"#SAVE_BLOCK_REASON_WORLD_MAP_ACTION","CANNOT SAVE DURING ACTION"
"#SAVE_BLOCK_REASON_WORLD_MAP_ACTION","CANNOT SAVE DURING ACTION"
"#BUTTON_LEARN","GOT IT"
"#BUTTON_LEARN","GOT IT"
"#BUTTON_DO_NOT_ASK","Do not ask again"
"#MENU_START","START"
"#MENU_START","START"
"#MENU_NEW_GAME","NEW GAME"
"#MENU_NEW_GAME","NEW GAME"
"#MENU_LOAD","LOAD"
"#MENU_LOAD","LOAD"
...
@@ -1224,7 +1225,7 @@
...
@@ -1224,7 +1225,7 @@
"#DESC_FOOD_NONE","No food selected.\n\nPick a crop from below."
"#DESC_FOOD_NONE","No food selected.\n\nPick a crop from below."
"#DESC_FOOD_FISH","Locally sourced fish straight from the pond. Good source of essential fats and nutrients.\nNutrition: Average"
"#DESC_FOOD_FISH","Locally sourced fish straight from the pond. Good source of essential fats and nutrients.\nNutrition: Average"
"#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_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."
"#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_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: Normal\nYield: Low\nResilience: Low\nNutrition: Poor\nPollution: Medium"
"#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: Normal\nYield: Low\nResilience: Low\nNutrition: Poor\nPollution: Medium"
"#DESC_FOOD_POTATO","Potatoes grow slowly but provide a nice harvest. As the edible parts are underground, it endures Catastrophes better than many other crops.\n\nGrowth rate: Slow\nYield: Medium\nResilience: High\nNutrition: Poor\nPollution: Medium"
"#DESC_FOOD_POTATO","Potatoes grow slowly but provide a nice harvest. As the edible parts are underground, it endures Catastrophes better than many other crops.\n\nGrowth rate: Slow\nYield: Medium\nResilience: High\nNutrition: Poor\nPollution: Medium"
...
@@ -1694,11 +1695,11 @@
...
@@ -1694,11 +1695,11 @@
"#MENU_PHOTO_MODE","PHOTO MODE"
"#MENU_PHOTO_MODE","PHOTO MODE"
"#RESOURCE_FLOUR","Flour"
"#RESOURCE_FLOUR","Flour"
"#RESOURCE_FLOUR_DESC","Processed from Wheat.\n\nFlour itself cannot be used as a food but as raw material for Bread made in a Bakery.\nNutrition: Not edible"
"#RESOURCE_FLOUR_DESC","Processed from Wheat.\n\nFlour itself cannot be used as a food but as raw material for Bread made in a Bakery.\nNutrition: Not edible"
"#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"
"#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."
"#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.\nPollution:High"
"#RESOURCE_POTATO_DESC","Potato grows 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"
"#RESOURCE_POTATO_DESC","Potato grows 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.\nNutrition: High\nPollution: Very High"
"#RESOURCE_VENISON_DESC","Fresh meat from local wild animals such as deer and the occasional rabbit, caught by your trapper.\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. Can't be eaten directly, but it can be used to bake Bread and other baked goodies.\n\nGrowth rate: Normal\nYield: Medium\nResilience: Medium"
"#RESOURCE_WHEAT_DESC","A type of grain famous for its incredibly versatile processing potential. Grows relatively fast and gives a good yield. Inedible on its own, used for baking at the Bakery.\n\nGrowth rate: Normal\nYield: Medium\nResilience: Medium"
"#RESOURCE_POLLUTION_DESC","Hazardous Pollution in relatively safe containers. Stored in the Waste Dump."
"#RESOURCE_POLLUTION_DESC","Hazardous Pollution in relatively safe containers. Stored in the Waste Dump."
"#RESOURCE_COMPONENT","Component"
"#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."
"#RESOURCE_COMPONENT_DESC","Advanced building material.\n\nUsed for structures that produce or consume energy and refined further into Electronics for high-end buildings."
...
@@ -1715,9 +1716,9 @@
...
@@ -1715,9 +1716,9 @@
"#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_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_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","Veggie Meal"
"#RESOURCE_MEALVEG_DESC","A box of meals prepared only from vegetables."
"#RESOURCE_MEALVEG_DESC","A box of meals prepared only from vegetables.\nNutrition: Average\nPollution: Low"
"#RESOURCE_MEALMEAT","Meat Meal"
"#RESOURCE_MEALMEAT","Meat Meal"
"#RESOURCE_MEALMEAT_DESC","A box of meals prepared from meat."
"#RESOURCE_MEALMEAT_DESC","A set of meals prepared from meat.\nNutrition: Average\nPollution: Medium"
"#TOPIC_RESOURCE","Resource"
"#TOPIC_RESOURCE","Resource"
"#LOCATE_BUILDING","Show this Building"
"#LOCATE_BUILDING","Show this Building"
"#LOCATE_COLONIST","Show this Colonist"
"#LOCATE_COLONIST","Show this Colonist"
...
@@ -1802,15 +1803,15 @@
...
@@ -1802,15 +1803,15 @@
"#NOTIFICATION_NEED_BUILDING_MEDICAL","Colonists need medical assistance"
"#NOTIFICATION_NEED_BUILDING_MEDICAL","Colonists need medical assistance"
"#NOTIFICATION_NEED_BUILDING_MEDICAL_DESC","Build a medical facility to cure their conditions"
"#NOTIFICATION_NEED_BUILDING_MEDICAL_DESC","Build a medical facility to cure their conditions"
"#RECIPE_MEAL_VEG_NAME","Vegetable Meal"
"#RECIPE_MEAL_VEG_NAME","Vegetable Meal"
"#RECIPE_MEAL_VEG_DESC","A Vegetable Meal is delicious vegetable stew made made from any combination of available vegetables.\nNutrition: Average"
"#RECIPE_MEAL_VEG_DESC","A Vegetable Meal is delicious vegetable stew made made from any combination of available vegetables.\nNutrition: Average\nPollution: Low"
"#RECIPE_MEAL_MEAT_NAME","Meat Meal"
"#RECIPE_MEAL_MEAT_NAME","Meat Meal"
"#RECIPE_MEAL_MEAT_DESC","A Meat Meal is a hearty cooked meat stew made from any combination of meats. Fish is counted as Meat.\nNutrition: Average"
"#RECIPE_MEAL_MEAT_DESC","A Meat Meal is a hearty cooked meat stew made from any combination of meats. Fish is counted as Meat.\nNutrition: Average\nPollution: Average"
"#RECIPE_MEAL_VEGMEAT_NAME","Nutrient Meal"
"#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_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_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_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_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.\nNutrition: Average"
"#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.\nNutrition: Average\nPollution: Average"
"#RESOURCE_MEALINSECT","Insect Meal"
"#RESOURCE_MEALINSECT","Insect Meal"
"#RESOURCE_MEALINSECT_DESC","An alternative and less polluted option to Meat meals.\nPollution: Medium"
"#RESOURCE_MEALINSECT_DESC","An alternative and less polluted option to Meat meals.\nPollution: Medium"
"#RESOURCE_TOOLS_2","Durable Tools"
"#RESOURCE_TOOLS_2","Durable Tools"
...
@@ -1840,7 +1841,7 @@
...
@@ -1840,7 +1841,7 @@
"#RESOURCE_OIL_BARREL_DESC","A barrel of oil that can be refined into Fuel."
"#RESOURCE_OIL_BARREL_DESC","A barrel of oil that can be refined into Fuel."
"#RESOURCE_BIOFUEL","Biofuel"
"#RESOURCE_BIOFUEL","Biofuel"
"#RESOURCE_BIOFUEL_DESC","A barrel of Fuel made from renewable energy crops."
"#RESOURCE_BIOFUEL_DESC","A barrel of Fuel made from renewable energy crops."
"#RECIPE_MEAL_MIXED_DESC","A Mixed Meal includes both Meat and Vegetables and contain all vitamins and nutrients a colonist needs to survive and avoid malnutrition."
"#RECIPE_MEAL_MIXED_DESC","A Mixed Meal includes both Meat and Vegetables and contain all colonists to avoid malnutrition.\nNutrition: Average\nPollution: Average"
"#DESC_FOOD_VENISON","Type of Meat the Trapper produces by hunting wild animals around the Colony.\nNutrition: Medium\nPollution: Very high"
"#DESC_FOOD_VENISON","Type of Meat the Trapper produces by hunting wild animals around the Colony.\nNutrition: Medium\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"
"#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_ARRIVED_MANY","Multiple catastrophes are upon the colony!"
...
@@ -2200,13 +2201,13 @@
...
@@ -2200,13 +2201,13 @@
"#TOOLTIP_RENAME_COLONIST","Rename Colonist"
"#TOOLTIP_RENAME_COLONIST","Rename Colonist"
"#TOOLTIP_RENAME_COLONIST_CONTENT","Here you can rename your 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","Specialist is under attack!"
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK_DESC","Your Specialist is engaged in combat."
"#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_DESC","Make more nutritious food from meat and vegetables"
"#NOTIFICATION_PERSON_MALNOURISHED_MANY_DESC","Your Colonists need more nutritious food soon!"
"#NOTIFICATION_PERSON_MALNOURISHED_MANY_DESC","Your Colonists need more nutritious food soon!"
"#TOOLTIP_GIVE_FEEDBACK","Bug reporting"
"#TOOLTIP_GIVE_FEEDBACK","Bug reporting"
"#TOOLTIP_GIVE_FEEDBACK_CONTENT","Give us feedback or report a bug."
"#TOOLTIP_GIVE_FEEDBACK_CONTENT","Give us feedback or report a bug."
"#NOTIFICATION_BUILDING_UNDER_ATTACK","Building is under attack!"
"#NOTIFICATION_BUILDING_UNDER_ATTACK","Building is under attack!"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK","{0} 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_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"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_DESC","Use Guards or Specialists to defeat the attacker"
"#TOOLTIP_HOSTILE_CONTENT","Attacking people and buildings alike!"
"#CATEGORY_HOUSING","Shelters"
"#CATEGORY_HOUSING","Shelters"
"#CATEGORY_STORAGE","Storage"
"#CATEGORY_STORAGE","Storage"
"#CATEGORY_FOOD","Food"
"#CATEGORY_FOOD","Food"
...
@@ -2783,8 +2787,8 @@
...
@@ -2783,8 +2787,8 @@
"#STATUS_MISSING_SPECIALIST","Missing a specialist"
"#STATUS_MISSING_SPECIALIST","Missing a specialist"
"#INFO_WAITING_FOR_SPECIALIST","Waiting for a Specialist"
"#INFO_WAITING_FOR_SPECIALIST","Waiting for a Specialist"
"#INFO_CAR_IS_BEING_REPAIRED","Car is being repaired"
"#INFO_CAR_IS_BEING_REPAIRED","Car is being repaired"
"#NOTIFICATION_CAR_REPAIRS_COMPLETE","Car is now ready."
"#NOTIFICATION_CAR_REPAIRS_COMPLETE","Car is now ready"
"#NOTIFICATION_CAR_REPAIRS_COMPLETE_DESC","Car is now repaired and ready to go."
"#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."
"#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"
"#TOPIC_BUILDING_IDLE","Idle"
"#INFO_FIELD_HARVEST_DECAYING","Crops are withering"
"#INFO_FIELD_HARVEST_DECAYING","Crops are withering"
...
@@ -2854,6 +2858,7 @@
...
@@ -2854,6 +2858,7 @@
"#DESC_TRANSFORMER","A device which allows transferring Energy from one place to another. Transformers distribute Energy within their Effective Area."
"#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_VEHICLE_SELECTION","Vehicle Selection"
"#TOPIC_ABORT_DEMOLITION","Abort demolition"
"#TOPIC_ABORT_DEMOLITION","Abort demolition"
"#TOPIC_SALVAGE_CONFIRM","Are you sure you want to demolish the selected building?"
"#PERSON_CONDITION_TITLE","Conditions"
"#PERSON_CONDITION_TITLE","Conditions"
"#PERSON_STATE_IDLE","Idling"
"#PERSON_STATE_IDLE","Idling"
"#PERSON_STATE_WALKING","Walking"
"#PERSON_STATE_WALKING","Walking"
...
@@ -6017,7 +6022,7 @@
...
@@ -6017,7 +6022,7 @@
"#EVENT_SOCIETY_09B_NOTIFICATION_HEADER","A familiar messenger has returned"
"#EVENT_SOCIETY_09B_NOTIFICATION_HEADER","A familiar messenger has returned"
"#EVENT_SOCIETY_09B_NOTIFICATION_DESC","The fight seems to be over"
"#EVENT_SOCIETY_09B_NOTIFICATION_DESC","The fight seems to be over"
"#EVENT_SOCIETY_09B_NAME","Bitter Winners"
"#EVENT_SOCIETY_09B_NAME","Bitter Winners"
"#EVENT_SOCIETY_09_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_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_HEADER","Your colonists found something"
"#EVENT_RADIATION_BOX_01_NOTIFICATION_DESC","They’re not sure what"
"#EVENT_RADIATION_BOX_01_NOTIFICATION_DESC","They’re not sure what"
"#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_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_HEADER","A strange animal has been spotted"
"#TUTORIAL_DIALOG_PERSONSTATES_MESSAGE","The top bar shows your new Colonists. First are <mark>Carriers</mark>, vital for moving Resources and constructing Buildings. The second icon is the <mark>Total Population</mark> of the Colony.\n\nAs you <mark>cannot directly control</mark> the Colonists, you need to guide them by <mark>assigning them to buildings</mark> and setting <mark>Work Areas</mark> for resource gathering."
"#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 welfare. You will need both to keep things running smoothly.\n\nNow, try <mark>selecting a colonist</mark> to see their Workplace and Activity. "
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","Once in a while, you might want to <mark>Demolish</mark> a <mark>Ruined building</mark> to make way for new ones. You can also demolish functioning buildings, but you will get back only around half of the initial building cost, so careful not to destroy any important ones."
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","Once in a while, you might want to <mark>Demolish</mark> a <mark>Ruined building</mark> to make way for new ones. You can also demolish functioning buildings, but you will get back only around half of the initial building cost, so careful not to destroy any important ones."
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_HEADLINE","Areas of Effect"
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_HEADLINE","Areas of Effect"
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_MESSAGE","Press here to learn more"
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_STATIC_WORK_AREAS_HEADLINE","AREAS OF EFFECT"
"#TUTORIAL_CODEX_STATIC_WORK_AREAS_HEADLINE","AREAS OF EFFECT"
"#TUTORIAL_DIALOG_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_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_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>. Use the <mark>Pollution Overlay</mark> to see the affected areas."
"#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>.\n\nCheck out the <mark>Pollution Overlay</mark> to see the affected areas."
"#TUTORIAL_CODEX_WATER_HEADLINE","WATER"
"#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_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_DIALOG_CONTROLS_MESSAGE","Keyboard 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_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","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_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_HEADLINE","Plastic and Metal"
...
@@ -6855,8 +6859,8 @@
...
@@ -6855,8 +6859,8 @@
"#TUTORIAL_CODEX_CONDITIONS","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.\n\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>Saunas</mark> to keep people clean and healthy. Saunas can be unlocked from the <mark>Tech Tree</mark>."
"#TUTORIAL_CODEX_CONDITIONS","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.\n\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>Saunas</mark> to keep people clean and healthy. Saunas can be unlocked from the <mark>Tech Tree</mark>."
"#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."
"#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","AREAS OF EFFECT"
"#TUTORIAL_CODEX_STATIC_WORK_AREAS","The effectiveness is shown in the <mark>Building Info</mark> panel during building placement.\n\nSome of these buildings, like Water Wells, cannot be built inside each other's effective area. Space them out and monitor the Efficiency meter to gain their full benefits."
"#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","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_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_DIALOG_GATE_COMBAT_MESSAGE","<mark>Bandits</mark> have arrived at the gate, and there is a good chance the conflict will escalate into a firefight. Call <mark>Specialists</mark> home and upgrade <mark>the Gate’s</mark> defenses to fend off the attackers. Good luck!"
"#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_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 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_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_HEADLINE","Send Specialists to the World Map"
"#TUTORIAL_NOTIFICATION_SPECIALIST_TO_WM_MESSAGE","Press here to learn how"
"#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_HEADLINE","SEND SPECIALISTS TO THE WORLD MAP"
"#TUTORIAL_NOTIFICATION_HUNTING_MESSAGE","Press here to learn more"
"#TUTORIAL_NOTIFICATION_HUNTING_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_HUNTING_HEADLINE","HUNTING"
"#TUTORIAL_DIALOG_HUNTING_HEADLINE","HUNTING"
"#TUTORIAL_DIALOG_HUNTING_MESSAGE","A wild animal has been spotted! Specialists can <mark>hunt</mark> local wildlife to gain Meat but are also vulnerable to their <mark>attacks</mark>. 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 pressing <mark>L</mark> on the keyboard or the <mark>Right Stick Press</mark> on a controller."
"#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 pressing <mark>L</mark> on the keyboard or the <mark>Right Stick</mark> on a controller."
"#QUEST_BUNKER_01_START_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."
"#TOPIC_TECH_CAT_COMBAT_DESC","-"
"#QUEST_BUNKER_01_GO","Head to the bunker"
"#TOPIC_TECH_CAT_IDEOLOGY","Ideology"
"#QUEST_BUNKER_01_ABANDON","Abandon quest"
"#TOPIC_TECH_CAT_IDEOLOGY_DESC","-"
"#QUEST_BUNKER_01_TASK1","Task: Enter the bunker"
"#QUEST_ABANDON","Abandon Quest"
"#QUEST_BUNKER_01_PHASE1_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_ACCEPT","Accept Quest"
"#QUEST_BUNKER_01_PHASE1_CONTINUE","Continue to the unmarked site"
"#QUEST_AVAILABLE","New Quest available"
"#QUEST_BUNKER_01_TASK2","Task: Enter the second bunker"
"#QUEST_BUNKERBUSTER_NAME","Bunker Busting"
"#QUEST_BUNKER_01_PHASE2_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_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_BUNKER_01_PHASE2_LOOT","Loot for the control room"
"#QUEST_BUNKERBUSTER_GO","Head to the bunker"
"#QUEST_BUNKER_01_PHASE2_SEARCH","Search for hidden compartments (Scavenger)"
"#QUEST_BUNKERBUSTER_ABANDON","Abandon quest"
"#QUEST_BUNKER_01_PHASE2_BYPASS","Attempt to bypass the vault lock (Scientist)"
"#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_BUNKER_01_PHASE2_RETURN","Return later"
"#QUEST_BUNKERBUSTER_TASK1","Task: Enter the bunker"
"#QUEST_BUNKER_01_PHASE2_LOOT_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_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_BUNKER_01_PHASE2_SEARCH_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_PHASE_01_GO","Continue to the unmarked site"
"#QUEST_BUNKER_01_PHASE2_BYPASS_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_BUNKERBUSTER_TASK2","Task: Enter the second bunker"
"#QUEST_BUNKER_01_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_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_BURNING_01_NAME","Burning Skies"
"#QUEST_BUNKERBUSTER_ANY","Loot for the control room"
"#QUEST_NUCLEAR_01_NAME","Nuclear Beast"
"#QUEST_BUNKERBUSTER_SCAVENGER","Search for hidden compartments (Scavenger)"
"#QUEST_BUNKERBUSTER_SCIENTIST","Attempt to bypass the vault lock (Scientist)"
"#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_BURNING_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","Task: 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","Task: 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 (Fighter)"
"#QUEST_NUCLEARBEAST_SCOUT","Distract the beast (Scout)"
"#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","Highrise lowlives"
"#QUEST_HIGHRISE_DESC","A rumor is doing rounds about a local bandit lord, who has gathered quite the hoard during this time of turmoil. She and her gang have taken up residence in a nearby highrise building, fortifying the lower floors. A crafty person might get in though, and relieve the lowlives of some of their ill-gotten gains."
"#QUEST_HIGHRISE_GO","Go to the highrise"
"#QUEST_HIGHRISE_TASK1","Task: Enter the highrise building"
"#QUEST_HIGHRISE_PHASE_01_DESC","This highrise is definitely a lair of several dozen bandits, and the lower floors are barricaded and trapped to thwart any intruders. But the bandits have apparently grown complacent, as their defences have two possible entry points - one a few levels up and accessible with a rope, other 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 a 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 coins next to you"
"#QUEST_HIGHRISE_PHASE_02A_SCOUT","Try to steal the bigger pile (Scout)"
"#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 other side. The bandits were definitely not expecting anyone from this side, and have 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_SCIENTIST","Grab all with practical applications (Scientist)"
"#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 going up. 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 few bits of 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 towards the big pile of coins. The bandits seem oblivious to the thief in their midst, and continue to bicker over who’s best in 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 stuff 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 the research here is definitely more useful for the colony than others. The scientist browses through the pile as quickly as possible and fills up the backpack. The narrow gap is even tougher to negotiate going back, 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","Mous-stashed"
"#QUEST_MOUSSTASHED_DESC","In times like these it’s not uncommon for people to start hoarding trash and trinkets in case some of it might prove 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","Task: Find the stash"
"#QUEST_MOUSSTASHED_PHASE_02_DESC","A peculiar red-bricked old factory building sits on the edge of a demolished town. It’s 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 twirly moustache, an arrow and numbers. Maybe there’s another stash?"
