildings"
"#TUTORIAL_NOTIFICATION_SALVAGE_STARTING_BUILDING_MESSAGE","Press here to learn how"
"#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. You can Demolish ruins or functioning buildings, but remember you only get back the full resource cost if the building is at full health."
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_HEADLINE","Areas of Effect"
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_MESSAGE","Press here to learn more"
"#TUTORIAL_CODEX_STATIC_WORK_AREAS_HEADLINE","AREAS OF EFFECT"
"#TUTORIAL_CODEX_STATIC_WORK_AREAS_MESSAGE","Some Buildings, for example <mark>Wells</mark> and <mark>Fisheries</mark>, have effective areas around them in which they operate. Try to place them in the most favorable location to achieve maximum production."
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_HEADLINE","Pollution Deposits"
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_HEADLINE","POLLUTION DEPOSITS"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_MESSAGE","The post-apocalyptic landscape still holds some scars from the Cataclysm. <mark>Pollution Deposits</mark> spread Pollution, <mark>contaminating</mark> nearby buildings and causing <mark>Radiation Sickness</mark>. Note that this is not the only source of Pollution however, Colonists can also cumulate Pollution in their systems from the <mark>Food</mark> they eat.\n\nCheck out <mark>Pollution</mark> from the <mark>Overlay Menu</mark> to see the situation of your current area."
"#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_CODEX_SHELTER_HEADLINE","SHELTERS"
"#TUTORIAL_CODEX_SHELTER","All <mark>Homeless</mark> Colonists have an icon above their heads. Other potentially dangerous conditions are shown in the same way.\n\nWhile your Colonists will sleep on the ground when necessary, having enough Shelters for everyone is a top priority. Tents and Houses not only improve their <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 Tents all the way to nice Houses 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 the housing reduces the time people have to walk back and forth.\n\nYou can rotate buildings in Build Mode with the Left and Right Bumper or with the R key."
"#TUTORIAL_CODEX_FOOD_PRODUCTION_HEADLINE","FOOD"
"#TUTORIAL_CODEX_FOOD_PRODUCTION","Your Colony has several ways of producing a variety of Food. The simplest way is to direct your colonists to gather <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.\n\nNote that a mono-diet may lead to malnutrition or excessive <mark>Pollution intake</mark>. You can check all Food items and their values from the statistics menu.\n\nA more long-term solution is to build Trappers and, if there are lakes nearby, Fishing Piers. Both provide a steady stream of Venison and Fish respectively but will struggle to supply enough for a large colony. For that, you will need Fields.\n\nFields 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 Corn to Potatoes and Cabbage depending on which <mark>Seeds</mark> are available. New <mark>Crops</mark> are faster to grow or provide a more bountiful harvest, so always keep an eye out for them.\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.\n\nYou can also scavenge Food from abandoned farms and diners on the World Map and a <mark>Specialist</mark> can be worth their weight in gold when bringing more Food into the colony during times of crisis."
"#TUTORIAL_CODEX_WORKAREA_HEADLINE","ADJUSTING WORK AREAS"
"#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 Berry Bushes, Metal Deposits and so on.\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>, or 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_PERSONSTATES_HEADLINE","COLONISTS"
"#TUTORIAL_CODEX_PERSONSTATES","Your colonists are all individuals with varied needs and skills. They build, work, consume Food and Water and procreate to keep the colony going and growing. Having their basic needs of Water, Food and Shelter taken care of is a critical part of the game. Read more about them in their respective pages.\n\nThe dangers of a post-apocalyptic world affect the colonists the most. They can get sick, get injured and generate different kinds of Needs for a variety of things. Healing the Colonists and fulfilling the Needs is crucial to a thriving colony. Having a Medical Tent early on, with a Specialist scouring the World Map for Medicine goes a long way toward keeping your people healthy. Specialists are especially important as they can bring valuable Medicine from the World Map long before they can be produced within the colony.\n\nThe Colonists handle all the construction, repairs, carrying and other work in the colony. The game automatically assigns a free colonist to a job whenever you construct new buildings or edit the work slots within. Each colonist that is assigned to a building is subtracted from the pool of Carriers. If you find yourself in a situation where nothing gets built, check that you have enough free Carriers to carry building materials to a construction site. If not, temporarily free up some by closing your buildings’ work slots."
"#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 paused to free all the current Workers to do other tasks in the colony. A paused building does not consume any <mark>Energy</mark> or <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\nBuildings can also be <mark>Demolished</mark> to get back roughly half of their construction materials. To salvage a building, select <mark>Demolish</mark> in the building info. This starts a short countdown during which you can still cancel the command. After the countdown ends, the Demolish operation is immediate and final, so use it carefully. Salvaging a Storage building will have its contents dumped on the ground where they are picked up and transported to a new Storage if one is available.\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_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 both as a temporary storage for all the goods your <mark>Specialists</mark> bring back and 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_CODEX_WORLDMAP_HEADLINE","THE WORLD MAP"
"#TUTORIAL_CODEX_WORLDMAP","The map is divided into sectors which need to be scouted first for potential locations. It is a hugely important part of the game, especially early on when your colony is still unable to produce most advanced goods. Populated by <mark>Bandits</mark> and other colonies known as <mark>Societies</mark>, the World Map has both its hardships and rewards.\n\nTo scavenge abandoned locations, fight bandits and Research Science Points, you need <mark>Specialists</mark>. Each has their own personality and a particular set of skills from Exploration to Attack and Research. Having the right person for the right job expedites the process of extracting Metal from an old tanker or searching for valuable <mark>Science Points</mark> in a museum. Specialists can also be hurt by hazards within crumbling buildings or by bandits, so remember to bring them back to the colony to recover.\n\nUncovering the World Map sector by sector affords new opportunities to bring back resources most needed at the colony. Without proper exploration, the colony might survive but never truly thrive."
"#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 such as Food or Planks can be gathered in larger quantities than items such as Medicine, as they're easier to find in usable condition. The World Map is the only place to find <mark>Components</mark> and <mark>Parts</mark> early on to get your <mark>Energy Production</mark> going. \n\nSome World Map 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 with Medkits or by recovering in the colony."
"#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. Sometimes, a fortified <mark>Bandit Camp</mark> controls an entire sector and must be defeated before getting access to other locations in the sector. 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.\n\nAttacking Bandits pits the Specialist's <mark>Attack</mark>, plus a pinch of luck, against the Bandits' <mark>Defense</mark> value. If the bandits survive the attack, they have their turn to attack, and it works the same way, but the other way around. More information about how Specialist's <mark>Attack</mark> value translates to damage points are found in the <mark>Specialist Skills</mark> chapter. In short, this means that an incompetent fighter can still prevail but has to risk several counter-attacks from the bandits to do so. The best strategy is to hit hard and fast so your opponent has no chance of retaliating."
"#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 Dehydration, untreated Injury or one too many tries at conquering a Bandit camp. Dead colonists are taken to a <mark>Burial Pit or Graveyard</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_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 <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 four parts.\n""Food"" offers both improvements to production speeds, completely new forms of cultivation and even breeding alternate food sources.\n""Production"" increases production capabilities and unlocks new structures.\n""Colony"" adds more options to shelters and the general comfort of the Colony.\n""Exploration"" improves your efficiency and possibilities on the <mark>World Map</mark>.\n\nThe further in the tree a particular advancement is, the more it costs, so always keep an eye on <mark>Museums, old Radar Stations, Observatories</mark> and other valuable locations while exploring the World Map. Science is what takes your colony from mere survival to reclaiming what was lost."
"#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 six 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\n\nSpecialist can be equipped with various weapons, armor and items to aid in their tasks. Note that these items are lost if the Specialist is killed in action while on the field. And once you get your colony to produce vehicles, they can move around the map at a much faster pace in groups instead of trekking alone."
"#TUTORIAL_CODEX_CATASTROPHES_HEADLINE","CATASTROPHES"
"#TUTORIAL_CODEX_CATASTROPHES","As if surviving in the aftermath wasn't enough, a chain of catastrophic events still plagues the planet. They range from destructive to infectious, devastating buildings and crops alike."
"#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 before they wither.\n- Stockpile Iodine Pills to treat radiation sickness quickly.\n- Build more Medic Tents, or assign more Workers to existing ones to help those who are in need.\n- Build Outhouses to reduce the amount of sick colonists."
"#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- Energy production shuts down.\n- Buildings producing or consuming Energy might be damaged.\n- Slight increase in Radiation Sickness condition.\n- Build Battery Racks and charge them full to keep the colony running through the storm.\n- Unlock and build Lightning Rods 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, infecting colonists.\n- Untreated colonists will eventually die.\n- The disease dehydrates the body, increasing colony Water consumption.\n- Build enough medical facilities to treat the infected.\n- Antibiotics speed up the healing process. Scavenge them from the World Map.\n- Unlock and build Saunas to reduce the amount of sick colonists."
"#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 buildings and people.\n- Reserve enough construction materials for repairs.\n- Have Carriers at hand to do the repairs.\n- Build better shelters to keep your colonists safe."
"#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_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 and Fighting take up some action points, while Scavenging uses the remaining action points.\n\nTravelling on solid ground such as Plains is faster than plowing through mud and water on the Marshlands, so plan your route accordingly."
"#TUTORIAL_NOTIFICATION_WATER_HEADLINE","Build a water source"
"#TUTORIAL_NOTIFICATION_WATER_MESSAGE","Press here to learn how"
"#TUTORIAL_DIALOG_WATER_HEADLINE","BUILD A WATER SOURCE"
"#TUTORIAL_DIALOG_WATER_MESSAGE","Your Colonists need <quad name=Water><mark>Water</mark> to survive or they will get dehydrated and die. Open the <mark>Build Menu</mark> to choose your first source of water."
"#TUTORIAL_NOTIFICATION_SHELTER_HEADLINE","Build Shelters"
"#TUTORIAL_NOTIFICATION_SHELTER_MESSAGE","Press here to learn how"
"#TUTORIAL_DIALOG_SHELTER_HEADLINE","BUILD A SHELTER"
"#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_TECH_TREE_HEADLINE","Tech Tree"
"#TUTORIAL_NOTIFICATION_TECH_TREE_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_TECH_TREE_HEADLINE","TECH TREE"
"#TUTORIAL_DIALOG_TECH_TREE_MESSAGE","You have collected your first <mark>Science Points</mark>! You can now open the <mark>Tech Tree</mark> and choose your first technology. Unlocking technologies requires both Science Points and Time."
"#CODEX_SPECIALIST_SKILLS_HEADLINE","SPECIALIST BASIC SKILLS"
"#CODEX_SPECIALIST_SKILLS","Specialists have five different skills.\n\nSpeed: Amount of Action Points on the World Map.\nAttack: Base attack damage.\nResearch: Science Point gathering rate per action.\nScavenging: Resource scavenging rate per turn.\nRecovery: Healing speed in the colony."
"#TUTORIAL_CODEX_SPECIALIST_SKILLS_BASE_HEADLINE","SPECIALIST SKILLS"
"#TUTORIAL_CODEX_SPECIALIST_SKILLS_BASE","Specialists have skills with their level in them numbered from 1 to 5. One means they're barely competent in it, five that they're world class.\n\n<mark>Exploration:</mark> Amount of Action Points.\n- Level 1: 4 APs\n- Level 2: 5 APs\n- Level 3: 6 APs\n- Level 4: 7 APs\n- Level 5: 8 APs\n\n<mark>Attack:</mark> Attack damage.\n- Level 1: 2-7\n- Level 2: 3-8\n- Level 3: 4-9\n- Level 4: 5-10\n- Level 5: 6-11\n\n<mark>Research:</mark> Science Point gathering rate per action.\n- Level 1: 60 SPs\n- Level 2: 90 SPs\n- Level 3: 120 SPs\n- Level 4: 150 SPs\n- Level 5: 200 SPs\n\n<mark>Scavenging:</mark> Resource scavenging rate per action.\n- Level 1: Base\n- Level 2: Base x1.4\n- Level 3: Base x1.8\n- Level 4: Base x2.2\n- Level 5: Base x2.8\n\n<mark>Recovery:</mark> Healing speed in the colony.\n- Level 1: 15 HP/day\n- Level 2: 20 HP/day\n- Level 3: 25 HP/day\n- Level 4: 30 HP/day\n- Level 5: 35 HP/day"
"#TUTORIAL_NOTIFICATION_CONTROLS_HEADLINE","Basic Controls"
"#TUTORIAL_NOTIFICATION_CONTROLS_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_CONTROLS_HEADLINE","BASIC CONTROLS"
"#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\nKeyboard and mouse:\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>.\n\nController:\n<mark>Pan the view</mark> with the <mark>left stick</mark>, <mark>press ‘A’ to select</mark> or confirm and <mark>‘B’</mark> to <mark>deselect</mark> or go back."
"#TUTORIAL_CODEX_CONTROLS_HEADLINE","ADVANCED CONTROLS"
"#TUTORIAL_CODEX_CONTROLS","Keyboard and mouse:\n<mark>Zoom</mark> with <mark>the mouse wheel</mark> and <mark>tilt</mark> or <mark>rotate</mark> by <mark>pressing and holding the mouse wheel</mark>.\n\nController:\n<mark>Rotate the camera</mark> by moving the <mark>right stick</mark> horizontally and <mark>Zoom</mark> by moving it <mark>vertically</mark>."
"#TUTORIAL_NOTIFICATION_PLASTIC_HEADLINE","Plastic and Metal"
"#TUTORIAL_NOTIFICATION_PLASTIC_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_PLASTIC_HEADLINE","PLASTIC AND METAL"
"#TUTORIAL_DIALOG_PLASTIC_MESSAGE","You need to build <mark>Recyclers</mark> and <mark>Scrappers</mark> to gather <quad name=Plastic> <mark>Plastic</mark> and <quad name=Metal> <mark>Metal</mark>. They also produce secondary resources <quad name=Fiber> <mark>Fiber</mark> and <quad name=Scrap> <mark>Junk</mark> which will come in handy later!\n\nNote that only <mark>Colonists</mark> can scavenge these resources."
"#TUTORIAL_NOTIFICATION_STORAGES_HEADLINE","Storage types"
"#TUTORIAL_NOTIFICATION_STORAGES_MESSAGE","Press here to learn more"
"#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 preserves 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 Planks and Metal\n- <mark>Food Storage</mark>: All Food types\n- <mark>Warehouse</mark>: Refined items like quality Tools and Meds"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_MESSAGE_UPDATE","The post-apocalyptic landscape still holds some scars from the cataclysm. These pockets of pollution must be cleared before colonists can walk or build on them. <mark>Hazmat Engineering</mark> technology in the <mark>Security</mark> branch of the Tech Tree unlocks the <mark>Environmental Station</mark> for that specific purpose."
"#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 Fields and the best production for water wells.\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. Water 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. Trappers 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."
"#CODEX_LOCATION_PROPERTIES_HEADLINE","LOCATION PROPERTIES"
"#CODEX_LOCATION_PROPERTIES","Various World Map locations have different properties you might want to take into consideration.\n\nEach has a <mark>Defense</mark> value, indicating how well-dug in defenders are able to withstand attacks. Locations overtaken by Bandits and Bandit Camps use the Defense value to reduce your damage against them. <mark>Resources</mark> show which materials you can scavenge from it. <mark>Hazard</mark> rating tells how much damage your Specialist might take during a Scavenge mission and <mark>Danger</mark> how likely it is to happen.\n\nSome locations are in Bandit control and must be cleared before scavenging can commence. Sometimes, an entire area is controlled by a powerful Bandit Camp, which must be cleared before any other actions can be taken.\n\nUse this information to choose which locations to go for and which Specialists to use."
"#TUTORIAL_NOTIFICATION_OUTPOSTS_HEADLINE","Outposts"
"#TUTORIAL_NOTIFICATION_OUTPOSTS_MESSAGE","Press here to learn more."
"#TUTORIAL_DIALOG_OUTPOSTS_HEADLINE","OUTPOSTS"
"#TUTORIAL_DIALOG_OUTPOSTS_MESSAGE","<mark>Outposts</mark> work as drop-off points for the Resources your Specialists have gathered. Be careful when placing the Outpost Depot, because demolishing it will get rid of the Outpost in the World Map too!"
"#TUTORIAL_NOTIFICATION_TRADE_WITH_SOCIETY_HEADLINE","Trade"
"#TUTORIAL_NOTIFICATION_TRADE_WITH_SOCIETY_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_TRADE_WITH_SOCIETY_HEADLINE","TRADE"
"#TUTORIAL_DIALOG_TRADE_WITH_SOCIETY_MESSAGE","Trading with other Societies is a good way to acquire much-needed resources. Once <mark>""Bartering""</mark> is researched in the Tech Tree, build a <mark>Trade Center</mark>. Discovered <mark>Societies</mark> can now be accessed from the Trade button next to the World Map button."
"#TUTORIAL_CODEX_TRADE_WITH_SOCIETY_HEADLINE","TRADE POLICIES"
"#TUTORIAL_CODEX_TRADE_WITH_SOCIETY","A form of currency the Societies all recognize is <mark>Silver Coins</mark>, which you use 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. It pays to maintain good relations!\n\nOnce a deal is struck, the Resources start moving toward your colony. Resources are added to the Gate storage upon arrival. You can have as many active Trades as you have Workers at <mark>Trade Centers</mark>."
"#TUTORIAL_NOTIFICATION_CARS_HEADLINE","Cars"
"#TUTORIAL_NOTIFICATION_CARS_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_CARS_HEADLINE","CARS"
"#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. Cars will break and run out of gas after some time, however, and need to be brought to a colony <mark>Garage</mark> for repairs."
"#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- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: 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. To exit, select the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nAll Cars are initially broken and must be brought back to the colony for repairs. Broken Cars move at half their maximum speed. They will also wear down slowly while moving, prompting further maintenance."
"#TUTORIAL_NOTIFICATION_REPAIRING_CARS_HEADLINE","Repairing cars"
"#TUTORIAL_NOTIFICATION_REPAIRING_CARS_MESSAGE","Press here to learn how"
"#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","Fuel 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 Oil that can be refined into Fuel in a <mark>Refinery</mark>."
"#TUTORIAL_NOTIFICATION_GARAGE_HEADLINE","Garages"
"#TUTORIAL_NOTIFICATION_GARAGE_MESSAGE","Press here to learn more"
"#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","Press here to learn how"
"#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> from the Garage menu. 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\nGarages allow you to assemble a team of Specialists by assigning several to one Car from the Garage building info. Select an empty slot to open a menu showing all available Specialists in the colony. \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\nSpecialists can freely enter and exit the vehicle on the World Map. This is also required, as they must get out of the Car to do other missions. When 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 be then be retrieved later by someone else."
"#TUTORIAL_NOTIFICATION_SOCIETIES_HEADLINE","Societies"
"#TUTORIAL_NOTIFICATION_SOCIETIES_MESSAGE","Press here to learn more."
"#TUTORIAL_DIALOG_SOCIETIES_HEADLINE","SOCIETIES"
"#TUTORIAL_DIALOG_SOCIETIES_MESSAGE","You are not alone in the world. Other settlements called <mark>Societies</mark> have staked their claim on the World Map. Select the one you just encountered to let them introduce themselves so you can start interacting with them. Different societies have different things to offer, so explore the map further to find out more."
"#TUTORIAL_NOTIFICATION_PREPARE_FOR_A_DISASTER_HEADLINE","Prepare for a Disaster"
"#TUTORIAL_NOTIFICATION_PREPARE_FOR_A_DISASTER_MESSAGE","Press here to learn how"
"#TUTORIAL_DIALOG_PREPARE_FOR_A_DISASTER_HEADLINE","PREPARE FOR A DISASTER"
"#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. Details 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","<mark>Heaters</mark>: Heaters, like Burners and Radiators, keep the colony warm during Winter by heating up Shelters and work places. Colonists warm up in their homes and otherwise Freeze to death during <mark>Winter Storms</mark>, so keep them a top priority.\n\n<mark>Medical buildings</mark>: Medical Tent and the more advanced Field Hospital 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' raises the need for water, so keeping a reserve is vital. Drinking water can be stored in Clean Water Storages or reserved for buildings in Water Towers.\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 diseases 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 Energy 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>: Radar can help you with all possible Catastrophes, giving you additional time to prepare. When colonists can normally sense the looming Catastrophe a day prior, a Radar gives you three times as much time 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_NOTIFICATION_DAMAGED_CROPS_HEADLINE","Damaged Crops"
"#TUTORIAL_NOTIFICATION_DAMAGED_CROPS_MESSAGE","Press here to learn more."
"#TUTORIAL_DIALOG_DAMAGED_CROPS_HEADLINE","DAMAGED CROPS"
"#TUTORIAL_DIALOG_DAMAGED_CROPS_MESSAGE","Crops can endure only so much. Crops can wither during Catastrophes like Heat Wave or Fallout or be damaged by events like the Rat Swarm. Protect your plants from dying or harvest them before it’s too late."
"#TUTORIAL_CODEX_DAMAGED_CROPS_HEADLINE","CROP RESILIENCE"
"#TUTORIAL_CODEX_DAMAGED_CROPS","Crops have different levels of <mark>resilience</mark>. Whereas <mark>Corn</mark> is easily affected, <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!"
"#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.\n- Crop yields on open Fields suffer.\n- Build and fill Water Storages while stockpiling food to survive."
"#TUTORIAL_CODEX_FOOD_STORAGE_BERRIES_HEADLINE","FEEDING COLONISTS"
"#TUTORIAL_CODEX_FOOD_STORAGE_BERRIES","Your colony has several ways of producing a variety of Food. The simplest way is to direct your colonists to gather <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.\n\nNote that a mono-diet may lead to malnutrition or excessive <mark>Pollution intake</mark>. You can check all Food items and their values from the statistics menu.\n\nA more long-term solution is to build Trappers and, if there are lakes nearby, Fishing Piers. Both provide a steady stream of Venison and Fish respectively but will struggle to supply enough for a large colony. For that, you will need Fields.\n\nFields 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 Corn to Potatoes and Cabbage depending on which <mark>Seeds</mark> are available. New <mark>Crops</mark> are faster to grow or provide a more bountiful harvest, so always keep an eye out for them.\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.\n\nYou can also scavenge Food from abandoned farms and diners on the World Map and a <mark>Specialist</mark> can be worth their weight in gold when bringing more Food into the colony during times of crisis."
"#TUTORIAL_CODEX_SETTIME_HEADLINE","GAME SPEED"
"#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 change the speed with the <mark>Mouse</mark>, using the 1–3 number keys and space on your <mark>Keyboard</mark>, or using the D-pad on your <mark>Controller</mark>. Some events will automatically pause the game until they're resolved."
"#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_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\nLater on, you can build <mark>Maintenance Depots</mark> to automate repair duties."
"#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_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. Saunas can be unlocked from the <mark>Tech Tree</mark>.\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."
"#TUTORIAL_CODEX_SALVAGE_STARTING_BUILDING_HEADLINE","DEMOLISHING"
"#TUTORIAL_CODEX_SALVAGE_STARTING_BUILDING","To demolish a building, open its <mark>Building Info</mark> and tap the <mark>Demolish</mark> button. This refunds some of the building materials and can be used in a pinch. Demolishing a Storage building does not destroy its contents."
"#CODEX_STATIC_WORK_AREAS_HEADLINE","EFFECTIVE AREAS"
"#CODEX_STATIC_WORK_AREAS","Some buildings, for example <mark>Wells</mark> and <mark>Fisheries</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_POLLUTION_DEPOSITS_HEADLINE","REMOVING POLLUTION"
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS","Building near Pollution Deposits 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 <mark>Hazmat Engineering</mark> to 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_CODEX_PLASTIC_HEADLINE","REFINING"
"#TUTORIAL_CODEX_PLASTIC","Plastic and Metal are used as construction materials and other products. Metal, Fiber and Junk can be further refined into items; Metal is turned into <quad name=Tools> <mark>Tools</mark> by a <mark>Toolshop</mark>, Fiber is turned into <quad name=Cloth> <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 <quad name=Guard_Rifle> <mark>Weapons</mark> at a <mark>Gunsmith</mark>.\n\n- <mark>Tools</mark>: Proper tools make working in the Colony faster.\n- <mark>Clothes</mark>: Clothes give protection against Radiation and cold weather.\n- <mark>Weapons</mark>: Used by Guards and colonists against animals and other intruders.\n\n All 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\nResearch ""Industrial Mining'' to build Extractors once above-ground deposits have run dry. Underground, you will find the same materials as before but in much larger quantities. This technology also gives access to <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>."
"#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_CODEX_OUTPOSTS_HEADLINE","SETTING UP AN OUTPOST"
"#TUTORIAL_CODEX_OUTPOSTS","To set up an Outpost, first research the <mark>Frontier Outposts</mark> tech from the Exploration category and build the <mark>Outpost Depot</mark> in the colony. Once built, select <mark>Establish Outpost</mark> from the Depot's menu. This will send you to the World Map to select a suitable location. Outposts can be built on any <mark>Neutral Sector</mark>, meaning sectors <mark>without</mark> a <mark>Bandit Camp</mark> or a <mark>Society</mark>. Once built, moving Specialists to that Outpost sends their scavenged resources automatically to the Depot Storage back at the colony. If the Depot at the Colony is destroyed, the connected Outpost is also lost."
"#TUTORIAL_CODEX_SPECIALIST_RECOVERY_HEADLINE","HEALING SPECIALISTS"
"#TUTORIAL_CODEX_SPECIALIST_RECOVERY","Specialists are not invincible. They can get hurt in <mark>Combat</mark> against Bandits, or when they encounter <mark>Hazards</mark> while Scavenging and Researching locations.\n\nHealing can be only done in the colony. Their Recovery Speed depends on how badly they're injured and how high their <mark>Recovery</mark> value is. More information about healing values can be found in the <mark>Specialist Skill</mark> chapter."
"#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, with <mark>Scouts</mark> being the top dogs in that category.\n\nAction Points are not solely for moving, however; Scouting and Fighting also take up some, while Scavenging can use them up for multiple turns.\n\nTravelling on solid ground such as Plains is faster than plowing through mud and water on the Marshlands, so plan your route accordingly."
"#TUTORIAL_CODEX_SCOUT_HEADLINE","SCOUT"
"#TUTORIAL_CODEX_SCOUT","Push onward on the Map to reveal new locations and resources. Select a Specialist, move the cursor over an unexplored Sector and confirm the selection when the Sector is highlighted with binoculars. Specialist AP refill twice a day."
"#TUTORIAL_NOTIFICATION_COLONY_COMBAT_HEADLINE","Specialists in the Colony"
"#TUTORIAL_NOTIFICATION_COLONY_COMBAT_MESSAGE","Press here to learn more."
"#TUTORIAL_DIALOG_COLONY_COMBAT_HEADLINE","SPECIALISTS IN THE COLONY"
"#TUTORIAL_DIALOG_COLONY_COMBAT_MESSAGE","<mark>Specialists</mark> in the colony can be ordered to <mark>Move</mark> or <mark>Attack</mark> enemies by first selecting them and then pointing at the target and giving a command to move or attack. Specialists play a vital role in protecting Colonists against <mark>wild animals</mark> and more.\n\nFind all living beings easily by pressing <mark>‘L’</mark> on the keyboard or the <mark>right stick</mark> on a controller."
"#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.\n\n<mark>Fierce Mouse</mark>—Normally gentle by nature, the mice can coexists with humans but will defend their territory ferociously if aggravated.\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 red in the dark!\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!\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.\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."
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_HEADLINE","Bandit Raid"
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_GATE_COMBAT_HEADLINE","BANDIT RAID"
"#TUTORIAL_DIALOG_GATE_COMBAT_MESSAGE","<mark>Bandits</mark> will pay you visits from time to time, and there is a good chance these conflicts will escalate into a firefight. Try to gather reinforcements, arm the Gate or try to buy some time by bribing the Bandits."
"#TUTORIAL_CODEX_GATE_COMBAT_HEADLINE","ENEMIES IN THE COLONY"
"#TUTORIAL_CODEX_GATE_COMBAT","Colony battles are divided into three phases: <mark>Negotiation</mark>, <mark>combat at the Gate</mark> and if things go south, even <mark>combat in the colony</mark>.\n\nSometimes, the Bandits will propose a deal which may buy you some time, and wise actions can de-escalate the situation entirely. Evading combat almost always requires Resources, so keeping a varied stock of them can come in handy.\n\nYet, combat is in some cases inevitable. An upgraded Gate will keep the Bandits busy for longer and might even keep them from <mark>breaching</mark> it.\n\nIf the gate is breached, combat will move to its final phase inside the colony's walls. While inside the colony, Bandits will try to harm as many buildings and colonists as they can while <mark>looting</mark> your unprotected resources. Specialists and colonists will both fight to fend off the attackers, but some casualties can be expected."
"#TUTORIAL_NOTIFICATION_SPECIALIST_TO_WM_HEADLINE","Send Specialists to the World Map"
"#TUTORIAL_NOTIFICATION_SPECIALIST_TO_WM_MESSAGE","Press here to learn how"
"#TUTORIAL_DIALOG_SPECIALIST_TO_WM_HEADLINE","SEND SPECIALISTS TO THE WORLD MAP"
"#TUTORIAL_DIALOG_SPECIALIST_TO_WM_MESSAGE","<mark>The Gate</mark> is open and it’s time to explore! You can send <mark>Specialists</mark> to the World Map by first selecting them and choosing the option <mark>Send to World Map</mark> on their info panel. It’s that easy!"
"#TUTORIAL_NOTIFICATION_HYGIENE_HEADLINE","Colonist Hygiene"
"#TUTORIAL_NOTIFICATION_HYGIENE_MESSAGE","Press here to learn more"
"#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 an <mark>Outhouse</mark> in the Build Menu!\n\nSadly, Outhouses also <mark>pollute</mark> the area around them, but they do less harm when placed in the outskirts of the colony."
"#TUTORIAL_CODEX_HYGIENE_HEADLINE","HYGIENE"
"#TUTORIAL_CODEX_HYGIENE","Colonists become <mark>filthy</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 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_HOSTILE_HEADLINE","Hostile colonists"
"#TUTORIAL_NOTIFICATION_HOSTILE_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_HOSTILE_HEADLINE","HOSTILE COLONISTS"
"#TUTORIAL_DIALOG_HOSTILE_MESSAGE","Unhappy colonists or survivors may occasionally turn against you by becoming <mark>Hostile</mark>. They are driven to create havoc by brawling, looting and damaging buildings. Build <mark>Guard Towers</mark> to deploy Guards and <mark>Gunsmiths</mark> to provide adequate weapons 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 weapons degrade over time, so remember to keep up production."
"#TUTORIAL_NOTIFICATION_MALNUTRITION_HEADLINE","Malnutrition"
"#TUTORIAL_NOTIFICATION_MALNUTRITION_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_MALNUTRITION_HEADLINE","MALNUTRITION"
"#TUTORIAL_DIALOG_MALNUTRITION_MESSAGE","Your colonists need a varied diet of both <mark>Vegetables</mark> and <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."
"#TUTORIAL_CODEX_MALNUTRITION_HEADLINE","NUTRITION"
"#TUTORIAL_CODEX_MALNUTRITION","Colonists need a steady source of <mark>Meat</mark> and <mark>Vegetables</mark>. The Meat category, for example, includes <mark>Venison</mark>, <mark>Fish</mark> and some insects. Vegetables include <mark>Berries</mark> and most harvestable crops from <mark>Fields</mark>, like <mark>Corn</mark> and <mark>Potatoes</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 <mark>Meals</mark> to 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.\n\n<mark>Well Nourished</mark> colonists enjoy a varied diet of both Meat and Vegetable meals. Well fed people are at their best in taking care of the colony, so pursuing this status is recommended."
"#TUTORIAL_NOTIFICATION_PRODUCTION_LIMITS_HEADLINE","Production limits"
"#TUTORIAL_NOTIFICATION_PRODUCTION_LIMITS_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_PRODUCTION_LIMITS_HEADLINE","PRODUCTION LIMITS"
"#TUTORIAL_DIALOG_PRODUCTION_LIMITS_MESSAGE","You can set <mark>Production Limits</mark> to the resources created by production buildings like <mark>Tailors</mark>. You can set limits to save storage space and release the Colonists to do more important tasks."
"#TUTORIAL_NOTIFICATION_BUILDING_NEEDS_HEADLINE","Buildings need resources"
"#TUTORIAL_NOTIFICATION_BUILDING_NEEDS_MESSAGE","Press here to learn more"
"#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_SPECIALIST_CONTROLS_HEADLINE","Your Specialists"
"#TUTORIAL_NOTIFICATION_SPECIALIST_CONTROLS_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_SPECIALIST_CONTROLS_HEADLINE","YOUR SPECIALISTS"
"#TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE","<mark>Specialists</mark> are your forefront in getting to know the wilderness. Check them out by directly selecting them with either the <mark>left mouse button</mark> or <mark>'A'</mark> on a controller. To select multiple, keep holding that button and move the cursor.\n\nYou can also easily find your Specialists via the <mark>Specialist Menu</mark> above."
"#TUTORIAL_NOTIFICATION_COLONY_SETUP_HEADLINE","Setting up the colony"
"#TUTORIAL_NOTIFICATION_COLONY_SETUP_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_COLONY_SETUP_HEADLINE","SETTING UP THE COLONY"
"#TUTORIAL_DIALOG_COLONY_SETUP_MESSAGE","Time to prepare the area for your settlement. The <mark>Campsite</mark> is the first thing to build as it stores your initial resources. Scout for a good spot and place it via the <mark>Build Menu</mark>!"
"#TUTORIAL_NOTIFICATION_PREPARE_COLONY_HEADLINE","Preparing the Colony"
"#TUTORIAL_NOTIFICATION_PREPARE_COLONY_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_PREPARE_COLONY_HEADLINE","PREPARING THE COLONY"
"#TUTORIAL_DIALOG_PREPARE_COLONY_MESSAGE","Great job taking your first steps toward an actual <mark>colony</mark>. Notice you have now unlocked new <mark>Buildings</mark> to turn this land into something more than a mere wilderness!\n\nThe area needs to be well prepared for the <mark>colonists</mark> to survive. Being able to care for all their basic needs is of paramount importance."
"#TUTORIAL_NOTIFICATION_HUNTING_HEADLINE","Hunting"
"#TUTORIAL_NOTIFICATION_HUNTING_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_HUNTING_HEADLINE","HUNTING"
"#TUTORIAL_DIALOG_HUNTING_MESSAGE","Wild animals have been noted to roam around the area. Specialists can <mark>hunt</mark> 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 see the level of anyone's aggressiveness by selecting <mark>Living Creatures</mark> from the <mark>Overlay Menu</mark>."
"#TUTORIAL_NOTIFICATION_BASIC_GATHERING_HEADLINE","Basic Gathering"
"#TUTORIAL_NOTIFICATION_BASIC_GATHERING_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_BASIC_GATHERING_HEADLINE","BASIC GATHERING"
"#TUTORIAL_DIALOG_BASIC_GATHERING_MESSAGE","Specialists can gather some basic resources. Try commanding them to nearby <quad name=Berries> <mark>Berry</mark>, <quad name=Plank> <mark>Plank</mark> or <quad name=Concrete> <mark>Concrete</mark> deposits. The top bar shows how much resources you currently have in storage."
"#TUTORIAL_NOTIFICATION_RANCH_HEADLINE","Domestic Animals"
"#TUTORIAL_NOTIFICATION_RANCH_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_RANCH_HEADLINE","DOMESTIC 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>Animal Husbandry</mark> from the tech tree. You can raise four types of humanity's old pals in your Ranch: Cows, Sheep, Pigs and Chicken.\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 from the <mark>Societies</mark> found from the World Map.\n\nAnimals have special needs that need 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 water, 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 meat, you can choose to <mark>Butcher</mark> the fully grown animals for sustenance."
"#TUTORIAL_NOTIFICATION_INVITE_COLONISTS_HEADLINE","Invite Colonists"
"#TUTORIAL_NOTIFICATION_INVITE_COLONISTS_MESSAGE","Press here to learn how"
"#TUTORIAL_CODEX_INVITE_COLONISTS_HEADLINE","INVITE 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 clicking the <mark>Campsite</mark> and choosing <mark>‘Fire the Flare'</mark>.\n\nNote that once you have invited people in, you cannot send them back."
"#TUTORIAL_NOTIFICATION_COLONIST_GATHERING_HEADLINE","Colonist Gathering"
"#TUTORIAL_NOTIFICATION_COLONIST_GATHERING_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_COLONIST_GATHERING_HEADLINE","COLONIST GATHERING"
"#TUTORIAL_DIALOG_COLONIST_GATHERING_MESSAGE","To get Colonists gathering, you need to have a <mark>Stockpile</mark> to collect basic resources and a <mark>Food Storage</mark> to gather Food, like Berries and Meat. Build them in central locations as they also store and distribute materials."
"#TUTORIAL_NOTIFICATION_ENERGY_HEADLINE","Buildings need Energy"
"#TUTORIAL_NOTIFICATION_ENERGY_MESSAGE","Press here to learn more"
"#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 <mark>Energy</mark> from the <mark>Overlay Menu</mark>."
"#TUTORIAL_NOTIFICATION_EXPLORE_HEADLINE","Explore your surroundings"
"#TUTORIAL_NOTIFICATION_EXPLORE_MESSAGE","Press here to learn how"
"#TUTORIAL_DIALOG_EXPLORE_HEADLINE","EXPLORATION"
"#TUTORIAL_DIALOG_EXPLORE_MESSAGE","The surrounding area is filled with useful materials but is initially covered by a mist that can be Scouted by Specialists.\n\nOrder <mark>selected Specialists</mark> to search for loot by clicking on a foggy area with the <mark>right mouse button</mark> or simply <mark>'A'</mark> on a controller."
"#TUTORIAL_NOTIFICATION_SPECIALIST_BUILDING_HEADLINE","Building with Specialists"
"#TUTORIAL_NOTIFICATION_SPECIALIST_BUILDING_MESSAGE","Press here to learn how"
"#TUTORIAL_DIALOG_SPECIALIST_BUILDING_HEADLINE","SPECIALIST BUILDERS"
"#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_NOTIFICATION_TEMPERATURE_HEADLINE","Changing Temperature"
"#TUTORIAL_NOTIFICATION_TEMPERATURE_MESSAGE","Press here to learn more"
"#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> up by building heating solutions like <mark>Burners</mark> nearby. A Heater’s inner radius is warm enough for Colonists to get comfortable while the outer radius leaves buildings quite chilly.\n\nCarriers keep the Burners running with <mark>Firewood</mark> which can be produced with a <mark>Logging Camp</mark>."
"#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>heated housing</mark>.\n\nColonists need Shelters warmed up by nearby heaters, such as Burners or Radiators, 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 by building multiple Burners and combining their chilly outer areas you can create additional warm zones!\n\nFrozen lakes create issues for buildings on the shore and must be heated to keep up production. Ranch animals are subjected to the cold as well and will die unless properly heated.\n\nClothes provide some protection against the elements. Better clothing means the Colonists can spend longer periods of time in a cold environment without feeling its side effects. Clothes are not enough to solve the problem completely however, even in the best equipment, without a warm bed—the Colonists are still prone to freezing to death.\n\nFall and Spring are brief periods of time before and after Winter. The temperature is near freezing, which means Crops start dying out and Colonists and animals need additional warmth to stay healthy. 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 <mark>Water</mark>. Colder seasons allow Colonists to drink slightly less, as some of the necessary intake can be derived directly from snow. Heat Waves, on the other hand, raise Colonists' body temperature greatly, causing a need to drink water twice as much as usual."
"#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, from Buildings to Items. They can be used directly or refined into more advanced products.\n\nBuilding <mark>Roads</mark> will allow colonists to move Resources from one place to another faster, but the construction process might take a while.\n\nQuickly check how many Resources you currently have stored from the <mark>Top Bar</mark> and the details from the <mark>Statistics Menu</mark>."
"#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- Burners and Radiators keep Shelters and workplaces warm inside their effective radius.\n- Colonists exposed to freezing weather get Cold, affecting their Happiness.\n- If this continues, Cold turns to Hypothermia, causing Health loss.\n- Clothes slow effects of exposure, upgraded ones even better.\n- Stockpile food as crops and lakes eventually freeze, halting production.\n- Animals in Ranches can die without a heater nearby."
"#TUTORIAL_CODEX_RESOURCES_HEADLINE","WEIGHT"
"#TUTORIAL_CODEX_RESOURCES","Each resource has its own <mark>weight</mark> which determines how much of it can be carried in one go. The heavier the Resources are, the more round trips a Colonists has to make to transport them to a new location. The Weight of a resource can be checked from the Resources Tab in the <mark>Statistics Menu</mark>.\n\nEach resource takes up one space while stored. Most Storages can be expanded even further by researching useful <mark>Techs</mark>. To see the state of your Storages, see Statistics Menu's 'Buildings' page."
"#TUTORIAL_NOTIFICATION_UPGRADING_HEADLINE","Upgrading Buildings"
"#TUTORIAL_NOTIFICATION_UPGRADING_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_UPGRADING_HEADLINE","BUILDING UPGRADES"
"#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 click <mark>Upgrade</mark> on its info panel. Upgrading demolishes the previous structure, so consider your options carefully as there is no going back."
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE_XBOX","Doing actions like moving on the World Map uses 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","Doing actions like moving on the World Map uses 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","Doing actions like moving on the World Map uses 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","Doing actions like moving on the World Map uses 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_DIALOG_SPECIALIST_BUILDING_MESSAGE_XBOX","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 pressing the A button</mark>. Specialists will automatically use stored Resources, provided there are enough!"
"##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</mark>. Specialists will automatically use stored Resources, provided there are enough!"
"##TUTORIAL_DIALOG_SPECIALIST_BUILDING_MESSAGE_NX","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 pressing the A Button</mark>. Specialists will automatically use stored Resources, provided there are enough!"
"##TUTORIAL_DIALOG_SPECIALIST_BUILDING_MESSAGE_PS","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 pressing the cross button</mark>. Specialists will automatically use stored Resources, provided there are enough!"
"##TUTORIAL_DIALOG_EXPLORE_MESSAGE_XBOX","The surrounding area is filled with useful materials but is initially covered by fog that can be Scouted by Specialists.\n\nOrder <mark>selected Specialists</mark> to search for loot by pressing the <mark>A button</mark> on a foggy area."
"##TUTORIAL_DIALOG_EXPLORE_MESSAGE","The surrounding area is filled with useful materials but is initially covered by fog that can be Scouted by Specialists.\n\nOrder <mark>selected Specialists</mark> to search for loot by <mark>right-clicking</mark> on a foggy area."
"##TUTORIAL_DIALOG_EXPLORE_MESSAGE_NX","The surrounding area is filled with useful materials but is initially covered by fog that can be Scouted by Specialists.\n\nOrder <mark>selected Specialists</mark> to search for loot by pressing the <mark>A Button</mark> on a foggy area."
"##TUTORIAL_DIALOG_EXPLORE_MESSAGE_PS","The surrounding area is filled with useful materials but is initially covered by fog that can be Scouted by Specialists.\n\nOrder <mark>selected Specialists</mark> to search for loot by pressing the <mark>cross button</mark> on a foggy area."
"##TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE_XBOX","<mark>Specialists</mark> are your forefront in getting to know the wilderness. Check them out by directly selecting them with the <mark>A button</mark>. To select multiple, hold the button and move the camera.\n\nYou can also easily find your Specialists via the <mark>Specialist Menu</mark> above."
"##TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE","<mark>Specialists</mark> are your forefront in getting to know the wilderness. Check them out by directly selecting them by <mark>left-clicking</mark>. To select multiple, hold the button and move the cursor.\n\nYou can also easily find your Specialists via the <mark>Specialist Menu</mark> above."
"##TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE_NX","<mark>Specialists</mark> are your forefront in getting to know the wilderness. Check them out by directly selecting them with the <mark>A Button</mark>. To select multiple, hold the button and move the camera.\n\nYou can also easily find your Specialists via the <mark>Specialist Menu</mark> above."
"##TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE_PS","<mark>Specialists</mark> are your forefront in getting to know the wilderness. Check them out by directly selecting them with the <mark>cross button</mark>. To select multiple, hold the button and move the camera.\n\nYou can also easily find your Specialists via the <mark>Specialist Menu</mark> above."
"##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 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.\n\nNote: If you ever happen to lose sight of your Colony, you can easily get back to it by pressing <mark>“C”</mark> on your keyboard. This also works in the Colony, making locating your home even easier!"
"##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 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_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, 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_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 Berry Bushes, Metal Deposits and so on.\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 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 Berry Bushes, Metal Deposits and so on.\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 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 Berry Bushes, Metal Deposits and so on.\n\nOverlapping areas will diminish efficiency, so spread them out from each other.\n\nYou can <mark>resize the area</mark> with <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 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 Berry Bushes, Metal Deposits and so on.\n\nOverlapping areas will diminish efficiency, so spread them out from each other.\n\nYou can <mark>resize the area</mark> with <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_CODEX_SHELTER","All <mark>Homeless</mark> Colonists have an icon above their heads. Other potentially dangerous conditions are shown in the same way.\n\nWhile your Colonists will sleep on the ground when necessary, having enough Shelters for everyone is a top priority. Tents and Houses not only improve their <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 Tents all the way to nice Houses 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 the housing reduces the time people have to walk back and forth.\n\nYou can rotate buildings in Build Mode with the <mark>R</mark> key by default."
"##TUTORIAL_CODEX_SHELTER_XBOX","All <mark>Homeless</mark> Colonists have an icon above their heads. Other potentially dangerous conditions are shown in the same way.\n\nWhile your Colonists will sleep on the ground when necessary, having enough Shelters for everyone is a top priority. Tents and Houses not only improve their <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 Tents all the way to nice Houses 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 the housing reduces the time people have to walk back and forth.\n\nYou can rotate buildings in Build Mode with the Left and Right Bumpers."
"##TUTORIAL_CODEX_SHELTER_NX","All <mark>Homeless</mark> Colonists have an icon above their heads. Other potentially dangerous conditions are shown in the same way.\n\nWhile your Colonists will sleep on the ground when necessary, having enough Shelters for everyone is a top priority. Tents and Houses not only improve their <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 Tents all the way to nice Houses 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 the housing reduces the time people have to walk back and forth.\n\nYou can rotate buildings in Build Mode with the L and R Buttons."
"##TUTORIAL_CODEX_SHELTER_PS","All <mark>Homeless</mark> Colonists have an icon above their heads. Other potentially dangerous conditions are shown in the same way.\n\nWhile your Colonists will sleep on the ground when necessary, having enough Shelters for everyone is a top priority. Tents and Houses not only improve their <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 Tents all the way to nice Houses 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 the housing reduces the time people have to walk back and forth.\n\nYou can rotate buildings in Build Mode with the L1 and R1 buttons."