"#QUEST_MOUSSTASHED_PHASE_02_GO","Take the Silver and continue"
"#QUEST_MOUSSTASHED_TASK2","Task: 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","Task: 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 towards its base. “Oh hello hello there, my good person!”, a gaunt man with thin but well-groomed moustaches 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 half the time myself!”. 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: “Very well, no point in stacking these now. Take what you will - got bigger things to pilfer away anyways!”."
"#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” sits 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 a makeshift wig. “The trial of one Edwin James is about to start!”, shouts one of the jury members. “Bring forth the Hammer!”, he continues as the crowd starts to cheer."
"#QUEST_OBJECTION_PHASE_01_GO","Watch silently"
"#QUEST_OBJECTION_PHASE_02_DESC","The court’s assistants push forth 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 an appropriate reaction to 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_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_DESC","With the help from you, Edwin manages to find the right answers. And every time a bag of coins or a set of books are placed next to his chair. “Hear ye, hear ye - we have a winner!”, the judge finally announces and wipes sweat off under his wig. As the crowd bursts in applause, Edwin heads off the stage and straight to the specialist. “Saw what you did there, friend”, he says grinning. “This’ll make a huge difference for me and my family”. He gifts the specialist with a small bag of coins and sciency-looking books before heading out with a dozen audience members in tow asking for handouts."
"#QUEST_OBJECTION_PHASE_03_WRONG_DESC","Edwin begins to crumble in the frenzied atmosphere while you’re intentionally providing him incorrect answers. Each failure is greeted with boos from the crowd and oohs as one peg after another is removed. As the final peg is 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 take some of the coin bags and empty their contents into the crowd."
"#QUEST_OBJECTION_ABANDON","This all feels like a huge joke at your expense. Your and specialists’ time is better spent elsewhere."
"#QUEST_CONVOY01_NAME","Convoy, ahoy"
"#QUEST_CONVOY01_DESC","Various kinds of trade convoys between societies and even bandits camps run along across the wasteland. They’re usually either hard to find or well-defended, but occasionally loose-lipped drivers reveal more than they intended. Once 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 with the lead vehicle pushing out black smoke from the engine compartment. 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 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","You greet the convoy from a distance. The guards pull out their weapons and direct them at the Specialist. 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 business, 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 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 away 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 makes bandit convoys easy to track. Two vehicles are now in sight coming towards 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. Up the road ahead you see boulders you might be able to push onto the road and a forested area further away which should provide good cover for an ambush."
"#QUEST_CONVOY02_PHASE_02_ANY","Roll boulders into the vehicles"
"#QUEST_CONVOY02_PHASE_02_FIGHTER","Try taking out the driver (Fighter)"
"#QUEST_CONVOY02_PHASE_02_SCOUT","Ambush the convoy (Scout)"
"#QUEST_CONVOY02_PHASE_03_ANY_DESC","Some of the boulders seem ready to roll down with a slight push. As the convoy approaches, the Specialist manages to get one loose which starts barreling towards the Convoy. It hits the side of the truck hard and pushes it down into the ravine. The lead vehicle takes a glancing blow and spins out smoking. The remaining dazed bandits are quickly taken out by the Specialist. The main haul is lost, but resources scavenged from the smaller vehicle are better than nothing."
"#QUEST_CONVOY02_PHASE_03_FIGHTER_DESC","Your Fighter reckons they can take the driver out with a well-placed shot, and takes cover near the road. 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","Your Scout sets up an ambush in the forest. As the convoy reaches the treeline, a well-placed first shot takes out the lead vehicle which careens into the ravine, taking most 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 towards you with a limp. “Our group has been captured by the Wolf Gang! L-l-leader put on a proper fierce fight with bombs an’ all, but they were too many! They’re not too far from here yet - please help us!” Before elaborating any further, she collapses out of exhaustion. She’ll be fine, but needs to rest."
"#QUEST_BOMBERMAN_PHASE_01_GO","Go to the bandit camp"
"#QUEST_BOMBERMAN_TASK1","Task: Enter the bandit encampment"
"#QUEST_BOMBERMAN_PHASE_02_DESC","You approach the campsite silently. The Wolf Gang have indeed captured a group of people, and are preparing them for transport, shoving them violently inside a makeshift cage on a flatbed truck. Several of their vehicles seem badly damaged by fire or explosions. You also notice another person on the ground, unconscious. He’s older and bald with scorch-marks across his clothes, but looks gritty. “Right, let’s roll!”, shouts the leader and hops on a motorcycle. Most of the gang follow suit aside from two, who walk up to the unconscious 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 give chase to the convoy. Luckily they have to navigate a winding canyon before hitting the open road, which gives 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","Fake an ambush (Fighter)"
"#QUEST_BOMBERMAN_PHASE_03_DROP","Drop boulders and open fire"
"#QUEST_BOMBERMAN_PHASE_03_DROP_DESC","With few moments to spare, the specialist rolls a few large boulders on the edge of the canyon and prepares to fight. As the convoy reaches the ambush spot, the boulders are pushed down, crashing into people and vehicles alike. Chaos ensues, and few 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 while mourning for the loss."
"#QUEST_BOMBERMAN_PHASE_03_AMBUSH_DESC","Using the terrain to their advantage, rocks, sticks and clothing are placed around the canyon’s edges to fake a larger force. As the convoy approaches, the specialist steps up with a gun on their hand 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 the prisoners are released and the convoy presses on. The jubilant prisoners retrieve the escaped woman and all offer to join the colony in thanks for saving their lives."
"#QUEST_BOMBERMAN_PHASE_03_HELP_DESC","You decide to help the unconscious man and abandon the captives to their fates. Two Wolf Gang members are arguing over him to decide who gets to shoot. Two precise shots later both fall to the ground next to the bleeding person. A moment passes, and the man finally wakes up. “What the hell, where’s my people? Why didn’t you save them?”, he shouts in anger. After calming down a bit he introduces himself as Lancaster. “You better be ready to hunt those bastards, or we’ll have more than words the next time”. You retrieve the escaped woman and wow 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 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 gardener’s outfit. She introduces herself as Leena. “Any chance you’re 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 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 amongst 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, Leena arrives carrying a large backpack. “Oh you got it? Loistavaa! That’s gonna help me a bunch. Say - I’m sort of running out of sciency supplies and frankly could use the company, so how about I join your colony?”"
"#QUEST_BLACKHARVEST_PHASE_03A_WELCOME","Welcome to our colony!"
"#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 Leena arrives. “Those folks seemed mighty angry - what did you say to them? Also, you mind if I join your company? I’m going a bit stir-crazy in the cabin and could use a chance of pace”."
"#QUEST_BLACKHARVEST_PHASE_03B_DESC","Stealth is your best chance to avoid confrontations with the locals. You sneak to a blackened field of wheat and start harvesting. You're almost finished when a farmer approaches your location with a crude sickle in hand. Just as you're about to get spotted, a murder of crows takes flight, seemingly disturbed by something that the farmer goes to check on. ""Hei, it's me again"", a voice behind you whispers. You turn around to see Leena smirking, holding a small rock in her hand. ""Oh those are for me? Kiitos! If we're done here, I'd be mighty curious to see your settlement!"""
"#QUEST_BLACKHARVEST_ABANDON","This all seems to like a massive waste of your time and 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 melancholy over the past few days. It takes a bit of convincing, but he’s finally willing to talk about it. “I received a message some time ago that my sister was dead - killed by some piece of trash raiders! She was my only family, and I could do nothing 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 tranquility."
"#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 burnt to the ground. The gate doors have 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 off 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 further 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 you over, but it should be possible to grab and take something off 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. Burnt vehicles are slowly smoldering on the roadside. Crows and other scavengers have started to pick apart the bodies of bandits and colonists alike. Pushing forward, you come to what seems like the center of the colony. Fighting has definitely been the fierces here and the sense of loss hits your gut. Going through the bodies, you come to a young woman in his 20s who matches the grieving colonist’s description of his sister. Some of the dead have rather fine-looking clothing and a few functional weapons on them. You could just concentrate on your mission or loot the corpses too."
"#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 as they are, while burying the sister outside the settlement under a large oak tree. You later learn that while he openingly burst into tears upon hearing what had happened, the colonist has started to slowly recover. 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 be left behind. You’re able to collect several high-end or somewhat bloody pieces of clothing and weaponry with you. Maybe they’ll help our colony prevent what happened here. You bury the sister under a large maple tree outside the settlement and head out. You learn later that while the brother wept openly upon hearing the news, he has started to recover. Your colonists were not, however, pleased to see your ominously crimson-hued loot."
"#QUEST_REMEMBRANCE_ABANDON","Finding the sister in one of the myriads of abandoned settlements might take forever. Best to concentrate on the more immediate concerns."
"#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_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_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_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_TEXT","Colonists will now age and eventually die to natural causes. Survivor groups have been made slightly bigger and birth rate has been increased to balance this out, resulting in a more dynamic population"
"#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."
"#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_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_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_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_TEXT","Colonists will now age and eventually die to natural causes. Survivor groups have been made slightly bigger and birth rate has been increased to balance this out, resulting in a more dynamic population"
"#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."
"#POPULATION","Bevölkerung"
"#POPULATION","Bevölkerung"
"#RESOURCE_WOOD","Baumstämme"
"#RESOURCE_WOOD","Baumstämme"
"#RESOURCE_PLANK","Bretter"
"#RESOURCE_PLANK","Bretter"
...
@@ -2319,6 +2335,10 @@
...
@@ -2319,6 +2335,10 @@
"#DESC_FOOD_PRIMEMEAT","Qualitativ hochwertiges Fleisch aus eigener Zucht, das im Vergleich zu Wild weniger verseucht ist.\nNährwert: Hoch\nVerseuchung: Mittel"
"#DESC_FOOD_PRIMEMEAT","Qualitativ hochwertiges Fleisch aus eigener Zucht, das im Vergleich zu Wild weniger verseucht ist.\nNährwert: Hoch\nVerseuchung: Mittel"
"#RESOURCE_PRIMEMEAT_DESC","Qualitativ hochwertiges Fleisch aus eigener Zucht, das im Vergleich zu Wild weniger verseucht ist.\nNährwert: Hoch\nVerseuchung: Mittel"
"#RESOURCE_PRIMEMEAT_DESC","Qualitativ hochwertiges Fleisch aus eigener Zucht, das im Vergleich zu Wild weniger verseucht ist.\nNährwert: Hoch\nVerseuchung: Mittel"
"#EVENT_WAIT","Warten"
"#EVENT_WAIT","Warten"
"#NOTIFICATION_PERSON_GREW_ELDER","{0} is now an elder"
"#NOTIFICATION_PERSON_GREW_ELDER_MANY","{0} colonists are now elders"
"#TOOLTIP_HOSTILE","Hostile colonist"
"#TOOLTIP_HOSTILE_CONTENT","Attacking people and buildings alike!"
"#INFO_WAITING_FOR_SPECIALIST","Warten auf einen Spezialisten"
"#INFO_WAITING_FOR_SPECIALIST","Warten auf einen Spezialisten"
"#INFO_CAR_IS_BEING_REPAIRED","Auto wird repariert"
"#INFO_CAR_IS_BEING_REPAIRED","Auto wird repariert"
...
@@ -5977,7 +5997,7 @@
...
@@ -5977,7 +5997,7 @@
"#EVENT_SOCIETY_09B_NOTIFICATION_HEADER","Eine bekannte Abgesandte ist wieder da"
"#EVENT_SOCIETY_09B_NOTIFICATION_HEADER","Eine bekannte Abgesandte ist wieder da"
"#EVENT_SOCIETY_09B_NOTIFICATION_DESC","Der Kampf scheint vorbei zu sein"
"#EVENT_SOCIETY_09B_NOTIFICATION_DESC","Der Kampf scheint vorbei zu sein"
"#EVENT_SOCIETY_09B_NAME","Bittere Gewinner"
"#EVENT_SOCIETY_09B_NAME","Bittere Gewinner"
"#EVENT_SOCIETY_09_DESC","Die altbekannte Abgesandte tritt an dich heran. Sie ist abgekämpft und sichtlich enttäuscht. Verächtlich spuckt sie vor das Tor. ""Dies ist eine Botschaft von unserem Anführer. Zum Glück konnten wir die Banditen aus eigener Kraft besiegen, aber ihr könnt euch sicher sein, dass wir niemals vergessen werden, wie ihr uns in der Stunde der größten Not den Rücken gekehrt habt."""
"#EVENT_SOCIETY_09B_DESC","Die altbekannte Abgesandte tritt an dich heran. Sie ist abgekämpft und sichtlich enttäuscht. Verächtlich spuckt sie vor das Tor. ""Dies ist eine Botschaft von unserem Anführer. Zum Glück konnten wir die Banditen aus eigener Kraft besiegen, aber ihr könnt euch sicher sein, dass wir niemals vergessen werden, wie ihr uns in der Stunde der größten Not den Rücken gekehrt habt."""
"#EVENT_RADIATION_BOX_01_NOTIFICATION_HEADER","Deine Kolonisten haben etwas gefunden"
"#EVENT_RADIATION_BOX_01_NOTIFICATION_HEADER","Deine Kolonisten haben etwas gefunden"
"#EVENT_RADIATION_BOX_01_NOTIFICATION_DESC","Sie sind sich nur nicht sicher, was es ist"
"#EVENT_RADIATION_BOX_01_NOTIFICATION_DESC","Sie sind sich nur nicht sicher, was es ist"
"#EVENT_RADIATION_BOX_01_COLONISTS_DESC","Einer der Kolonisten stellt fest, dass die Kiste aus Blei besteht. Was auch immer sich im Inneren befindet, muss radioaktiv sein."
"#EVENT_RADIATION_BOX_01_COLONISTS_DESC","Einer der Kolonisten stellt fest, dass die Kiste aus Blei besteht. Was auch immer sich im Inneren befindet, muss radioaktiv sein."
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL","Öffne die Kiste unter Sicherheitsvorkehrungen"
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL","Öffne die Kiste unter Sicherheitsvorkehrungen"
"#EVENT_RADIATION_BOX_01_IGNORE","Lass die Kiste ungeöffnet"
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL_DESC","Deine Kolonisten treffen die nötigen Sicherheitsvorkehrungen (oder versuchen es zumindest) und öffnen die Kiste. Im Inneren finden sie wissenschaftliche Handbücher und Pläne, die dort zur Aufbewahrung hinterlegt wurden."
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL_DESC","Deine Kolonisten treffen die nötigen Sicherheitsvorkehrungen (oder versuchen es zumindest) und öffnen die Kiste. Im Inneren finden sie wissenschaftliche Handbücher und Pläne, die dort zur Aufbewahrung hinterlegt wurden."
"#EVENT_RADIATION_ANIMAL_01_NOTIFICATION_HEADER","Ein seltsames Tier wurde gesichtet"
"#EVENT_RADIATION_ANIMAL_01_NOTIFICATION_HEADER","Ein seltsames Tier wurde gesichtet"
...
@@ -6670,8 +6689,8 @@
...
@@ -6670,8 +6689,8 @@
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","Mitunter wirst du ein <mark>zerstörtes Gebäude</mark> <mark>abreißen</mark> wollen, um Platz für neue zu schaffen. Du kannst auch funktionierende Gebäude abreißen, bekommst dann allerdings nur etwa die Hälfte der ursprünglichen Baukosten erstattet. Zerstöre also keine wichtigen Gebäude."
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","Mitunter wirst du ein <mark>zerstörtes Gebäude</mark> <mark>abreißen</mark> wollen, um Platz für neue zu schaffen. Du kannst auch funktionierende Gebäude abreißen, bekommst dann allerdings nur etwa die Hälfte der ursprünglichen Baukosten erstattet. Zerstöre also keine wichtigen Gebäude."
"#TUTORIAL_DIALOG_STATIC_WORK_AREAS_MESSAGE","Einige Gebäude, wie <mark>Brunnen</mark> oder <mark>Fischerhütten</mark>, sind von effektiven Bereichen umgeben, in denen sie aktiv sind. Um die maximale Produktion erzielen zu können, stelle sie an Orten auf, die am vorteilhaftesten für sie sind."
"#TUTORIAL_CODEX_STATIC_WORK_AREAS_MESSAGE","Einige Gebäude, wie <mark>Brunnen</mark> oder <mark>Fischerhütten</mark>, sind von effektiven Bereichen umgeben, in denen sie aktiv sind. Um die maximale Produktion erzielen zu können, stelle sie an Orten auf, die am vorteilhaftesten für sie sind."
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_HEADLINE","Ablagerungen von Verschmutzung"
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_HEADLINE","Ablagerungen von Verschmutzung"
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_MESSAGE","Drücke hier, um mehr zu erfahren."
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_MESSAGE","Drücke hier, um mehr zu erfahren."
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_HEADLINE","ABLAGERUNGEN VON VERSCHMUTZUNG"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_HEADLINE","ABLAGERUNGEN VON VERSCHMUTZUNG"
...
@@ -6815,8 +6834,8 @@
...
@@ -6815,8 +6834,8 @@
"#TUTORIAL_CODEX_CONDITIONS","Baue ein <mark>medizinisches Zelt</mark> und weise ihm Personal zu, damit man sich so schnell wie möglich um seine Beschwerden kümmern kann. Die <mark>Beschwerden</mark> sorgen für eine sich verschlechternde Gesundheit und andere negative Effekte, wenn sie nicht behandelt werden.\n\nMedikamente erhöhen die Heilungsgeschwindigkeit signifikant und werden automatisch aus dem Lager verabreicht, falls sie verfügbar sind. <quad name=Medicine> <mark>Medikamente</mark> helfen bei Verletzungen, <quad name=Iodine> <mark>Jodtabletten</mark> bei der Strahlenkrankheit und <quad name=Antibiotics> <mark>Antibiotika</mark> bei Infektionen.\n\nUm die Menge von Infektionen zu reduzieren, solltest du den Bau von <mark>Saunas</mark> in Betracht ziehen, um die Leute sauber und gesund zu erhalten. Saunas können im <mark>Technologiebaum</mark> freigeschaltet werden."
"#TUTORIAL_CODEX_CONDITIONS","Baue ein <mark>medizinisches Zelt</mark> und weise ihm Personal zu, damit man sich so schnell wie möglich um seine Beschwerden kümmern kann. Die <mark>Beschwerden</mark> sorgen für eine sich verschlechternde Gesundheit und andere negative Effekte, wenn sie nicht behandelt werden.\n\nMedikamente erhöhen die Heilungsgeschwindigkeit signifikant und werden automatisch aus dem Lager verabreicht, falls sie verfügbar sind. <quad name=Medicine> <mark>Medikamente</mark> helfen bei Verletzungen, <quad name=Iodine> <mark>Jodtabletten</mark> bei der Strahlenkrankheit und <quad name=Antibiotics> <mark>Antibiotika</mark> bei Infektionen.\n\nUm die Menge von Infektionen zu reduzieren, solltest du den Bau von <mark>Saunas</mark> in Betracht ziehen, um die Leute sauber und gesund zu erhalten. Saunas können im <mark>Technologiebaum</mark> freigeschaltet werden."
"#TUTORIAL_CODEX_SALVAGE_STARTING_BUILDING","Öffne das <mark>Baumenü</mark>, um ein Gebäude abzureißen und klicke auf <mark>Abreißen</mark>. So erhältst du einen Teil der Baumaterialien zurück, die in einer Notlage durchaus nützlich sein können. Das Abreißen eines Lagergebäudes zerstört nicht die darin befindlichen Ressourcen."
"#TUTORIAL_CODEX_SALVAGE_STARTING_BUILDING","Öffne das <mark>Baumenü</mark>, um ein Gebäude abzureißen und klicke auf <mark>Abreißen</mark>. So erhältst du einen Teil der Baumaterialien zurück, die in einer Notlage durchaus nützlich sein können. Das Abreißen eines Lagergebäudes zerstört nicht die darin befindlichen Ressourcen."
"#TUTORIAL_CODEX_STATIC_WORK_AREAS","Die Wirksamkeit wird im <mark>Infobedienfeld des Gebäudes</mark> bei dessen Aufstellung angezeigt.\n\nEinige Gebäude, wie etwa Brunnen, können nicht innerhalb der effektiven Bereiche eines anderen Gebäudes errichtet werden. Verteile sie mit Abstand auf der Karte und überwache die Effizienzanzeige, um den vollen Nutzen aus ihnen zu ziehen."
"#CODEX_STATIC_WORK_AREAS","Die Wirksamkeit wird im <mark>Infobedienfeld des Gebäudes</mark> bei dessen Aufstellung angezeigt.\n\nEinige Gebäude, wie etwa Brunnen, können nicht innerhalb der effektiven Bereiche eines anderen Gebäudes errichtet werden. Verteile sie mit Abstand auf der Karte und überwache die Effizienzanzeige, um den vollen Nutzen aus ihnen zu ziehen."
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS","Gebäude in der Nähe von Ablagerungsstätten sind mit Risiko behaftet. Sie geben konstant Strahlung ab und können bei Explosionen bisweilen tödliche Gifte freisetzen, weshalb man sie am Besten meiden sollte.\n\nErforsche <mark>Gefahrguttechnik</mark>, um <mark>Umweltstationen</mark> zu bauen und Ablagerungen sicher zu entsorgen. Die gesammelten <quad name=Pollution> <mark>Ablagerungen</mark> müssen sicher in <mark>Deponien</mark> gelagert werden, um zu verhindern, dass die Behälter auslaufen oder gar explodieren!\n\nGebäude, die über längeren Zeitraum Strahlung ausgesetzt sind, werden <mark>verseucht</mark>. Verseuchte Gebäude müssen von Kolonisten gesäubert werden, bevor sie wieder genutzt werden können."