"##WIP_TUTORIAL_CODEX_CARS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: 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. To exit, click the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_PS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: 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. To exit, press the cross button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_XBOX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: 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. To exit, press A repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed."
"##WIP_TUTORIAL_CODEX_CARS_NX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: 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. To exit, press the A Button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"#TOPIC_RESEARCH_FOOD","FOOD"
"#TOPIC_RESEARCH_PRODUCTION","PRODUCTION"
"#TOPIC_RESEARCH_COLONY","COLONY"
"#TOPIC_RESEARCH_SECURITY","SECURITY"
"#TOPIC_RESEARCH_EXPLORATION","EXPLORATION"
"#TOPIC_RESEARCH_UNLOCK_COST","Cost"
"#TOPIC_AVAILABLE_RESEARCH","Science Points"
"#TOPIC_RESEARCH_UNLOCKABLES","Unlockables"
"#BUTTON_RESEARCH","RESEARCH"
"#TOPIC_TECH_TREE","Tech Tree"
"#TOPIC_TECH_TREE_TITLE","TECH TREE"
"#TECH_COMMUNAL_EATING","Communal Eating"
"#TECH_PROTECTED_CROPS","Protected Crops"
"#TECH_ALTERNATIVE_PROTEINS","Alternative Proteins"
"#TECH_BORING_METHODS","Boring Methods"
"#TECH_ADVANCED_FARMING","Advanced Farming"
"#TECH_DELICACIES","Delicacies"
"#TECH_CHEF_TRAINING","Chef Training"
"#TECH_COMMUNAL_EATING_DESC","A more centralized solution to keeping hunger away with warm and nutritious Meals.\n\nThe <mark>Cookhouse</mark> creates <mark>Meals</mark> prepared from raw food ingredients and requires <quad name=Firewood> <mark>Firewood</mark> in order to operate."
"#TECH_PROTECTED_CROPS_DESC","<mark>Greenhouses</mark> shield crops from the elements. They can function even during Catastrophes, providing secure food production during more difficult times."
"#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 <mark>Food</mark> production and an alternative to Meat.\n\nFind new types of insect eggs to bolster yields even further."
"#TECH_BORING_METHODS_DESC","Clean <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_DESC","Takes farming to the next level as larger fields 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_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_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 <mark>Meals</mark> for hungry Colonists."
"#TECH_ENERGY_PRODUCTION_ONE","Energy Production I"
"#TECH_JUNK_RECYCLING","Junk Recycling"
"#TECH_ENERGY_STORAGE1","Energy Storage"
"#TECH_ENERGY_PRODUCTION_TWO","Energy Production II"
"#TECH_INDUSTRIAL_MINING","Industrial Mining"
"#TECH_AUTOMATION","Automation"
"#TECH_MASS_PRODUCTION","Mass Production"
"#TECH_RARE_METALS","Rare Metals"
"#TECH_ENERGY_PRODUCTION_ONE_DESC","Getting the power back on is a major step toward rebuilding civilization. <mark>Solar Panels</mark> and <mark>Wind Turbines</mark> provide clean <mark>Energy</mark> in small quantities. Solar Panels work only during the day, Wind Turbines operate day and night."
"#TECH_JUNK_RECYCLING_DESC","Scrapper's side product, <quad name=Scrap> <mark>Junk</mark> is useful and even valuable for those able to recycle it. The <mark>Mechanic Shop</mark> converts it into mechanical <quad name=Parts> <mark>Parts</mark>, which are required in advanced construction and item creation."
"#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_ENERGY_PRODUCTION_TWO_DESC","High-end production and entertainment buildings require large amounts of <mark>Energy</mark> to function, which makes creating bigger power plants necessary. A <mark>Large Solar Panel</mark> can also fold itself to protect its panels during catastrophes and a <mark>Large Wind Turbine</mark> towers over most other colony structures.\n\nSolar Panels produce <quad name=Energy> <mark>Energy</mark> only during the day. Wind Turbines require more maintenance."
"#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_AUTOMATION_DESC","Giving menial tasks to computing devices frees up colonists for other duties. The <mark>Electronics Factory</mark> is a massive high-tech building able to create advanced <mark>Electronics</mark> for automation if it is supplied with <mark>Components</mark>, <mark>Rare</mark> metals and <mark>Energy</mark>."
"#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 <mark>Energy</mark> to produce <mark>Metal</mark>, <mark>Plastic</mark> and <mark>Concrete</mark> for the colony."
"#TECH_RARE_METALS_DESC","<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 resulting Rare Metals are used in high-end production.\n\nRequires<mark>Energy</mark> to function."
"#TECH_COMMUNAL_LIVING","Communal Living"
"#TECH_EDUCATION","Education"
"#TECH_REMEMBRANCE","Remembrance"
"#TECH_COMFORTABLE_HOUSING","Comfortable Housing"
"#TECH_AGGRESSION_RELEASE","Aggression Release"
"#TECH_KNOWLEDGE_PRESERVATION","Knowledge Preservation"
"#TECH_COUCH_POTATO","Couch Potato"
"#TECH_COMMUNAL_LIVING_DESC","Getting people out of tents and into better housing takes some planning. <mark>Tenements</mark> house 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_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_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 those who did not survive the aftermath."
"#TECH_COMFORTABLE_HOUSING_DESC","Move your colonists from cramped and leaky quarters into proper houses. A <mark>House</mark> offers the pinnacle of post-apocalyptic luxury and comfort, if you can afford to build one."
"#TECH_AGGRESSION_RELEASE_DESC","For some, the way to relax is to get punched in the face or see someone else knocked silly. The <mark>Arena</mark> allows Colonists to brawl and let off some steam while others enjoy the carnage from the stands. Perhaps not civilized, but it sure is fun!"
"#TECH_KNOWLEDGE_PRESERVATION_DESC","Preservation of old world texts in a <mark>Library</mark> is smart for several reasons. That way, you can learn from the past or sometimes just let stories whisk you away from a harsh reality."
"#TECH_COUCH_POTATO_DESC","Look, sometimes you just want to sit down and enjoy a silly movie or watch a documentary about ice lake fishing. The <mark>Movie Theater</mark> is a good way to do just that."
"#TECH_SECURE_STORAGE","General Storage"
"#TECH_HAZMAT_ENGINEERING","Hazmat Engineering"
"#TECH_CENTRALIZED_REPAIRS","Centralized Repairs"
"#TECH_REINFORCED_GATE","Reinforced Gate"
"#TECH_MEDICAL_CENTER","Medical Center"
"#TECH_MEDICINE_PRODUCTION","Medicine Production"
"#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 items, food and resources."
"#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_DESC","Keeping track of all repairs in a large Colony is a hassle. A <mark>Maintenance Depot</mark> automatically cleans contamination and fixes damaged buildings within its work area, provided it is staffed and supplied properly."
"#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. Sometimes, questioning can reveal important information about the group's conditions."
"#TECH_MEDICAL_CENTER_DESC","There is no way to keep a large colony healthy with a simple <mark>Medical Tent</mark>. A properly managed <mark>Field Hospital</mark> is both more spacious and effective in treating a wide variety of conditions."
"#TECH_MEDICINE_PRODUCTION_DESC","Finding usable medicine in the wastelands is almost pure luck. With a <mark>Medical Lab</mark>, the colony can produce the required pills and antibiotics itself."
"#TECH_TEAM_OPERATIONS","Team Operations"
"#TECH_BARTERING","Bartering"
"#TECH_DISASTER_FORECAST","Disaster Forecast"
"#TECH_TEAM_OPERATIONS_DESC","Going solo in the wasteland will only get you so far. <mark>Mission Control</mark> combines the strengths of individuals into <mark>Specialist Teams</mark> that can handle missions a single operative never could."
"#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_DESC","<mark>Catastrophes</mark> are bad. Catastrophes you did not know were coming are a lot worse. A <mark>Radar Station</mark> tuned to monitor the weather, airwaves and distant broadcasts can save numerous lives as an early warning system. It will not prevent the catastrophe, but it gives you more time to prepare for the next one.\n\nExtends the early warning period from <mark>one to three</mark> days."
"#NO_SCIENCE_POINTS_DESC","Earn Science Points on the World Map"
"#NOTIFICATION_NOT_ENOUGH_SCIENCE_POINTS","Insufficient Science Points"
"#TECH_PRECULTIVATION","Pre-cultivation"
"#TECH_PRECULTIVATION_DESC","Preparing the seeds beforehand helps them to take root faster and therefore reduces the cultivation time."
"#TECH_SHARPER_SCYTHES","Better Scythes"
"#TECH_SHARPER_SCYTHES_DESC","Sharper and better balanced scythes reduce the time required to harvest the crops. The Grim Reaper would be proud."
"#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 Fields and Greenhouses."
"#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","Organized Kitchen"
"#TECH_ORGANIZED_KITCHEN_DESC","Kitchen's no place for chaos. Proper arrangements and organization means more <mark>Meals</mark> are produced quicker and with less cursing."
"#TECH_EFFICIENT_COMPONENTS","Efficient Components"
"#TECH_EFFICIENT_COMPONENTS_DESC","Tinkering with Component placement and functions means better efficiency, so components are less likely to get damaged. This helps to reduce repair and maintenance costs."
"#TECH_QUALITY_CAPACITORS","Quality Capacitors"
"#TECH_QUALITY_CAPACITORS_DESC","Running high-voltage current as efficiently as possible allows packing a bit more juice in the same space."
"#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>Extractors</mark>."
"#TECH_STERILE_SPACES","Sterile Spaces"
"#TECH_STERILE_SPACES_DESC","Dirty work surfaces and uncontrolled particles have no place in an Electronics Factory. A clean, sterile area means less time fixing errors and cleaning dust off components."
"#TECH_SELFDIAGNOSTICS","Self-diagnostics"
"#TECH_SELFDIAGNOSTICS_DESC","Automation with second-hand materials and tools is no easy feat, so sensitive equipment can and will break down from time to time. Self-diagnostics can prevent some of that hassle before it becomes a problem."
"#TECH_NEODYMIUM_MAGNETS","Neodymium Magnets"
"#TECH_NEODYMIUM_MAGNETS_DESC","While normal magnets are nice, rare earth neodymium magnets are magical. Their incredible pulling power helps separate the wants from the want-nots in an instant improving the Magnetic Separator's production speed."
"#TECH_INTERIOR_WALLS","Interior Walls"
"#TECH_INTERIOR_WALLS_DESC","A large open space shared with other residents discourages intimacy. Crude interior walls gives couples some much-needed privacy. Children are more likely to be born in <mark>Tenements</mark>."
"#TECH_PICTURE_BOOKS","Picture Books"
"#TECH_PICTURE_BOOKS_DESC","Words are hard for a small child. Picture books help the early learning process tremendously with their informative, colored imagery."
"#TECH_INDOOR_PLUMBING","Sweet Porcelain"
"#TECH_INDOOR_PLUMBING_DESC","Indoor toilets are definitely a luxury in the aftermath. This small remnant of civilization is sure to put anyone in a good mood. Nothing beats sitting down on a porcelain throne."
"#TECH_CATEGORIZATION","Categorization"
"#TECH_CATEGORIZATION_DESC","A big pile is no way to store old works of art. Categorizing the collection allows colonists to find what they actually want to read."
"#TECH_POPCORN","Popcorn"
"#TECH_POPCORN_DESC","Heating kernels of corn to create popcorn might be unnecessarily nostalgic, but boy it sure goes well with a movie or a fight in the arena."
"#TECH_PINBALL_MACHINES","Pinball Machines"
"#TECH_PINBALL_MACHINES_DESC","There's something special about a physical metal ball rattling through bumpers that digital games simply cannot imitate. Just don't hit the sides too hard."
"#TECH_STACKED_BURIAL_BEDS","Stacked Burial Beds"
"#TECH_STACKED_BURIAL_BEDS_DESC","Laying the dead on the ground is simple but undignified. Stacked beds are not the perfect solution either but increase the capacity of Burial Pits."
"#TECH_RUBBER_SCRUBBERS","Rubber Scrubbers"
"#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_LIGHTWEIGHT_TOOLS","Lightweight Tools"
"#TECH_LIGHTWEIGHT_TOOLS_DESC","Getting rid of unnecessary weight allows maintenance workers to operate on a larger area while probably having to sweat a little less at the same time."
"#TECH_HEDGEHOG_DEFENCE","Hedgehog Defense"
"#TECH_HEDGEHOG_DEFENCE_DESC","Spikes look nice, ok? Their actual efficiency might be next to nothing, but bandits might think twice before rushing into them."
"#TECH_BUNK_BEDS","Bunk Beds"
"#TECH_BUNK_BEDS_DESC","Shelter space is at a premium and some concessions to comfort might be in order to save as many as possible. Survival must come first."
"#TECH_IMPROVED_RECIPES","Improved Recipes"
"#TECH_IMPROVED_RECIPES_DESC","There are many ways of creating medicine, some more wasteful than others. Better recipes allow for items to be produced with less raw materials."
"#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_CARGO_HAULER","Cargo Hauler"
"#TECH_CARGO_HAULER_DESC","Once the assault team has cleared the area of bandits, it's time to reap the profits. A specialized Pickup allows Specialists to haul more loot back to the colony than ever before."
"#TECH_MAP-MAKING","Map-making"
"#TECH_MAP-MAKING_DESC","Specialists see all sorts of sights while travelling through the world. A rigorous map-making process allows them to record the important bits."
"#TECH_ROLLING_CHASSIS","Rolling Chassis"
"#TECH_ROLLING_CHASSIS_DESC","A chassis custom-built with transmission, engine and the works means bigger and stronger vehicles. A big pickup truck is a large improvement over the simple buggy."
"#TECH_INDEPENDENT_SUSPENSION","Independent Suspension"
"#TECH_INDEPENDENT_SUSPENSION_DESC","Each wheel suspended separately affords them to work independently, meaning less time pushing the car and more racing through rough terrain."
"#TECH_ALL-TERRAIN_TIRES","Off-Road Tires"
"#TECH_ALL-TERRAIN_TIRES_DESC","A car with its rugged tires can take Specialists off the beaten path safer and faster than ever. Roads are now optional."
"#TECH_GEOGRAPHY_STUDIES","Geography Studies"
"#TECH_GEOGRAPHY_STUDIES_DESC","Learning about the environments' peculiarities allows Specialists to separate good paths from bad ones, resulting in faster travel times."
"#TECH_ARMOR-PLATING","Armor-plating"
"#TECH_ARMOR-PLATING_DESC","Bolting metal on a vehicle is just going to make it slower. Proper armor-plating takes sloping, weight distribution, thickness and many other variables into account to safeguard passengers."
"#TECH_AMMO_RACKS","Ammo Racks"
"#TECH_AMMO_RACKS_DESC","Easily reachable ammo racks allow Specialists to reload the vehicle's guns quicker and suppress the opposition instead of scrounging bullets off the floor."
"#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_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 Formula"
"#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","Unlocks <mark>Garages</mark> for repairing and storing cars found on the World Map. Found <mark>Vehicles</mark> must first be brought to a Garage to be repaired by a <mark>Specialist</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 fish and hunt 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","A bigger Pier means more Fishers, and more Fishers means more <quad name=Fish> <mark>Fish</mark> for your Colonists."
"#TECH_LINE_COOKS","Line Cooks"
"#TECH_LINE_COOKS_DESC","Flailing around next to pointy and hot things is a recipe for disaster. Line cook training helps several people work efficiently and safely in the kitchen."
"#TECH_HEATED_HIVES","Heated Hives"
"#TECH_HEATED_HIVES_DESC","Insects tend to multiply rapidly. Heating their hives instead of the entire building helps them grow fat and crunchy in a controlled environment while saving <quad name=Energy> <mark>Energy</mark>."
"#TECH_HARDY_PLANTS","Hardy Plants"
"#TECH_HARDY_PLANTS_DESC","Post-apocalyptic conditions are not very friendly to one's crops. Breeding hardier plants helps them endure the elements until they are ripe for harvest."
"#TECH_SCAVENGER_TEAMS","Scavenger Teams"
"#TECH_SCAVENGER_TEAMS_DESC","Two pairs of eyes spot valuable resources faster than one. A duo of scavengers working in tandem brings construction resources back to the colony more efficiently."
"#TECH_WEIGHTLIFTING","Weightlifting"
"#TECH_WEIGHTLIFTING_DESC","Proper form when lifting prevents injuries and allows colonists to bring in more resources from deposits—as long as they didn’t skip leg day."
"#TECH_RECYCLING","Recycling"
"#TECH_RECYCLING_DESC","When resources are scarce, recycling is paramount. Colonists are now taught to use repair resources more sparingly."
"#TECH_CRAFTSMANSHIP","Craftsmanship"
"#TECH_CRAFTSMANSHIP_DESC","Basic knowledge of <quad name=Tools> <mark>Tool</mark> and <quad name=Cloth> <mark>Clothing</mark> manufacturing means faster production and less thumbs smacked by hammers or pierced by needles."
"#TECH_APPRENTICESHIP","Apprentices"
"#TECH_APPRENTICESHIP_DESC","A proper relationship between workers means more products created for Colonists 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 keep the valuable <mark>Extractors</mark> running longer each day."
"#TECH_RATIONING","Rationing"
"#TECH_RATIONING_DESC","Teaching even the most hard-headed and hungry to ration supplies is no easy task, but it is definitely worth the effort with no supermarkets around."
"#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 water for the colony."
"#TECH_HAPPIER_CAMPERS","Happier Campers"
"#TECH_HAPPIER_CAMPERS_DESC","Explaining that there is nothing dangerous about living in a shelter made of thin plastic helps Colonists ease their anxieties."
"#TECH_CHANTS","Chants"
"#TECH_CHANTS_DESC","Recovering old familiar songs and giving a ritualistic burial to the lost ones create a sense of community and togetherness when reminiscing of what’s been lost."
"#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, people have to rely on simple, straightforward methods of healing. Learning about these is key in keeping your population safe."
"#TECH_NURSES","Nurses"
"#TECH_NURSES_DESC","Shared duties and clear communication in life-threatening situations are paramount, so colonists are treated quickly and correctly."
"#TECH_INSULATED_CLOTHING","Insulated Clothing"
"#TECH_INSULATED_CLOTHING_DESC","Sewing in more protective layers and keeping seams tight protect colonists a bit better from the harsh outside world."
"#TECH_SHELVING","Shelving"
"#TECH_SHELVING_DESC","Making use of the limited floor space by building shelves and organizing the contents maximizes how much valuable stuff can be crammed into a container. And people say that those who have the most stuff in the end will be kings."
"#TECH_BURIAL_ALCOVES","Burial Alcoves"
"#TECH_BURIAL_ALCOVES_DESC","The deceased should be treated with respect, and stacking bodies is no way to do it. Specially-built alcoves allow more to be buried in the same place while retaining a bit of dignity."
"#TECH_PROPER_DOSAGE","Proper Dosage"
"#TECH_PROPER_DOSAGE_DESC","Medicine saves lives, but without knowing how much and what to give, you either risk the treatment or wasting meds."
"#TECH_POWER_TOOLS","Power Tools"
"#TECH_POWER_TOOLS_DESC","Buildings in the post-apocalypse require a lot of love and care, and just swinging a big hammer at a wall ain't gonna cut it."
"#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 helps give them the right treatment faster."
"#TECH_ENGINE_OVERHAUL","Engine Overhaul"
"#TECH_ENGINE_OVERHAUL_DESC","While it is a miracle the big ol' clankers haven't all rusted shut, their engines are surely in need of more than a quick tune-up."
"#TECH_BLOWTORCHES","Blowtorches"
"#TECH_BLOWTORCHES_DESC","Cutting or bending metal is an arduous process. With blowtorches, it's still slow, but it makes the work quicker and more bearable.\n\nFaster <mark>Vehicle</mark> repairs."
"#TECH_BACKSEATS","Backseats"
"#TECH_BACKSEATS_DESC","It's not going to be comfy, but cramming an extra seat in the hatchback allows a trio of Specialists to roam the wasteland with speed."
"#TECH_ALLTERRAIN_TIRES","All-terrain Tires"
"#TECH_ALLTERRAIN_TIRES_DESC","Without proper traction, it doesn't really matter how many horses you have under the hood. All-terrain tires help put that power to the ground on any surface."
"#TECH_BASIC_FARMING","Basic Farming"
"#TECH_BASIC_FARMING_DESC","It sounds relatively simple to grow something in the dirt, but this age-old knowledge has been lost when most of the population moved to big cities. If it helped hunter-gatherer tribes grow into great civilizations, it might be worth learning for a post-apocalyptic society."
"#TECH_SKINNING","Skinning"
"#TECH_SKINNING_DESC","Using every bit of the animal is not only respectful but also smart. Meat can be eaten and skins turned to <quad name=Fiber> <mark>Fiber</mark> by processing the carcass properly."
"#TECH_CHEAPER_MEALS","Cheaper Meals"
"#TECH_CHEAPER_MEALS_DESC","Some cooking methods use the same ingredients more efficiently than others, even if the end result is a bit less appetizing. Good thing colonists are generally just happy to have something to eat."
"#TECH_BIGGER_BARRELS","Bigger Barrels"
"#TECH_BIGGER_BARRELS_DESC","Constructing large, structurally sound and waterproof barrels is surprisingly difficult. Many scientists will get wet researching how this can be achieved."
"#TECH_ROOF_SUPPORTS","Roof Supports"
"#TECH_ROOF_SUPPORTS_DESC","In general, colonists appreciate their shelters not caving in on them while they sleep. Proper supports prop up the roof and strengthen the structure to a point."
"#TECH_WIND_POWER1","Wind Power I"
"#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","Wind Power II"
"#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 I"
"#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","Solar Power II"
"#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>Plank</mark> production can be upgraded by reducing heavy labour at Lumber Yards. A proper <mark>Sawmill</mark> guarantees a steady supply of that sweet, sweet timber⁠—at least until Energy supplies run dry."
"#TECH_CEILINGS","Supported Walls"
"#TECH_CEILINGS_DESC","Building more than one floor is not as straightforward as it sounds. Making them cheap and sturdy at the same time is a real feat of engineering."
"#TECH_CABINETS","Cabinets"
"#TECH_CABINETS_DESC","A selection of classic <mark>Game Arcade</mark> cabinets explain why Colonists willingly spend hours on end inside this dark, noisy space and come out happier than they went in."
"#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_ENERGY_PRODUCTION_BONUS","Energy production +{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}"
"#TECH_PACK_TACTICS","Pack Tactics"
"#TECH_PACK_TACTICS_DESC","A proper hunter pack can spot, encircle and catch their prey a lot faster than a lone wolf."
"#TECH_LARGER_LARDER","Larger Larder"
"#TECH_LARGER_LARDER_DESC","Consider yourself fortunate to have so much food that storing it becomes a problem. But, as the saying goes, an organized <mark>Food Storage</mark> is a happy Food Storage—more spacious too."
"#TECH_INSULATION","Insulation"
"#TECH_INSULATION_DESC","Thicker walls and tighter seams keep the interiors moist and warm, saving a pretty penny on energy. Don't try this at home unless you like mold!"
"#TECH_TOUGH_BEARINGS","Tough Bearings"
"#TECH_TOUGH_BEARINGS_DESC","There are many moving parts to a wind-based power plant. Its ball bearings are in constant motion and prone to breaking or jamming, so strengthening them helps when things get rough. Looking at rotating things is fun, and this really helps keep them rotating!"