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS","Gebäude in der Nähe von Ablagerungsstätten sind mit Risiko behaftet. Sie geben konstant Strahlung ab und können bei Explosionen bisweilen tödliche Gifte freisetzen, weshalb man sie am Besten meiden sollte.\n\nErforsche <mark>Gefahrguttechnik</mark>, um <mark>Umweltstationen</mark> zu bauen und Ablagerungen sicher zu entsorgen. Die gesammelten <quad name=Pollution> <mark>Ablagerungen</mark> müssen sicher in <mark>Deponien</mark> gelagert werden, um zu verhindern, dass die Behälter auslaufen oder gar explodieren!\n\nGebäude, die über längeren Zeitraum Strahlung ausgesetzt sind, werden <mark>verseucht</mark>. Verseuchte Gebäude müssen von Kolonisten gesäubert werden, bevor sie wieder genutzt werden können."
"#TUTORIAL_CODEX_PLASTIC_HEADLINE","VERFEINERUNG"
"#TUTORIAL_CODEX_PLASTIC_HEADLINE","VERFEINERUNG"
...
@@ -7279,22 +7298,45 @@
...
@@ -7279,22 +7298,45 @@
"#TOPIC_REQUIRES_DEPOSIT","Benötigt eine <mark>Lagerstätte</mark>"
"#TOPIC_REQUIRES_DEPOSIT","Benötigt eine <mark>Lagerstätte</mark>"
"#TOPIC_TECH_EFFECT","Freigeschalteter Effekt"
"#TOPIC_TECH_EFFECT","Freigeschalteter Effekt"
"#TECH_SPECIAL_TEXT_TRANSFORMER","Verteilt Energie an Gebäude"
"#TECH_SPECIAL_TEXT_TRANSFORMER","Verteilt Energie an Gebäude"
"#QUEST_BUNKER_01_NAME","Bunkersprengung"
"#QUEST_ABANDON","Quest aufgeben"
"#QUEST_BUNKER_01_START_DESC","Eine ältere Kolonistin tritt mit einer interessanten Geschichte an dich heran. Ihr längst verstorbener Vater diente einst als Versorgungsoffizier und sorgte dafür, dass einige unweit eurer Kolonie gelegene Bunker stets mit Vorräten versorgt waren. Einmal durfte sie sogar einen davon besuchen und könnte euch den Weg dorthin weisen. Es könnten sich noch wertvolle Ressourcen und Informationen darin befinden."
"#QUEST_ACCEPT","Quest annehmen"
"#QUEST_BUNKER_01_GO","Zum Bunker aufmachen"
"#QUEST_BUNKERBUSTER_NAME","Bunkersprengung"
"#QUEST_BUNKER_01_ABANDON","Vorhaben ablehnen"
"#QUEST_BUNKERBUSTER_DESC","Eine ältere Kolonistin tritt mit einer interessanten Geschichte an dich heran. Ihr längst verstorbener Vater diente einst als Versorgungsoffizier und sorgte dafür, dass einige unweit eurer Kolonie gelegene Bunker stets mit Vorräten versorgt waren. Einmal durfte sie sogar einen davon besuchen und könnte euch den Weg dorthin weisen. Es könnten sich noch wertvolle Ressourcen und Informationen darin befinden."
"#QUEST_BUNKER_01_PHASE1_DESC","Der Ort sieht genauso aus, wie von der Kolonistin beschrieben, allerdings wurde er offenbar geplündert und in Brand gesetzt. Auf dem Boden findet sich allerdings eine versengte Karte der Staatlichen Atomsicherheitsbunker, auf der andere Standorte verzeichnet sind. Bis auf einen sind alle mit einem X markiert."
"#QUEST_BUNKERBUSTER_ABANDON","Vorhaben ablehnen"
"#QUEST_BUNKER_01_PHASE1_CONTINUE","Weiter zu dem nicht markierten Standort"
"#QUEST_BUNKERBUSTER_ABANDON_DESC","In verlassenen Bunkern auf die Jagd nach Überresten zu gehen, scheint vergebene Mühe zu sein und etwas, worauf man die Energie von Spezialisten nicht verschwenden sollte."
"#QUEST_BUNKER_01_TASK2","Aufgabe: Zweiten Bunker betreten"
"#QUEST_BUNKER_01_PHASE2_DESC","Der Spezialist erreicht den tief im Wald gelegenen Bunker. Die Vordertür wurde aufgebrochen, was darauf schließen lässt, dass hier bereits jemand gewesen ist. Im Inneren trifft dein Spezialist auf einen kleinen Kontrollraum. Daran grenzt eine massive Tür, die Spuren von Gewalteinwirkung und Feuer aufweist."
"#QUEST_BUNKERBUSTER_PHASE_01_DESC","Der Ort sieht genauso aus, wie von der Kolonistin beschrieben, allerdings wurde er offenbar geplündert und in Brand gesetzt. Auf dem Boden findet sich allerdings eine versengte Karte der Staatlichen Atomsicherheitsbunker, auf der andere Standorte verzeichnet sind. Bis auf einen sind alle mit einem X markiert."
"#QUEST_BUNKERBUSTER_TASK2","Aufgabe: Zweiten Bunker betreten"
"#QUEST_BUNKER_01_PHASE2_BYPASS","Versuchen, das Tresorschloss zu überbrücken (Wissenschaftler)"
"#QUEST_BUNKERBUSTER_PHASE_02_DESC","Der Spezialist erreicht den tief im Wald gelegenen Bunker. Die Vordertür wurde aufgebrochen, was darauf schließen lässt, dass hier bereits jemand gewesen ist. Im Inneren trifft dein Spezialist auf einen kleinen Kontrollraum. Daran grenzt eine massive Tür, die Spuren von Gewalteinwirkung und Feuer aufweist."
"#QUEST_BUNKER_01_PHASE2_LOOT_DESC","Der Spezialist durchsucht alle Schreibtische und Schränke in dem Raum. Es ist nicht mehr viel übrig, eigentlich findet er nur einen dicken Aktenordner mit wissenschaftlichen Materialien, der nützliche Erkenntnisse bringen könnte."
"#QUEST_BUNKER_01_PHASE2_SEARCH_DESC","Der scharfäugige Plünderer durchsucht den Raum und findet unter einem der Tische einen versteckten Schalter. Sobald er ihn betätigt, lässt sich ein mechanisches Klirren vernehmen – die Tresortür wird entsperrt. Beim Betreten wird deinem Spezialisten klar, dass der Großteil des Inhalts bereits verbraucht wurde. Er greift sich einige Silbermünzen, wissenschaftliche Notizen und das Abzeichen des Versorgungsoffiziers, bevor er in die Kolonie zurückkehrt."
"#QUEST_BUNKERBUSTER_SCIENTIST","Versuchen, das Tresorschloss zu überbrücken (Wissenschaftler)"
"#QUEST_BUNKER_01_PHASE2_BYPASS_DESC","Der Wissenschaftler entdeckt ein kleines verstaubtes Tastenfeld neben der Tresortür. Die Kombination ist längst vergessen, doch nach einigen Hin und Her gelingt es ihm, die Verkabelung kurzzuschließen und den Tresor zu öffnen. Der Großteil des Inhalts bereits verbraucht wurde. Er greift sich einige Silbermünzen, wissenschaftliche Notizen und das Abzeichen des Versorgungsoffiziers, bevor er in die Kolonie zurückkehrt."
"#QUEST_BUNKERBUSTER_BACK","Später zurückkehren"
"#QUEST_BUNKER_01_ABANDON_DESC","In verlassenen Bunkern auf die Jagd nach Überresten zu gehen, scheint vergebene Mühe zu sein und etwas, worauf man die Energie von Spezialisten nicht verschwenden sollte."
"#QUEST_BUNKERBUSTER_03A_DESC","Der Spezialist durchsucht alle Schreibtische und Schränke in dem Raum. Es ist nicht mehr viel übrig, eigentlich findet er nur einen dicken Aktenordner mit wissenschaftlichen Materialien, der nützliche Erkenntnisse bringen könnte."
"#QUEST_BURNING_01_NAME","Brennender Himmel"
"#QUEST_BUNKERBUSTER_03B_DESC","Der scharfäugige Plünderer durchsucht den Raum und findet unter einem der Tische einen versteckten Schalter. Sobald er ihn betätigt, lässt sich ein mechanisches Klirren vernehmen – die Tresortür wird entsperrt. Beim Betreten wird deinem Spezialisten klar, dass der Großteil des Inhalts bereits verbraucht wurde. Er greift sich einige Silbermünzen, wissenschaftliche Notizen und das Abzeichen des Versorgungsoffiziers, bevor er in die Kolonie zurückkehrt."
"#QUEST_NUCLEAR_01_NAME","Nukleare Bestie"
"#QUEST_BUNKERBUSTER_03C_DESC","Der Wissenschaftler entdeckt ein kleines verstaubtes Tastenfeld neben der Tresortür. Die Kombination ist längst vergessen, doch nach einigen Hin und Her gelingt es ihm, die Verkabelung kurzzuschließen und den Tresor zu öffnen. Der Großteil des Inhalts bereits verbraucht wurde. Er greift sich einige Silbermünzen, wissenschaftliche Notizen und das Abzeichen des Versorgungsoffiziers, bevor er in die Kolonie zurückkehrt."
"#QUEST_BURNING_NAME","Brennender Himmel"
"#QUEST_BURNINGSKIES_DESC","Es ist eine allgemein bekannte Tragödie, dass Flugzeuge zum Zeitpunkt der Katastrophe zu fliegenden Särgen wurden – die elektromagnetischen Pulse und Magnetstürme setzten die Bordcomputer außer Gefecht und führten unweigerlich zu Abstürzen. Man findet immer noch Flugzeugwracks, die für alle Passagiere zu düsteren Grabstätten geworden sind. Überlebende finden solche Wracks ständig, man braucht sich wohl nur umzuhören, um an die Koordinaten zu kommen."
"#QUEST_BURNINGSKIES_GO","Absturzort finden"
"#QUEST_BURNINGSKIES_ABANDON","Suche aufgeben"
"#QUEST_BURNINGSKIES_ABANDON_DESC","Du wirst auf keinen Fall diese an Grabräuberei grenzende Tat verantworten – die Totenruhe dieser Menschen soll nicht gestört werden. Die Kolonie wird trotzdem überleben."
"#QUEST_BURNINGSKIES_PHASE_01_DESC","Der Spezialist erreicht den Absturzort. Es handelt sich um ein älteres Verkehrsflugzeug, bei dem die Kabine in zwei Teile zerbrochen ist. Beide Flügel sind demoliert und mit Pflanzen überwuchert, daneben klafft ein riesiger Krater. Im Unterholz lassen sich immer noch ein paar Skelettreste ausmachen. Es gibt hier einiges zu holen, wenn man keine Bedenken hat, die Totenruhe zu stören."
"#QUEST_BURNINGSKIES_RECKLESS","Den Toten ist es egal"
"#QUEST_BURNINGSKIES_RESPECT","Respekt zeigen"
"#QUEST_BURNINGSKIES_02A_DESC","Der Spezialist beginnt, den Absturzort zu plündern und steckt alles ein, was er finden kann. Diese Leute sind schon lange tot und kümmern sich nicht um ihre sterblichen Hüllen. Die Ausbeute ist beachtlich und wird den Lebenden zugute kommen."
"#QUEST_BURNINGSKIES_02B_DESC","Mit Mäßigung und größter Vorsicht durchsucht der Spezialist die Kabine. In stiller Ehrfurcht vor diesem Ort, an dem so viele ihr Leben gelassen haben, findet er durchaus genug, um die Kolonisten beim Überlebenskampf zu unterstützen."
"#QUEST_NUCLEARBEAST_NAME","Nukleare Bestie"
"#QUEST_NUCLEARBEAST_DESC","In der Ferne glimmt ein altes Atomkraftwerk, sein Kühltürme ragen in den einst blauen Himmel. Es ist ein beliebtes Ziel für Plünderer, doch offenbar hat neben einem der Reaktoren ein riesiges Untier sein Lager aufgeschlagen und hält die Beutesucher auf Distanz. Oder es handelt sich nur um eine Legende, die in die Welt gesetzt wurde, um ungewollte Besucher fernzuhalten."
"#QUEST_NUCLEARBEAST_PHASE_01_DESC","Das Kraftwerk an sich ist nicht schwer zu finden. Es thront majestätisch über einem vertrockneten Flussbett. Bis auf die üblichen Zeichen der Erosion ist es in einem durchaus guten Zustand. Dein Spezialist kann keine menschliche Aktivität entdecken und betritt die Anlage. Kurz darauf erfüllt ein grollendes Knurren die düstere Halle, woraufhin ein riesiger, glühender Wolf zum Vorschein kommt. Dein Spezialist ist in Gefahr, doch die Aussicht auf wertvolle Ressourcen ist sehr verlockend."
"#QUEST_NUCLEARBEAST_ANY","Greife dir, was du kannst und fliehe"
"#QUEST_NUCLEARBEAST_FIGHTER","Greife die Bestie an (Kämpfer)"
"#QUEST_NUCLEARBEAST_SCOUT","Lenke die Bestie ab (Späher)"
"#QUEST_NUCLEARBEAST_02A_DESC","Der Spezialist sprintet auf den nächsten Ausgang zu und greift sich unterwegs alles, was er zu fassen kriegt. Die Bestie verfolgt ihn eine Zeit lang, weicht dann aber vor dem hell erleuchteten Eingangsbereich zurück. Sobald die Gefahr vorüber ist, sammelt der Spezialist seine Beute ein. Es ist nicht viel, aber selbst das ist genug."
"#QUEST_NUCLEARBEAST_02B_DESC","Der Kämpfer nimmt die Herausforderung an und knurrt zurück. Die Bestie ist durch diese Reaktion verwirrt und weicht einen Schritt zurück in die Dunkelheit, aus der sie gekommen ist. Der Spezialistzieht seine Waffe und gibt ein paar Schüsse in die Flanke des glühenden Wolfes ab. Dieser jault auf, dreht sich um und flieht. Die Anlage kann jetzt in relativer Sicherheit geplündert werden, solange nichts mehr in der Dunkelheit herumschleicht."
"#QUEST_NUCLEARBEAST_02C_DESC","Der clevere Späher entdeckt hinter sich ein großes Loch im Boden, das mindestens einige Stockwerke nach unten führt. Er beginnt, die Bestie mit diversen Gegenständen und Steinen zu bewerfen, um ihn zum Angriff zu provozieren. Der Wolf springt darauf an und sprintet auf den Spezialisten zu, der aber rechtzeitig zurückweicht, während der Wolf im Loch landet. Er ist zwar am Leben und extrem wütend, wird aber einige Zeit brauchen, um hochzukommen. Einen schnellen Beutezug später verlässt der Späher die Anlage mit seiner Beute."
"#QUEST_NUCLEARBEAST_ABANDON_DESC","Obwohl sehr verlockend, ist die Aussicht auf eine Konfrontation mit der Bedrohung aus der Dunkelheit das Risiko nicht wert. Auf diesen Beutezug kann man ruhig verzichten."
"#SAVE_BLOCK_REASON_WORLD_MAP_ACTION","CANNOT SAVE DURING ACTION"
"#SAVE_BLOCK_REASON_WORLD_MAP_ACTION","CANNOT SAVE DURING ACTION"
"#BUTTON_LEARN","GOT IT"
"#BUTTON_LEARN","GOT IT"
"#BUTTON_DO_NOT_ASK","Do not ask again"
"#MENU_START","START"
"#MENU_START","START"
"#MENU_NEW_GAME","NEW GAME"
"#MENU_NEW_GAME","NEW GAME"
"#MENU_LOAD","LOAD"
"#MENU_LOAD","LOAD"
...
@@ -1224,7 +1225,7 @@
...
@@ -1224,7 +1225,7 @@
"#DESC_FOOD_NONE","No food selected.\n\nPick a crop from below."
"#DESC_FOOD_NONE","No food selected.\n\nPick a crop from below."
"#DESC_FOOD_FISH","Locally sourced fish straight from the pond. Good source of essential fats and nutrients.\nNutrition: Average"
"#DESC_FOOD_FISH","Locally sourced fish straight from the pond. Good source of essential fats and nutrients.\nNutrition: Average"
"#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_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."
"#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_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: Normal\nYield: Low\nResilience: Low\nNutrition: Poor\nPollution: Medium"
"#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: Normal\nYield: Low\nResilience: Low\nNutrition: Poor\nPollution: Medium"
"#DESC_FOOD_POTATO","Potatoes grow slowly but provide a nice harvest. As the edible parts are underground, it endures Catastrophes better than many other crops.\n\nGrowth rate: Slow\nYield: Medium\nResilience: High\nNutrition: Poor\nPollution: Medium"
"#DESC_FOOD_POTATO","Potatoes grow slowly but provide a nice harvest. As the edible parts are underground, it endures Catastrophes better than many other crops.\n\nGrowth rate: Slow\nYield: Medium\nResilience: High\nNutrition: Poor\nPollution: Medium"
...
@@ -1694,11 +1695,11 @@
...
@@ -1694,11 +1695,11 @@
"#MENU_PHOTO_MODE","PHOTO MODE"
"#MENU_PHOTO_MODE","PHOTO MODE"
"#RESOURCE_FLOUR","Flour"
"#RESOURCE_FLOUR","Flour"
"#RESOURCE_FLOUR_DESC","Processed from Wheat.\n\nFlour itself cannot be used as a food but as raw material for Bread made in a Bakery.\nNutrition: Not edible"
"#RESOURCE_FLOUR_DESC","Processed from Wheat.\n\nFlour itself cannot be used as a food but as raw material for Bread made in a Bakery.\nNutrition: Not edible"
"#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"
"#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."
"#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.\nPollution:High"
"#RESOURCE_POTATO_DESC","Potato grows 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"
"#RESOURCE_POTATO_DESC","Potato grows 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.\nNutrition: High\nPollution: Very High"
"#RESOURCE_VENISON_DESC","Fresh meat from local wild animals such as deer and the occasional rabbit, caught by your trapper.\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. Can't be eaten directly, but it can be used to bake Bread and other baked goodies.\n\nGrowth rate: Normal\nYield: Medium\nResilience: Medium"
"#RESOURCE_WHEAT_DESC","A type of grain famous for its incredibly versatile processing potential. Grows relatively fast and gives a good yield. Inedible on its own, used for baking at the Bakery.\n\nGrowth rate: Normal\nYield: Medium\nResilience: Medium"
"#RESOURCE_POLLUTION_DESC","Hazardous Pollution in relatively safe containers. Stored in the Waste Dump."
"#RESOURCE_POLLUTION_DESC","Hazardous Pollution in relatively safe containers. Stored in the Waste Dump."
"#RESOURCE_COMPONENT","Component"
"#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."
"#RESOURCE_COMPONENT_DESC","Advanced building material.\n\nUsed for structures that produce or consume energy and refined further into Electronics for high-end buildings."
...
@@ -1715,9 +1716,9 @@
...
@@ -1715,9 +1716,9 @@
"#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_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_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","Veggie Meal"
"#RESOURCE_MEALVEG_DESC","A box of meals prepared only from vegetables."
"#RESOURCE_MEALVEG_DESC","A box of meals prepared only from vegetables.\nNutrition: Average\nPollution: Low"
"#RESOURCE_MEALMEAT","Meat Meal"
"#RESOURCE_MEALMEAT","Meat Meal"
"#RESOURCE_MEALMEAT_DESC","A box of meals prepared from meat."
"#RESOURCE_MEALMEAT_DESC","A set of meals prepared from meat.\nNutrition: Average\nPollution: Medium"
"#TOPIC_RESOURCE","Resource"
"#TOPIC_RESOURCE","Resource"
"#LOCATE_BUILDING","Show this Building"
"#LOCATE_BUILDING","Show this Building"
"#LOCATE_COLONIST","Show this Colonist"
"#LOCATE_COLONIST","Show this Colonist"
...
@@ -1802,15 +1803,15 @@
...
@@ -1802,15 +1803,15 @@
"#NOTIFICATION_NEED_BUILDING_MEDICAL","Colonists need medical assistance"
"#NOTIFICATION_NEED_BUILDING_MEDICAL","Colonists need medical assistance"
"#NOTIFICATION_NEED_BUILDING_MEDICAL_DESC","Build a medical facility to cure their conditions"
"#NOTIFICATION_NEED_BUILDING_MEDICAL_DESC","Build a medical facility to cure their conditions"
"#RECIPE_MEAL_VEG_NAME","Vegetable Meal"
"#RECIPE_MEAL_VEG_NAME","Vegetable Meal"
"#RECIPE_MEAL_VEG_DESC","A Vegetable Meal is delicious vegetable stew made made from any combination of available vegetables.\nNutrition: Average"
"#RECIPE_MEAL_VEG_DESC","A Vegetable Meal is delicious vegetable stew made made from any combination of available vegetables.\nNutrition: Average\nPollution: Low"
"#RECIPE_MEAL_MEAT_NAME","Meat Meal"
"#RECIPE_MEAL_MEAT_NAME","Meat Meal"
"#RECIPE_MEAL_MEAT_DESC","A Meat Meal is a hearty cooked meat stew made from any combination of meats. Fish is counted as Meat.\nNutrition: Average"
"#RECIPE_MEAL_MEAT_DESC","A Meat Meal is a hearty cooked meat stew made from any combination of meats. Fish is counted as Meat.\nNutrition: Average\nPollution: Average"
"#RECIPE_MEAL_VEGMEAT_NAME","Nutrient Meal"
"#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_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_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_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_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.\nNutrition: Average"
"#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.\nNutrition: Average\nPollution: Average"
"#RESOURCE_MEALINSECT","Insect Meal"
"#RESOURCE_MEALINSECT","Insect Meal"
"#RESOURCE_MEALINSECT_DESC","An alternative and less polluted option to Meat meals.\nPollution: Medium"
"#RESOURCE_MEALINSECT_DESC","An alternative and less polluted option to Meat meals.\nPollution: Medium"
"#RESOURCE_TOOLS_2","Durable Tools"
"#RESOURCE_TOOLS_2","Durable Tools"
...