"#TECH_PANEL_COATING","Panel Coating"
"#TECH_PANEL_COATING_DESC","Solar panels are not the world's sturdiest invention, and flying debris and extreme weather can slowly wither them. Coating the panels with translucent material protects them from the smaller things the apocalypse throws your way."
"#TECH_DECORATIONS1","Simple Decorations"
"#TECH_DECORATIONS1_DESC","A modest selection of decorations to cheer up your modest Colony."
"#TECH_DECORATIONS2","Impressive Decorations"
"#TECH_DECORATIONS2_DESC","An impressive selection of decorations to enliven your burgeoning settlement."
"#TECH_DECORATIONS3","Elegant Decorations"
"#TECH_DECORATIONS3_DESC","A reasonably elegant set of decorations to jazz up your growing Colony."
"#TECH_DECORATIONS4","Electric Decorations"
"#TECH_DECORATIONS4_DESC","Powered-up decorations to finalize your advanced settlement."
"#TECH_SPIRIT_LEVELS","Spirit Levels"
"#TECH_SPIRIT_LEVELS_DESC","This common yet handy builder's tool helps avoid mistakes and do-overs, especially when repairing larger structures like Tenements."
"#TECH_HEAVY_TARPS","Heavy Tarps"
"#TECH_HEAVY_TARPS_DESC","It's not much in terms of comfort, but making the tarps in tents more rigid gives them a bit more strength 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_WEATHERPROOF_SEAMS","Weatherproof Seams"
"#TECH_WEATHERPROOF_SEAMS_DESC","Learning to do seams that hold up in the rain, snow or meteor storm means <mark>Tents</mark> and <mark>Emergency Shelters</mark> can be repaired with small patches instead of replacing entire sections."
"#TOPIC_NOTIFICATION_NOT_ENOUGH_SCIENCE_POINTS","Not enough science points!"
"#TECH_SPECIAL_TEXT_PLACE_ON_ANY_SOIL","Can be built on any soil"
"#TECH_SPECIAL_TEXT_WORKS_DURING_FALLOUT","Works also during a nuclear fallout"
"#TECH_SPECIAL_TEXT_WORKS_DAY_AND_NIGHT","Works around the clock"
"#TECH_SPECIAL_TEXT_WORKS_ONLY_DURING_DAY","Works only during the day"
"#TECH_SPECIAL_TEXT_MUST_PLACE_NORMAL_FERTILE","Must be built on normal or on fertile soil"
"#TECH_SPECIAL_TEXT_REQUIRES_SPECIALIST","Requires a specialist to operate"
"#TECH_SPECIAL_TEXT_PLACE_NEAR_METAL_DEPOSIT","Must be built near an undreground metal deposit"
"#TECH_SPECIAL_TEXT_PLACE_NEAR_PLASTIC_DEPOSIT","Must be built near an underground plastic deposit"
"#TECH_SPECIAL_TEXT_PLACE_NEAR_CONCRETE_DEPOSIT","Must be built near an underground concrete deposit"
"#TECH_SPECIAL_TEXT_TRADE_WORKER_PER_TRADE_ROUTE","One worker is required for each active trade route"
"#TOPIC_MAINTENANCE","Maintenance"
"#TOPIC_WORKSLOTS","Workslots"
"#TOPIC_INPUT","Input"
"#TOPIC_OUTPUT","Output"
"#TOPIC_CONSTRUCTION","Construction"
"#TECH_SOIL_STUDIES","Soil Studies"
"#TECH_SOIL_STUDIES_DESC","Sometimes learning means you gotta get your hands dirty. Different <mark>Seeds</mark> behave differently in different soil types, so planting them effectively takes some thought."
"#TECH_BIG_GAME_HUNTING","Big Game Hunting"
"#TECH_BIG_GAME_HUNTING_DESC","Just because humans are (probably) the apex predators of this land doesn't mean you can hunt all animals successfully. Catching big prey needs big-brain thinking, but is well worth the effort."
"#TECH_DRILLMASTER","Drillmaster"
"#TECH_DRILLMASTER_DESC","There's a lot a learned engineer can do to improve a seemingly simple design. Putting the energy-saving tips to good use 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 ain’t 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_LOGISTICS","Logistics"
"#TECH_LOGISTICS_DESC","A logical and consistent method of packing things together never happens accidentally—it must be created. The way basic logistics get you more capacity within the same space seems almost magical."
"#TECH_INVENTORY","Inventory"
"#TECH_INVENTORY_DESC","<mark>Stockpile</mark> inventories keep stuff apart from things and doodads separate from whatchamacallits. It maximizes the use of space and helps Colonists find what they're looking for."
"#TECH_JUNKER","Junker"
"#TECH_JUNKER_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_CIRCUIT_BREAKERS","Circuit Breakers"
"#TECH_CIRCUIT_BREAKERS_DESC","Power Plants are some of the most vulnerable Buildings. Circuit breakers help protect these sources of lovely <quad name=Energy> <mark>Energy</mark> by cutting the connection before permanent damage occurs."
"#TECH_METAL_BENDER","Metal Bender"
"#TECH_METAL_BENDER_DESC","Robots bending damaged girders and sheet metal isn't really a thing in the apocalypse. Once people re-learn to do it themselves, fixing seemingly totalled buildings becomes surprisingly cheap."
"#TECH_CLEANSING","Cleansing"
"#TECH_CLEANSING_DESC","<mark>Hygiene</mark> in the post-apocalypse seems like a minor thing to worry about. Yet, if completely forgotten, it 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_RIGID_CHASSIS","Rigid Chassis"
"#TECH_RIGID_CHASSIS_DESC","Your standard <mark>Sedan</mark> was not really built for off-road driving. Reinforcing its chassis allows the humble vehicle to take more punishment, so you can take advantage of its speed without it falling apart."
"#TECH_SWEET_PORCELAIN","Sweet Porcelain"
"#TECH_SWEET_PORCELAIN_DESC","The smooth touch of porcelain is definitely a luxury in the aftermath. <mark>Shanties</mark> with an actual indoor toilet are loved by the tenants and envied by their neighbors."
"#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."
"#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"
"#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 people. Assign people to <mark>Guard Posts</mark> so they'll gear up and focus on protecting their fellow Colonists."
"#TECH_AQUACULTURE","Aquaculture"
"#TECH_AQUACULTURE_DESC","Who says you can't farm fish? A well-functioning <mark>Aqua Farm</mark> can provide the colony with plenty of <quad name=Fish> <mark>Fish</mark> to complement other, more veggie-based farming."
"#TECH_SALVAGED_DRUMS","Salvaged Drums"
"#TECH_SALVAGED_DRUMS_DESC","When it comes to drinking water, you can never be too prepared. Massive tanks of clean water ensure your colonists can suffer through any drought or heat wave."
"#TECH_ASSEMBLY","Circuit Assembly"
"#TECH_ASSEMBLY_DESC","Learning how to assemble delicate <quad name=Component> <mark>Components</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_REINFORCED_TANKS","Reinforced Tanks"
"#TECH_REINFORCED_TANKS_DESC","Full tanks of clean water are a blessing, and losing them is a disaster. Reinforcing these life-giving vats helps them endure in the harshest of situations."
"#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 Water 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 Meat and other benefits."
"#TOPIC_REQUIRES_WORKERS","Requires <mark>Workers</mark>"
"#TOPIC_REQUIRES_NO_WORKERS","Requires <mark>No Workers</mark>"
"#TOPIC_CAUSES_POLLUTION","Causes <mark>Pollution</mark>"
"#TOPIC_REQUIRES_DEPOSIT","Requires a <mark>Deposit</mark>"
"#TOPIC_TECH_EFFECT","Unlocked Effect"
"#TECH_SPECIAL_TEXT_TRANSFORMER","Distributes Energy to buildings"
"#TECH_SPECIAL_POLLUTION_CREATE","Creates Pollution"
"#TECH_SPECIAL_EFFECTIVE_AREA","Has an Effective Area"
"#TECH_SPECIAL_WORK_AREA","Uses a Work Area"
"#TECH_SPECIAL_NEEDS_DEPOSIT","Must be built on a Deposit"
"#TECH_SPECIAL_NO_WORKER","Does not require Workers"
"#TECH_SPECIAL_NEEDS_WORKER","Requires a Worker"
"#TECH_SPECIAL_BARREN_SOIL","Cannot be built on Barren Soil"
"#TECH_SPECIAL_POLLUTION_IMMUNE","Immune to Pollution"
"#TECH_SPECIAL_CATASTROPHE_SENSITIVITY_LONG","Vulnerable to catastrophes"
"#TECH_SPECIAL_SHORE","Must be built on shore"
"#TECH_SPECIAL_DAYTIME","Disabled at night"
"#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_NIGHT","Disabled during daytime"
"#TECH_SPECIAL_SKILL","New skill"
"#TOPIC_TECH_CAT_IDEOLOGY","Ideology"
"#TOPIC_TECH_CAT_IDEOLOGY_DESC","Special improvements based on your chosen ideology."
"#TECH_SPECIAL_ANIMALS_LONG","Animals acquired separately from societies"
"#TOPIC_AFFECTED_BUILDINGS","Affected Buildings"
"#TOPIC_AFFECTED_VEHICLES","Affected Vehicles"
"#TOPIC_BUILDING_DETAILS","Details"
"#TOPIC_TECH_CAT_DECORATION","Decorations"
"#TECH_UNLOCKABLE_SKILL_GUARDS","Unlocks Guards"
"#TECH_UNLOCKABLE_SKILL_EDUCATION","Unlocks Education"
"#TECH_UNLOCKABLE_SKILL_DISASTER","Disaster management"
"#TECH_UNLOCKABLE_SKILL_REPAIRING_CARS","Unlocks Vehicle repairing"
"#TECH_UNLOCKABLE_SKILL_TRADING","Unlocks Trading"
"#TECH_UNLOCKABLE_SKILL_OUTPOSTS","Unlocks Outposts"
"#TECH_UNLOCKABLE_SKILL_REPAIRING","Automatically repairing"
"#TECH_UNLOCKABLE_SKILL_POLLUTION_REMOVE","Pollution removal"
"#TECH_UNLOCKABLE_SKILL_ROAD","Faster movement"
"#TOPIC_TECH_CAT_COMBAT","Combat"
"#TOPIC_TECH_CAT_COMBAT_DESC","-"
"#BUILDING_UPGRADE_PREFIX","<mark>Upgrade: </mark>"
"#TECH_SPECIAL_RESTRICTED","Restricted placement"
"#TECH_SPECIAL_ANIMALS","Requires trading"
"#TECH_SPECIAL_CATASTROPHE_SENSITIVITY","Sensitivity"
"#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_SPECIAL_EFFICIENCY_SPEED","Faster resource production."
"#TOPIC_TECH_SPECIAL_EFFICIENCY_AMOUNT","Better resource output per work cycle."
"#TOPIC_TECH_SPECIAL_CAPACITY","Larger resource capacity."
"#TOPIC_TECH_SPECIAL_DECORATION","Vanity means sanity even in dire conditions, and decorations do just that."
"#TOPIC_TECH_SPECIAL_IDEOLOGY","Unique tech opened by choosing a specific ideology in the pregame menu."
"#TOPIC_TECH_SPECIAL_PEOPLE_WORKSLOT","Additional Work Slots speed up and provide consistency to production."
"#TOPIC_TECH_SPECIAL_PEOPLE_HAPPINESS","Improving the quality of life, increasing Colonist Happiness and the chance of newborns."
"#TOPIC_TECH_SPECIAL_DURABILITY_DEFENCE","Reinforce buildings for worst case scenarios protects them against setbacks."
"#TOPIC_TECH_SPECIAL_DURABILITY_REPAIR","Learning how to do a job properly from the get-go will certainly pay off in the long run."
"#TOPIC_TECH_SPECIAL_EFFICIENCY_CONSUMPTION","Optimizing for the most efficient consumption means getting by with less in any condition."
"#TOPIC_TECH_SPECIAL_WORLD_MAP","Moving through difficult terrain can be made less time-consuming with few engineering tricks."
"#TOPIC_TECH_CAT_DECORATIONS","Decorations"
"#TECH_FIRE_STOVES","Fire Stoves"
"#TECH_FIRE_STOVES_DESC","Simple stoves in the middle of a tent provide modest protection against the cold."
"#TECH_MAKESHIFT_RADIATORS","Makeshift Radiators"
"#TECH_MAKESHIFT_RADIATORS_DESC","Colonists can enjoy slightly warmer Shelters by slapping together some scrap and hot water into simple radiators."
"#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 frees up Colonists to do other, more important work elsewhere."
"#TECH_THERMOSTATS","Thermostats"
"#TECH_THERMOSTATS_DESC","Regulating the Heat levels allows Colonists to direct and expand the Powered Heater's effective area to service more homes."
"#TECH_OPEN_HEARTH_FIREPLACE","Open Hearth Fireplace"
"#TECH_OPEN_HEARTH_FIREPLACE_DESC","An large and cozy fireplace really brings a block together and provides some protection against sudden cold weather in the post-apocalypse."
"#TECH_DIRECTED_HEAT","Directed Heat"
"#TECH_DIRECTED_HEAT_DESC","Directing the heat from burning firewood more efficiently via a series of plates means buildings farther away will catch some of that heat."
"#TECH_UNLOCKABLE_SKILL_HEAT","Produces Heat"
"#TECH_STATUS_AVAILABLE","Available"
"#TECH_STATUS_RESEARCHING","Under Research"
"#TECH_STATUS_RESEARCHED","Researched"
"#TECH_STATUS_UNAVAILABLE","Unavailable"
"#TECH_AGRIBUSINESS","Crammed Pens"
"#TECH_AGRIBUSINESS_DESC","Maximising Ranch 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 water for the plants and thus protection from nature's whims."
"#TECH_AMPLIFICATION","Amplification"
"#TECH_AMPLIFICATION_DESC","Normal Transformer signal can be amplified with a few simple modifications. The resulting radius allows Energy to be transferred over great distances."
"#TECH_SUPERIOR_SHIELDING","Supreme Shielding"
"#TECH_SUPERIOR_SHIELDING_DESC","Lightning Rods' 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","Fishing through a thick sheet of ice can be a hassle, unless you have access to 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","Upgraded form of Campsite. Provides a good resting place for Specialists, as well as a much needed common space for all Colonists."
"#TECH_COMMAND_CENTER","Governance"
"#TECH_COMMAND_CENTER_DESC","Upgraded form of Mission Control. A sturdy building used to govern the Colony. A necessity in larger colonies which also provides emergency storage for Water, Food and Resources."
"#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_STEELWORKING","Steelworks"
"#TECH_STEELWORKING_DESC","Tools that last longer are harder to make but also last longer in tough conditions."
"#TECH_SPINDLE_SPINNING","Spindle Spinning"
"#TECH_SPINDLE_SPINNING_DESC","Learning how to craft quality fabrics increases the durability and comfort of clothing."
"#TECH_ARSENAL","Arsenal"
"#TECH_ARSENAL_DESC","Protecting the Colony with sticks and stones will only get you so far, whereas the best weapons help immensely against all sorts of attacks against the Colony."
"#TECH_WATER_PIPES","Water Pipes"
"#TECH_WATER_PIPES_DESC","Allow transporting water to buildings via Water Towers. Building a working pipe system allows the Colony to take steps toward a more modern society."
"#TECH_FLUSHING","Flushing"
"#TECH_FLUSHING_DESC","Using water to sweep away excrement benefits nature and leaves colonists feeling more refreshed after relieving themselves. Unlike Outhouses, Toilets do not create excess waste."
"#TECH_STEAM_ROOMS","Steam Rooms"
"#TECH_STEAM_ROOMS_DESC","Warming up in steamy Saunas wash away all the nasty particles clinging to them. Advances in technology also provide this to be an environmentally friendly option, as it does not create any excess pollution. "
"#QUEST_ABANDON","Abandon quest"
"#QUEST_ACCEPT","Accept quest"
"#QUEST_AVAILABLE","New quest available"
"#QUEST_TASK_VISIT_LOCATION","Visit location"
"#QUEST_BUNKERBUSTER_NAME","Bunker Busting"
"#QUEST_BUNKERBUSTER_DESC","An older colonist approaches with a story to tell. Her now deceased father used to work as a quartermaster in the military before the bombs fell, stocking up emergency bunkers not too far from here. She even got to visit one 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 and information."
"#QUEST_BUNKERBUSTER_GO","Head to the bunker"
"#QUEST_BUNKERBUSTER_ABANDON","Abandon quest"
"#QUEST_BUNKERBUSTER_ABANDON_DESC","Hunting decades old emergency bunkers for what scraps remain feels like a fool’s errand, one you’d rather not waste your Specialists’ energy on."
"#QUEST_BUNKERBUSTER_TASK1","Enter the bunker"
"#QUEST_BUNKERBUSTER_PHASE_01_DESC","The site looks very similar to one described by the colonist, but it’s been thoroughly burned and pillaged. There is, however, a soot-covered Government Nuclear Safety Bunkers pamphlet on the floor with more local bunker locations, all but one marked with an X."
"#QUEST_BUNKERBUSTER_PHASE_01_GO","Continue to the unmarked site"
"#QUEST_BUNKERBUSTER_TASK2","Enter the second bunker"
"#QUEST_BUNKERBUSTER_PHASE_02_DESC","The specialist arrives at the bunker deep in the woods. The front door has been busted open, suggesting someone’s already been here. Going further in, your 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","The specialist rummages through the various desks and file cabinets in the room. There’s not much left, but a thick folder of scientific materials found in one of the cabinets should provide some useful insight."
"#QUEST_BUNKERBUSTER_03B_DESC","The keen-eyed scavenger goes through the room and finds a hidden switch under the table. Upon tapping it, an audible clank is heard as the vault locking bolt slides aside. Upon entering the vault, your specialist realizes its contents have been largely used up. They gather some silver coins, scientific notes and a small metal quartermaster’s pin to bring to the colony."
"#QUEST_BUNKERBUSTER_03C_DESC","The scientist discovers a small, dust-covered keypad next to the vault door. The combination has been lost to time, but after some tinkering, the specialist manages to connect the inner wirings and open the vault. The contents have unfortunately been mostly spent, but there are still some silver coins, scientific notes and a small metal quartermaster’s pin to return to the colony."
"#QUEST_BURNINGSKIES_NAME","Burning Skies"
"#QUEST_BURNINGSKIES_DESC","It’s a well-known tragedy that, in the aftermath, commercial airlines turned into flying coffins as electro-magnetic pulses and magnetic storms fried their in-flight computers. It’s still possible to find plane wrecks turned gravesites for their unfortunate passengers. Survivors find these all the time, and asking around for their whereabouts would surely provide you with some coordinates."
"#QUEST_BURNINGSKIES_GO","Track down the crash site"
"#QUEST_BURNINGSKIES_ABANDON","Abandon quest"
"#QUEST_BURNINGSKIES_ABANDON_DESC","No way you’re going to do what is essentially a 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 specialist arrives at the crash site. It’s an older model airliner with 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 if you don’t care about trampling over the deceased."
"#QUEST_BURNINGSKIES_RECKLESS","The dead don’t care"
"#QUEST_BURNINGSKIES_RESPECT","Show respect"
"#QUEST_BURNINGSKIES_02A_DESC","The specialist starts digging through the site with reckless abandon, bagging everything they find. These people are long dead, and they shouldn’t care. The haul is considerable and will help the ones still living."
"#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 is nice, though, and will help the colonists back home."
"#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 her lair in one of the plants and has kept looters at bay. Or it might just be a ruse, a rumor to dissuade unwanted visitors."
"#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, resting ominously near a dried-up riverbed. Aside from general erosion, it’s in a 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 glowing wolf comes into view. The specialist is in grave danger, but the promise of valuable resources is tempting."
"#QUEST_NUCLEARBEAST_ANY","Grab what you can 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 the 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","The fighter steps up to the challenge and roars back at the beast. It seems confused by this reaction and takes a step back toward the darkness from whence it came. The specialist readies their weapon and fires at the glowing wolf, scoring a couple of hits on its side. The wolf whimpers, darts back and flees. The plant can now be looted in relative peace, as long as no one ventures into the dark."
"#QUEST_NUCLEARBEAST_02C_DESC","Thinking on their feet, the scout spots a large hole behind them on the floor, leading at least a few levels down. They start pelting the beast with vases, rocks and miscellaneous items to goad it to attack. The wolf takes the bait and pounces, but misses the dodging specialist and falls into the hole. It’s still very much alive and angrier than ever before, but it’ll take some time to get back up. One hasty scavenging session later, the scout is out again with their newly founded loot."
"#QUEST_NUCLEARBEAST_ABANDON_DESC","While tempting, the unknown dangers lurking within are too much of a risk. It’s best to let this opportunity go."
"#QUEST_HIGHRISE_NAME","High-rise lowlifes"
"#QUEST_HIGHRISE_DESC","A rumor about a local bandit lord is going around. One that’s gathered quite the hoard during this time of turmoil. She and her gang have taken up residence in a nearby high-rise, fortifying the lower floors. A crafty person might get though and relieve the lowlifes of some of their ill-gotten gains."
"#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 thwart any intruders. But the bandits have apparently grown complacent, 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 a building is tough, but a few silent huffs and puffs later—the specialist reaches an unguarded floor. A couple of thugs are loitering around, talking trash to each other. 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, and they’ve left 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 all with practical applications"
"#QUEST_HIGHRISE_PHASE_02B_BACK","Go back and return later"
"#QUEST_HIGHRISE_PHASE_02A_ANY_DESC","You decide to go for the smaller bag of Silver next to you. 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 wastes no time and bolts into the woods as bandits rush in only to find a rope and some loose change on the ground."
"#QUEST_HIGHRISE_PHASE_02A_SCOUT_DESC","Mustering every ounce of sneaking ability, the specialist moves from one shadow to the next and toward the big pile of coins. The bandits seem oblivious to the thief in their midst, and continue to bicker over who’s best at bashing skulls. With the coin bag tied tightly behind their back, the scout backs out, rappels down and disappears into the treeline."
"#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 the gap in the wall. Some of the stolen items seem actually useful, but others too advanced or specific to be of any use."
"#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. The scientist browses through the pile as quickly as possible and fills up the backpack. The narrow gap is even tougher to negotiate on the way out, but eventually they’re through and out of sight. 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_MOUSSTASHED_NAME","Moustashed"
"#QUEST_MOUSSTASHED_DESC","In times like these, it’s not uncommon for people to start hoarding trash and trinkets in case some of it proves useful. A local eccentric with formidable facial hair is known to bury all kinds of stuff around these parts, usually forgetting where he stashed them. One such spot shouldn’t be too far from here."
"#QUEST_MOUSSTASHED_PHASE_01_GO","Find the stash"
"#QUEST_MOUSSTASHED_TASK1","Find the stash"
"#QUEST_MOUSSTASHED_PHASE_02_DESC","An old, peculiar, red-bricked factory building sits on the edge of a demolished town. Its roof has almost entirely caved in, and sunlight is beaming through the gaps, highlighting a pile of neatly stacked bricks on the floor. A small bag of Silver is hidden inside the stack. There’s also a note with a picture of a twirled moustache, an arrow and numbers. Maybe there’s another stash?"
"#QUEST_MOUSSTASHED_PHASE_02_GO","Take the Silver and continue"
"#QUEST_MOUSSTASHED_TASK2","Find the next stash"
"#QUEST_MOUSSTASHED_PHASE_03_DESC","Now that you know what to look for, finding the next stash should be easier. There’s a red-bricked house sitting pretty in this town as well. It’s an old cafe, long abandoned by caffeine-addicts and rats alike. A familiar-looking stack of bricks lies in the corner of the room, this time with a bunch of notebooks inside. There’s a new note with a picture of a handlebar moustache and a new set of directions."
"#QUEST_MOUSSTASHED_PHASE_03_GO","Grab the books and continue"
"#QUEST_MOUSSTASHED_TASK3","Find the final stash"
"#QUEST_MOUSSTASHED_PHASE_04_DESC","Another town, another stash. You spot the familiar red brickwork while walking the sun-parched street, this time on a factory smokestack. Moving closer, you notice someone carrying bricks toward its base. “Oh hello hello there, my good person!” a gaunt man with a thin but well-groomed moustache announces. “What brings you here, on this most splendid of days?”"
"#QUEST_MOUSSTASHED_FINALE_CONFESS","Confess about looting the stashes"
"#QUEST_MOUSSTASHED_FINALE_LIE","Lie that you’re hunting rabbits"
"#QUEST_MOUSSTASHED_FINALE_CONFESS_DESC","“Really now? And I thought they were perfectly hidden from prying eyes—can’t even find the buggers myself half the time!” He seems to ponder the sudden revelation a while. “Take these too—no point bricking them now that you’re here.” He gives you the contents of the final stash and wanders off, rambling incoherently about pillow cases, chimneys and... ducks?"
"#QUEST_MOUSSTASHED_FINALE_LIE_DESC","“Now now, we both know there’s no tuft of fur or tail to be found around here. You’re after my stashes, no?” His perfectly waxed moustache gleams in the sun as he continues with a hint of disappointment in his voice and says, “Very well, no point in stacking these now. Take what you will—got bigger things to pilfer away anyways these days!”"
"#QUEST_MOUSSTASHED_ABANDON_DESC","The whole ordeal feels like a wild goose chase with no end or reward in sight. Better have the specialists do something more worth their while."
"#QUEST_OBJECTION_NAME","Objection!"
"#QUEST_OBJECTION_DESC","It’s both fascinating and terrifying to witness how people react to catastrophic situations. Apparently, one group has decided to deliver frontier justice to perceived troublemakers in the form of a game show. It all sounds bizarre, but at the same time rather intriguing."
"#QUEST_OBJECTION_GO","Go check it out"
"#QUEST_OBJECTION_TASK1","Enter the “Court”"
"#QUEST_OBJECTION_PHASE_01_DESC","This once neoclassical museum has been turned into an impromptu courthouse. People are ushered inside, where a “jury” hangs around the base of a massive sitting statue of a once important person. The “judge” is lounging on the statue’s marble lap in a brightly-colored bathrobe and makeshift wig. “The trial of one Edwin James is about to begin,” shouts one of the jury members. “Bring forth the Hammer,” he continues as the crowd begins to cheer."
"#QUEST_OBJECTION_PHASE_01_GO","Watch silently"
"#QUEST_OBJECTION_PHASE_02_DESC","The court assistants push forth a contraption with a chair and a massive stone hammer hanging above it like a blunt guillotine blade. Three wooden pegs keep it from falling down. A man steps up from the crowd and sits down on the chair. Contrary to the appropriate reaction for impending doom, he is grinning. “Are you ready for THE HAMMER ROUND,” the jury member exclaims theatrically. Edwin nods enthusiastically as the crowd cheers."
"#QUEST_OBJECTION_PHASE_02_GO","Continue observing"
"#QUEST_OBJECTION_PHASE_02_PICK","Pick some pockets while watching"
"#QUEST_OBJECTION_PHASE_03A_DESC","What follows is a chaotic combination of a mock trial, pub quiz and mayhem. The judge spouts a series of ""facts"" to Edwin, who must shout “Objection!” whenever he thinks it's incorrect. If Edwin's right, a bag of Silver is placed next to him. If he’s wrong, a peg is removed from the contraption. The crowd is allowed to participate in the quiz, but the final choice is Edwin’s alone."
"#QUEST_OBJECTION_PHASE_03B_DESC","The frenzied crowd members don't seem to notice and you manage to score a few coins. What follows on stage is a chaotic combo of a mock trial, pub quiz and mayhem. The judge utters a series of ""facts"" and whenever Edwin thinks they're incorrect, he must shout “Objection!”. If he’s right, a bag of Silver is placed next to him. If he’s wrong, a peg is removed from the contraption. The crowd is allowed to participate in the quiz, but the final choice is Edwin’s alone."
"#QUEST_OBJECTION_PHASE_03_CORRECT","Shout correct answers"
"#QUEST_OBJECTION_PHASE_03_WRONG","Shout wrong answers"
"#QUEST_OBJECTION_PHASE_03_CORRECT_DESC","With your help, Edwin manages to find the right answers. “Hear ye, hear ye—we have a winner,” the judge finally announces and wipes sweat from under his wig. As the crowd bursts into applause, Edwin heads off the stage and straight to the specialist. “Saw what you did there, friend,” he says grinning. “This was huge for my family”. He hands over a bag of coins and sciency books before leaving with audience members in tow asking for handouts."
"#QUEST_OBJECTION_PHASE_03_WRONG_DESC","Edwin begins to crumble in the frenzied atmosphere with you intentionally shouting incorrect answers. Each failure is greeted with oohs from the crowd as one peg after another is removed. With the final one about to be taken off, the crowd shouts “HAMMER FALLS” in unison. The large stone hammer falls down and crushes Edwin with a sickening thud. “Justice has been served—reward the citizens!” announces the judge as servants toss the contents of the coin bags into the crowd."
"#QUEST_OBJECTION_ABANDON_DESC","This all feels like a huge joke at your expense. Your time and that of your specialists is better spent elsewhere."
"#QUEST_CONVOY01_NAME","Convoy, ahoy"
"#QUEST_CONVOY01_DESC","Various kinds of trade convoys between societies and even bandit camps run across the wasteland. They’re usually either hard to find or well-defended, but, occasionally, loose-lipped drivers reveal more than they intended. One such blabbermouth with an eyepatch has been bragging about his considerable haul of goods—now on the move with minimal protection. This could be a chance to play nice and help them along or raid them for all their possessions."
"#QUEST_CONVOY01_PHASE_01_GO","Search for the convoy"
"#QUEST_CONVOY01_TASK1","Find the convoy"
"#QUEST_CONVOY01_PHASE_02_DESC","Eavesdropping on the poor guy paid off. 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. You count three armed guards and a few more truckers of which most are participating in a shouting match about “petrol quality standards.”"
"#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","With the few guards distracted, the specialist sneaks easily behind them and attacks. The first guard goes down instantly, and the second takes a nasty hit in the leg. The rest surrender after a scuffle and are bound on the side of the road. “We’ll hunt you down, you bastard,” the surrendered shout. The trucks aren’t as full as you were led to believe, but they do contain valuable resources, Silver and medicine—some of which the injured could really use."
"#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 convoy guards pull out their weapons against this newfound threat. They calm down after explaining that you’ve seen this before and can help with the repairs. A few sweaty moments later, the vehicle comes back to life. The convoy pools up parts of their haul as a sign of gratitude before taking off."
"#QUEST_CONVOY01_PHASE_03_PRICE_DESC","You greet the convoy from a distance, making sure they won’t see you as a threat. “I can help you with that, you know… for a price.” It takes some back and forth convincing the truckers you actually know your stuff, but a few expletive-filled moments later—the truck starts up. The lead guard pays up, visibly annoyed by the whole ordeal before the whole convoy sets out on the highway once more."
"#QUEST_CONVOY01_ABANDON_DESC","Convoys come and go, you’re bound to run into others at a better time."
"#QUEST_CONVOY02_NAME","Raid the raiders"
"#QUEST_CONVOY02_DESC","From your various close encounters with bandits, you’ve deduced they must be running supplies not too far from here. All their spoils of war are siphoned inside large camps safe from other bandits or societies. One such convoy is now on its way to a local encampment and the resources within are surely lost if it gets there. Bandits and their makeshift trucks aren’t known for their speed, so you should have time to intercept them."
"#QUEST_CONVOY02_PHASE_01_GO","Intercept the convoy"
"#QUEST_CONVOY02_TASK1","Reach the convoy"
"#QUEST_CONVOY02_PHASE_02_DESC","Billowing black smoke and the roar of engines make bandit convoys easy to track. Two vehicles are now in sight, coming toward you with a handful of bandits on board. They’re travelling alongside a deep ravine on a small dirt road just wide enough for them. There are boulders above the road ahead that could be pushed onto the it. A forested area farther away could also provide good cover for an ambush."
"#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 is pushed 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 dazed bandits are quickly taken out. The main haul is lost, but resources scavenged from the smaller vehicle are better than nothing."
"#QUEST_CONVOY02_PHASE_03_FIGHTER_DESC","The driver could be taken out with a well-placed shot. As the convoy reaches a particularly narrow section, the specialist opens fire, knocking out the lead vehicle which plummets into the depths of the ravine. The truck screeches to a halt and the driver runs for the hills."
"#QUEST_CONVOY02_PHASE_03_SCOUT_DESC","As the convoy reaches the treeline, a well-placed first shot takes out the lead vehicle which careens into the ravine, taking most of the bandits out with it. A second shot hits the truck driver and the vehicle barrels into a tree with a violent crash. The loot is now ripe for the taking."
"#QUEST_BOMBERMAN_NAME","Bomberman"
"#QUEST_BOMBERMAN_DESC","A distressed woman walks toward you with a limp. “Our group has been captured by the Wolf Gang! O-our l-l-leader put on a proper fierce fight with bombs an’ all, but there were just too many! They’re not too far from here yet—please help us!” Before elaborating further, she collapses from exhaustion. She’ll be fine but needs to rest."
"#QUEST_BOMBERMAN_PHASE_01_GO","Go to the bandit camp"
"#QUEST_BOMBERMAN_TASK1","Enter the bandit encampment"
"#QUEST_BOMBERMAN_PHASE_02_DESC","The Wolf Gang have indeed captured a group. They are being shoved violently into a makeshift cage on a flatbed truck, aside from one person lying unconscious on the ground. You also notice several of their vehicles are badly damaged by explosions. The unconscious man is older but looks tough, with scorch-marks across his clothes. “Right, let’s roll,” you hear someone shout as they depart—except two who remain, walking up to the man with revolvers drawn."
"#QUEST_BOMBERMAN_PHASE_02_CHASE","Chase after the main group"
"#QUEST_BOMBERMAN_PHASE_02_HELP","Help the wounded man"
"#QUEST_BOMBERMAN_PHASE_03_CHASE_DESC","You decide to put the needs of the many above the needs of the few, and you give chase to the convoy. Luckily, they have to navigate a winding canyon before hitting open road, which gives you a chance to catch up. Right as the specialist prepares to head out, a lone gunshot is heard. No point now but to use the high ground, prepare an ambush and try to save the rest."
"#QUEST_BOMBERMAN_PHASE_03_AMBUSH","Create a fake ambush"
"#QUEST_BOMBERMAN_PHASE_03_DROP","Drop boulders and open fire"
"#QUEST_BOMBERMAN_PHASE_03_DROP_DESC","With moments to spare, the specialist rolls large boulders off the edge of the canyon. As the convoy reaches the ambush spot, they are pushed down, crashing into the convoy. Chaos ensues, and some of the prisoners manage to escape. The specialist backs away from the fight and follows the captives to safety. “Thank you so much, whoever you are! Where’s Lancaster?” After explaining the situation, they offer to join the colony with the escaped woman and do their very best to pay back your kindness."
"#QUEST_BOMBERMAN_PHASE_03_AMBUSH_DESC","Rocks, sticks and clothing are placed around the canyon’s edges to fake a larger force. As the convoy approaches, the specialist steps up and shouts: “You’re surrounded, pups! We only want those prisoners—you can keep your hides intact if you leave now!” The gang peers into the canyon edge, trying to discern if it’s a bluff or not. A short but heated discussion later, and the prisoners are released while the convoy presses on. The rescuees and escaped woman all offer to join the colony for saving their lives."
"#QUEST_BOMBERMAN_PHASE_03_HELP_DESC","You decide to help the man and abandon the captives to their fate. The gang members are arguing over who gets to shoot, but two precise shots later, both fall to the ground. A moment passes, and the man finally wakes up. “What the hell, where my people at? Why didn’t you save them?” he shouts in anger. After calming down, he introduces himself as Lancaster. “You better be ready to hunt those bastards, or next time we’ll have more than words.” You retrieve the escaped woman and vow revenge on the bandits."
"#QUEST_BOMBERMAN_ABANDON","This isn’t the time to go rescue strangers or die trying. Someone else will have to deal with it."
"#QUEST_BLACKHARVEST_NAME","Black Harvest"
"#QUEST_BLACKHARVEST_DESC","You’ve been told of a brilliant scientist living in the middle of nowhere, who’s working on a revolutionary genetics project of sorts. The cabin she lives in is close by, so it might be worth paying a visit to see what this is all about."
"#QUEST_BLACKHARVEST_PHASE_01_GO","Go to the cabin"
"#QUEST_BLACKHARVEST_TASK1","Enter the cabin"
"#QUEST_BLACKHARVEST_PHASE_02_DESC","You arrive at the lone cabin and knock on the door. Nothing. You knock again, but there’s no answer. Just as you’re about to leave, a voice behind you asks, “How may I help you today, ystävä?” Turning around, you see a middle-aged woman with glasses and a gardener’s outfit. She introduces herself as Eveliina. “You wouldn’t be familiar with isolating candidate genes, would you?”"
"#QUEST_BLACKHARVEST_WHAT","The what now?"
"#QUEST_BLACKHARVEST_SCIENTIST","Restriction enzymes or polymerase reaction?"
"#QUEST_BLACKHARVEST_PHASE_02A_DESC","“Just kidding—I’d appreciate some help, though. There’s a really interesting culture of agrobacterium growing at a nearby farm, but the place is taken over by… people. Would you be a darling and go see if they’d be willing to leave or part with some of their wheat? I’ll follow you shortly.”"
"#QUEST_BLACKHARVEST_PHASE_02_GO","Agree to check the farm"
"#QUEST_BLACKHARVEST_PHASE_02B_DESC","“Oh, I wasn’t expecting that. I gotta pick your brain about it later. Mutta niin, I’d very much like to get my hands on some agrobacterium that’s growing on a nearby wheat field. I’m sure you understand why. But the farm has been overrun with people. Could you go and check if they’d part with some of their crops for science? I’ll follow you shortly.”"
"#QUEST_BLACKHARVEST_TASK2","Check the farm"
"#QUEST_BLACKHARVEST_PHASE_03_DESC","The farm itself is situated at a nice spot in the valley with modest wheat and corn fields growing around it. You see movement among the crops and spot a couple of people harvesting corn. They look entirely normal to you."
"#QUEST_BLACKHARVEST_PHASE_03_APPROACH","Approach the people"
"#QUEST_BLACKHARVEST_PHASE_03_SNEAK","Sneak around to a wheat field"
"#QUEST_BLACKHARVEST_PHASE_03A_DESC","The workers notice you and wave their hand in greeting. “Hi there! What brings you to our farm? You here to rob us,” one of them shouts with a nervous chuckle. The wheat harvest seems meagre at best, and the workers are hesitant in giving any of it away."
"#QUEST_BLACKHARVEST_PHASE_03A_PAY","Pay for it"
"#QUEST_BLACKHARVEST_PHASE_03A_TAKE","Take it by force"
"#QUEST_BLACKHARVEST_PHASE_03A_PAY_DESC","“Well, umm, I guess we could buy food with that. Agreed!” The workers let you harvest a good pile of Wheat, which seems to suffer from some kind of disease. As you’re about to finish up, Eveliina arrives carrying a large backpack. “Oh you got it? Loistavaa! That’s gonna help me a bunch!” Before leaving, she pulls out several science books filled with notes and doodles and hands them to you as a reward."
"#QUEST_BLACKHARVEST_PHASE_03A_WELCOME","Leave the farm"
"#QUEST_BLACKHARVEST_PHASE_03A_TAKE_DESC","You decide to intimidate the workers and draw your weapon. “Hey, hey now! You’d really threaten unarmed and starving people, taking what you want cause you got a gun? Fine—take the damn wheat.” You’re collecting a hefty pile of blackened and clearly diseased wheat as Eveliina arrives. “Those folks seemed mighty angry. What did you say to them?” Before leaving, she pulls out several science books filled with notes and doodles and hands them to you as a reward."
"#QUEST_BLACKHARVEST_PHASE_03B_DESC","Stealth is your best chance to avoid confrontation. You're almost finished with the harvest when a farmer approaches your location with a crude sickle in hand. Just as you're about to get caught, a murder of crows takes flight and distracts the farmer. ""Hei, it's me again,” a voice behind you whispers. You turn around to see Eveliina smirking, holding a small rock in her hand. ""Oh those are for me? Kiitos! Here’s something in return!"" she replies as she pulls several science books from her backpack."
"#QUEST_BLACKHARVEST_ABANDON_DESC","This all seems like a massive waste of your time, and you decide to call it quits before spending too much energy on it."
"#QUEST_REMEMBRANCE_NAME","Remembrance"
"#QUEST_REMEMBRANCE_DESC","A colonist has grown reclusive and melancholic over the past few days. It takes a bit of convincing, but he’s finally willing to talk about it. “Some piece of trash raiders attacked my sister’s settlement. She was my only family, and I couldn’t do a thing to help her. I can’t even go and give her a proper burial!” the man shouts while trying to hide his tears. “What good am I to anyone anymore?” The exact settlement his sister perished in is a bit unclear, but you could look around and give him some peace."
"#QUEST_REMEMBRANCE_GO","Find his 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 straight up burned to the ground. The gate has been blown clean off, and by the looks of it—a convoy of vehicles has torn through the modest settlement, leaving little behind. There are no corpses to be found, though, so either the people got away or they were taken as slaves. You might be able to scavenge some resources from the ruins, but there’s nothing else here."
"#QUEST_REMEMBRANCE_PHASE_01_GO","Scavenge and move on"
"#QUEST_REMEMBRANCE_PHASE_02_DESC","Approaching the settlement, you notice several buzzards circling silently above its courtyard. The air is thick, humid and sickeningly sweet. As you advance farther inside, the rancid smell hits your face at full force. Then you spot the first bodies, swollen and covered in blisters. Bandits are not to blame here. The urge to leave as quickly as possible takes over, but it should be possible to find and take something from this disease-ridden place."
"#QUEST_REMEMBRANCE_GRAB","Grab what you can 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. Fighting has definitely been fiercest in the colony center. Going through the bodies, you come to a badly bruised corpse of a young woman in her 20s. She matches the grieving colonist’s description of his sister. Other, well-equipped but eventually slain, colonists lie around her—the wages of their last stand."
"#QUEST_REMEMBRANCE_RESPECT","Just bury the sister"
"#QUEST_REMEMBRANCE_LOOT","Loot the bodies as well"
"#QUEST_REMEMBRANCE_PHASE_03A_DESC","You decide to honor the brave fallen and leave them undisturbed, while burying the sister outside the settlement under a large oak tree. Once the sad news reaches the brother, he bursts into tears. Your people appreciate the gesture as well, knowing that you’ll do your best to take care of them all."
"#QUEST_REMEMBRANCE_PHASE_03B_DESC","The gear seems too valuable to leave behind. You’re able to collect several high-end if somewhat bloody pieces of clothing and weaponry. Maybe they’ll help our colony avoid what happened here. You bury the sister under a large maple tree outside the settlement and head out. You learn later that, while he wept openly upon hearing the news, the brother has started to recover. Your colonists were not, however, pleased to see your ominously crimson-hued loot."
"#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_VANMANHEIST_NAME","Van Man Heist"
"#QUEST_VANMANHEIST_DESC","Dan the Mystery Van Man is a bit of a local celebrity around these parts. What many don't know is that he is also the mastermind behind several heists of varying success. And now he approaches you with an offer of joining his newest endeavour. “An enterprising individual such as yourself can surely assemble the crew in no time! I’ve already found the right people and a perfect vault to crack open, so how's about it?”"
"#QUEST_VANMANHEIST_GO","Assemble the crew"
"#QUEST_VANMANHEIST_TASK1","Recruit the Burglar"
"#QUEST_VANMANHEIST_PHASE_01_DESC","The first member of your team is a burglar of considerable talent. An old highrise is home to several seedy individuals, but you’re here only for the one Dan mentioned. Walking around the crumbling apartment building, you hear a voice from behind. “So what’s this fuss all about,” a hooded figure asks. She stands about an arms length away from you with a nasty dagger in hand. “Oh you’re Dan’s crew—yeah we can talk, then. So what's all this about?”"
"#QUEST_VANMANHEIST_PHASE_01_GO","Explain the plan"
"#QUEST_VANMANHEIST_PHASE_01A_DESC","She listens as you explain Dan's plan about breaking into a small but protected bank a local trader is using as a base of operations. It’s a pretty straightforward smash-and-grab with a few possible points of entry. “You know, I got a guy who’d be perfect for this kinda job—thick as a sack of bricks but terrifying if you're in his way.”"
"#QUEST_VANMANHEIST_PHASE_01A_GO","Agree to check it out"
"#QUEST_VANMANHEIST_TASK2","Recruit the Muscle"
"#QUEST_VANMANHEIST_PHASE_02_DESC","The person you’re looking for is not hard to find. A hulking, bearded man is reading a novel on an old park bench creaking under his weight. “Ya big dumb-dumb, how you’ve been,” the burglar shouts and greets him. “Pleasure to make your acquaintance. I see you’ve already met my sister. Hope she didn’t portray me inaccurately.” After a brief exchange of words, he seems satisfied with the plan and you move on to find the final piece of the puzzle—the wheelman."
"#QUEST_VANMANHEIST_PHASE_02_GO","Continue"
"#QUEST_VANMANHEIST_TASK3","Recruit the Wheelman"
"#QUEST_VANMANHEIST_PHASE_03_DESC","You hear the roar of the engine and smell the almost suffocating amount of burning diesel. On a small clearing, a man is tinkering with a large engine he’s clearly built himself. It belches smoke into the air like an industrial chimney and sounds like it’s about to explode. “Thought you guys were coming—quickly now, hop into my carriage and let’s roll!” Before you get to even introduce the plan, the wheelman hops inside his heavily customized 4x4 truck and pops a classic 70s disco track in the cassette player. The heist is about to go down."
"#QUEST_VANMANHEIST_PHASE_03_GO","Get in the truck"
"#QUEST_VANMANHEIST_PHASE_04_DESC","Your crew arrives at the edge of the town. An old neoclassical bank looks over the main street. Three armed thugs are guarding the main entrance, which itself seems to be open. According to Dan the Van Man’s grand plan you can take a more frontal approach or try to get in through a locked side door."
"#QUEST_VANMANHEIST_PHASE_04_FRONT","Try the front entrance"
"#QUEST_VANMANHEIST_PHASE_04_SIDE","Try the side door"
"#QUEST_VANMANHEIST_PHASE_04_MAIN_DESC","The team decides to keep it simple and get inside via the main entrance. A small ruse involving staged car crash and very loud noises pulls a few of the guards off their post, allowing the burglar to knock out the last one. As planned, she and the specialist move inside the bank, use the element of surprise to grab their manager and force him to open the vault. The haul is not as plentiful as you were led to believe, but you grab a sizable amount of Silver and other valuables."