@@ -1840,7 +1841,7 @@
...
@@ -1840,7 +1841,7 @@
"#RESOURCE_OIL_BARREL_DESC","A barrel of oil that can be refined into Fuel."
"#RESOURCE_OIL_BARREL_DESC","A barrel of oil that can be refined into Fuel."
"#RESOURCE_BIOFUEL","Biofuel"
"#RESOURCE_BIOFUEL","Biofuel"
"#RESOURCE_BIOFUEL_DESC","A barrel of Fuel made from renewable energy crops."
"#RESOURCE_BIOFUEL_DESC","A barrel of Fuel made from renewable energy crops."
"#RECIPE_MEAL_MIXED_DESC","A Mixed Meal includes both Meat and Vegetables and contain all vitamins and nutrients a colonist needs to survive and avoid malnutrition."
"#RECIPE_MEAL_MIXED_DESC","A Mixed Meal includes both Meat and Vegetables and contain all colonists to avoid malnutrition.\nNutrition: Average\nPollution: Average"
"#DESC_FOOD_VENISON","Type of Meat the Trapper produces by hunting wild animals around the Colony.\nNutrition: Medium\nPollution: Very high"
"#DESC_FOOD_VENISON","Type of Meat the Trapper produces by hunting wild animals around the Colony.\nNutrition: Medium\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"
"#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_ARRIVED_MANY","Multiple catastrophes are upon the colony!"
...
@@ -2200,13 +2201,13 @@
...
@@ -2200,13 +2201,13 @@
"#TOOLTIP_RENAME_COLONIST","Rename Colonist"
"#TOOLTIP_RENAME_COLONIST","Rename Colonist"
"#TOOLTIP_RENAME_COLONIST_CONTENT","Here you can rename your 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","Specialist is under attack!"
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK_DESC","Your Specialist is engaged in combat."
"#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_DESC","Make more nutritious food from meat and vegetables"
"#NOTIFICATION_PERSON_MALNOURISHED_MANY_DESC","Your Colonists need more nutritious food soon!"
"#NOTIFICATION_PERSON_MALNOURISHED_MANY_DESC","Your Colonists need more nutritious food soon!"
"#TOOLTIP_GIVE_FEEDBACK","Bug reporting"
"#TOOLTIP_GIVE_FEEDBACK","Bug reporting"
"#TOOLTIP_GIVE_FEEDBACK_CONTENT","Give us feedback or report a bug."
"#TOOLTIP_GIVE_FEEDBACK_CONTENT","Give us feedback or report a bug."
"#NOTIFICATION_BUILDING_UNDER_ATTACK","Building is under attack!"
"#NOTIFICATION_BUILDING_UNDER_ATTACK","Building is under attack!"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK","{0} 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_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"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_DESC","Use Guards or Specialists to defeat the attacker"
"#TOOLTIP_HOSTILE_CONTENT","Attacking people and buildings alike!"
"#CATEGORY_HOUSING","Shelters"
"#CATEGORY_HOUSING","Shelters"
"#CATEGORY_STORAGE","Storage"
"#CATEGORY_STORAGE","Storage"
"#CATEGORY_FOOD","Food"
"#CATEGORY_FOOD","Food"
...
@@ -2783,8 +2787,8 @@
...
@@ -2783,8 +2787,8 @@
"#STATUS_MISSING_SPECIALIST","Missing a specialist"
"#STATUS_MISSING_SPECIALIST","Missing a specialist"
"#INFO_WAITING_FOR_SPECIALIST","Waiting for a Specialist"
"#INFO_WAITING_FOR_SPECIALIST","Waiting for a Specialist"
"#INFO_CAR_IS_BEING_REPAIRED","Car is being repaired"
"#INFO_CAR_IS_BEING_REPAIRED","Car is being repaired"
"#NOTIFICATION_CAR_REPAIRS_COMPLETE","Car is now ready."
"#NOTIFICATION_CAR_REPAIRS_COMPLETE","Car is now ready"
"#NOTIFICATION_CAR_REPAIRS_COMPLETE_DESC","Car is now repaired and ready to go."
"#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."
"#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"
"#TOPIC_BUILDING_IDLE","Idle"
"#INFO_FIELD_HARVEST_DECAYING","Crops are withering"
"#INFO_FIELD_HARVEST_DECAYING","Crops are withering"
...
@@ -2854,6 +2858,7 @@
...
@@ -2854,6 +2858,7 @@
"#DESC_TRANSFORMER","A device which allows transferring Energy from one place to another. Transformers distribute Energy within their Effective Area."
"#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_VEHICLE_SELECTION","Vehicle Selection"
"#TOPIC_ABORT_DEMOLITION","Abort demolition"
"#TOPIC_ABORT_DEMOLITION","Abort demolition"
"#TOPIC_SALVAGE_CONFIRM","Are you sure you want to demolish the selected building?"
"#PERSON_CONDITION_TITLE","Conditions"
"#PERSON_CONDITION_TITLE","Conditions"
"#PERSON_STATE_IDLE","Idling"
"#PERSON_STATE_IDLE","Idling"
"#PERSON_STATE_WALKING","Walking"
"#PERSON_STATE_WALKING","Walking"
...
@@ -6017,7 +6022,7 @@
...
@@ -6017,7 +6022,7 @@
"#EVENT_SOCIETY_09B_NOTIFICATION_HEADER","A familiar messenger has returned"
"#EVENT_SOCIETY_09B_NOTIFICATION_HEADER","A familiar messenger has returned"
"#EVENT_SOCIETY_09B_NOTIFICATION_DESC","The fight seems to be over"
"#EVENT_SOCIETY_09B_NOTIFICATION_DESC","The fight seems to be over"
"#EVENT_SOCIETY_09B_NAME","Bitter Winners"
"#EVENT_SOCIETY_09B_NAME","Bitter Winners"
"#EVENT_SOCIETY_09_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_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_HEADER","Your colonists found something"
"#EVENT_RADIATION_BOX_01_NOTIFICATION_DESC","They’re not sure what"
"#EVENT_RADIATION_BOX_01_NOTIFICATION_DESC","They’re not sure what"
"#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_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_HEADER","A strange animal has been spotted"
"#TUTORIAL_DIALOG_PERSONSTATES_MESSAGE","The top bar shows your new Colonists. First are <mark>Carriers</mark>, vital for moving Resources and constructing Buildings. The second icon is the <mark>Total Population</mark> of the Colony.\n\nAs you <mark>cannot directly control</mark> the Colonists, you need to guide them by <mark>assigning them to buildings</mark> and setting <mark>Work Areas</mark> for resource gathering."
"#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 welfare. You will need both to keep things running smoothly.\n\nNow, try <mark>selecting a colonist</mark> to see their Workplace and Activity. "
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","Once in a while, you might want to <mark>Demolish</mark> a <mark>Ruined building</mark> to make way for new ones. You can also demolish functioning buildings, but you will get back only around half of the initial building cost, so careful not to destroy any important ones."
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","Once in a while, you might want to <mark>Demolish</mark> a <mark>Ruined building</mark> to make way for new ones. You can also demolish functioning buildings, but you will get back only around half of the initial building cost, so careful not to destroy any important ones."
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_HEADLINE","Areas of Effect"
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_HEADLINE","Areas of Effect"
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_MESSAGE","Press here to learn more"
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_STATIC_WORK_AREAS_HEADLINE","AREAS OF EFFECT"
"#TUTORIAL_CODEX_STATIC_WORK_AREAS_HEADLINE","AREAS OF EFFECT"
"#TUTORIAL_DIALOG_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_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_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>. Use the <mark>Pollution Overlay</mark> to see the affected areas."
"#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>.\n\nCheck out the <mark>Pollution Overlay</mark> to see the affected areas."
"#TUTORIAL_CODEX_WATER_HEADLINE","WATER"
"#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_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_DIALOG_CONTROLS_MESSAGE","Keyboard 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_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","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_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_HEADLINE","Plastic and Metal"
...
@@ -6855,8 +6859,8 @@
...
@@ -6855,8 +6859,8 @@
"#TUTORIAL_CODEX_CONDITIONS","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.\n\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>Saunas</mark> to keep people clean and healthy. Saunas can be unlocked from the <mark>Tech Tree</mark>."
"#TUTORIAL_CODEX_CONDITIONS","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.\n\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>Saunas</mark> to keep people clean and healthy. Saunas can be unlocked from the <mark>Tech Tree</mark>."
"#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."
"#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","AREAS OF EFFECT"
"#TUTORIAL_CODEX_STATIC_WORK_AREAS","The effectiveness is shown in the <mark>Building Info</mark> panel during building placement.\n\nSome of these buildings, like Water Wells, cannot be built inside each other's effective area. Space them out and monitor the Efficiency meter to gain their full benefits."
"#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","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_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_DIALOG_GATE_COMBAT_MESSAGE","<mark>Bandits</mark> have arrived at the gate, and there is a good chance the conflict will escalate into a firefight. Call <mark>Specialists</mark> home and upgrade <mark>the Gate’s</mark> defenses to fend off the attackers. Good luck!"
"#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_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 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_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_HEADLINE","Send Specialists to the World Map"
"#TUTORIAL_NOTIFICATION_SPECIALIST_TO_WM_MESSAGE","Press here to learn how"
"#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_HEADLINE","SEND SPECIALISTS TO THE WORLD MAP"
"#TUTORIAL_NOTIFICATION_HUNTING_MESSAGE","Press here to learn more"
"#TUTORIAL_NOTIFICATION_HUNTING_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_HUNTING_HEADLINE","HUNTING"
"#TUTORIAL_DIALOG_HUNTING_HEADLINE","HUNTING"
"#TUTORIAL_DIALOG_HUNTING_MESSAGE","A wild animal has been spotted! Specialists can <mark>hunt</mark> local wildlife to gain Meat but are also vulnerable to their <mark>attacks</mark>. 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 pressing <mark>L</mark> on the keyboard or the <mark>Right Stick Press</mark> on a controller."
"#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 pressing <mark>L</mark> on the keyboard or the <mark>Right Stick</mark> on a controller."
"#QUEST_BUNKER_01_START_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."
"#TOPIC_TECH_CAT_COMBAT_DESC","-"
"#QUEST_BUNKER_01_GO","Head to the bunker"
"#TOPIC_TECH_CAT_IDEOLOGY","Ideology"
"#QUEST_BUNKER_01_ABANDON","Abandon quest"
"#TOPIC_TECH_CAT_IDEOLOGY_DESC","-"
"#QUEST_BUNKER_01_TASK1","Task: Enter the bunker"
"#QUEST_ABANDON","Abandon Quest"
"#QUEST_BUNKER_01_PHASE1_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_ACCEPT","Accept Quest"
"#QUEST_BUNKER_01_PHASE1_CONTINUE","Continue to the unmarked site"
"#QUEST_AVAILABLE","New Quest available"
"#QUEST_BUNKER_01_TASK2","Task: Enter the second bunker"
"#QUEST_BUNKERBUSTER_NAME","Bunker Busting"
"#QUEST_BUNKER_01_PHASE2_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_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_BUNKER_01_PHASE2_LOOT","Loot for the control room"
"#QUEST_BUNKERBUSTER_GO","Head to the bunker"
"#QUEST_BUNKER_01_PHASE2_SEARCH","Search for hidden compartments (Scavenger)"
"#QUEST_BUNKERBUSTER_ABANDON","Abandon quest"
"#QUEST_BUNKER_01_PHASE2_BYPASS","Attempt to bypass the vault lock (Scientist)"
"#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_BUNKER_01_PHASE2_RETURN","Return later"
"#QUEST_BUNKERBUSTER_TASK1","Task: Enter the bunker"
"#QUEST_BUNKER_01_PHASE2_LOOT_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_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_BUNKER_01_PHASE2_SEARCH_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_PHASE_01_GO","Continue to the unmarked site"
"#QUEST_BUNKER_01_PHASE2_BYPASS_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_BUNKERBUSTER_TASK2","Task: Enter the second bunker"
"#QUEST_BUNKER_01_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_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_BURNING_01_NAME","Burning Skies"
"#QUEST_BUNKERBUSTER_ANY","Loot for the control room"
"#QUEST_NUCLEAR_01_NAME","Nuclear Beast"
"#QUEST_BUNKERBUSTER_SCAVENGER","Search for hidden compartments (Scavenger)"
"#QUEST_BUNKERBUSTER_SCIENTIST","Attempt to bypass the vault lock (Scientist)"
"#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_BURNING_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","Task: 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","Task: 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 (Fighter)"
"#QUEST_NUCLEARBEAST_SCOUT","Distract the beast (Scout)"
"#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","Highrise lowlives"
"#QUEST_HIGHRISE_DESC","A rumor is doing rounds about a local bandit lord, who has gathered quite the hoard during this time of turmoil. She and her gang have taken up residence in a nearby highrise building, fortifying the lower floors. A crafty person might get in though, and relieve the lowlives of some of their ill-gotten gains."
"#QUEST_HIGHRISE_GO","Go to the highrise"
"#QUEST_HIGHRISE_TASK1","Task: Enter the highrise building"
"#QUEST_HIGHRISE_PHASE_01_DESC","This highrise is definitely a lair of several dozen bandits, and the lower floors are barricaded and trapped to thwart any intruders. But the bandits have apparently grown complacent, as their defences have two possible entry points - one a few levels up and accessible with a rope, other 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 a 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 coins next to you"
"#QUEST_HIGHRISE_PHASE_02A_SCOUT","Try to steal the bigger pile (Scout)"
"#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 other side. The bandits were definitely not expecting anyone from this side, and have 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_SCIENTIST","Grab all with practical applications (Scientist)"
"#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 going up. 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 few bits of 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 towards the big pile of coins. The bandits seem oblivious to the thief in their midst, and continue to bicker over who’s best in 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 stuff 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 the research here is definitely more useful for the colony than others. The scientist browses through the pile as quickly as possible and fills up the backpack. The narrow gap is even tougher to negotiate going back, 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","Mous-stashed"
"#QUEST_MOUSSTASHED_DESC","In times like these it’s not uncommon for people to start hoarding trash and trinkets in case some of it might prove 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","Task: Find the stash"
"#QUEST_MOUSSTASHED_PHASE_02_DESC","A peculiar red-bricked old factory building sits on the edge of a demolished town. It’s 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 twirly moustache, an arrow and numbers. Maybe there’s another stash?"
"#QUEST_MOUSSTASHED_PHASE_02_GO","Take the Silver and continue"
"#QUEST_MOUSSTASHED_TASK2","Task: 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","Task: 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 towards its base. “Oh hello hello there, my good person!”, a gaunt man with thin but well-groomed moustaches 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 half the time myself!”. 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: “Very well, no point in stacking these now. Take what you will - got bigger things to pilfer away anyways!”."
"#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” sits 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 a makeshift wig. “The trial of one Edwin James is about to start!”, shouts one of the jury members. “Bring forth the Hammer!”, he continues as the crowd starts to cheer."
"#QUEST_OBJECTION_PHASE_01_GO","Watch silently"
"#QUEST_OBJECTION_PHASE_02_DESC","The court’s assistants push forth 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 an appropriate reaction to 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_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_DESC","With the help from you, Edwin manages to find the right answers. And every time a bag of coins or a set of books are placed next to his chair. “Hear ye, hear ye - we have a winner!”, the judge finally announces and wipes sweat off under his wig. As the crowd bursts in applause, Edwin heads off the stage and straight to the specialist. “Saw what you did there, friend”, he says grinning. “This’ll make a huge difference for me and my family”. He gifts the specialist with a small bag of coins and sciency-looking books before heading out with a dozen audience members in tow asking for handouts."
"#QUEST_OBJECTION_PHASE_03_WRONG_DESC","Edwin begins to crumble in the frenzied atmosphere while you’re intentionally providing him incorrect answers. Each failure is greeted with boos from the crowd and oohs as one peg after another is removed. As the final peg is 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 take some of the coin bags and empty their contents into the crowd."
"#QUEST_OBJECTION_ABANDON","This all feels like a huge joke at your expense. Your and specialists’ time is better spent elsewhere."
"#QUEST_CONVOY01_NAME","Convoy, ahoy"
"#QUEST_CONVOY01_DESC","Various kinds of trade convoys between societies and even bandits camps run along across the wasteland. They’re usually either hard to find or well-defended, but occasionally loose-lipped drivers reveal more than they intended. Once 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 with the lead vehicle pushing out black smoke from the engine compartment. 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 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","You greet the convoy from a distance. The guards pull out their weapons and direct them at the Specialist. 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 business, 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 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 away 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 makes bandit convoys easy to track. Two vehicles are now in sight coming towards 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. Up the road ahead you see boulders you might be able to push onto the road and a forested area further away which should provide good cover for an ambush."
"#QUEST_CONVOY02_PHASE_02_ANY","Roll boulders into the vehicles"
"#QUEST_CONVOY02_PHASE_02_FIGHTER","Try taking out the driver (Fighter)"
"#QUEST_CONVOY02_PHASE_02_SCOUT","Ambush the convoy (Scout)"
"#QUEST_CONVOY02_PHASE_03_ANY_DESC","Some of the boulders seem ready to roll down with a slight push. As the convoy approaches, the Specialist manages to get one loose which starts barreling towards the Convoy. It hits the side of the truck hard and pushes it down into the ravine. The lead vehicle takes a glancing blow and spins out smoking. The remaining dazed bandits are quickly taken out by the Specialist. The main haul is lost, but resources scavenged from the smaller vehicle are better than nothing."
"#QUEST_CONVOY02_PHASE_03_FIGHTER_DESC","Your Fighter reckons they can take the driver out with a well-placed shot, and takes cover near the road. 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","Your Scout sets up an ambush in the forest. As the convoy reaches the treeline, a well-placed first shot takes out the lead vehicle which careens into the ravine, taking most 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 towards you with a limp. “Our group has been captured by the Wolf Gang! L-l-leader put on a proper fierce fight with bombs an’ all, but they were too many! They’re not too far from here yet - please help us!” Before elaborating any further, she collapses out of exhaustion. She’ll be fine, but needs to rest."
"#QUEST_BOMBERMAN_PHASE_01_GO","Go to the bandit camp"
"#QUEST_BOMBERMAN_TASK1","Task: Enter the bandit encampment"
"#QUEST_BOMBERMAN_PHASE_02_DESC","You approach the campsite silently. The Wolf Gang have indeed captured a group of people, and are preparing them for transport, shoving them violently inside a makeshift cage on a flatbed truck. Several of their vehicles seem badly damaged by fire or explosions. You also notice another person on the ground, unconscious. He’s older and bald with scorch-marks across his clothes, but looks gritty. “Right, let’s roll!”, shouts the leader and hops on a motorcycle. Most of the gang follow suit aside from two, who walk up to the unconscious 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 give chase to the convoy. Luckily they have to navigate a winding canyon before hitting the open road, which gives 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","Fake an ambush (Fighter)"
"#QUEST_BOMBERMAN_PHASE_03_DROP","Drop boulders and open fire"
"#QUEST_BOMBERMAN_PHASE_03_DROP_DESC","With few moments to spare, the specialist rolls a few large boulders on the edge of the canyon and prepares to fight. As the convoy reaches the ambush spot, the boulders are pushed down, crashing into people and vehicles alike. Chaos ensues, and few 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 while mourning for the loss."
"#QUEST_BOMBERMAN_PHASE_03_AMBUSH_DESC","Using the terrain to their advantage, rocks, sticks and clothing are placed around the canyon’s edges to fake a larger force. As the convoy approaches, the specialist steps up with a gun on their hand 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 the prisoners are released and the convoy presses on. The jubilant prisoners retrieve the escaped woman and all offer to join the colony in thanks for saving their lives."
"#QUEST_BOMBERMAN_PHASE_03_HELP_DESC","You decide to help the unconscious man and abandon the captives to their fates. Two Wolf Gang members are arguing over him to decide who gets to shoot. Two precise shots later both fall to the ground next to the bleeding person. A moment passes, and the man finally wakes up. “What the hell, where’s my people? Why didn’t you save them?”, he shouts in anger. After calming down a bit he introduces himself as Lancaster. “You better be ready to hunt those bastards, or we’ll have more than words the next time”. You retrieve the escaped woman and wow 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 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 gardener’s outfit. She introduces herself as Leena. “Any chance you’re 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 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 amongst 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, Leena arrives carrying a large backpack. “Oh you got it? Loistavaa! That’s gonna help me a bunch. Say - I’m sort of running out of sciency supplies and frankly could use the company, so how about I join your colony?”"
"#QUEST_BLACKHARVEST_PHASE_03A_WELCOME","Welcome to our colony!"
"#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 Leena arrives. “Those folks seemed mighty angry - what did you say to them? Also, you mind if I join your company? I’m going a bit stir-crazy in the cabin and could use a chance of pace”."
"#QUEST_BLACKHARVEST_PHASE_03B_DESC","Stealth is your best chance to avoid confrontations with the locals. You sneak to a blackened field of wheat and start harvesting. You're almost finished when a farmer approaches your location with a crude sickle in hand. Just as you're about to get spotted, a murder of crows takes flight, seemingly disturbed by something that the farmer goes to check on. ""Hei, it's me again"", a voice behind you whispers. You turn around to see Leena smirking, holding a small rock in her hand. ""Oh those are for me? Kiitos! If we're done here, I'd be mighty curious to see your settlement!"""