"#QUEST_VANMANHEIST_PHASE_04_OUT","Head out"
"#QUEST_VANMANHEIST_PHASE_04_SIDE_DESC","The wheelman stays behind to guard. The three of you head to the locked side door which pops open quickly under the burglar’s deft fingers. The lone sleepy guard finds himself in an inescapable bear hug and passes out. Moving silently in the bank, you grab the manager and force him to open the vault door. What awaits you isn’t the motherlode you were expecting but a sizable haul of Silver and other goods nonetheless."
"#QUEST_VANMANHEIST_PHASE_04_FINALE_DESC","With the manager still as hostage, you head out toward your getaway vehicle. Arriving at the truck, your captive starts to chuckle with the wheelman following suit. “I think we can end the charade now. I’m impressed!” the manager laughs, removing the fake beard, sunglasses and a rather convincing prosthetic nose. It’s Dan the Van Man. “Consider your trial over. You can keep what you found as payment, up front for future heists. Keep in touch!” And with that, Dan, the wheelman and his sibling climb in the truck and speed off."
"#QUEST_VANMANHEIST_ABANDON_DESC","We don’t have time for this type of fool’s errand. Let someone else play cops and robbers."
"#QUEST_SURVIVALSCIENCE_NAME","Survival Science"
"#QUEST_SURVIVALSCIENCE_DESC","Hunting for usable scientific discoveries in the wasteland is laborious and often dangerous, so what if we could get the science to come to us instead? The plan requires access to a high-power transmitter and a fair amount of Silver to pull off, but might yield a nice boost to our research efforts. Time to announce the Survival Science Fair of whatever the current year is!"
"#QUEST_SURVIVALSCIENCE_GO","Find a powerful transmitter"
"#QUEST_SURVIVALSCIENCE_TASK1","Access the transmitter"
"#QUEST_SURVIVALSCIENCE_PHASE_01_DESC","Suitable transmitters themselves are not hard to find but getting them to work is an entirely different matter. This one has seen better days, but a bit of elbow grease and a couple of hacks should be enough to bring it back online for a brief moment."
"#QUEST_SURVIVALSCIENCE_PHASE_01_FIX","Use proper parts"
"#QUEST_SURVIVALSCIENCE_PHASE_01_SCAVENGER","Jury-rig it"
"#QUEST_SURVIVALSCIENCE_PHASE_01_SCIENTIST","Reverse-engineer it"
"#QUEST_SURVIVALSCIENCE_PHASE_01_BACK","Come back later"
"#QUEST_SURVIVALSCIENCE_PHASE_01B_DESC","A few sparks and creative expletives later, the transmitter sparks back to life. It’s on its last legs, though, so better make the message short and sweet. “Scientists of the wasteland! Come show your best survival science creations and get paid!” After sending the coordinates to a remote location nearby, the transmitter fizzles out with a familiar puff of blueish smoke. Time to collect some Silver and head out to the Science Fair!"
"#QUEST_SURVIVALSCIENCE_PHASE_02_START","Go to the Science Fair"
"#QUEST_SURVIVALSCIENCE_TASK2","Start the Science Fair"
"#QUEST_SURVIVALSCIENCE_PHASE_02_DESC","To the surprise of all involved, a fair few people have gathered on the makeshift fair site. Some are clean-cut and serious, others like a firebomb had just exploded on their face. A sizable crowd of curious onlookers has arrived to see what all the fuss is about. It’s time to get this show on the road and announce the grand prize!"
"#QUEST_SURVIVALSCIENCE_PHASE_02_FAME","Fame and glory!"
"#QUEST_SURVIVALSCIENCE_PHASE_02_MINOR","A modest prize"
"#QUEST_SURVIVALSCIENCE_PHASE_02_MAJOR","A major prize"
"#QUEST_SURVIVALSCIENCE_PHASE_02_BACK","Come back later"
"#QUEST_SURVIVALSCIENCE_PHASE_03_FAME_DESC","It seems your promise of renown and exposure didn’t sit right with many of the competitors. They scoff at you and begin to leave the site. Those that remain show off their creations and inventions, but the cream of the crop is definitely gone. It’s not all in vain, though, and the industrious amateur scientists still manage to impart some knowledge that’ll help you along the way."
"#QUEST_SURVIVALSCIENCE_PHASE_03_MINOR_DESC","While not exactly crowd-pleasing, the promise of a payday seems to entice most of the researchers to stay. A couple of the more professional-looking types debate for a moment among themselves before packing their bags and heading off. You’re presented with varied inventions of all shapes and sizes. Some of them are truly innovative in how they’re using scavenged materials in recreating old world tech."
"#QUEST_SURVIVALSCIENCE_PHASE_03_MAJOR_DESC","Your grand prize draws oohs and aahs not just from the general crowd but some of the scientists as well. Even the more serious ones perk up and start preparing their presentations in a hurry. You’re shown a wide range of innovations and eccentric ideas relating to all aspects of wasteland survival of which some would be groundbreaking even in the old world! This’ll definitely boost your own research and chances of survival."
"#QUEST_SURVIVALSCIENCE_ABANDON_DESC","There’s too much to do already—our efforts are better spent elsewhere."
"#QUEST_COLONIAL_NAME","Colonial Climate"
"#QUEST_COLONIAL_DESC","“Hey boss, got some time to spare?” one of your colonists asks. “You know all those pockets of radiation, yeah? These recent weather fronts might have pushed some of that nasty green stuff away from valleys and villages. I know a few sites we could go and check for loot and whatnot.”"
"#QUEST_COLONIAL_GO","Agree to visit the villages"
"#QUEST_COLONIAL_TASK1","Visit the villages"
"#QUEST_COLONIAL_PHASE_01_DESC","The specialist arrives at the first described location. Post-apocalyptic meteorology is definitely not an exact science, but your colonist is way off the mark here. The village down in the valley is positively glowing with a sickly green hue. If you had a geiger counter with you, its rattling noise would be deafening. Let’s hope the two other destinations are worth the trip."
"#QUEST_COLONIAL_PHASE_01_GO","Move on"
"#QUEST_COLONIAL_PHASE_02_DESC","This spot looks a fair bit better than the previous. The flora growing in the blackened soil is barely able to sustain itself, but the village should be safe to check out as long as you don’t overstay your welcome. You arrive at the center of the town and notice 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 your journey has brought you to a rather modest shanty town long since abandoned due to the green mist oozing from the bottom of the river. The fog is thick and erratic, shifting along with the wind. An unfinished administrative building between dilapidated shelters catches your eye. Its pompous facade is definitely overkill for this kind of modest settlement, but there might be something valuable still inside."
"#QUEST_COLONIAL_PHASE_03_APPROACH","Approach the building"
"#QUEST_COLONIAL_PHASE_03A_DESC","The shifting green mist isn’t your only obstacle. Rainwater, soil and an unknown oily substance have formed into pools of green goo, but you manage to avoid contact and enter the admin building. The main hall has turned into a small lake of bubbling ooze with a precarious “island” of furniture and resource boxes sitting in the middle. On top, you notice two human skeletons gripping what looks like a crown. You should be able to pull out a box or two before the entire thing falls into the goo."
"#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","You start pulling boxes off the precarious pile as carefully as possible. With each move, the heap shifts uncomfortably under your weight. While pushing the third crate to safety, you hear a loud crack behind you. Office chairs, boxes and the two skeletons plunge into the lake. Fortunately, what you managed to get was well worth the risk."
"#QUEST_COLONIAL_ABANDON_DESC","Trusting an amateur meteorologist in the apocalypse seems questionable at best. Better pass this time."
"#QUEST_BURGLAR_NAME","Burglar Paranoia"
"#QUEST_BURGLAR_DESC","It’s understandable that the post-apocalypse can take people’s paranoia to the extremes, but there’s one rumor that really takes the cake. Apparently, a local old-world merchant was so paranoid about being robbed, she hid a safe behind her actual safe. Her long since abandoned shop isn’t actually too far away, so it might be worthwhile to go and check whether this tall tale 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. You make your way through the dust and spiderwebs to the small office space behind the counter. An unassuming wall safe has been tucked away in the corner with its door gathering dust on the floor. Faded scorch marks hint how it ended up there."
"#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 it falls to the ground, you spot a previously hidden metal wire tighten up. A trap door in the ceiling flings open, and the specialist instinctively jumps away, but nothing happens. Coming back inside, you notice shards of glass on the floor. It seems the paranoid merchant was prepared to see the entire shop burn with the robbers, but the flammable chemicals have long since evaporated. In the now open space is indeed another metal box, ripe for the picking."
"#QUEST_BURGLAR_PHASE_01_SCAVENGER_DESC","As they’re about to start easing out the safe, the scavenger’s keen eyes spot a thin metal wire between the safe and a hidden trap door above it. It seems to trigger and open when the safe is taken out. The specialist cuts the wire carefully and proceeds to inch the heavy metal box off the wall. A few moments later, with the original safe out, another undisturbed one is revealed and ready to be looted safely."
"#QUEST_BURGLAR_PHASE_01_FIGHTER_DESC","It’s easiest to apply generous amounts of brute force on the problem. With a single yank, the safe flies off its nesting place and lands on the specialist. Simultaneously, a previously hidden metal wire tightens and opens a trap door on the ceiling. The specialist sees two glass bottles drop and smash into the ground, but nothing happens. Their presumably flammable chemicals must have evaporated a long time ago. The hole in the wall now reveals another untouched safe."
"#QUEST_BURGLAR_ABANDON_DESC","Folk tales are of no interest. Better concentrate on actual real events."
"#QUEST_OLDKNOWLEDGE_NAME","Old World Knowledge"
"#QUEST_OLDKNOWLEDGE_DESC","A colonist comes to you offering advice: before finding your colony, she tried to navigate using the larger landmarks as waypoints. One of these was a once magnificent building, which seemed to have deteriorated just enough to allow a resourceful individual to slip in. What's more, few dared to venture close to such places."
"#QUEST_OLDKNOWLEDGE_GO","Find the nuclear plant"
"#QUEST_OLDKNOWLEDGE_ABANDON","Leave it alone"
"#QUEST_OLDKNOWLEDGE_ABANDON_DESC","You explain that sending someone into a run-down nuclear plant would be one of the worst decisions you could possibly make. The colonist gives you an understanding nod and returns to her work."
"#QUEST_OLDKNOWLEDGE_TASK1","Old World Knowledge"
"#QUEST_OLDKNOWLEDGE_PHASE_01_DESC","The old nuclear plant looms over the scenery as imposing as ever. A quick inspection reveals that one door has indeed rusted enough to be pried open. Unfortunately, the workers of the facility seem to have predicted this; the hallway soon ends with an improvised, solid blockade. There is a message on a nearby wall: ”Place too dangerous. Meet at museum to share our wisdom.”"
"#QUEST_OLDKNOWLEDGE_PHASE_01_GO","Head to the museum"
"#QUEST_OLDKNOWLEDGE_TASK2","Old World Knowledge"
"#QUEST_OLDKNOWLEDGE_PHASE_02_DESC","The museum has certainly seen better days. Its front has collapsed, either due to past events or some more recent scuffle. However, there is just enough of an opening for the specialist 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 scientific text and formulas."
"#QUEST_OLDKNOWLEDGE_ANY","Copy the text"
"#QUEST_OLDKNOWLEDGE_SCIENTIST","Copy the text and inspect it"
"#QUEST_OLDKNOWLEDGE_SCAVENGER","Copy the text and look around"
"#QUEST_OLDKNOWLEDGE_BACK","Return later"
"#QUEST_OLDKNOWLEDGE_03A_DESC","The specialist pulls out a piece of paper and begins copying the texts. Some of it doesn't exactly make a lot of sense, but it will surely be useful to the colony’s research efforts."
"#QUEST_OLDKNOWLEDGE_03B_DESC","After copying the text, the scientist realizes that the more complicated formulas have been left out. Perhaps they were deemed too valuable for common minds? Intrigued, the scientist takes a look around other parts of the museum and comes across a section dedicated to the nuclear sciences and a stack of papers hidden inside a miniature nuclear plant."
"#QUEST_OLDKNOWLEDGE_03C_DESC","After copying the text, the scavenger makes a quick round around the museum. There aren’t really any valuables left, but a resourceful eye will always find something. The scavenger yanks the clothes off the exhibition’s plastic noblemen and gathers together some electronics before heading out."
"#QUEST_PLANES_NAME","Planes of Plenty"
"#QUEST_PLANES_DESC","Even if it was somehow doable, post-apocalyptic air travel would be immensely dangerous. Between acid rain, the occasional meteor shower and magnetic storm, you’d be dealing with unreliable instruments and makeshift parts. But airplane hangars themselves can still be a treasure trove for components and other resources. You’ve been told about a particular airfield which has garnered a lot of attention from local looters."
"#QUEST_PLANES_GO","Visit the airfield"
"#QUEST_PLANES_TASK1","Visit the airport"
"#QUEST_PLANES_PHASE_01_DESC","Arriving at the airport, it’s evident that word has spread far and wide. A frenzy of raiders and survivors is grabbing everything and anything they can get their hands on. One must be smart or ruthless to score the good stuff. Some of the old planes are still untouched and less discerning looters might have missed resources that are harder to find."
"#QUEST_PLANES_PHASE_01_ANY","Grab what you can"
"#QUEST_PLANES_PHASE_01_SCAVENGER","Strip a nearby plane"
"#QUEST_PLANES_PHASE_01_FIGHTER","Fight the raiders for their loot"
"#QUEST_PLANES_PHASE_01_SCOUT","Search for valuables"
"#QUEST_PLANES_PHASE_01_ANY_DESC","It feels safest to just join the horde and grab whatever you can get. While there are lots of looters running around, the large airfield has plenty to offer as well. Once satisfied with the haul, everyone takes off to their respective homes or hideouts."
"#QUEST_PLANES_PHASE_01_SCAVENGER_DESC","While hangars are full of people fighting for the shiniest stuff, most of the old planes have been left untouched. A large twin-propeller aircraft is sitting on the edge of the runway—it should provide plenty of usable materials for a keen-eyed person with the right tools. A bit of climbing and scavenging later, the bag is full of valuable and rare goods."
"#QUEST_PLANES_PHASE_01_FIGHTER_DESC","Why bother diving into greasy scrap piles when you can just take what you want? With some intimidation and a couple of fistfights, the resources exchange owners. It’s literally a bit of a mixed bag of total junk and usable goods, but you’ll take what you can get."
"#QUEST_PLANES_PHASE_01_SCOUT_DESC","Only a fool goes for just what’s before them. Climbing up the old traffic control tower gives a nice view over the entire area and, more crucially, which hangars are still free of looters. One such a place lies at the very edge of the airport, partly collapsed and buried under foliage. A short hike and an uninterrupted scavenge session later, the bags are full and ready to be transported 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","Radio Star"
"#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 basic comms between societies with little luck. So when a faint, crackling signal started repeating a set of coordinates in your transceiver, everyone was 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 log cabin itself seems dark and silent, but all sorts of crackles and beeps emanate from the tent. Going in, you see a man in front of a large radio transmitter, deep in his thoughts. “OHJEEZWHOWHAT!” the man shouts while nearly falling off his chair. “Sorry, you caught me by surprise there! I’m Jerry or ‘that crazy radio guy’ as the locals like to call me.”"
"#QUEST_RADIOSTAR_PHASE_01A_ASK","Ask about the signal"
"#QUEST_RADIOSTAR_PHASE_01B_DESC","“Yeah, that was me. I’m basically brute-forcing my way through various frequencies, trying to find others to link up with.” His plan of reforming regional communications is ambitious and noble, but it hasn’t panned out just yet. “Look, I got some extra stuff stockpiled in the back. I could spare one box so you could get your own comms up and maybe help the cause, eh?”"
"#QUEST_RADIOSTAR_PHASE_01C_DESC","There’s a bunch of neatly stacked radios, wiring and even generators in the backroom. Three boxes holding miscellaneous goods have been placed next to each other. “Thanks for stopping by, friend, gives me hope that I can actually reach someone with this antique!” Jerry shouts as you grab a box and venture forth."
"#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 or a fool’s errand. Better leave investigating it for a better time."
"#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 grey obelisk-like structures serve as grim reminders of past events. Pockets of radiation and roaming bandits looking for scraps or easy prey make them treacherous but profitable to scavenge. Your scouts reckon one town close by could be worth a visit."
"#QUEST_URBANOCCULT_GO","Visit the ruined town"
"#QUEST_URBANOCCULT_TASK1","Visit the ruined town"
"#QUEST_URBANOCCULT_PHASE_01_DESC","The outskirts of this town are taken over by vegetation and have nothing of value to scavenge. Walking further downtown, the air is suddenly filled with what seems to be... singing? Completely tone-deaf and rowdy—but singing nonetheless. Closer inspection reveals a group of cultist-like bandits near several fire pits chanting a lewd yet merry tune. They seem completely unaware of anyone watching them and their gear is unguarded."
"#QUEST_URBANOCCULT_PHASE_01_SNEAK","Sneak to their stockpile"
"#QUEST_URBANOCCULT_PHASE_02_DESC","Protective clothing, cultist robes, meds and weapons have been clumsily piled up at the edge of their encampment. It should be possible to steal quite a few useful items from the pile without attracting the cult’s attention. The firearms seem to be lodged in pretty tight and will be hardest to pull out."
"#QUEST_URBANOCCULT_PHASE_02_ANY","Grab clothing and meds"
"#QUEST_URBANOCCULT_PHASE_02_FIGHTER","Grab weapons and meds"
"#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 which are promptly stuffed into a backpack before sneaking out. Based on the uninterrupted chanting, this stealth mission was a resounding success."
"#QUEST_URBANOCCULT_PHASE_02_FIGHTER_DESC","The weapons are obviously the most valuable items in the pile, so going for them only makes sense. 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 bandits rush for their stockpile only to find it pillaged and the perpetrator long gone."
"#QUEST_URBANOCCULT_PHASE_02_SCIENTIST_DESC","Thinking on their feet, the specialist grabs a robe and starts to mimic the movement of the chanting cultists while going through the stockpile, stashing items under the cloth. The cult seems oblivious to the fact they’re being robbed, allowing several boxes of meds and other valuables to be taken. Once the specialist is satisfied with the haul, they abandon the robe and disappear into the ruins."
"#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","Your colonists come to tell you of a survivor who arrived at the gate and immediately collapsed. Badly beaten and covered in deep wounds, he managed to utter a few words before bleeding out despite your best efforts. “The lair… we found it! So full of riches, so full! But the beast—it’s real!” The description of the lair’s location is vague, but your 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 survivor’s description. The landmarks are different and the lair’s nowhere to be found. On the way out, the specialist spots a small corner store with a couple of cans of preserved food."
"#QUEST_BEHEMOTH_PHASE_01_GO","Grab the food 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 like the survivor described. After searching a good while and scavenging a couple of usable parts off the cars, the specialist concludes the lair is not here."
"#QUEST_BEHEMOTH_PHASE_02_GO","Move on"
"#QUEST_BEHEMOTH_PHASE_03_DESC","The final site fits the description perfectly with the water tower, a highway full of abandoned cars and what seems like a tunnel entrance. As the specialist is making their way toward it, a deep, threatening growl fills the air. A massive hyena-like monstrosity appears from the mist with its fangs bared and back riddled with makeshift spears. There’s no way to take it out on your own."
"#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 18-wheeler and crashes against its side with full force, almost toppling it over. Its massive claws tear at the steel panels for what seems like an eternity before finally relenting. It takes one final look at the cowering specialist 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","With every fiber in their body screaming not to, the specialist mounts an attack against the hulking beast. After the initial few rounds hit its body for no effect, it becomes painfully clear that going against it was a very bad idea. Luckily, the final shot hits the top of the beasts’ head, momentarily blinding it. This is the moment to run for shelter."
"#QUEST_BEHEMOTH_PHASE_04_FIGHT_GO","Run to the tunnel"
"#QUEST_BEHEMOTH_PHASE_05_DESC","With the danger of being eaten still lingering, the specialist enters the dark highway tunnel. Animal and humanoid 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 inside the modest maintenance room are coupled with a stash of resources."
"#QUEST_BEHEMOTH_PHASE_05_GO","Leave with the loot"
"#QUEST_BEHEMOTH_ABANDON_DESC","Yep, no way we’re making the same mistake. Whether real or a myth, the whole ordeal seems too dangerous."
"#QUEST_RADIOSTAR_PHASE_01B_CHECK","Check the back room"
"#QUEST_RIPPIN_NAME","Rippin' and tearin'"
"#QUEST_RIPPIN_DESC","Local Rippers are violent but disorganized, and they have scattered into small groups across the wasteland. Once in a while, a leader emerges and, through charisma or brute force, rallies them under a single banner. Fearing this, your colonists ask you 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 cleared and looted; time to make a move against the second one!"
"#QUEST_RIPPIN_PHASE_02_DESC","The second bandit camp went down fighting but has now been cleared and pillaged. One more to go!"
"#QUEST_RIPPIN_PHASE_03_DESC","The Rippers’ uprising has been dealt with and will no longer threaten the local populace. This camp held a larger stockpile of stolen goods, which are happily added to your own."
"#QUEST_RIPPIN_CONTINUE","Continue the hunt"
"#QUEST_RIPPIN_ABANDON_DESC","These bandits won't be able to breach our 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, they've recently begun to gather in alarming numbers, raiding and taking over farms in particular. Their stolen loot would be yours to keep if you're able to cut their numbers in half."
"#QUEST_RATSWARM_GO","Liberate the farms"
"#QUEST_RATSWARM_TASK1","Liberate half the farms"
"#QUEST_RATSWARM_PHASE_01_DESC","The first farm has been cleared of Dead Rats and the local populace emerges from their hiding spots to thank you. Time to move on!"
"#QUEST_RATSWARM_PHASE_02_DESC","After a brief struggle, the second farm has been liberated. There's no one around, though—hopefully they'll come back once the coast is clear."
"#QUEST_RATSWARM_PHASE_03_DESC","The final den of Dead Rats offers little resistance. As the heat of battle dissipates, local farmers arrive to greet you with open arms. They also let you know that the remaining Dead Rat forces have scattered after hearing about your extermination campaign."
"#QUEST_RATSWARM_CONTINUE","Continue the hunt"
"#QUEST_RATSWARM_ABANDON_DESC","Bashing Dead Rats is hardly worth your time. Let the farmers deal with it themselves."
"#QUEST_DOOMSDAY_NAME","Militia on the move"
"#QUEST_DOOMSDAY_DESC","The number one rule with the Doomsday Militia is that you don't mess with the Doomsday Militia. If once determined on bringing back order, their half-heartedly uttered slogans now ring hollow. \n\nThe Militia tends to keep to themselves but are now on the march, taking over valuable targets like power plants and military bases. Going up against them is crazy, but the right kind of madman could rake in huge rewards."
"#QUEST_DOOMSDAY_GO","Attack the Militia"
"#QUEST_DOOMSDAY_TASK1","Take out the Militia locations"
"#QUEST_DOOMSDAY_PHASE_01_DESC","After a hard-fought battle, the remains of the Militia forces make a tactical retreat, leaving the site. There is, however, nothing to loot."
"#QUEST_DOOMSDAY_PHASE_02_DESC","Several bouts of back-and-forth combat later—the Militia are taken down. The stockpiles here are also empty save for a few coins to collect."
"#QUEST_DOOMSDAY_PHASE_03_DESC","The final Militia stronghold gives fierce resistance before finally succumbing to your firepower. Among the surprisingly modest spoils is a documents folder with several locations marked on it. Three of them are the ones you just attacked, but the fourth is new and close by."