"#QUEST_BLACKHARVEST_ABANDON","This all seems to like a massive waste of your time and 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 melancholy over the past few days. It takes a bit of convincing, but he’s finally willing to talk about it. “I received a message some time ago that my sister was dead - killed by some piece of trash raiders! She was my only family, and I could do nothing 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 tranquility."
"#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 burnt to the ground. The gate doors have 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 off 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 further 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 you over, but it should be possible to grab and take something off 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. Burnt vehicles are slowly smoldering on the roadside. Crows and other scavengers have started to pick apart the bodies of bandits and colonists alike. Pushing forward, you come to what seems like the center of the colony. Fighting has definitely been the fierces here and the sense of loss hits your gut. Going through the bodies, you come to a young woman in his 20s who matches the grieving colonist’s description of his sister. Some of the dead have rather fine-looking clothing and a few functional weapons on them. You could just concentrate on your mission or loot the corpses too."
"#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 as they are, while burying the sister outside the settlement under a large oak tree. You later learn that while he openingly burst into tears upon hearing what had happened, the colonist has started to slowly recover. 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 be left behind. You’re able to collect several high-end or somewhat bloody pieces of clothing and weaponry with you. Maybe they’ll help our colony prevent what happened here. You bury the sister under a large maple tree outside the settlement and head out. You learn later that while the brother wept openly upon hearing the news, he has started to recover. Your colonists were not, however, pleased to see your ominously crimson-hued loot."
"#QUEST_REMEMBRANCE_ABANDON","Finding the sister in one of the myriads of abandoned settlements might take forever. Best to concentrate on the more immediate concerns."
"#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_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_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_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_TEXT","Colonists will now age and eventually die to natural causes. Survivor groups have been made slightly bigger and birth rate has been increased to balance this out, resulting in a more dynamic population"
"#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."
"#POPULATION","Población"
"#POPULATION","Población"
"#RESOURCE_WOOD","Troncos"
"#RESOURCE_WOOD","Troncos"
"#RESOURCE_PLANK","Tablones"
"#RESOURCE_PLANK","Tablones"
...
@@ -2319,6 +2335,10 @@
...
@@ -2319,6 +2335,10 @@
"#DESC_FOOD_PRIMEMEAT","Carne de buena calidad de ganado criado en la colonia, menos contaminado que el venado.\nNutrición: Alta\nContaminación: Media"
"#DESC_FOOD_PRIMEMEAT","Carne de buena calidad de ganado criado en la colonia, menos contaminado que el venado.\nNutrición: Alta\nContaminación: Media"
"#RESOURCE_PRIMEMEAT_DESC","Carne de buena calidad de ganado criado en la colonia, menos contaminado que el venado.\nNutrición: Alta\nContaminación: Media"
"#RESOURCE_PRIMEMEAT_DESC","Carne de buena calidad de ganado criado en la colonia, menos contaminado que el venado.\nNutrición: Alta\nContaminación: Media"
"#EVENT_WAIT","Esperar"
"#EVENT_WAIT","Esperar"
"#NOTIFICATION_PERSON_GREW_ELDER","{0} is now an elder"
"#NOTIFICATION_PERSON_GREW_ELDER_MANY","{0} colonists are now elders"
"#TOOLTIP_HOSTILE","Hostile colonist"
"#TOOLTIP_HOSTILE_CONTENT","Attacking people and buildings alike!"
"#INFO_CAR_IS_BEING_REPAIRED","Están reparando el auto"
"#INFO_CAR_IS_BEING_REPAIRED","Están reparando el auto"
...
@@ -5977,7 +5997,7 @@
...
@@ -5977,7 +5997,7 @@
"#EVENT_SOCIETY_09B_NOTIFICATION_HEADER","Regresó una mensajera familiar"
"#EVENT_SOCIETY_09B_NOTIFICATION_HEADER","Regresó una mensajera familiar"
"#EVENT_SOCIETY_09B_NOTIFICATION_DESC","Parece que la lucha terminó"
"#EVENT_SOCIETY_09B_NOTIFICATION_DESC","Parece que la lucha terminó"
"#EVENT_SOCIETY_09B_NAME","Ganadores rencorosos"
"#EVENT_SOCIETY_09B_NAME","Ganadores rencorosos"
"#EVENT_SOCIETY_09_DESC","La mensajera familiar se acerca a ti, agotada y con un notable rencor. Escupe frente a la puerta. “Ese es un mensaje de nuestro líder. Por suerte, conseguimos ganar a los bandidos, pero puedes tener por seguro que no olvidaremos que nos diste la espalda cuando estábamos en apuros.”"
"#EVENT_SOCIETY_09B_DESC","La mensajera familiar se acerca a ti, agotada y con un notable rencor. Escupe frente a la puerta. “Ese es un mensaje de nuestro líder. Por suerte, conseguimos ganar a los bandidos, pero puedes tener por seguro que no olvidaremos que nos diste la espalda cuando estábamos en apuros.”"
"#EVENT_RADIATION_BOX_01_COLONISTS_DESC","Uno de los colonos reconoce que el material de la caja es plomo. Lo que quiera que haya dentro seguro que es radioactivo."
"#EVENT_RADIATION_BOX_01_COLONISTS_DESC","Uno de los colonos reconoce que el material de la caja es plomo. Lo que quiera que haya dentro seguro que es radioactivo."
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL","Abrir la caja con precaución"
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL","Abrir la caja con precaución"
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL_DESC","Tus colonos aplican las protecciones necesarias, o algo que se le parezca, y abren la caja. Dentro encuentran manuales científicos y esquemas que deben haber estado ahí para salvaguardarlos."
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL_DESC","Tus colonos aplican las protecciones necesarias, o algo que se le parezca, y abren la caja. Dentro encuentran manuales científicos y esquemas que deben haber estado ahí para salvaguardarlos."
"#EVENT_RADIATION_ANIMAL_01_NOTIFICATION_HEADER","Se avistó un animal salvaje"
"#EVENT_RADIATION_ANIMAL_01_NOTIFICATION_HEADER","Se avistó un animal salvaje"
...
@@ -6670,8 +6689,8 @@
...
@@ -6670,8 +6689,8 @@
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","Ocasionalmente, tal vez quieras <mark>demoler</mark> un <mark>edificio en ruinas</mark> para construir otra cosa. También puedes demoler un edificio utilizable, pero solo recuperarás la mitad del costo de construirlo, así que intenta no necesitar demoler nada importante."
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","Ocasionalmente, tal vez quieras <mark>demoler</mark> un <mark>edificio en ruinas</mark> para construir otra cosa. También puedes demoler un edificio utilizable, pero solo recuperarás la mitad del costo de construirlo, así que intenta no necesitar demoler nada importante."
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_HEADLINE","Áreas de efecto"
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_HEADLINE","Áreas de efecto"
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_MESSAGE","Pulsa aquí para saber más."
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_MESSAGE","Pulsa aquí para saber más."
"#TUTORIAL_DIALOG_STATIC_WORK_AREAS_HEADLINE","ÁREAS DE EFECTO"
"#TUTORIAL_CODEX_STATIC_WORK_AREAS_HEADLINE","ÁREAS DE EFECTO"
"#TUTORIAL_DIALOG_STATIC_WORK_AREAS_MESSAGE","Algunos edificios, como los <mark>pozos</mark> y las <mark>instalaciones de pesca</mark>, tienen zonas de efecto a su alrededor. Colócalos en lugares favorables para optimizar la producción."
"#TUTORIAL_CODEX_STATIC_WORK_AREAS_MESSAGE","Algunos edificios, como los <mark>pozos</mark> y las <mark>instalaciones de pesca</mark>, tienen zonas de efecto a su alrededor. Colócalos en lugares favorables para optimizar la producción."
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_HEADLINE","Depósitos de contaminación"
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_HEADLINE","Depósitos de contaminación"
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_MESSAGE","Pulsa aquí para saber más."
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_MESSAGE","Pulsa aquí para saber más."
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_HEADLINE","DEPÓSITOS DE CONTAMINACIÓN"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_HEADLINE","DEPÓSITOS DE CONTAMINACIÓN"
...
@@ -6815,8 +6834,8 @@
...
@@ -6815,8 +6834,8 @@
"#TUTORIAL_CODEX_CONDITIONS","Construye una <mark>tienda médica</mark> y asigna a alguien para tratar diferentes estados lo antes posible. Los <mark>estados</mark> negativos causan pérdida de salud y otros problemas si no los tratas.\n\nLas medicinas aumentan mucho la velocidad de recuperación y se usan automáticamente desde el almacenaje. La <quad name=Medicine> <mark>medicina</mark> es útil para la condición herida, las <quad name=Iodine> <mark>píldoras de yodo</mark> para tratar la radiación y los <quad name=Antibiotics> <mark>antibióticos</mark> para las infecciones.\n\nPara reducir las infecciones, construye una <mark>sauna</mark>, que mantendrá a la gente limpia y sana. Las saunas se pueden desbloquear desde el <mark>árbol de tecnologías</mark>."
"#TUTORIAL_CODEX_CONDITIONS","Construye una <mark>tienda médica</mark> y asigna a alguien para tratar diferentes estados lo antes posible. Los <mark>estados</mark> negativos causan pérdida de salud y otros problemas si no los tratas.\n\nLas medicinas aumentan mucho la velocidad de recuperación y se usan automáticamente desde el almacenaje. La <quad name=Medicine> <mark>medicina</mark> es útil para la condición herida, las <quad name=Iodine> <mark>píldoras de yodo</mark> para tratar la radiación y los <quad name=Antibiotics> <mark>antibióticos</mark> para las infecciones.\n\nPara reducir las infecciones, construye una <mark>sauna</mark>, que mantendrá a la gente limpia y sana. Las saunas se pueden desbloquear desde el <mark>árbol de tecnologías</mark>."
"#TUTORIAL_CODEX_SALVAGE_STARTING_BUILDING","Para demoler un edificio, abre su <mark>información de edificio</mark> y selecciona el botón <mark>Demoler</mark>. Podrás recuperar parte de los recursos, así que puede servir como medida de emergencia. Demoler un almacén no afecta al contenido."
"#TUTORIAL_CODEX_SALVAGE_STARTING_BUILDING","Para demoler un edificio, abre su <mark>información de edificio</mark> y selecciona el botón <mark>Demoler</mark>. Podrás recuperar parte de los recursos, así que puede servir como medida de emergencia. Demoler un almacén no afecta al contenido."
"#CODEX_STATIC_WORK_AREAS_HEADLINE","ÁREAS DE EFECTO"
"#TUTORIAL_CODEX_STATIC_WORK_AREAS","La eficacia se muestra en el panel de <mark>información del edificio</mark> al colocarlo.\n\nAlgunos de estos edificios, como los pozos de agua, no se pueden construir en el área de otro idéntico. Sepáralos y vigila el medidor de eficacia para recibir el máximo beneficio."
"#CODEX_STATIC_WORK_AREAS","La eficacia se muestra en el panel de <mark>información del edificio</mark> al colocarlo.\n\nAlgunos de estos edificios, como los pozos de agua, no se pueden construir en el área de otro idéntico. Sepáralos y vigila el medidor de eficacia para recibir el máximo beneficio."
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS","Construir cerca de un depósito de contaminación tiene sus riesgos. Propagan contaminación constantemente y ocasionalmente emiten químicos tóxicos, por lo que es preferible evitarlo.\n\nInvestiga <mark>ingeniería de materiales peligrosos</mark> para construir <mark>estaciones medioambientales</mark> y eliminar los depósitos de contaminación. La <quad name=Pollution> <mark>contaminación</mark> que limpien debe ser depositada cuidadosamente en un <mark>vertedero</mark>, para evitar que los contenedores tengan fugas, ¡o peor, que exploten!\n\nLos edificios expuestos a demasiada contaminación se consideran <mark>contaminados</mark>. Los colonos tienen que limpiar edificios contaminados antes de poder usarlos de nuevo."
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS","Construir cerca de un depósito de contaminación tiene sus riesgos. Propagan contaminación constantemente y ocasionalmente emiten químicos tóxicos, por lo que es preferible evitarlo.\n\nInvestiga <mark>ingeniería de materiales peligrosos</mark> para construir <mark>estaciones medioambientales</mark> y eliminar los depósitos de contaminación. La <quad name=Pollution> <mark>contaminación</mark> que limpien debe ser depositada cuidadosamente en un <mark>vertedero</mark>, para evitar que los contenedores tengan fugas, ¡o peor, que exploten!\n\nLos edificios expuestos a demasiada contaminación se consideran <mark>contaminados</mark>. Los colonos tienen que limpiar edificios contaminados antes de poder usarlos de nuevo."
"#TUTORIAL_CODEX_PLASTIC_HEADLINE","REFINACIÓN"
"#TUTORIAL_CODEX_PLASTIC_HEADLINE","REFINACIÓN"
...
@@ -7279,22 +7298,45 @@
...
@@ -7279,22 +7298,45 @@
"#TOPIC_REQUIRES_DEPOSIT","Se necesita un <mark>depósito</mark>"
"#TOPIC_REQUIRES_DEPOSIT","Se necesita un <mark>depósito</mark>"
"#TOPIC_TECH_EFFECT","Efecto desbloqueado"
"#TOPIC_TECH_EFFECT","Efecto desbloqueado"
"#TECH_SPECIAL_TEXT_TRANSFORMER","Distribuye energía a los edificios"
"#TECH_SPECIAL_TEXT_TRANSFORMER","Distribuye energía a los edificios"
"#QUEST_BUNKER_01_NAME","Destrucción del búnker"
"#QUEST_ABANDON","Abandonar misión"
"#QUEST_BUNKER_01_START_DESC","Una colona mayor se acerca con una historia que contar. Su padre, ahora fallecido, trabajaba como contramaestre en el ejército antes de que cayeran las bombas, abasteciendo búnkeres de emergencia no muy lejos de aquí. Ella incluso fue a visitar uno, y puede que todavía sea capaz de señalar su ubicación. El búnker estará probablemente vacío, pero si no, podría contener recursos valiosos e información útil."
"#QUEST_ACCEPT","Aceptar misión"
"#QUEST_BUNKER_01_GO","Dirigirse al búnker"
"#QUEST_BUNKERBUSTER_NAME","Destrucción del búnker"
"#QUEST_BUNKER_01_ABANDON","Abandonar misión"
"#QUEST_BUNKERBUSTER_DESC","Una colona mayor se acerca con una historia que contar. Su padre, ahora fallecido, trabajaba como contramaestre en el ejército antes de que cayeran las bombas, abasteciendo búnkeres de emergencia no muy lejos de aquí. Ella incluso fue a visitar uno, y puede que todavía sea capaz de señalar su ubicación. El búnker estará probablemente vacío, pero si no, podría contener recursos valiosos e información útil."
"#QUEST_BUNKER_01_TASK1","Tarea: entrar en el búnker"
"#QUEST_BUNKERBUSTER_GO","Dirigirse al búnker"
"#QUEST_BUNKER_01_PHASE1_DESC","El lugar parece muy similar a lo que describió la colona, pero parece que ha sido quemado y saqueado a conciencia. Sin embargo, hay un folleto sobre Búnkeres de Seguridad Nuclear del Gobierno cubierto de hollín en el suelo con más ubicaciones de búnkeres locales, todos marcados con una X."
"#QUEST_BUNKERBUSTER_ABANDON","Abandonar misión"
"#QUEST_BUNKER_01_PHASE1_CONTINUE","Continuar al sitio sin marcar"
"#QUEST_BUNKERBUSTER_ABANDON_DESC","Ir a búnkeres de emergencia de hace décadas para buscar chatarra parece una tontería en la que no querrías gastar la energía de tus especialistas."
"#QUEST_BUNKER_01_TASK2","Tarea: entrar al segundo búnker"
"#QUEST_BUNKERBUSTER_TASK1","Tarea: entrar en el búnker"
"#QUEST_BUNKER_01_PHASE2_DESC","El especialista llega al búnker en el centro del bosque. La puerta frontal está rota y abierta, sugiriendo que ya ha habido alguien aquí. Al adentrarse más, tu especialista se encuentra una pequeña sala de control junto a una segunda especie de puerta acorazada cubierta de magulladuras y quemaduras."
"#QUEST_BUNKERBUSTER_PHASE_01_DESC","El lugar parece muy similar a lo que describió la colona, pero parece que ha sido quemado y saqueado a conciencia. Sin embargo, hay un folleto sobre Búnkeres de Seguridad Nuclear del Gobierno cubierto de hollín en el suelo con más ubicaciones de búnkeres locales, todos marcados con una X."
"#QUEST_BUNKER_01_PHASE2_LOOT","Saquear la sala de control"
"#QUEST_BUNKERBUSTER_PHASE_01_GO","Continuar al sitio sin marcar"
"#QUEST_BUNKERBUSTER_TASK2","Tarea: entrar al segundo búnker"
"#QUEST_BUNKER_01_PHASE2_BYPASS","Intentar abrir la cerradura de la cámara (Científico)"
"#QUEST_BUNKERBUSTER_PHASE_02_DESC","El especialista llega al búnker en el centro del bosque. La puerta frontal está rota y abierta, sugiriendo que ya ha habido alguien aquí. Al adentrarse más, tu especialista se encuentra una pequeña sala de control junto a una segunda especie de puerta acorazada cubierta de magulladuras y quemaduras."
"#QUEST_BUNKER_01_PHASE2_RETURN","Regresar más tarde"
"#QUEST_BUNKERBUSTER_ANY","Saquear la sala de control"
"#QUEST_BUNKER_01_PHASE2_LOOT_DESC","El especialista rebuscó entre todos los escritorios y archivadores de la sala. No quedaba mucho, solo una gran pila de materiales científicos en uno de los archivadores pudo darnos algún conocimiento útil."
"#QUEST_BUNKER_01_PHASE2_SEARCH_DESC","El buscador con un ojo experto examina la habitación y encuentra un interruptor escondido bajo la mesa. Después de presionarlo, se oye un sonido mientras los tornillos de la cerradura de la cámara se desplazan. Tras entrar en la cámara, tu especialista se da cuenta de que el contenido está muy gastado. Reúne algunas monedas de plata, notas científicas y una insignia de contramaestre metálica y pequeña para regresar a la colonia."
"#QUEST_BUNKERBUSTER_SCIENTIST","Intentar abrir la cerradura de la cámara (Científico)"
"#QUEST_BUNKER_01_PHASE2_BYPASS_DESC","El científico descubrió un teclado pequeño y cubierto de polvo cerca de la puerta de la cámara. La contraseña ha quedado atrás en el tiempo, pero después de toquetearlo un poco, el especialista consigue conectar los cables internos y abrir la cámara. Por desgracia, la mayoría del contenido ha sido gastado, pero todavía hay algunas monedas de plata, notas científicas y una insignia de contramaestre metálica y pequeña para regresar a la colonia."
"#QUEST_BUNKERBUSTER_BACK","Regresar más tarde"
"#QUEST_BUNKER_01_ABANDON_DESC","Ir a búnkeres de emergencia de hace décadas para buscar chatarra parece una tontería en la que no querrías gastar la energía de tus especialistas."
"#QUEST_BUNKERBUSTER_03A_DESC","El especialista rebuscó entre todos los escritorios y archivadores de la sala. No quedaba mucho, solo una gran pila de materiales científicos en uno de los archivadores pudo darnos algún conocimiento útil."
"#QUEST_BURNING_01_NAME","Cielos ardiendo"
"#QUEST_BUNKERBUSTER_03B_DESC","El buscador con un ojo experto examina la habitación y encuentra un interruptor escondido bajo la mesa. Después de presionarlo, se oye un sonido mientras los tornillos de la cerradura de la cámara se desplazan. Tras entrar en la cámara, tu especialista se da cuenta de que el contenido está muy gastado. Reúne algunas monedas de plata, notas científicas y una insignia de contramaestre metálica y pequeña para regresar a la colonia."
"#QUEST_NUCLEAR_01_NAME","Bestia nuclear"
"#QUEST_BUNKERBUSTER_03C_DESC","El científico descubrió un teclado pequeño y cubierto de polvo cerca de la puerta de la cámara. La contraseña ha quedado atrás en el tiempo, pero después de toquetearlo un poco, el especialista consigue conectar los cables internos y abrir la cámara. Por desgracia, la mayoría del contenido ha sido gastado, pero todavía hay algunas monedas de plata, notas científicas y una insignia de contramaestre metálica y pequeña para regresar a la colonia."
"#QUEST_BURNING_NAME","Cielos ardiendo"
"#QUEST_BURNINGSKIES_DESC","Durante el Apocalipsis, es muy conocida la tragedia de que las aerolíneas comerciales se convirtieron en ataúdes voladores, ya que los pulsos electromagnéticos y las tormentas magnéticas freían sus computadores de vuelo. Todavía es posible encontrar restos convertidos en tumbas desoladoras para los pasajeros desafortunados. Los sobrevivientes localizan estos lugares constantemente, y al preguntarles por sus paraderos seguro que conseguirías algunas coordenadas."
"#QUEST_BURNINGSKIES_GO","Localizar el lugar de la tragedia"
"#QUEST_BURNINGSKIES_ABANDON","Abandonar misión"
"#QUEST_BURNINGSKIES_ABANDON_DESC","De ninguna manera harás lo que, en esencia es un robo de tumbas, será mejor dejar a estas personas en paz. La colonia sobrevivirá a pesar de ello."
"#QUEST_BURNINGSKIES_TASK1","Tarea: visitar el lugar de la tragedia"
"#QUEST_BURNINGSKIES_PHASE_01_DESC","El especialista llega al lugar de la tragedia. Es un modelo antiguo de un avión de pasajeros con el fuselaje partido por la mitad. Ambas alas están destrozadas y cubiertas de vegetación junto a un gran cráter. Todavía es posible divisar algunos restos óseos entre la maleza. Es posible recoger muchas cosas si no te importa pisotear a los difuntos."
"#QUEST_BURNINGSKIES_RECKLESS","A los muertos no les importará"
"#QUEST_BURNINGSKIES_RESPECT","Mostrar respeto"
"#QUEST_BURNINGSKIES_02A_DESC","El especialista empieza a cavar en el sitio con una dejadez temeraria, empaquetando todo lo que encuentra. Esta gente ya lleva un tiempo muerta y no les deberían preocupar sus problemas mortales. El botín es considerable y debería ayudar mucho a quienes siguen viviendo."
"#QUEST_BURNINGSKIES_02B_DESC","Con restricciones y mucho cuidado, el especialista se adentra en el fuselaje del avión. Es un deber desalentador y silencioso, sabiendo que tantos perdieron su vida en este lugar concreto. Aunque el botín está bien y ayudará a los colonos que están en casa a sobrevivir."
"#QUEST_NUCLEARBEAST_NAME","Bestia nuclear"
"#QUEST_NUCLEARBEAST_DESC","Una planta nuclear antigua se divisa en la distancia, con sus torres de refrigeración monolíticas alzándose hacia el cielo que una vez fue azul. Su protagonismo hizo que sean los objetivos principales de los buscadores, pero aparentemente una bestia formidable se ha establecido en una de las plantas y mantiene a los saqueadores a raya. O puede que solo sea una trampa para mantener alejados a los visitantes no deseados."
"#QUEST_NUCLEARBEAST_GO","Ir a la Planta nuclear"
"#QUEST_NUCLEARBEAST_TASK1","Tarea: entrar en la planta nuclear"
"#QUEST_NUCLEARBEAST_PHASE_01_DESC","La planta no es difícil de encontrar, descansando cerca del cauce de un río seco. A parte de la erosión general, está en muy buena forma. Sin signos de que haya alguien más, el especialista entra en la instalación. Momentos después, un gruñido profundo llena la sala de la tenue luz y un lobo enorme y brillante aparece en la escena. El especialista corre un grave peligro, pero la promesa de recursos valiosos es tentadora."
"#QUEST_NUCLEARBEAST_ANY","Agarrar lo que puedas y huir"
"#QUEST_NUCLEARBEAST_FIGHTER","Atacar a la bestia (Guerrero)"
"#QUEST_NUCLEARBEAST_SCOUT","Distraer a la bestia (Explorador)"
"#QUEST_NUCLEARBEAST_02A_DESC","El especialista corre hacia la entrada más cercana en el vestíbulo, agarrando todo lo que puede por el camino. La bestia lo sigue durante un tiempo, pero se detiene antes de entrar en el área más iluminada. Cuando pasó el peligro, el especialista hace un recuento de los recursos. No es mucho, pero todo cuenta."
"#QUEST_NUCLEARBEAST_02B_DESC","El guerrero acepta el reto y le gruñe a la bestia. Parece confundida por esta reacción y da un paso atrás en busca de la oscuridad de la que vino. El especialista saca su arma y dispara hacia el lobo brillante, acertándole un par de tiros. El lobo se queja y huye a toda prisa. Ahora podemos saquear la planta con relativa tranquilidad, mientras que nadie se adentre en la oscuridad."
"#QUEST_NUCLEARBEAST_02C_DESC","Pensando sobre la marcha, el explorador ve un gran agujero en el suelo detrás de él, que conduce, por lo menos, hasta un par de pisos por debajo. Empieza a arrojar jarrones, piedras y otros objetos a la bestia para obligarla a atacar. El lobo cae en el anzuelo y se abalanza sobre el esquivo especialista, pero falla y cae por el agujero. Todavía sigue vivo y más enfadado que antes, pero le costará algún tiempo volver a subir. Una sesión apresurada de recolección más tarde, el explorador salió con su botín recién saqueado."
"#QUEST_NUCLEARBEAST_ABANDON_DESC","Aunque sea tentador, los peligros desconocidos que se esconden acarrean un gran riesgo. Es mejor dejar pasar esta oportunidad."
"#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_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_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_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_TEXT","Colonists will now age and eventually die to natural causes. Survivor groups have been made slightly bigger and birth rate has been increased to balance this out, resulting in a more dynamic population"
"#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."
"#POPULATION","Population"
"#POPULATION","Population"
"#RESOURCE_WOOD","Bûches"
"#RESOURCE_WOOD","Bûches"
"#RESOURCE_PLANK","Planches"
"#RESOURCE_PLANK","Planches"
...
@@ -2319,6 +2335,10 @@
...
@@ -2319,6 +2335,10 @@
"#DESC_FOOD_PRIMEMEAT","Viande de bonne qualité provenant d'animaux élevés dans la colonie, moins polluée que la viande de Gibier.\nNutrition : élevée\nPollution : moyenne"
"#DESC_FOOD_PRIMEMEAT","Viande de bonne qualité provenant d'animaux élevés dans la colonie, moins polluée que la viande de Gibier.\nNutrition : élevée\nPollution : moyenne"
"#RESOURCE_PRIMEMEAT_DESC","Viande de bonne qualité provenant d'animaux élevés dans la colonie, moins polluée que la viande de Gibier.\nNutrition : élevée\nPollution : moyenne"
"#RESOURCE_PRIMEMEAT_DESC","Viande de bonne qualité provenant d'animaux élevés dans la colonie, moins polluée que la viande de Gibier.\nNutrition : élevée\nPollution : moyenne"
"#EVENT_WAIT","Attendre"
"#EVENT_WAIT","Attendre"
"#NOTIFICATION_PERSON_GREW_ELDER","{0} is now an elder"
"#NOTIFICATION_PERSON_GREW_ELDER_MANY","{0} colonists are now elders"
"#TOOLTIP_HOSTILE","Hostile colonist"
"#TOOLTIP_HOSTILE_CONTENT","Attacking people and buildings alike!"
"#CATEGORY_HOUSING","Abris"
"#CATEGORY_HOUSING","Abris"
"#CATEGORY_STORAGE","Bâtiment stockage"
"#CATEGORY_STORAGE","Bâtiment stockage"
"#CATEGORY_FOOD","Nourriture"
"#CATEGORY_FOOD","Nourriture"
...
@@ -2738,8 +2758,8 @@
...
@@ -2738,8 +2758,8 @@
"#STATUS_REPAIRS_REQUESTED","Réparation demandée"
"#STATUS_REPAIRS_REQUESTED","Réparation demandée"
"#TOPIC_GARAGE_ASSEMBLE_TEAM","Créer une équipe"
"#TOPIC_GARAGE_ASSEMBLE_TEAM","Créer une équipe"
"#NOTIFICATION_CARS_MANY_WAITING_REPAIRS","{0} voitures sont en attente de réparation"
"#NOTIFICATION_CARS_MANY_WAITING_REPAIRS","{0} voitures sont en attente de réparation"
"#NOTIFICATION_ALL_GARAGES_FULL","Tous les garages sont pleins."
"#NOTIFICATION_ALL_GARAGES_FULL","Tous les garages sont pleins"
"#NOTIFICATION_ALL_GARAGES_FULL_DESC","Construisez plus de garages."
"#NOTIFICATION_ALL_GARAGES_FULL_DESC","Construisez plus de garages"
"#STATUS_MISSING_SPECIALIST","Il vous manque un spécialiste"
"#STATUS_MISSING_SPECIALIST","Il vous manque un spécialiste"
"#INFO_WAITING_FOR_SPECIALIST","En attente d'un spécialiste"
"#INFO_WAITING_FOR_SPECIALIST","En attente d'un spécialiste"
"#INFO_CAR_IS_BEING_REPAIRED","La voiture est en cours de réparation"
"#INFO_CAR_IS_BEING_REPAIRED","La voiture est en cours de réparation"
...
@@ -5977,7 +5997,7 @@
...
@@ -5977,7 +5997,7 @@
"#EVENT_SOCIETY_09B_NOTIFICATION_HEADER","Une messagère que vous avez vue récemment est de retour"
"#EVENT_SOCIETY_09B_NOTIFICATION_HEADER","Une messagère que vous avez vue récemment est de retour"
"#EVENT_SOCIETY_09B_NOTIFICATION_DESC","La bataille semble être terminée"
"#EVENT_SOCIETY_09B_NOTIFICATION_DESC","La bataille semble être terminée"
"#EVENT_SOCIETY_09B_NAME","Amère victoire"
"#EVENT_SOCIETY_09B_NAME","Amère victoire"
"#EVENT_SOCIETY_09_DESC","La messagère s'approche de vous, l'air épuisé mais cependant très en colère. Elle crache sur votre portail, en murmurant d'une voix haineuse : “Voilà le message de notre chef. Heureusement, nous avons réussi à battre les bandits, mais vous pouvez être sûrs que nous n'oublierons pas ce que vous avez fait alors que nous étions dans le besoin.”"
"#EVENT_SOCIETY_09B_DESC","La messagère s'approche de vous, l'air épuisé mais cependant très en colère. Elle crache sur votre portail, en murmurant d'une voix haineuse : “Voilà le message de notre chef. Heureusement, nous avons réussi à battre les bandits, mais vous pouvez être sûrs que nous n'oublierons pas ce que vous avez fait alors que nous étions dans le besoin.”"
"#EVENT_RADIATION_BOX_01_NOTIFICATION_HEADER","Vos colons ont trouvé quelque chose"
"#EVENT_RADIATION_BOX_01_NOTIFICATION_HEADER","Vos colons ont trouvé quelque chose"
"#EVENT_RADIATION_BOX_01_NOTIFICATION_DESC","Mais ils ne savent pas ce que c'est"
"#EVENT_RADIATION_BOX_01_NOTIFICATION_DESC","Mais ils ne savent pas ce que c'est"
"#EVENT_RADIATION_BOX_01_COLONISTS_DESC","L'un des colons reconnaît le matériau de la boîte comme étant du plomb. Ce qui se trouve à l'intérieur doit être radioactif."
"#EVENT_RADIATION_BOX_01_COLONISTS_DESC","L'un des colons reconnaît le matériau de la boîte comme étant du plomb. Ce qui se trouve à l'intérieur doit être radioactif."
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL","Ouvrir la boîte avec précaution"
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL","Ouvrir la boîte avec précaution"
"#EVENT_RADIATION_BOX_01_IGNORE","Laisser tranquille cette boîte"
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL_DESC","Vos colons appliquent les protections nécessaires, ou ce qui s'en rapproche le plus, et ouvrent la boîte. À l'intérieur, ils trouvent des manuels scientifiques et des schémas qui devaient être en sécurité."
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL_DESC","Vos colons appliquent les protections nécessaires, ou ce qui s'en rapproche le plus, et ouvrent la boîte. À l'intérieur, ils trouvent des manuels scientifiques et des schémas qui devaient être en sécurité."
"#EVENT_RADIATION_ANIMAL_01_NOTIFICATION_HEADER","Un animal étrange a été repéré"
"#EVENT_RADIATION_ANIMAL_01_NOTIFICATION_HEADER","Un animal étrange a été repéré"
...
@@ -6670,8 +6689,8 @@
...
@@ -6670,8 +6689,8 @@
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","Parfois, vous allez avoir envie de <mark>démolir</mark> un <mark>bâtiment en ruine</mark> pour en construire un nouveau. Vous pouvez également démolir des bâtiments qui fonctionnent, mais vous ne récupérerez qu'environ la moitié du coût initial du bâtiment, alors faites attention à ne pas détruire des bâtiments importants."
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","Parfois, vous allez avoir envie de <mark>démolir</mark> un <mark>bâtiment en ruine</mark> pour en construire un nouveau. Vous pouvez également démolir des bâtiments qui fonctionnent, mais vous ne récupérerez qu'environ la moitié du coût initial du bâtiment, alors faites attention à ne pas détruire des bâtiments importants."
"#TUTORIAL_DIALOG_STATIC_WORK_AREAS_MESSAGE","Certains bâtiments, tels les <mark>puits</mark> et les <mark>pêcheries</mark>, sont entourés par des zones efficaces dans lesquels ils fonctionnent. Essayez de les placer dans l'emplacement le plus favorable pour atteindre la production maximale."
"#TUTORIAL_CODEX_STATIC_WORK_AREAS_MESSAGE","Certains bâtiments, tels les <mark>puits</mark> et les <mark>pêcheries</mark>, sont entourés par des zones efficaces dans lesquels ils fonctionnent. Essayez de les placer dans l'emplacement le plus favorable pour atteindre la production maximale."
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_HEADLINE","Tas de pollution"
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_HEADLINE","Tas de pollution"
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_MESSAGE","Appuyez ici pour en savoir plus."
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_MESSAGE","Appuyez ici pour en savoir plus."
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_HEADLINE","TAS DE POLLUTION"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_HEADLINE","TAS DE POLLUTION"
...
@@ -6815,8 +6834,8 @@
...
@@ -6815,8 +6834,8 @@
"#TUTORIAL_CODEX_CONDITIONS","Construisez une <mark>tente médicale</mark> et attribuez du personnel pour soigner les malades le plus tôt possible. <mark>Les maladies</mark> peuvent entraîner de la perte de santé et d'autres effets négatifs si vous ne les soignez pas.\n\nLes médicaments augmentent largement la vitesse de guérison et sont automatiquement utilisés lorsqu'ils sont disponibles dans vos entrepôts. Les <quad name=Medicine><mark>médicaments</mark> soignent les blessures, les <quad name=Iodine><mark>pilules iodées</mark> soignent les maladies liées aux radiations et les <quad name=Antibiotics><mark>antibiotiques</mark> soignent les infections.\n\nPour réduire le nombre d'infections, envisagez de construire des <mark>Saunas</mark> pour garder les gens propres et en bonne santé. Les saunas peuvent être déverrouillés dans <mark>l'arbre des technologies</mark>."
"#TUTORIAL_CODEX_CONDITIONS","Construisez une <mark>tente médicale</mark> et attribuez du personnel pour soigner les malades le plus tôt possible. <mark>Les maladies</mark> peuvent entraîner de la perte de santé et d'autres effets négatifs si vous ne les soignez pas.\n\nLes médicaments augmentent largement la vitesse de guérison et sont automatiquement utilisés lorsqu'ils sont disponibles dans vos entrepôts. Les <quad name=Medicine><mark>médicaments</mark> soignent les blessures, les <quad name=Iodine><mark>pilules iodées</mark> soignent les maladies liées aux radiations et les <quad name=Antibiotics><mark>antibiotiques</mark> soignent les infections.\n\nPour réduire le nombre d'infections, envisagez de construire des <mark>Saunas</mark> pour garder les gens propres et en bonne santé. Les saunas peuvent être déverrouillés dans <mark>l'arbre des technologies</mark>."
"#TUTORIAL_CODEX_SALVAGE_STARTING_BUILDING_HEADLINE","DÉMOLIR DES BÂTIMENTS"
"#TUTORIAL_CODEX_SALVAGE_STARTING_BUILDING_HEADLINE","DÉMOLIR DES BÂTIMENTS"
"#TUTORIAL_CODEX_SALVAGE_STARTING_BUILDING","Pour démolir un bâtiment, ouvrez le <mark>Menu du bâtiment</mark> et appuyez sur le bouton en surbrillance <mark>Démolir</mark>. Vous recyclerez également une partie des ressources utilisées, qui peuvent être réutilisées immédiatement. Démolir un bâtiment de stockage ne détruit pas son contenu."
"#TUTORIAL_CODEX_SALVAGE_STARTING_BUILDING","Pour démolir un bâtiment, ouvrez le <mark>Menu du bâtiment</mark> et appuyez sur le bouton en surbrillance <mark>Démolir</mark>. Vous recyclerez également une partie des ressources utilisées, qui peuvent être réutilisées immédiatement. Démolir un bâtiment de stockage ne détruit pas son contenu."
"#TUTORIAL_CODEX_STATIC_WORK_AREAS","L'efficacité est indiquée dans le <mark>volet d'informations du bâtiment</mark> lors de son placement.\n\nCertains, tels les puits, ne peuvent pas être construits à l'intérieur de la zone d'efficacité d'un autre puits. Espacez-les et surveillez la jauge d'efficacité pour tirer le meilleur profit de vos bâtiments."
"#CODEX_STATIC_WORK_AREAS","L'efficacité est indiquée dans le <mark>volet d'informations du bâtiment</mark> lors de son placement.\n\nCertains, tels les puits, ne peuvent pas être construits à l'intérieur de la zone d'efficacité d'un autre puits. Espacez-les et surveillez la jauge d'efficacité pour tirer le meilleur profit de vos bâtiments."
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS_HEADLINE","NETTOYER LA POLLUTION"
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS_HEADLINE","NETTOYER LA POLLUTION"
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS","La construction près des tas de pollution présente des risques. Il s'en échappe de la pollution et des dégagements de produits toxiques, il vaut mieux les fuir comme la peste.\n\nFaites des recherches en <mark>ingénierie de produits dangereux</mark> pour construire des <mark>éco-stations</mark> pour vous débarrasser des tas de pollution. La <quad name=Pollution><mark>pollution</mark> doit être stockée avec soin dans une <mark>décharge</mark> car les conteneurs ont de grandes chances de fuir ou même d'exploser !\n\nLes bâtiments exposés à une trop grande pollution finissent par être <mark>contaminés</mark>. Ils devront être nettoyés par les colons avant de pouvoir être utilisés à nouveau."
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS","La construction près des tas de pollution présente des risques. Il s'en échappe de la pollution et des dégagements de produits toxiques, il vaut mieux les fuir comme la peste.\n\nFaites des recherches en <mark>ingénierie de produits dangereux</mark> pour construire des <mark>éco-stations</mark> pour vous débarrasser des tas de pollution. La <quad name=Pollution><mark>pollution</mark> doit être stockée avec soin dans une <mark>décharge</mark> car les conteneurs ont de grandes chances de fuir ou même d'exploser !\n\nLes bâtiments exposés à une trop grande pollution finissent par être <mark>contaminés</mark>. Ils devront être nettoyés par les colons avant de pouvoir être utilisés à nouveau."
"#TUTORIAL_CODEX_PLASTIC_HEADLINE","RAFFINAGE"
"#TUTORIAL_CODEX_PLASTIC_HEADLINE","RAFFINAGE"
...
@@ -7279,22 +7298,45 @@
...
@@ -7279,22 +7298,45 @@
"#TOPIC_REQUIRES_DEPOSIT","Nécessite un <mark>Dépôt</mark>"
"#TOPIC_REQUIRES_DEPOSIT","Nécessite un <mark>Dépôt</mark>"
"#TOPIC_TECH_EFFECT","Effet déverrouillé"
"#TOPIC_TECH_EFFECT","Effet déverrouillé"
"#TECH_SPECIAL_TEXT_TRANSFORMER","Distribue de l'énergie aux bâtiments"
"#TECH_SPECIAL_TEXT_TRANSFORMER","Distribue de l'énergie aux bâtiments"
"#QUEST_BUNKER_01_NAME","La chasse au bunker"
"#QUEST_ABANDON","Abandonner la quête"
"#QUEST_BUNKER_01_START_DESC","Un colon des plus âgés s'approche et vous dit qu'il a une histoire à raconter. Son père, aujourd'hui décédé, travaillait comme quartier-maître dans l'armée avant que les bombes ne tombent, et approvisionnait des bunkers d'urgence non loin d'ici. Il a même pu en visiter un, et pourrait encore être en mesure d'indiquer son emplacement. Le bunker est très probablement déjà vidé maintenant, mais si ce n'est pas le cas, il pourrait contenir des ressources et des informations précieuses."
"#QUEST_ACCEPT","Accepter la quête"
"#QUEST_BUNKER_01_GO","Aller au bunker"
"#QUEST_BUNKERBUSTER_NAME","La chasse au bunker"
"#QUEST_BUNKER_01_ABANDON","Abandonner la quête"
"#QUEST_BUNKERBUSTER_DESC","Un colon des plus âgés s'approche et vous dit qu'il a une histoire à raconter. Son père, aujourd'hui décédé, travaillait comme quartier-maître dans l'armée avant que les bombes ne tombent, et approvisionnait des bunkers d'urgence non loin d'ici. Il a même pu en visiter un, et pourrait encore être en mesure d'indiquer son emplacement. Le bunker est très probablement déjà vidé maintenant, mais si ce n'est pas le cas, il pourrait contenir des ressources et des informations précieuses."
"#QUEST_BUNKER_01_TASK1","Tâche : Entrer dans le bunker"
"#QUEST_BUNKERBUSTER_GO","Aller au bunker"
"#QUEST_BUNKER_01_PHASE1_DESC","Le site ressemble beaucoup à celui décrit par le colon, mais il a été complètement brûlé et pillé. Il y a cependant sur le sol un guide sur les bunkers gouvernementaux de sécurité nucléaire, couvert de suie, avec des emplacements de bunkers proches, tous marqués d'un X sauf un."
"#QUEST_BUNKERBUSTER_ABANDON","Abandonner la quête"
"#QUEST_BUNKER_01_PHASE1_CONTINUE","Allez vers l'endroit non marqué"
"#QUEST_BUNKERBUSTER_ABANDON_DESC","Partir à la recherche de bunkers d'urgence vieux de plusieurs dizaines d'années pour trouver de menus objets et ressemble à une folle entreprise, pour laquelle vous ne souhaitez pas consacrer le temps et l'énergie de vos Spécialistes."