"#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 Doomsday Militia members rigging up explosives to resource stockpiles. The goods are far away from each other, but it might be possible to save some by acting quickly."
"#QUEST_DOOMSDAY_PHASE_04_FOOD","Save the food pile"
"#QUEST_DOOMSDAY_PHASE_04_GEAR","Save the gear"
"#QUEST_DOOMSDAY_PHASE_04_BOTH","Take a risk and try to save both"
"#QUEST_DOOMSDAY_PHASE_05_FOOD_DESC","The Specialist rushes to the Militia member at the food stockpile and manages to knock them out before the explosives go off. A massive explosion on the other side of the clearing indicates that the other items are lost."
"#QUEST_DOOMSDAY_PHASE_05_GEAR_DESC","Rushing toward the items, the Specialist overpowers the bandit right before the explosives are about to go off. A loud boom from the opposite side of the clearing means the food stockpiles are now lost."
"#QUEST_DOOMSDAY_PHASE_05_BOTH_SUCCESS_DESC","It's risky, but saving both stockpiles would be huge for the Colony. The Specialist runs to the middle of the clearing and opens fire on the Militia engineers. \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. A third, nigh miraculous shot takes him down, leaving both stockpiles intact."
"#QUEST_DOOMSDAY_PHASE_05_BOTH_FAIL_DESC","It's a massive risk, but one perhaps worth taking. The Specialist rushes to the middle of the clearing, attempting to take both Militia members down in quick succession. \n\nThe first shot misses and both bandits run for cover to trigger the explosives. Two big booms later—the resources are gone, aside from a few random bits strewn across the clearing."
"#QUEST_DOOMSDAY_ABANDON_DESC","There's a limit on how crazy you're willing to go, and this is way past that. The Doomsday Militia can keep their spoils."
"#QUEST_BANDITRAIDS_NAME","Raiders"
"#QUEST_BANDITRAIDS_DESC","Some post-apocalyptic groups are less adept at building and have resorted to taking from others—with violence when necessary. Local raider activity has picked up recently, and several gangs have been spotted looting in more isolated areas. It would be a good time to strike while they're concentrated on ransacking these locations."
"#QUEST_BANDITRAIDS_GO","Raid the raiders"
"#QUEST_BANDITRAIDS_TASK1","Defeat all the bandits"
"#QUEST_BANDITRAIDS_PHASE_01_DESC","The first group didn't have much on them, but you help yourself to anything intact or useful."
"#QUEST_BANDITRAIDS_PHASE_02_DESC","These raiders haven't been very successful either, but at least you don't have to go back completely empty-handed."
"#QUEST_BANDITRAIDS_PHASE_03_DESC","The final group of raiders has clearly been the dominant one. Their loot suggests visiting several locations prior to this and taking whatever they wanted by force. They won't be harassing survivors any more."
"#QUEST_BANDITRAIDS_CONTINUE","Continue"
"#QUEST_BANDITRAIDS_ABANDON_DESC","Raiders and bandits come and go. If you smack one down—two more will pop up in their place. Maybe next time."
"#QUEST_MATERIALISTIC_NAME","Materialistic Marauders"
"#QUEST_MATERIALISTIC_DESC","You've received reports of bandits taking over factories and hoarding building materials for some reason. This would be a good time to bolster your own resource stockpiles, in case the Colony is short on Metal, Plastic or some other material."
"#QUEST_MATERIALISTIC_GO","Go after the bandits"
"#QUEST_MATERIALISTIC_TASK1","Defeat all the bandits"
"#QUEST_MATERIALISTIC_PHASE_01_DESC","This occupied Concrete factory has clearly seen better days, and recent battles have damaged it even further. There's still a sizable amount of Concrete and a fair bit of Plastic, too."
"#QUEST_MATERIALISTIC_PHASE_02_DESC","The old steel mill has now been liberated, and its warehouses are free for the taking. Aside from Metal, you also manage to scavenge a few usable Parts off the worn-down machinery."
"#QUEST_MATERIALISTIC_PHASE_03_DESC","You can see why the bandits chose this plant as their target. While no doubt looted many times over, it's still full of all kinds of construction materials. It takes a good while to grab all you can."
"#QUEST_MATERIALISTIC_CONTINUE","To the next factory"
"#QUEST_MATERIALISTIC_ABANDON_DESC","We're good with the basic resources, better go hunt for something more rare and valuable."
"#QUEST_EXPEDITION01_NAME","Resource Expedition"
"#QUEST_EXPEDITION01_DESC","You've gained many insights into the surrounding lands from talking with traders, survivors, passers-by and your own people. Food and basic construction materials are out there for the taking—some guarded, some just rotting away in the wasteland sun. \n\nYour Specialists are ready and willing to arrange an expedition for the resources the Colony needs the most. So what would that be?"
"#QUEST_EXPEDITION01_GO_FOOD","Food for the hungry"
"#QUEST_EXPEDITION01_GO_MATERIALS","Construction Materials"
"#QUEST_EXPEDITION01_GO_MEDICINE","Meds for the sick"
"#QUEST_EXPEDITION01_GO_HIGHEND","High-end resources"
"#QUEST_EXPEDITION01_TASK1","Check the sites"
"#QUEST_EXPEDITION01_PHASE_01_DESC","The information proved correct and this location has just the thing you wanted. Encouraged by this, the Specialist sets off to the next site in hopes of more loot."
"#QUEST_EXPEDITION01_PHASE_02_DESC","The amount of loot is a little underwhelming, but at least there were no bandits or other hazards to stop you. The final site better have some good stuff, or you'll have words with your scouts about the validity of their information."
"#QUEST_EXPEDITION01_PHASE_03_DESC","The promised resources were indeed here in spades, but this had already lured looters to the location. A short battle later, the goods are in your hands and ready to be transported to the Colony. People should be happy to see all this arriving at the gate soon."
"#QUEST_EXPEDITION01_CONTINUE","Continue"
"#QUEST_EXPEDITION01_ABANDON_DESC","We got plenty of everything here already, no need to go on an expedition."
"#QUEST_ONTHEAIR_NAME","We Are On The Air!"
"#QUEST_ONTHEAIR_DESC","A Colonist has managed to fix a small pocket radio she found a while back. Surprisingly, it's still broadcasting: “… for anyone listen… not much left… the bears… assistance…” \n\nGiven the size of the radio and the weakness of the signal, the broadcast must be coming from a nearby radio station."
"#QUEST_ONTHEAIR_GO","Investigate the station"
"#QUEST_ONTHEAIR_ABANDON","Do something else"
"#QUEST_ONTHEAIR_ABANDON_DESC","Could be a trap, better not risk it."
"#QUEST_ONTHEAIR_TASK1","Find the radio station"
"#QUEST_ONTHEAIR_PHASE_01_DESC","The station is dark, but the makeshift reinforcements outside hint of inhabitants. Indeed, a small group of survivors soon rush outside. \n\n“You're alone? You must've heard our message then. The rest of our group is still trapped in a nearby town. We’ve got the weapons to help them now, but the road there is dangerous. Will you come with us?”"
"#QUEST_ONTHEAIR_PHASE_01_GO","Follow the group"
"#QUEST_ONTHEAIR_TASK2","Save the trapped group members"
"#QUEST_ONTHEAIR_PHASE_02_DESC","The group sneaks into the dilapidated town, carefully peaking past every possible corner. Suddenly, the leader raises his arm. A massive, mutated bear is roaming through the street ahead, following someone’s scent. \n\n“We need to act quick, any ideas?” the leader asks."
"#QUEST_ONTHEAIR_ANY","Attack with the group"
"#QUEST_ONTHEAIR_FIGHTER","Lead the attack"
"#QUEST_ONTHEAIR_SCAVENGER","Sneak past the bear"
"#QUEST_ONTHEAIR_BACK","Come back later"
"#QUEST_ONTHEAIR_03A_DESC","The group takes a moment before charging the monstrous beast. The first few shots paint small splashes of red on its fur, sending it in a rage. Bullets start flying as the bear rushes the group. But it can’t withstand the hail of gunfire, and it finally falls to the ground. \n\nAs people emerge from inside the nearby buildings, relief washes over their faces. As a token of gratitude, they give the Specialist what 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 and opens fire. The bear roars in pain but is unable to locate the attackers, and another volley overwhelms it. \n\nPeople appear from the nearby buildings and erupt into applause. The Specialist is sent home with generous gifts as well as a special token of gratitude from the leader, deeply impressed by the display of tactical ability."
"#QUEST_ONTHEAIR_03C_DESC","The Specialist waits for the bear to disappear then sneaks to the neighboring houses while the others keep guard. They guide the people to head to their armed comrades—quickly and quietly. Once everyone has made it, the group leaves the town behind. \n\nThe Specialist is rewarded for their help, and some people even offer personal gifts for guiding them to safety."
"#QUEST_DUBIOUSDIAGNOSIS_NAME","Dubious Diagnosis"
"#QUEST_DUBIOUSDIAGNOSIS_DESC","Given the constant need for Medicine and other supplies, the Colonists have wondered whether you should send someone to search the nearby ruined town. It's got a small hospital with hopefully the precious resources the Colony needs."
"#QUEST_DUBIOUSDIAGNOSIS_GO","Search the hospital"
"#QUEST_DUBIOUSDIAGNOSIS_ABANDON","Let this be"
"#QUEST_DUBIOUSDIAGNOSIS_ABANDON_DESC","It’s dangerous to wander there; the mission could very well take us out of the fire and into a frying pan. No thank you."
"#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—the Specialist is greeted by an old man with a crown of silver hair around his bald head. \n\n“Medicine? You're a tad late for that, I'm afraid. Bandits came by a few weeks back, demanding my help. I told them I was of no use, but they robbed me blind anyways. 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 bandits' camp looks more like a makeshift pitstop than a proper settlement. It is eerily still however; the scattered tents show no signs of movement or voices. A hastily crafted stockpile is standing right at the edge of the camp."
"#QUEST_DUBIOUSDIAGNOSIS_ANY","Search the stockpile"
"#QUEST_DUBIOUSDIAGNOSIS_FIGHTER","Attack the camp"
"#QUEST_DUBIOUSDIAGNOSIS_SCIENTIST","Investigate the camp"
"#QUEST_DUBIOUSDIAGNOSIS_BACK","Retreat"
"#QUEST_DUBIOUSDIAGNOSIS_03A_DESC","The Specialist sneaks up to the stockpile and begins rummaging through it. They quickly find a stash of Medicine and other supplies and fill their backpack with them. Suddenly, there's movement among the tents. Not wanting to risk their life, the Specialist runs off, leaving the bandits none the wiser."
"#QUEST_DUBIOUSDIAGNOSIS_03B_DESC","The Specialist charges into the camp, ready to take out any bandit who gets on their way. But the few that do emerge look gaunt and far too weak to fight. \n\n“Ugh. Do what you want,” one of them says and crawls back into their tent. Whatever illness has ravaged these bandits, it has absolutely decimated them. The Specialist gathers the Medicine from the depot in peace in addition to some extra “donations” from the weakened bandits."
"#QUEST_DUBIOUSDIAGNOSIS_03C_DESC","As the Specialist wanders through the camp, a few bandits emerge from the tents. They look absolutely devastated, showing clear signs of radiation sickness. Ordinary Medicine won't work, but specialized treatments might. \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 hands back the iodine pills—something the bandits had previously ignored."
"#QUEST_MECHANICALEXPEDITION_NAME","Mechanical Expedition"
"#QUEST_MECHANICALEXPEDITION_DESC","The Colonists have spotted cars driving back and forth in the distance, not too far from the Colony. There seems to be some kind of a new settlement there—it could be a possible ally."
"#QUEST_MECHANICALEXPEDITION_GO","Follow the vehicles"
"#QUEST_MECHANICALEXPEDITION_ABANDON","Let them be"
"#QUEST_MECHANICALEXPEDITION_ABANDON_DESC","You have better things to do than to chase after 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 town, still under construction. The guards stop the Specialist at the entrance. \n\n”Halt! Sorry, but we ain't letting any new people in. If you’re looking for supplies, we might have a proposition for you. One of our exploration vehicles hasn't returned yet, and we assume the crew’s lost somewhere. If you see them, give this map to their leader and they'll reward you.”"
"#QUEST_MECHANICALEXPEDITION_PHASE_01_GO","Search for the explorers"
"#QUEST_MECHANICALEXPEDITION_TASK2","Rescue the lost expedition"
"#QUEST_MECHANICALEXPEDITION_PHASE_02_DESC","The area pointed out by the guards is empty, but on closer inspection—a set of tracks lead 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,” a young man with a broken and bruised arm explains."
"#QUEST_MECHANICALEXPEDITION_ANY","Hand over the map"
"#QUEST_MECHANICALEXPEDITION_SCIENTIST","Hand over the map, treat the arm"
"#QUEST_MECHANICALEXPEDITION_SCAVENGER","Hand over the map, inspect the car"
"#QUEST_MECHANICALEXPEDITION_BACK","Come back later"
"#QUEST_MECHANICALEXPEDITION_03A_DESC","The Specialist assures the unfortunate explorers that they’ve come to help. After receiving the map, the group’s demeanor transforms into pure joy. \n\n“Thank you, thank you so much! 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 group then heads back to the Colony and the Specialist is left alone with their prize."
"#QUEST_MECHANICALEXPEDITION_03B_DESC","The Specialist notices the man’s broken arm and starts immediately making a makeshift splint for them. ”Thank… ough!” the man replies as he’s being patched up. \n\nThe explorers give the Specialist resources in exchange for the map, and the young man slips in some extra silver."
"#QUEST_MECHANICALEXPEDITION_03C_DESC","The Specialist hands the unfortunate explorers the map while explaining why they’re there. While others are gathering the reward, your agent studies the derelict car. There could be some useful parts there. \n\nThe young man notices this and says, “Take whatever you think you can use. You saved us, we’re not going to tell anyone.”"
"#QUEST_CULINARYDELIGHTS_NAME","Culinary Delights"
"#QUEST_CULINARYDELIGHTS_DESC","One Colonist has begun reminiscing about the old-timey bunkers built before catastrophes ravaged the Earth. Most are out of their reach, but there are rumors of one not too far from the Colony. It was built for survival, so who knows what one might find there."
"#QUEST_CULINARYDELIGHTS_GO","Head to the bunker"
"#QUEST_CULINARYDELIGHTS_ABANDON","Forget it"
"#QUEST_CULINARYDELIGHTS_ABANDON_DESC","All in all, it feels highly unlikely that this will be worth the trouble. Better not waste any more time on it."
"#QUEST_CULINARYDELIGHTS_TASK1","Reach the bunker"
"#QUEST_CULINARYDELIGHTS_PHASE_01_DESC","Finding the bunker entrance in the overgrown grass and bushes is nigh impossible. Surprisingly, the door has been locked. As the Specialist turns the handle, a crackling voice booms from inside: \n\n“Who's there?! Is that Franklin? Where is that foolish old man… Could you find Franklin for me? He went to fetch some things from the farm, I’ll tell you how to get there!”"
"#QUEST_CULINARYDELIGHTS_PHASE_01_GO","Go to the farm"
"#QUEST_CULINARYDELIGHTS_TASK2","Get Franklin back home"
"#QUEST_CULINARYDELIGHTS_PHASE_02_DESC","The farm’s wooden buildings have almost collapsed, but the fields are still sprouting vegetables here and there. A man in his late 60s is standing on the field, picking carrots. He lifts his head and notices the Specialist. \n\n“Oh, Annie is worried about me? She’s so overdramatic, I just wanted to see if there were still carrots growing here. Mind giving me a hand?”"
"#QUEST_CULINARYDELIGHTS_ANY","Pick up the carrots"
"#QUEST_CULINARYDELIGHTS_SCIENTIST","Pick up the carrots, give advice"
"#QUEST_CULINARYDELIGHTS_FIGHTER","Intimidate the old man"
"#QUEST_CULINARYDELIGHTS_BACK","This isn’t worth your time yet"
"#QUEST_CULINARYDELIGHTS_03A_DESC","The two manage to fill the old man’s bags in no time. ”Thank you. I will find my way back home, no worries. Take this as a thank you, and some carrots too. I recommend boiling them with honey; it’s delicious!”"
"#QUEST_CULINARYDELIGHTS_03B_DESC","As the two gather the carrots, the Specialist points out that, with the right care, the soil around the bunker should be able to grow carrots as well. \n\n“Oh really? How wonderful!” the man exclaims. “I will have to try that then. What joy. 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, is this what we’re doing? Sure, take what you need. You must be truly desperate to rob an old man.” \n\nHe hands his belongings to the Specialist without any trouble, who then heads off back into the wilderness. “Hope you like the carrots!” the old man yells from the distance."
"#QUEST_SCORCHEDEARTH_NAME","Scorched Earth"
"#QUEST_SCORCHEDEARTH_DESC","A thick pillar of smoke has suddenly risen across the sky. It could be nothing, but it might be a sign of another catastrophe heading your way. Someone could venture forth and find out what’s happening before it catches you by surprise."
"#QUEST_SCORCHEDEARTH_GO","Investigate the smoke"
"#QUEST_SCORCHEDEARTH_ABANDON","Give up"
"#QUEST_SCORCHEDEARTH_ABANDON_DESC","It’s probably nothing. The Colony can’t afford sending its people to investigate every unusual thing on the horizon."
"#QUEST_SCORCHEDEARTH_TASK1","Find the source of the smoke"
"#QUEST_SCORCHEDEARTH_PHASE_01_DESC","The cause of the smoke is finally laid bare before the Specialist—a town set ablaze. Though the fires have died down, the smoke is still pushing up into the sky. The place has been abandoned and stripped bare, but the attackers did leave a trail of footprints and tire tracks behind."
"#QUEST_SCORCHEDEARTH_PHASE_01_GO","Follow the footprints"
"#QUEST_SCORCHEDEARTH_TASK2","Find the attackers"
"#QUEST_SCORCHEDEARTH_PHASE_02_DESC","The sounds of battle reach the Specialists’ ears before they can even see the bandit camp. Apparently, the homeless townsfolk have decided to retaliate against their attackers. The stolen loot has been left unguarded, just outside the skirmish and any watchful eyes."
"#QUEST_SCORCHEDEARTH_ANY","Grab the closest loot"
"#QUEST_SCORCHEDEARTH_FIGHTER","Attack the bandits"
"#QUEST_SCORCHEDEARTH_SCOUT","Search for additional resources"
"#QUEST_SCORCHEDEARTH_BACK","Come back later"
"#QUEST_SCORCHEDEARTH_03A_DESC","The Specialist approaches the pile with careful, silent steps. They shove various items into their backpack then simply turn away and leave the two warring groups to deal with each other."
"#QUEST_SCORCHEDEARTH_03B_DESC","The Specialist rushes into battle, taking two bandits completely by surprise. The following confusion is enough to give the townsfolk an opening, and the bandits are quickly defeated. The leader approaches the Specialist with a gleaming, grateful smile. \n\n“Thank you, stranger! We can now start rebuilding our town in peace. It’s not much, but please, take this as a token of our gratitude.”"
"#QUEST_SCORCHEDEARTH_03C_DESC","The Specialist sneaks deeper into the camp, moving swiftly and silently around the skirmish. Their sharp eyes spot a weapon cache that has been half-hidden under a tarp. The Specialist quickly gathers the weapons, retreats back to the loot pile and runs into the wilderness. No need to risk their neck on this fight."
"#QUEST_ABANDON_DESC","Ends the current active Quest"
"#QUEST_TOPIC_TASK","Current task:"
"#QUEST_FROMTHESHADOWS_NAME","From the Shadows"
"#QUEST_FROMTHESHADOWS_DESC","The Wolf Gang considers themselves ambush predators, and they prefer to be the ones to decide when and how to fight. 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 shouldn't be a problem."
"#QUEST_FROMTHESHADOWS_GO","Attack the camps"
"#QUEST_FROMTHESHADOWS_TASK1","Take out the bandit camps"
"#QUEST_FROMTHESHADOWS_PHASE_01_DESC","The first Wolf Gang camp has been cleared and looted after the battle. Time to go after the next one!"
"#QUEST_FROMTHESHADOWS_PHASE_02_DESC","All Wolf Gang members are either dead or have fled the area. The camp is now ready to be pillaged before heading for the final one."
"#QUEST_FROMTHESHADOWS_PHASE_03_DESC","All the Wolf Gang hideouts have been cleared and burned to the ground. The rewards are not as massive as you maybe thought, probably since the gang likes to move around a lot instead of hoarding everything in one place. Still, every little bit helps the Colony!"
"#QUEST_FROMTHESHADOWS_CONTINUE","Proceed to the next camp"
"#QUEST_FROMTHESHADOWS_ABANDON_DESC","Wolf Gang can hide in their dens till the end of time. There are more important plans afoot."
"#QUEST_ROADRAID_NAME","Road Raid"
"#QUEST_ROADRAID_DESC","Frontier Nomads like to think of themselves as pragmatic and neutral people. The victims of their numerous raids, however, might disagree with that assessment. Several convoys have been spotted in nearby towns looking for fuel and other resources. This'd be a good time to intercept them before their vehicles disappear again in clouds of dust and smoke."
"#QUEST_ROADRAID_GO","Attack the Nomads"
"#QUEST_ROADRAID_TASK1","Take out all the Nomads"
"#QUEST_ROADRAID_PHASE_01_DESC","The first Frontier Nomad convoy has been dealt with and their loot is yours for the taking. Off to the next one!"
"#QUEST_ROADRAID_PHASE_02_DESC","The gas station firefight is now over, and all the Nomads are—in one way or another—gone. Time to loot and scavenge what's left!"
"#QUEST_ROADRAID_PHASE_03_DESC","The final attack on the convoy is over and the spoils of your conquest are ripe for picking. There's a good bunch of resources here, some of which'll surely be in need back at the Colony."
"#QUEST_ROADRAID_CONTINUE","Find the next convoy"
"#QUEST_ROADRAID_ABANDON_DESC","There's always more bandits and raiders to find, maybe later."
"#QUEST_SILENCE_NAME","Silence Their Howls"
"#QUEST_SILENCE_DESC","The Wolf Gang bandits strike fear into the hearts of your Colonists. They are stealthy ambushers who pounce at their prey without a moment’s notice and disappear just as quickly. Some of the Colonists hardly dare wander into the surrounding wilderness anymore, so something must be done."
"#QUEST_SILENCE_GO","Track down the Wolves"
"#QUEST_SILENCE_TASK1","Find Wolf packs"
"#QUEST_SILENCE_PHASE_01_DESC","The bandits have been defeated, but these were just strays. If you keep taking them down, the Wolves will surely start looking for easier prey."
"#QUEST_SILENCE_PHASE_02_DESC","These Wolves were more numerous than the ones before. One more attack will surely get the message across."
"#QUEST_SILENCE_PHASE_03_DESC","This group was well equipped but went down all the same. You strip the camp of any valuables and leave its ruined remains as a warning for the rest of the Wolves. You get the feeling that you’ve proven yourself to be the apex predator, at least for now."
"#QUEST_SILENCE_CONTINUE","Search for more Wolves"
"#QUEST_SILENCE_ABANDON_DESC","It’s a fool’s errand to look for bandits in these woods. Better not to waste your time."
"#QUEST_CELEBRATION_NAME","Celebration Is Mandatory"
"#QUEST_CELEBRATION_DESC","The Frontier Nomads are usually far too disorganized to cause any significant upheaval. However, they’ve recently decided to ease their boredom by taking over the local towns and turning them into nonstop parties. Needless to say, there won’t be many resources left once they’ve had their fill. The townsfolk would surely be grateful if you drove the bandits off before it’s too late."