"#QUEST_BUNKER_01_TASK2","Tâche : Entrer dans le second bunker"
"#QUEST_BUNKERBUSTER_TASK1","Tâche : Entrer dans le bunker"
"#QUEST_BUNKER_01_PHASE2_DESC","Le Spécialiste arrive au bunker, enfoui au plus profond des bois. La porte a été défoncée, ce qui suggère que quelqu'un est déjà passé par là. En allant plus loin, votre Spécialiste tombe sur une petite salle de contrôle à côté d'une deuxième porte en forme de voûte, couverte de bosses et carbonisée."
"#QUEST_BUNKERBUSTER_PHASE_01_DESC","Le site ressemble beaucoup à celui décrit par le colon, mais il a été complètement brûlé et pillé. Il y a cependant sur le sol un guide sur les bunkers gouvernementaux de sécurité nucléaire, couvert de suie, avec des emplacements de bunkers proches, tous marqués d'un X sauf un."
"#QUEST_BUNKER_01_PHASE2_LOOT","Piller la salle de contrôle"
"#QUEST_BUNKERBUSTER_PHASE_01_GO","Allez vers l'endroit non marqué"
"#QUEST_BUNKER_01_PHASE2_SEARCH","Chercher des compartiments secrets (Recycleur)"
"#QUEST_BUNKERBUSTER_TASK2","Tâche : Entrer dans le second bunker"
"#QUEST_BUNKER_01_PHASE2_BYPASS","Tenter d'ouvrir le sas de la chambre forte (Scientifique)"
"#QUEST_BUNKERBUSTER_PHASE_02_DESC","Le Spécialiste arrive au bunker, enfoui au plus profond des bois. La porte a été défoncée, ce qui suggère que quelqu'un est déjà passé par là. En allant plus loin, votre Spécialiste tombe sur une petite salle de contrôle à côté d'une deuxième porte en forme de voûte, couverte de bosses et carbonisée."
"#QUEST_BUNKER_01_PHASE2_RETURN","Revenir plus tard"
"#QUEST_BUNKERBUSTER_ANY","Piller la salle de contrôle"
"#QUEST_BUNKER_01_PHASE2_LOOT_DESC","Le Spécialiste fouille dans les différents bureaux et armoires de la salle. Il ne reste pas grand-chose, mais un épais dossier de documents scientifiques trouvé dans l'une des armoires devrait fournir des informations utiles."
"#QUEST_BUNKERBUSTER_SCAVENGER","Chercher des compartiments secrets (Recycleur)"
"#QUEST_BUNKER_01_PHASE2_SEARCH_DESC","Le Spécialiste aux yeux perçants fouille la pièce et trouve un interrupteur caché sous une table. En appuyant dessus, il entend un cliquetis audible lorsque s'ouvre le verrou de la chambre forte. En entrant dans la chambre forte, votre spécialiste se rend compte que son contenu est largement épuisé. Il récupère quelques pièces d'argent, des documents scientifiques et un petit insigne métallique de quartier-maître, avant de retourner à la colonie."
"#QUEST_BUNKERBUSTER_SCIENTIST","Tenter d'ouvrir le sas de la chambre forte (Scientifique)"
"#QUEST_BUNKER_01_PHASE2_BYPASS_DESC","Le scientifique découvre un petit clavier couvert de poussière à côté de la porte de la chambre forte. La combinaison a été perdue au fil du temps, mais après quelques bricolages, le spécialiste parvient à connecter les câbles et à ouvrir la chambre forte. Le contenu a malheureusement été en grande partie dépensé, mais il récupère quelques pièces d'argent, des documents scientifiques et un petit insigne métallique de quartier-maître, avant de retourner à la colonie."
"#QUEST_BUNKERBUSTER_BACK","Revenir plus tard"
"#QUEST_BUNKER_01_ABANDON_DESC","Partir à la recherche de bunkers d'urgence vieux de plusieurs dizaines d'années pour trouver de menus objets et ressemble à une folle entreprise, pour laquelle vous ne souhaitez pas consacrer le temps et l'énergie de vos Spécialistes."
"#QUEST_BUNKERBUSTER_03A_DESC","Le Spécialiste fouille dans les différents bureaux et armoires de la salle. Il ne reste pas grand-chose, mais un épais dossier de documents scientifiques trouvé dans l'une des armoires devrait fournir des informations utiles."
"#QUEST_BURNING_01_NAME","Cieux embrasés"
"#QUEST_BUNKERBUSTER_03B_DESC","Le Spécialiste aux yeux perçants fouille la pièce et trouve un interrupteur caché sous une table. En appuyant dessus, il entend un cliquetis audible lorsque s'ouvre le verrou de la chambre forte. En entrant dans la chambre forte, votre spécialiste se rend compte que son contenu est largement épuisé. Il récupère quelques pièces d'argent, des documents scientifiques et un petit insigne métallique de quartier-maître, avant de retourner à la colonie."
"#QUEST_NUCLEAR_01_NAME","Bête nucléaire"
"#QUEST_BUNKERBUSTER_03C_DESC","Le scientifique découvre un petit clavier couvert de poussière à côté de la porte de la chambre forte. La combinaison a été perdue au fil du temps, mais après quelques bricolages, le spécialiste parvient à connecter les câbles et à ouvrir la chambre forte. Le contenu a malheureusement été en grande partie dépensé, mais il récupère quelques pièces d'argent, des documents scientifiques et un petit insigne métallique de quartier-maître, avant de retourner à la colonie."
"#QUEST_BURNING_NAME","Cieux embrasés"
"#QUEST_BURNINGSKIES_DESC","C'est une tragédie bien connue : les avions commerciaux sont devenus des cercueils volants à la suite des impulsions et des orages électromagnétiques ayant suivi les explosions, leurs ordinateurs de vol ayant grillé. Il est encore possible de trouver des épaves d'avion qui sont devenues de sinistres tombes pour leurs malheureux passagers. Les survivants repèrent ces sites tout le temps, et en demandant où ils se trouvent, vous obtiendrez sûrement des coordonnées."
"#QUEST_BURNINGSKIES_GO","Trouver le site du crash"
"#QUEST_BURNINGSKIES_ABANDON","Abandonner la quête"
"#QUEST_BURNINGSKIES_ABANDON_DESC","Il n'est pas question de commettre ce qui est essentiellement un pillage de tombe – mieux vaut laisser ces gens en paix. La colonie survivra quoiqu'il arrive."
"#QUEST_BURNINGSKIES_TASK1","Tâche : Explorer le site du crash"
"#QUEST_BURNINGSKIES_PHASE_01_DESC","Le Spécialiste arrive sur le site de l'accident. C'est un ancien modèle d'avion de ligne dont le fuselage s'est brisé en deux. Les deux ailes sont déchiquetées et partiellement recouvertes de végétation à côté d'un grand cratère. Il est encore possible d'apercevoir quelques restes de squelettes dans les broussailles. Il est possible de récupérer pas mal de choses si vous ne vous souciez pas de piétiner les défunts."
"#QUEST_BURNINGSKIES_RESPECT","Faire preuve de respect"
"#QUEST_BURNINGSKIES_02A_DESC","Le Spécialiste commence à fouiller le site avec une imprudente nonchalance, en mettant dans son sac tout ce qu'il trouve. Ces gens sont morts depuis longtemps, et ne devraient pas se soucier de leur dépouille mortelle. Le butin est considérable et devrait beaucoup aider ceux qui vivent encore."
"#QUEST_BURNINGSKIES_02B_DESC","Avec une grande attention, le Spécialiste parcourt le fuselage de l'avion. C'est un devoir sinistre et silencieux, sachant que tant de personnes ont perdu la vie à cet endroit même. Le butin est cependant intéressant et aidera les colons à survivre."
"#QUEST_NUCLEARBEAST_NAME","Bête nucléaire"
"#QUEST_NUCLEARBEAST_DESC","Une ancienne centrale nucléaire se profile au loin, ses tours de refroidissement monolithiques s'étendant vers le ciel autrefois bleu. Leur grande visibilité en a fait des cibles privilégiées pour les pillards, mais apparemment une bête redoutable a établi son repaire dans l'une des centrales et a tenu les voleurs à distance. Ou alors, il s'agit peut-être d'une ruse pour dissuader les visiteurs indésirables de s'approcher."
"#QUEST_NUCLEARBEAST_GO","Aller voir la centrale nucléaire"
"#QUEST_NUCLEARBEAST_TASK1","Tâche : Entrer dans la centrale nucléaire"
"#QUEST_NUCLEARBEAST_PHASE_01_DESC","La centrale elle-même n'est pas difficile à trouver, sa silhouette menaçante se dressant près du lit d'une rivière asséché. Mis à part l'érosion générale, elle est en assez bon état. Comme il ne remarque aucun signe d'autres personnes, le Spécialiste entre dans la centrale. Quelques instants plus tard, un profond grondement remplit le hall faiblement éclairé et un énorme loup phosphorescent apparaît. Le Spécialiste est en grave danger, mais la promesse de ressources précieuses est tentante."
"#QUEST_NUCLEARBEAST_ANY","Prendre ce qui passe sous la main et fuir"
"#QUEST_NUCLEARBEAST_FIGHTER","Attaquer la bête (Guerrier)"
"#QUEST_NUCLEARBEAST_SCOUT","Distraire la bête (Éclaireur)"
"#QUEST_NUCLEARBEAST_02A_DESC","Le Spécialiste se précipite vers l'entrée la plus proche dans le hall d'entrée, s'emparant de tout ce qui lui tombe sous la main en cours de route. La bête le poursuit pendant un court moment, mais s'arrête avant d'entrer dans la zone la plus éclairée. Au fur et à mesure que le danger passe, le Spécialiste recense les ressources. Ce n'est pas beaucoup, mais cela sera utile."
"#QUEST_NUCLEARBEAST_02B_DESC","Le guerrier relève le défi et rugit lui aussi au visage de la bête. L'animal semble confus par cette réaction et fait un pas en arrière vers les ténèbres d'où il est apparu. Le Spécialiste sort son arme et tire en direction du loup phosphorescent, quelques tirs le touchant dans son flanc. Le loup gémit, s'éloigne et s'enfuit. La centrale peut maintenant être pillée dans une paix relative, tant que personne ne s'aventure dans l'obscurité."
"#QUEST_NUCLEARBEAST_02C_DESC","En regardant à ses pieds, l'éclaireur repère un grand trou derrière lui sur le sol, menant au moins quelques étages vers le bas. Il commence à bombarder la bête à coup de pierres et d'objets divers pour l'inciter à attaquer. Le loup mord à l'appât et bondit, mais manque le Spécialiste qui l'esquive et tombe dans le trou. Il est encore bien vivant et plus en colère que jamais, mais il lui faudra un certain temps pour se relever. Après avoir récupéré hâtivement quelques objets, l'éclaireur est de nouveau dehors avec son nouveau butin."
"#QUEST_NUCLEARBEAST_ABANDON_DESC","Bien que tentant, les dangers inconnus qui s'y cachent sont trop risqués. Il vaut mieux laisser passer cette occasion."
"#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_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_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_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_TEXT","Colonists will now age and eventually die to natural causes. Survivor groups have been made slightly bigger and birth rate has been increased to balance this out, resulting in a more dynamic population"
"#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."
"#POPULATION","Ludność"
"#POPULATION","Ludność"
"#RESOURCE_WOOD","Kłody"
"#RESOURCE_WOOD","Kłody"
"#RESOURCE_PLANK","Deski"
"#RESOURCE_PLANK","Deski"
...
@@ -2319,6 +2335,10 @@
...
@@ -2319,6 +2335,10 @@
"#DESC_FOOD_PRIMEMEAT","Dobrej jakości mięso ze zwierząt hodowanych z kolonii, mniej zanieczyszczone niż dziczyzna.\nSkł. odżywcze: dużo\nZanieczyszczenie: średnie"
"#DESC_FOOD_PRIMEMEAT","Dobrej jakości mięso ze zwierząt hodowanych z kolonii, mniej zanieczyszczone niż dziczyzna.\nSkł. odżywcze: dużo\nZanieczyszczenie: średnie"
"#RESOURCE_PRIMEMEAT_DESC","Dobrej jakości mięso ze zwierząt hodowanych z kolonii, mniej zanieczyszczone niż dziczyzna.\nSkł. odżywcze: dużo\nZanieczyszczenie: średnie"
"#RESOURCE_PRIMEMEAT_DESC","Dobrej jakości mięso ze zwierząt hodowanych z kolonii, mniej zanieczyszczone niż dziczyzna.\nSkł. odżywcze: dużo\nZanieczyszczenie: średnie"
"#EVENT_WAIT","Czekaj"
"#EVENT_WAIT","Czekaj"
"#NOTIFICATION_PERSON_GREW_ELDER","{0} is now an elder"
"#NOTIFICATION_PERSON_GREW_ELDER_MANY","{0} colonists are now elders"
"#TOOLTIP_HOSTILE","Hostile colonist"
"#TOOLTIP_HOSTILE_CONTENT","Attacking people and buildings alike!"
"#CATEGORY_HOUSING","Schronienia"
"#CATEGORY_HOUSING","Schronienia"
"#CATEGORY_STORAGE","Przechowywanie"
"#CATEGORY_STORAGE","Przechowywanie"
"#CATEGORY_FOOD","Żywność"
"#CATEGORY_FOOD","Żywność"
...
@@ -2739,7 +2759,7 @@
...
@@ -2739,7 +2759,7 @@
"#TOPIC_GARAGE_ASSEMBLE_TEAM","Zbierz zespół"
"#TOPIC_GARAGE_ASSEMBLE_TEAM","Zbierz zespół"
"#NOTIFICATION_CARS_MANY_WAITING_REPAIRS","Pojazdy oczekujące na naprawę: {0}"
"#NOTIFICATION_CARS_MANY_WAITING_REPAIRS","Pojazdy oczekujące na naprawę: {0}"
"#NOTIFICATION_ALL_GARAGES_FULL","Wszystkie garaże są pełne"
"#NOTIFICATION_ALL_GARAGES_FULL","Wszystkie garaże są pełne"
"#NOTIFICATION_ALL_GARAGES_FULL_DESC","Zbuduj więcej garaży."
"#NOTIFICATION_ALL_GARAGES_FULL_DESC","Zbuduj więcej garaży"
"#STATUS_MISSING_SPECIALIST","Brak specjalisty"
"#STATUS_MISSING_SPECIALIST","Brak specjalisty"
"#INFO_WAITING_FOR_SPECIALIST","Oczekiwanie na specjalistę"
"#INFO_WAITING_FOR_SPECIALIST","Oczekiwanie na specjalistę"
"#INFO_CAR_IS_BEING_REPAIRED","Pojazd jest naprawiany"
"#INFO_CAR_IS_BEING_REPAIRED","Pojazd jest naprawiany"
"#EVENT_SOCIETY_09B_NOTIFICATION_DESC","Walka chyba się skończyła"
"#EVENT_SOCIETY_09B_NOTIFICATION_DESC","Walka chyba się skończyła"
"#EVENT_SOCIETY_09B_NAME","Gorzka wygrana"
"#EVENT_SOCIETY_09B_NAME","Gorzka wygrana"
"#EVENT_SOCIETY_09_DESC","Podchodzi do was kobieta – wciąż zmęczona, ale przede wszystkim przepełniona pogardą. Spluwa przed bramą. „Oto wiadomość od naszego przywódcy. Udało nam się przepędzić bandytów, ale nie zapomnimy, że nie chcieliście nam pomóc”."
"#EVENT_SOCIETY_09B_DESC","Podchodzi do was kobieta – wciąż zmęczona, ale przede wszystkim przepełniona pogardą. Spluwa przed bramą. „Oto wiadomość od naszego przywódcy. Udało nam się przepędzić bandytów, ale nie zapomnimy, że nie chcieliście nam pomóc”."
"#EVENT_RADIATION_BOX_01_COLONISTS_DESC","Jeden z kolonizatorów zauważa, że skrzynia jest wykonana z ołowiu, więc w środku musi być coś radioaktywnego."
"#EVENT_RADIATION_BOX_01_COLONISTS_DESC","Jeden z kolonizatorów zauważa, że skrzynia jest wykonana z ołowiu, więc w środku musi być coś radioaktywnego."
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL_DESC","Z zachowaniem niezbędnych (i jedynych dostępnych) środków ostrożności kolonizatorzy otwierają skrzynię. Wewnątrz znajdują podręczniki naukowe i schematy, które ktoś musiał w niej zamknąć dla bezpieczeństwa."
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL_DESC","Z zachowaniem niezbędnych (i jedynych dostępnych) środków ostrożności kolonizatorzy otwierają skrzynię. Wewnątrz znajdują podręczniki naukowe i schematy, które ktoś musiał w niej zamknąć dla bezpieczeństwa."
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","Od czasu do czasu warto <mark>Wyburzyć</mark> <mark>Zrujnowany budynek</mark>, aby zrobić miejsce na nowy. Można również wyburzać funkcjonujące budynki, ale odzyskuje się wtedy tylko połowę kosztów budowy, więc należy uważać, aby nie zniszczyć ważnych budowli."
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","Od czasu do czasu warto <mark>Wyburzyć</mark> <mark>Zrujnowany budynek</mark>, aby zrobić miejsce na nowy. Można również wyburzać funkcjonujące budynki, ale odzyskuje się wtedy tylko połowę kosztów budowy, więc należy uważać, aby nie zniszczyć ważnych budowli."
"#TUTORIAL_DIALOG_STATIC_WORK_AREAS_MESSAGE","Do niektórych budynków, na przykład <mark>Studni</mark> i <mark>Rybaczówek</mark>, przypisany jest obszar, na którym funkcjonują. Staraj się umieszczać je w najbardziej dogodnym miejscu, aby uzyskać jak największą produkcję."
"#TUTORIAL_CODEX_STATIC_WORK_AREAS_MESSAGE","Do niektórych budynków, na przykład <mark>Studni</mark> i <mark>Rybaczówek</mark>, przypisany jest obszar, na którym funkcjonują. Staraj się umieszczać je w najbardziej dogodnym miejscu, aby uzyskać jak największą produkcję."
"#TUTORIAL_CODEX_CONDITIONS","Zbuduj <mark>Namiot medyczny</mark> i przydziel do niego pracowników, aby sprawnie leczyć kolonizatorów. Różne <mark>schorzenia</mark> powodują utratę zdrowia i mają inne negatywne efekty.\n\nLekarstwa znacznie przyspieszają leczenie i są używane automatycznie z poziomu Magazynu, jeśli są tylko dostępne. <quad name=Medicine> <mark>Lekarstwa</mark> usuwają stan Obrażenia, <quad name=Iodine><mark>Jod w tabletkach</mark> leczy Chorobę popromienną, a <quad name=Antibiotics> <mark>Antybiotyki</mark> leczą Infekcje.\n\nAby zredukować ilość infekcji, zbuduj <mark>Sauny</mark> pozytywnie wpływające na zdrowie kolonizatorów. Sauny można odblokować w <mark>Drzewku technologii</mark>."
"#TUTORIAL_CODEX_CONDITIONS","Zbuduj <mark>Namiot medyczny</mark> i przydziel do niego pracowników, aby sprawnie leczyć kolonizatorów. Różne <mark>schorzenia</mark> powodują utratę zdrowia i mają inne negatywne efekty.\n\nLekarstwa znacznie przyspieszają leczenie i są używane automatycznie z poziomu Magazynu, jeśli są tylko dostępne. <quad name=Medicine> <mark>Lekarstwa</mark> usuwają stan Obrażenia, <quad name=Iodine><mark>Jod w tabletkach</mark> leczy Chorobę popromienną, a <quad name=Antibiotics> <mark>Antybiotyki</mark> leczą Infekcje.\n\nAby zredukować ilość infekcji, zbuduj <mark>Sauny</mark> pozytywnie wpływające na zdrowie kolonizatorów. Sauny można odblokować w <mark>Drzewku technologii</mark>."
"#TUTORIAL_CODEX_SALVAGE_STARTING_BUILDING","Aby wyburzyć budynek, otwórz jego <mark>informacje o budynku</mark> i wybierz przycisk <mark>Wyburz</mark>. Opcja ta pozwala na odzyskanie części materiałów budowlanych, z których można w razie potrzeby skorzystać. Rozbiórka budynku magazynowego nie powoduje utracenia jego zawartości."
"#TUTORIAL_CODEX_SALVAGE_STARTING_BUILDING","Aby wyburzyć budynek, otwórz jego <mark>informacje o budynku</mark> i wybierz przycisk <mark>Wyburz</mark>. Opcja ta pozwala na odzyskanie części materiałów budowlanych, z których można w razie potrzeby skorzystać. Rozbiórka budynku magazynowego nie powoduje utracenia jego zawartości."
"#TUTORIAL_CODEX_STATIC_WORK_AREAS","Wydajność budynku widoczna jest w jego <mark>panelu informacyjnym</mark> na etapie umieszczania.\n\nNiektórych budynków, np. Studni, nie można stawiać na obszarze działania innych budynków. Zapewnij im odpowiednią przestrzeń i monitoruj wskaźnik Efektywności, aby osiągnąć jak największe korzyści."