"#QUEST_CELEBRATION_GO","Liberate the towns"
"#QUEST_CELEBRATION_TASK1","Take out half of the Bandits"
"#QUEST_CELEBRATION_PHASE_01_DESC","A few moments ago, the town was filled with deafening music and song, but now it’s fallen silent along with the bandits. The townsfolk thank you profusely and gift you a small token of gratitude."
"#QUEST_CELEBRATION_PHASE_02_DESC","The last bandit falls on top of a lavishly decorated banquet table. Thanks to you, it will fill the bellies of the townsfolk instead of the bandits. You are also gifted with a few samples of your own."
"#QUEST_CELEBRATION_PHASE_03_DESC","A huge bonfire illuminates the messy aftermath of your attack. As the townsfolk rush to thank you, a man from a neighboring settlement arrives with a message—the Nomads are fleeing! The joyous news fills the townsfolk with hope, and they reward you generously for your efforts."
"#QUEST_CELEBRATION_CONTINUE","Head to the next town"
"#QUEST_CELEBRATION_ABANDON_DESC","You’re not the local law enforcement. The towns should take care of themselves."
"#QUEST_CRACK_ATOM_NAME","Crack the Atom, Crack the World"
"#QUEST_CRACK_ATOM_DESC","It would be hard to find a more destructive group than Tribunal—a collection of fanatics whose only goal is to make the apocalypse even worse. They have recently been spotted heading toward the local nuclear plants. You get the feeling that they’re not just looking to power their Movie Theaters."
"#QUEST_CRACK_ATOM_GO","Get rid of the Bandits"
"#QUEST_CRACK_ATOM_TASK1","Attack the nuclear plants"
"#QUEST_CRACK_ATOM_PHASE_01_DESC","After a decent scuffle, the last of the Tribunals goes down. By the looks of it, their goal was to mess with the plant's controls somehow, but to what end—you don't know."
"#QUEST_CRACK_ATOM_PHASE_02_DESC","This plant is now free of the bandits. It looks like these Tribunals had gotten further in their plans than the last one. It’s a good thing you arrived to stop them when you did."
"#QUEST_CRACK_ATOM_PHASE_03_DESC","The beaten Tribunals lay scattered around the plant’s control panel. There is a folder filled with complicated instructions and formulas laying right next to them. You’re not exactly sure what it says, but it’s clear that, had the bandits not been stopped, the plant might not be standing there anymore."
"#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","Shoot the Messengers"
"#QUEST_SHOOT_MESSENGERS_DESC","Doomsday Militia is a rare example of the fabled “disciplined bandits.” According to your scouts, they have recently mobilized to take over nearby radio stations. Them having access to long-range communications certainly sounds… problematic."
"#QUEST_SHOOT_MESSENGERS_GO","Clear out the radio stations"
"#QUEST_SHOOT_MESSENGERS_TASK1","Attack the radio stations"
"#QUEST_SHOOT_MESSENGERS_PHASE_01_DESC","The bandits have been defeated. It seems that they hadn’t had the time to get things operational, so the Militia's reason for being here remains a mystery."
"#QUEST_SHOOT_MESSENGERS_PHASE_02_DESC","The bandits put up a good fight but ultimately were no match for you. This station was almost good to go, but the Militia didn’t quite have the time to broadcast their message."
"#QUEST_SHOOT_MESSENGERS_PHASE_03_DESC","It is done. Despite all their efforts, skill and discipline, the Militia has now lost the last of their radio stations. You find a notebook filled with instructions for some kind of large, coordinated attack. Luckily, you don’t have to leave empty-handed either, as the bandits’ broadcasting system has plenty of useful parts."
"#QUEST_SHOOT_MESSENGERS_CONTINUE","To the next radio station"
"#QUEST_SHOOT_MESSENGERS_ABANDON_DESC","This doesn’t seem worth the effort. If there’s truly trouble on the way, you’ll notice it sooner or later."
"#QUEST_MILITARY_01_NAME","Military Might"
"#QUEST_MILITARY_01_DESC","Local bandits seem to be on the move once again. They are looking to enhance their arsenal and are raiding nearby military camps. This could be a chance not only to stop them from gaining strength but also to claim their findings for yourself."
"#QUEST_MILITARY_01_GO","Clear out the military camps"
"#QUEST_MILITARY_01_TASK1","Attack the military camps"
"#QUEST_MILITARY_01_PHASE_01_DESC","Despite the equipment at hand, the bandits fall before the assault. The remaining weapons are gathered and added to the Colony’s collection."
"#QUEST_MILITARY_01_PHASE_02_DESC","The bandits have been dealt a humiliating defeat. Their weapons, no longer needed by the wrongdoers, are collected for your own use."
"#QUEST_MILITARY_01_PHASE_03_DESC","Now that the last bandits have been taken care of, their equipment can be put to better use. These weapons will be a great aid in protecting the Colony."
"#QUEST_MILITARY_01_CONTINUE","Attack the next camp"
"#QUEST_MILITARY_01_ABANDON_DESC","Assaulting a military camp seems like a rather disadvantageous plan. Better to just leave the bandits alone."
"#QUEST_EXPEDITION02_NAME","Robin Hood Business"
"#QUEST_EXPEDITION02_DESC","Some of the nearby bandit camps have been warring against each other, and left them vulnerable. Your scouts report that a few camps have been vacated during an attack against the others. You have the opportunity to raid these while they remain relatively unguarded. However, the operation needs to be quick, so you have to decide where to focus on."
"#QUEST_EXPEDITION02_GO_FOOD","Foodstuff"
"#QUEST_EXPEDITION02_GO_SEEDS","Seeds and Insect Eggs"
"#QUEST_EXPEDITION02_GO_WEAPONS","Firearms"
"#QUEST_EXPEDITION02_GO_SILVER","Silver coins"
"#QUEST_EXPEDITION02_TASK1","Scavenge the camps"
"#QUEST_EXPEDITION02_PHASE_01_DESC","With only a few bandits manning the gates, it’s easy for your Specialist to slip in and take what they need. Not wanting to be captured, they quickly head out towards the next camp."
"#QUEST_EXPEDITION02_PHASE_02_DESC","This camp has been completely abandoned. Bandits here didn’t have much to speak of, and probably took most of their meager belongings with them. The specialist finds a few scraps here and there and journeys forth. "
"#QUEST_EXPEDITION02_PHASE_03_DESC","The guards spot the Specialist sneaking into the camp but are vanquished after a brief yet intense battle. Looks like this camp was a supply depot for the bandits fighting at the front lines. There are plenty of resources to be ”repossessed”, and the Specialist loads themselves with as much as they have room for."
"#QUEST_EXPEDITION02_CONTINUE","Head to the next camp"
"#QUEST_EXPEDITION02_ABANDON_DESC","Better to leave the bandits alone and not risk facing their wrath later."
"#QUEST_EXPEDITION03_NAME","Buying Local"
"#QUEST_EXPEDITION03_DESC","With the dawn of new societies, entrepreneurial individuals brave enough have started trading between wasteland settlements. Their inventories are supposed to be quite vast, so it might be a good time to stock up on whatever you need. As these specialized merchants are constantly on the move, you must decide what you want and stock up before setting off, as locating them all would be perilous and time-consuming."
"#QUEST_EXPEDITION03_GO_FOOD","Trade silver for food"
"#QUEST_EXPEDITION03_GO_SEEDS","Trade planks for metal"
"#QUEST_EXPEDITION03_GO_WEAPONS","Trade silver for high-end resources"
"#QUEST_EXPEDITION03_GO_SILVER","Trade food for medicine"
"#QUEST_EXPEDITION03_TASK1","Visit the merchants"
"#QUEST_EXPEDITION03_PHASE_01_DESC","The first merchant is an old woman who has decorated her wagon with colorful pieces of cloth and balloons. She spots the Specialist from far away and waves them to come closer. The trade goes along quite pleasantly, though she rambles on a bit before finally letting the Specialist go."
"#QUEST_EXPEDITION03_PHASE_02_DESC","The second merchant is a stoic man whose mouth is buried under a mighty moustache. He doesn’t talk much and only offers his wares once the Specialist has placed the payment on the counter. All in all, it was a very efficiently handled deal."
"#QUEST_EXPEDITION03_PHASE_03_DESC","The third merchant has hidden her wagon under a large tarp with moss and three branches on it. Her eyes are sharp and unyielding, and there’s quite a bit of haggling before the two come into an understanding. But as soon as the deal is done, her face becomes all smiles. ”Please, come again”, she says to the departing Specialist."
"#QUEST_EXPEDITION03_CONTINUE","Continue the journey"
"#QUEST_EXPEDITION03_ABANDON_DESC","You don’t need to rely on others. Your colony will survive, one way or another."
"#QUEST_EXPEDITION04_NAME","Gifts from Mother Nature"
"#QUEST_EXPEDITION04_DESC","The surrounding land can only give you so much. Venturing outside your territory should reveal new fertile areas to exploit. You could send a Specialist to gather some natural resources, but in order to properly equip them, you have to decide on what resources you need."
"#QUEST_EXPEDITION04_GO_FOOD","Fish from the lakes"
"#QUEST_EXPEDITION04_GO_WOOD","Firewood from the forests"
"#QUEST_EXPEDITION04_GO_MEAT","Meat from animals"
"#QUEST_EXPEDITION04_GO_BERRIES","Berries from the bushes"
"#QUEST_EXPEDITION04_TASK1","Gather natural resources"
"#QUEST_EXPEDITION04_PHASE_01_DESC","This spot seems to have been left mostly untouched. There are plenty of spoils just waiting to be picked, and the Specialist soon has enough to continue onto the next location."
"#QUEST_EXPEDITION04_PHASE_02_DESC","Judging from the trampled grass and the bare ground, someone seems to have camped here some time ago. They had little time to make use of the spot though, so there are still plenty of natural resources around. The Specialist quickly harvests what they need, in case the group comes back."
"#QUEST_EXPEDITION04_PHASE_03_DESC","The last spot is a small valley hidden in the middle of tall mountains, accessible only by a narrow path. It looks like a paradise that has been protected from people and disasters alike. The specialist gathers enough earthly spoils as they can and, with their backpack and saddles full, heads back home."
"#QUEST_EXPEDITION04_CONTINUE","Search for more resources"
"#QUEST_EXPEDITION04_ABANDON_DESC","There are plenty enough resources near the Colony, no need to go any further."
"#QUEST_EXPEDITION05_NAME","Don't waste none"
"#QUEST_EXPEDITION05_DESC","The post-apocalyptic world is harsh and unforgiving. It will wipe out anyone not strong enough to resist its wrath. There are plenty of destroyed or abandoned settlements in the surrounding areas with goods and wares just waiting to be put into use. Surely it’s better to make use of them rather than to just leave them laying there? What are your instructions for the Specialists to look out for?"
"#QUEST_EXPEDITION05_GO_CLOTHES","Clothes for protection"
"#QUEST_EXPEDITION05_GO_FOOD","Food for nourishment"
"#QUEST_EXPEDITION05_GO_METAL","Metal for building"
"#QUEST_EXPEDITION05_GO_MEDICINE","Medicine for the needy"
"#QUEST_EXPEDITION05_TASK1","Search the abandoned settlements"
"#QUEST_EXPEDITION05_PHASE_01_DESC","This site has the markings of a bloody battle, with probably just a few who made it out of here alive. They either didn’t have the strength or the will to gather much of their belongings, so the Specialist scavenges through the rubble and heads out to their next destination."
"#QUEST_EXPEDITION05_PHASE_02_DESC","There is something eerie about the small hut standing on the field and surrounded by tall grass that been seemingly undisturbed for years. There are no windows and the door, covered in moss and fungus, is shut tight. However, behind the hut lies a small shed that has enough resources to satisfy the Specialist, for now."
"#QUEST_EXPEDITION05_PHASE_03_DESC","The junkyard was supposed to be abandoned, but it was instead home to a few bandits. They are disposed of rather quickly though, and the Specialist can start combing through the makeshift structures. Some small colony seems to have made the place their home and had left only moments ago. "
"#QUEST_EXPEDITION05_CONTINUE","Continue"
"#QUEST_EXPEDITION05_TAKE","Take their belongings"
"#QUEST_EXPEDITION05_LEAVE","Leave their belongings alone"
"#QUEST_EXPEDITION05_PHASE_04_TAKE_DESC","The Specialist goes through the makeshift huts and tents, gathering swiftly whatever they can find before leaving the place behind."
"#QUEST_EXPEDITION05_PHASE_04_LEAVE_DESC","The Specialist does not have it in them to steal from these people. Their belongings will be waiting for them once they return."
"#QUEST_EXPEDITION05_ABANDON_DESC","You have enough, there is no need to search for more goods."
"#QUEST_STOLEN_NAME","Water from Fire"
"#QUEST_STOLEN_DESC","A visitor from a nearby settlement seeks audience: bandits attacked their supply lines and stole fuel meant to power the water pumps. Without them, the people have no water for themselves or their crops. The settlement is willing to offer a payment for your help."
"#QUEST_STOLEN_GO","Help them"
"#QUEST_STOLEN_TASK1","Find the stolen fuel"
"#QUEST_STOLEN_PHASE_01_DESC","The bandits succumb to the swift and decisive attack. The little fuel they have seems to be for personal use, so the main cache must be somewhere else. The Specialist marks the location on their map and ventures forth."
"#QUEST_STOLEN_PHASE_02_DESC","These bandits were caught by surprise, and did not expect an attack in the middle of their lunch hour. Judging by the missing trucks, most of the fuel has already been sent forward. The Specialist makes a note of this location and marches on."
"#QUEST_STOLEN_PHASE_03_DESC","Despite the heavy fortifications, the bandits fail to repel your attack. Their camp is loaded with the stolen fuel still in their original tanks. The Specialist makes a final note on the map and sends a message to the settlement. \n\n The villagers are delighted to hear that the bandits have been defeated and their fuel is safe and sound, waiting to be picked up. "
"#QUEST_STOLEN_CONTINUE","Search for more fuel"
"#QUEST_STOLEN_ABANDON_DESC","This settlement can take care of their problems on their own."
"#QUEST_SLAVES_NAME","Human Resources"
"#QUEST_SLAVES_DESC","The bandits have grown increasingly ambitious and are now focusing on a new operation: producing steel for weapons and trade. This is a threat in and of itself, but the bandits are also using slave labor to keep the steel mills going. You could attack the mills and free the slaves, if you deem it worth the risk."
"#QUEST_SLAVES_GO","Free the slaves"
"#QUEST_SLAVES_TASK1","Attack the steel mills"
"#QUEST_SLAVES_PHASE_01_DESC","The bandits are quickly slain as they are caught between the incoming attack and the revolting slaves. The Specialist helps to free those still in chains, gathers whatever resources they deem useful and heads to the next mill."
"#QUEST_SLAVES_PHASE_02_DESC","This mill has been running on full steam, and the slaves are far too exhausted to fight back. The bandits give a good fight but are ultimately defeated. The Specialist frees the slaves, gathers some extra supplies and continues their journey."
"#QUEST_SLAVES_PHASE_03_DESC","The final mill is the stuff of nightmares: the slaves are discarded just like the coal which fuels the fires. The Specialist fights with a great fury and slays every single one of the bandits. After freeing the slaves, they reward their efforts by helping themselves to the many riches of the mill."
"#QUEST_SLAVES_CONTINUE","Continue the mission"
"#QUEST_SLAVES_ABANDON_DESC","As tragic as this sounds, it’s hardly your problem."
"#QUEST_BLOOD_NAME","Blood for Blood"
"#QUEST_BLOOD_DESC","A stranger with a burning, violent hatred in his eyes arrives at the Colony’s gate. ”Bandits attacked my home. I am the only survivor. Help me deliver my vengeance to them, and I shall reward you”, he asks."
"#QUEST_BLOOD_GO","Help the blood-thirsty stranger"
"#QUEST_BLOOD_TASK1","Kill the bandits"
"#QUEST_BLOOD_PHASE_01_DESC","The bandits have been celebrating some recent victory and are taken by surprise. As the Specialist searches their bodies, they find personal belongings stolen during a recent raid. The stranger recognizes them immediately. \n\n ”We’re on the right track. Let us continue, more blood needs to be spilled.”"
"#QUEST_BLOOD_PHASE_02_DESC","These bandits were busy loading their stolen supplies as the Specialist surged on them. Amongst the more mundane supplies, there is a small box of trinkets. The stranger takes a quick look inside but closes it almost immediately. \n\n ”Some memories for later. Now we must push forth, my rage still burns.”"
"#QUEST_BLOOD_PHASE_03_DESC","The battle and its aftermath are bloody, but the last of the bandits are now permanently dealt with. While the Specialist is looking around, they spot the stranger sitting solemnly in the remains of all the carnage. \n\n ”You have earned your reward. Now please, leave me be. I have a lot of mourning to do and I do not wish you to see it.” "
"#QUEST_BLOOD_CONTINUE","Push forward"
"#QUEST_BLOOD_ABANDON_DESC","The stranger has your sympathies, but his problems are his own."
"#QUEST_PRICE_NAME","The Price of a Life"
"#QUEST_PRICE_DESC","People from another colony are asking for your help: Their scouts were ambushed by bandits and taken hostage. With no one to spare to go after them, they're asking you to negotiate on their behalf to see if the captives could be freed. They offer you 1200 silver to use as you see fit with any extra coins left for you as a reward."
"#QUEST_PRICE_GO","Negotiate on the hostages"
"#QUEST_PRICE_TASK1","Find the hostages"
"#QUEST_PRICE_PHASE_01_DESC","The massive slaver compound is surprisingly welcoming towards you as profiting off the hostages seemes exactly what they had in mind. \n\n ”This isn’t enough for the whole lot. You can talk with them, see who you want to set free. It’ll be 500 silver each”, one of the bandits says."
"#QUEST_PRICE_PHASE_02_DESC","The first hostage is a man in his mid-60s. He shakes his head as soon as the Specialist approaches. ”No, don’t waste your money on me. I am old, let the young ones be free instead of spending their lives in slavery.”"
"#QUEST_PRICE_PHASE_03_DESC","The second hostage is a redheaded woman with glasses and a thick scar across her face. ”Can you save me? Please, I am a medic, our colony needs me!” she pleads."
"#QUEST_PRICE_PHASE_04_DESC","The third hostage is a surprisingly calm and well put together younger man who greets the Specialist with a radiant smile. ”You need to free me and the old man. Maria, she tried to sell us out to the bandits to save her own hide. We can’t let her back into the colony.”"
"#QUEST_PRICE_PHASE_05_DESC","As the Specialist returns, the bandit writes something on the ledger in front of them before raising his eyes back up. ”So, who’ll you have? Those folks can always come back for the others later, if they have the coin. I can’t promise that they’ll be alive though.”"
"#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","The Specialist buys the two prisoners their freedom. They are set free and sent on their way. The fate of the last prisoner however, whether it be slavery, death of freedom, is out of the Specialist’s hands."
"#QUEST_PRICE_PHASE_06_NONE_DESC","The Specialist tells the bandit that these three have been abandoned by their colony and are of no interest to them anymore. The prisoners yell and yank their shackles in protest but are quickly silenced by the guards. The Specialist heads out hoping they can’t be blamed for any “accident” the freed prisoners had on their way home."
"#QUEST_PRICE_CONTINUE","Continue"
"#QUEST_PRICE_ABANDON_DESC","The neighboring colonists are furious to hear that you abandoned their friends. By the threat of war, they force you to hand back the silver and make it known that there will be no more cooperation between the two colonies."
"#QUEST_MEMORIES_NAME","Memories of Wealth"
"#QUEST_MEMORIES_DESC","Tales tend to take on a life of their own these days. Rumors speak of an abandoned factory nearby where an old tycoon gathered his fortunes. The place used to be heavily guarded but has recently fallen silent. This could be a chance to check out what the old man was hiding."
"#QUEST_MEMORIES_GO","Search the factory"
"#QUEST_MEMORIES_TASK1","Find the tycoon’s treasure"
"#QUEST_MEMORIES_PHASE_01_DESC","The factory has indeed been abandoned, and there is hardly anything worthwhile left. However, if the old tycoon was as paranoid as rumored, he might’ve stashed away some treasures. According to the tales, he bragged about keeping his most valuable possession ”secured from the peasants”."
"#QUEST_MEMORIES_PHASE_02_DESC","There is an old 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."
"#QUEST_MEMORIES_PHASE_03_DESC","The Specialist spots a hatch on the ceiling that leads to an upper room. It’s too high to reach without a ladder, seems like a good place to hide something. Out of sight, out of mind."
"#QUEST_MEMORIES_PHASE_04_DESC","A door frame is peeking from behind a couple of cabinets on the assembly floor. It will take some time to push them to the side, but if one would want to keep their valuables hidden, that’d certainly be one way to do it."
"#QUEST_MEMORIES_PHASE_05_DESC","As the Specialist roams around the factory, they take a quick glance out of the window. A swarm of bandits is approaching the factory, and it won’t be long before they arrive. There's time to check just one of the potential hiding places before the factory must be abandoned."
"#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 safe is locked so tight even a seasoned thief would struggle to pick it open. The Specialist spends their time searching for any tools that could help, but there is nothing powerful enough around. Soon enough they hear the bandits gathering on the factory yard and, not welcoming the odds, the specialist decides to slip out the back door. The tycoon’s treasures will remain hidden."
"#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 flock of hair, an old coin, that sort of thing. Time to leave before the bandits arrive."
"#QUEST_MEMORIES_PHASE_05_DOOR_DESC","The Specialist spends a good while pushing aside the heavy cabinets until the door can finally be opened. The room behind is… empty. Looks like it was just not needed, that’s all. The sound of bandits gathering outside prompts a quick getaway from the scene. The tycoon’s treasures will remain hidden."
"#QUEST_MEMORIES_CONTINUE","Continue"
"#QUEST_MEMORIES_ABANDON_DESC","The treasures of the old world are of no use to you, better focus on what matters."
"#QUEST_WARFARE_NAME","Chemical Warfare"
"#QUEST_WARFARE_DESC","The plantlife in the colony's vicinity are showing early signs of a strange disease. It's under control right now, but who knows if it’ll start spreading. Finding the source might be the only way to stop it."
"#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. A shipment of strange canisters inside the barn leads towards a nearby factory."
"#QUEST_WARFARE_PHASE_02_DESC","The factory has been abandoned as well. Judging from the chaos inside, it happened in a hurry, possibly due to some kind of accident. A strange smell grows stronger the deeper inside the Specialist goes. "
"#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","The Specialist finds plans and notes that reveal the nature of the canisters: They’re used to store a new kind of pesticide, one that must’ve been too tough for the plants to handle. Luckily, with the factory abandoned, the danger seems to have passed. The Specialist takes the notes with them and leaves the gloomy place behind."
"#QUEST_WARFARE_PHASE_03B_DESC","The Specialist ventures deeper into the factory while holding their breath. Thanks to their scavenging experience, they manage to spot the valuable equipment and run out before it’s too late. The labels indicate that the equipment was used to create some kind of pesticide, one that must not have worked quite as planned. Luckily, the danger seems to be over for now."
"#QUEST_WARFARE_PHASE_03C_DESC","The Specialist enters the labs. It soon becomes clear that the factory was used to create an experimental pesticide, but the documentation indicates they had trouble preventing damage to the plants themselves and that the issue wasn’t fully solved before field tests. Still, the factory is now completely still, and the poison shouldn’t cause any further issues."
"#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."