"#CODEX_STATIC_WORK_AREAS","Wydajność budynku widoczna jest w jego <mark>panelu informacyjnym</mark> na etapie umieszczania.\n\nNiektórych budynków, np. Studni, nie można stawiać na obszarze działania innych budynków. Zapewnij im odpowiednią przestrzeń i monitoruj wskaźnik Efektywności, aby osiągnąć jak największe korzyści."
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS","Stawianie budynków w pobliżu Źródeł zanieczyszczeń niesie ze sobą pewne ryzyko. W tych miejscach stale rozprzestrzeniają się zanieczyszczenia i od czasu do czasu wybuchają toksyczne chemikalia, więc najlepiej takich lokalizacji unikać, o ile tylko się da.\n\nOdkryj technologię <mark>Utylizacji materiałów niebezpiecznych</mark>, aby zbudować <mark>Stacje ekologiczne</mark> i bezpiecznie usuwać Źródła zanieczyszczeń. Zebrane <quad name=Pollution> <mark>Zanieczyszczenia</mark> muszą być ostrożnie składowane na <mark>Składowiskach odpadów</mark>, ponieważ pojemniki mogą zacząć przeciekać, a nawet eksplodować!\n\nBudynki narażone na zbyt wysoki poziom zanieczyszczeń w końcu stają się <mark>Skażone</mark>. Skażone budynki muszą zostać oczyszczone przez kolonizatorów, zanim znów będzie można z nich korzystać."
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS","Stawianie budynków w pobliżu Źródeł zanieczyszczeń niesie ze sobą pewne ryzyko. W tych miejscach stale rozprzestrzeniają się zanieczyszczenia i od czasu do czasu wybuchają toksyczne chemikalia, więc najlepiej takich lokalizacji unikać, o ile tylko się da.\n\nOdkryj technologię <mark>Utylizacji materiałów niebezpiecznych</mark>, aby zbudować <mark>Stacje ekologiczne</mark> i bezpiecznie usuwać Źródła zanieczyszczeń. Zebrane <quad name=Pollution> <mark>Zanieczyszczenia</mark> muszą być ostrożnie składowane na <mark>Składowiskach odpadów</mark>, ponieważ pojemniki mogą zacząć przeciekać, a nawet eksplodować!\n\nBudynki narażone na zbyt wysoki poziom zanieczyszczeń w końcu stają się <mark>Skażone</mark>. Skażone budynki muszą zostać oczyszczone przez kolonizatorów, zanim znów będzie można z nich korzystać."
"#TECH_SPECIAL_TEXT_TRANSFORMER","Przesyła energię do budynków"
"#TECH_SPECIAL_TEXT_TRANSFORMER","Przesyła energię do budynków"
"#QUEST_BUNKER_01_NAME","Bunkrowanie"
"#QUEST_ABANDON","Przerwij zadanie"
"#QUEST_BUNKER_01_START_DESC","Starsza kolonizatorka ma dla ciebie historię. Jej nieżyjący już tata pracował jako kwatermistrz w wojsku – zanim spadły bomby zaopatrywał on bunkry niedaleko stąd. Kiedyś nawet była w jednym z nich i być może nadal pamięta, gdzie on się znajduje. Bunkier jest teraz najprawdopodobniej pusty, ale jeśli nie, to może zawierać cenne zasoby i wiedzę."
"#QUEST_ACCEPT","Zaakceptuj zadanie"
"#QUEST_BUNKER_01_GO","Na poszukiwania bunkra"
"#QUEST_BUNKERBUSTER_NAME","Bunkrowanie"
"#QUEST_BUNKER_01_ABANDON","Porzuć zadanie"
"#QUEST_BUNKERBUSTER_DESC","Starsza kolonizatorka ma dla ciebie historię. Jej nieżyjący już tata pracował jako kwatermistrz w wojsku – zanim spadły bomby zaopatrywał on bunkry niedaleko stąd. Kiedyś nawet była w jednym z nich i być może nadal pamięta, gdzie on się znajduje. Bunkier jest teraz najprawdopodobniej pusty, ale jeśli nie, to może zawierać cenne zasoby i wiedzę."
"#QUEST_BUNKER_01_TASK1","Zadanie: Wejść do bunkra"
"#QUEST_BUNKERBUSTER_GO","Na poszukiwania bunkra"
"#QUEST_BUNKER_01_PHASE1_DESC","Miejsce to wygląda bardzo podobnie do lokalizacji opisanej przez kolonizatorkę, ale zostało splądrowane i spalone do gołego betonu. Na podłodze jednak leży pokryta sadzą broszura Rządowego Bunkru Bezpieczeństwa Atomowego, w której zapisano więcej lokalizacji bunkrów; wszystkie poza jedną oznaczono znakiem X."
"#QUEST_BUNKERBUSTER_ABANDON","Porzuć zadanie"
"#QUEST_BUNKER_01_PHASE1_CONTINUE","Idź do nieoznakowanego miejsca"
"#QUEST_BUNKERBUSTER_ABANDON_DESC","Nie warto przetrząsać starych bunkrów – i tak tam nic nie będzie po tylu latach, a specjaliści tylko niepotrzebnie będą się męczyć."
"#QUEST_BUNKER_01_TASK2","Zadanie: Wejdź do drugiego bunkra"
"#QUEST_BUNKERBUSTER_TASK1","Zadanie: Wejść do bunkra"
"#QUEST_BUNKER_01_PHASE2_DESC","Specjalista dociera do bunkra ukrytego w głębi lasu. Właz został rozwalony, co oznacza, że ktoś już tu był. Głębiej specjalista natrafia na małą dyspozytornię obok drugiego włazu pokrytego wgnieceniami i śladami opalania."
"#QUEST_BUNKERBUSTER_PHASE_01_DESC","Miejsce to wygląda bardzo podobnie do lokalizacji opisanej przez kolonizatorkę, ale zostało splądrowane i spalone do gołego betonu. Na podłodze jednak leży pokryta sadzą broszura Rządowego Bunkru Bezpieczeństwa Atomowego, w której zapisano więcej lokalizacji bunkrów; wszystkie poza jedną oznaczono znakiem X."
"#QUEST_BUNKERBUSTER_TASK2","Zadanie: Wejdź do drugiego bunkra"
"#QUEST_BUNKER_01_PHASE2_BYPASS","Postaraj się otworzyć właz (Naukowiec)"
"#QUEST_BUNKERBUSTER_PHASE_02_DESC","Specjalista dociera do bunkra ukrytego w głębi lasu. Właz został rozwalony, co oznacza, że ktoś już tu był. Głębiej specjalista natrafia na małą dyspozytornię obok drugiego włazu pokrytego wgnieceniami i śladami opalania."
"#QUEST_BUNKER_01_PHASE2_LOOT_DESC","Specjalista przeszukuje biurka i teczki w pokoju. Niewiele już tu zostało, ale gruba teczka z materiałami naukowymi znajdująca się w jednej z szaf powinna zawierać sporo ciekawych informacji."
"#QUEST_BUNKER_01_PHASE2_SEARCH_DESC","Doświadczony poszukiwacz wprawnie przeszukuje pomieszczenie i znajduje przełącznik ukryty pod stołem. Po jego dotknięciu słychać dźwięk odsuwającej się zasuwy włazu. W otwartym pomieszczeniu niewiele jest przydatnych rzeczy, ledwie trochę srebrnych monet, notatek naukowych i mała, metalowa przypinka kwatermistrza."
"#QUEST_BUNKERBUSTER_SCIENTIST","Postaraj się otworzyć właz (Naukowiec)"
"#QUEST_BUNKER_01_PHASE2_BYPASS_DESC","Przy drzwiach skarbca naukowiec zauważa małą, zakurzoną klawiaturę. Kombinacji pewnie nikt nie zna, ale po chwili gmerania w obwodach specjalista podłącza wewnętrzne okablowanie i otwiera właz. W środku nie ma nic nadzwyczajnego poza kilkoma srebrnymi monetami, notatkami naukowymi i małą, metalową przypinką."
"#QUEST_BUNKERBUSTER_BACK","Wróć później"
"#QUEST_BUNKER_01_ABANDON_DESC","Nie warto przetrząsać starych bunkrów – i tak tam nic nie będzie po tylu latach, a specjaliści tylko niepotrzebnie będą się męczyć."
"#QUEST_BUNKERBUSTER_03A_DESC","Specjalista przeszukuje biurka i teczki w pokoju. Niewiele już tu zostało, ale gruba teczka z materiałami naukowymi znajdująca się w jednej z szaf powinna zawierać sporo ciekawych informacji."
"#QUEST_BURNING_01_NAME","Płonące niebiosa"
"#QUEST_BUNKERBUSTER_03B_DESC","Doświadczony poszukiwacz wprawnie przeszukuje pomieszczenie i znajduje przełącznik ukryty pod stołem. Po jego dotknięciu słychać dźwięk odsuwającej się zasuwy włazu. W otwartym pomieszczeniu niewiele jest przydatnych rzeczy, ledwie trochę srebrnych monet, notatek naukowych i mała, metalowa przypinka kwatermistrza."
"#QUEST_NUCLEAR_01_NAME","Nuklearna bestia"
"#QUEST_BUNKERBUSTER_03C_DESC","Przy drzwiach skarbca naukowiec zauważa małą, zakurzoną klawiaturę. Kombinacji pewnie nikt nie zna, ale po chwili gmerania w obwodach specjalista podłącza wewnętrzne okablowanie i otwiera właz. W środku nie ma nic nadzwyczajnego poza kilkoma srebrnymi monetami, notatkami naukowymi i małą, metalową przypinką."
"#QUEST_BURNING_NAME","Płonące niebiosa"
"#QUEST_BURNINGSKIES_DESC","Wszyscy doskonale pamiętają, że po apokalipsie z transportu lotniczego nie został nawet wiór, ponieważ impulsy elektromagnetyczne i burze magnetyczne usmażyły wszystkie komputery pokładowe. Nadal można znaleźć wraki samolotów, które w locie zamieniły się w ponure groby dla pasażerów. Ocaleńcy często znajdują nowe maszyny, więc wystarczy ich popytać, a z pewnością podadzą ci współrzędne tych cmentarzysk."
"#QUEST_BURNINGSKIES_GO","Namierz miejsce katastrofy"
"#QUEST_BURNINGSKIES_ABANDON","Porzuć zadanie"
"#QUEST_BURNINGSKIES_ABANDON_DESC","Nie będziesz hieną cmentarną – nie przeszkadzaj tym ludziom w wiecznym odpoczynku. Kolonia przetrwa bez tych zasobów."
"#QUEST_BURNINGSKIES_TASK1","Zadanie: Odwiedź miejsce katastrofy"
"#QUEST_BURNINGSKIES_PHASE_01_DESC","Specjalista przybywa na miejsce katastrofy i znajduje starszy model samolotu z kadłubem złamanym na pół. Skrzydła są pogięte i częściowo pokryte roślinnością. W pobliżu widać spory krater i jakieś zniszczone części. Jeśli masz w sobie nutkę hieny cmentarnej, to znajdziesz tu sporo ciekawych rzeczy."
"#QUEST_BURNINGSKIES_RECKLESS","Trupom jest wszystko jedno"
"#QUEST_BURNINGSKIES_RESPECT","Okaż szacunek"
"#QUEST_BURNINGSKIES_02A_DESC","Specjalista bezrefleksyjnie zaczyna przekopywać teren, pakując w worki wszystko, co znajdzie. Ci ludzie już dawno nie żyją i nie robi im to żadnej różnicy, a znalezione zasoby bardzo pomogą tym, którzy jeszcze żyją."
"#QUEST_BURNINGSKIES_02B_DESC","Z wielką uwagą i szacunkiem specjalista przeszukuje kadłub samolotu. W ponurym nastroju i w ciszy wykonuje swój obowiązek, myśląc o tym, jak wielu ludzi straciło tu życie. Znalezione łupy pozwolą przetrwać innym kolonizatorom."
"#QUEST_NUCLEARBEAST_NAME","Nuklearna bestia"
"#QUEST_NUCLEARBEAST_DESC","Stara elektrownia jądrowa majaczy w oddali gargantuicznymi kominami sięgającymi niegdyś błękitnego nieba. Przez swoje rozmiary stała się ona obiektem najazdów wszystkich „poszukiwaczy skarbów”. Jednak najwyraźniej jakaś potworna bestia uwiła sobie legowisko w jednym z kominów i odpędzała szabrowników. Albo może to tylko czyjś fortel mający odstraszyć niepożądanych gości..."
"#QUEST_NUCLEARBEAST_TASK1","Zadanie: Wejdź do elektrowni jądrowej"
"#QUEST_NUCLEARBEAST_PHASE_01_DESC","Elektronie nietrudno znaleźć – czai się ona złowieszczo w pobliżu wyschniętego koryta rzeki. Poza ogólnymi uszkodzeniami budowla jest w dość dobrym stanie. Nie zauważywszy śladów innych ludzi, specjalista wchodzi do obiektu. Chwilę później donośny pomruk wypełnia słabo oświetloną salę i wyłania się olbrzymi, świecący wilk. Sytuacja jest nieciekawa, ale tutejsze zasoby są niezwykle kuszące."
"#QUEST_NUCLEARBEAST_ANY","Chwyć, co jest pod ręką i uciekaj"
"#QUEST_NUCLEARBEAST_SCOUT","Odwróć uwagę bestii (Zwiadowca)"
"#QUEST_NUCLEARBEAST_02A_DESC","Specjalista rzuca się w stronę najbliższego wejścia, chwytając po drodze wszystko, co uda mu się złapać. Bestia goni go przez chwilę, ale zatrzymuje się przed wejściem do bardziej oświetlonego pomieszczenia. Gdy zagrożenie znika, specjalista pakuje więcej łupów. Nie ma tego wiele, ale zawsze coś."
"#QUEST_NUCLEARBEAST_02B_DESC","Wojownik staje do walki z bestią i ryczy w jej stronę. Potwór jest zdezorientowany tą reakcją i robi krok do tyłu w ciemność, z której wcześniej się wyłonił. Specjalista wyciąga broń i oddaje kilka strzałów w kierunku świecącego wilka. Wilk wyje i ucieka. Teraz można ograbić elektrownię, o ile nikt nie zapuści się w ciemności."
"#QUEST_NUCLEARBEAST_02C_DESC","Pod nogami specjalista zauważa dużą dziurę w podłodze, głęboką na co najmniej kilka pięter. Obrzuca czym popadnie bestię, aby ją sprowokować do ataku. Wilk w końcu skacze na specjalistę, jednak ten uchyla się, a bestia wpada do dziury. Potwór przeżywa upadek i jest wściekły, ale powrót do pełni zdrowia zajmie mu sporo czasu. Po dłuższej chwili specjalista zgarnia wszystkie użyteczne rzeczy i opuszcza elektrownię."
"#QUEST_NUCLEARBEAST_ABANDON_DESC","Choć obietnica zasobów jest kusząca, nie wiadomo, co czyha w ciemnościach, więc lepiej się nie narażać."
"#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_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_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_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_TEXT","Colonists will now age and eventually die to natural causes. Survivor groups have been made slightly bigger and birth rate has been increased to balance this out, resulting in a more dynamic population"
"#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."
"#POPULATION","População"
"#POPULATION","População"
"#RESOURCE_WOOD","Toras"
"#RESOURCE_WOOD","Toras"
"#RESOURCE_PLANK","Tábua"
"#RESOURCE_PLANK","Tábua"
...
@@ -2319,6 +2335,10 @@
...
@@ -2319,6 +2335,10 @@
"#DESC_FOOD_PRIMEMEAT","Carne de boa qualidade do gado da colônia, mais limpa do que carne de caça.\nNutrição: alta\nPoluição: média"
"#DESC_FOOD_PRIMEMEAT","Carne de boa qualidade do gado da colônia, mais limpa do que carne de caça.\nNutrição: alta\nPoluição: média"
"#RESOURCE_PRIMEMEAT_DESC","Carne de boa qualidade do gado da colônia, mais limpa do que carne de caça.\nNutrição: alta\nPoluição: média"
"#RESOURCE_PRIMEMEAT_DESC","Carne de boa qualidade do gado da colônia, mais limpa do que carne de caça.\nNutrição: alta\nPoluição: média"
"#EVENT_WAIT","Aguarde"
"#EVENT_WAIT","Aguarde"
"#NOTIFICATION_PERSON_GREW_ELDER","{0} is now an elder"
"#NOTIFICATION_PERSON_GREW_ELDER_MANY","{0} colonists are now elders"
"#TOOLTIP_HOSTILE","Hostile colonist"
"#TOOLTIP_HOSTILE_CONTENT","Attacking people and buildings alike!"
"#CATEGORY_HOUSING","Abrigos"
"#CATEGORY_HOUSING","Abrigos"
"#CATEGORY_STORAGE","Armazenamento"
"#CATEGORY_STORAGE","Armazenamento"
"#CATEGORY_FOOD","Alimento"
"#CATEGORY_FOOD","Alimento"
...
@@ -2739,7 +2759,7 @@
...
@@ -2739,7 +2759,7 @@
"#TOPIC_GARAGE_ASSEMBLE_TEAM","Equipe de montagem"
"#TOPIC_GARAGE_ASSEMBLE_TEAM","Equipe de montagem"
"#NOTIFICATION_CARS_MANY_WAITING_REPAIRS","{0} carros à espera de reparos"
"#NOTIFICATION_CARS_MANY_WAITING_REPAIRS","{0} carros à espera de reparos"
"#NOTIFICATION_ALL_GARAGES_FULL","Todas as garagens estão cheias"
"#NOTIFICATION_ALL_GARAGES_FULL","Todas as garagens estão cheias"
"#NOTIFICATION_ALL_GARAGES_FULL_DESC","Construir mais garagens."
"#NOTIFICATION_ALL_GARAGES_FULL_DESC","Construir mais garagens"
"#STATUS_MISSING_SPECIALIST","Falta um especialista"
"#STATUS_MISSING_SPECIALIST","Falta um especialista"
"#INFO_WAITING_FOR_SPECIALIST","À espera de um especialista"
"#INFO_WAITING_FOR_SPECIALIST","À espera de um especialista"
"#INFO_CAR_IS_BEING_REPAIRED","O carro está sendo consertado"
"#INFO_CAR_IS_BEING_REPAIRED","O carro está sendo consertado"
...
@@ -5977,7 +5997,7 @@
...
@@ -5977,7 +5997,7 @@
"#EVENT_SOCIETY_09B_NOTIFICATION_HEADER","Uma mensageira conhecida retornou"
"#EVENT_SOCIETY_09B_NOTIFICATION_HEADER","Uma mensageira conhecida retornou"
"#EVENT_SOCIETY_09B_NOTIFICATION_DESC","A luta parece ter acabado"
"#EVENT_SOCIETY_09B_NOTIFICATION_DESC","A luta parece ter acabado"
"#EVENT_SOCIETY_09B_NAME","Vitória Amarga"
"#EVENT_SOCIETY_09B_NAME","Vitória Amarga"
"#EVENT_SOCIETY_09_DESC","A mensageira conhecida se aproxima, ainda cansada e obviamente amargurada. Ela cospe diante do portão. ""Essa é uma mensagem do nosso líder. Por sorte, conseguimos vencer os bandidos, mas saiba que não vamos nos esquecer que você nos negou ajuda num momento de necessidade."""
"#EVENT_SOCIETY_09B_DESC","A mensageira conhecida se aproxima, ainda cansada e obviamente amargurada. Ela cospe diante do portão. ""Essa é uma mensagem do nosso líder. Por sorte, conseguimos vencer os bandidos, mas saiba que não vamos nos esquecer que você nos negou ajuda num momento de necessidade."""
"#EVENT_RADIATION_BOX_01_COLONISTS_DESC","Um dos colonos reconhece que o material da caixa é chumbo. O que quer que esteja dentro dela deve ser radioativo."
"#EVENT_RADIATION_BOX_01_COLONISTS_DESC","Um dos colonos reconhece que o material da caixa é chumbo. O que quer que esteja dentro dela deve ser radioativo."
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL","Abrir a caixa tomando as precauções"
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL","Abrir a caixa tomando as precauções"
"#EVENT_RADIATION_BOX_01_IGNORE","Deixar a caixa onde encontraram"
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL_DESC","Seus colonos fazem uso das proteções necessárias, ou o mais próximo disso, e abrem a caixa. Dentro dela, encontram manuais científicos e esquemas de projetos que devem ter sido guardados por segurança."
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL_DESC","Seus colonos fazem uso das proteções necessárias, ou o mais próximo disso, e abrem a caixa. Dentro dela, encontram manuais científicos e esquemas de projetos que devem ter sido guardados por segurança."
"#EVENT_RADIATION_ANIMAL_01_NOTIFICATION_HEADER","Um animal estranho foi avistado"
"#EVENT_RADIATION_ANIMAL_01_NOTIFICATION_HEADER","Um animal estranho foi avistado"
...
@@ -6670,8 +6689,8 @@
...
@@ -6670,8 +6689,8 @@
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","Às vezes, talvez você precise <mark>demolir</mark> uma <mark>edificação arruinada</mark> para abrir espaço para edificações novas. Também pode demolir edificações funcionais, mas recuperará apenas metade do custo inicial de construção. Portanto, tome cuidado para não destruir nenhuma edificação importante."
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","Às vezes, talvez você precise <mark>demolir</mark> uma <mark>edificação arruinada</mark> para abrir espaço para edificações novas. Também pode demolir edificações funcionais, mas recuperará apenas metade do custo inicial de construção. Portanto, tome cuidado para não destruir nenhuma edificação importante."
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_HEADLINE","Áreas de efeito"
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_HEADLINE","Áreas de efeito"
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_MESSAGE","Aperte aqui para saber mais."
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_MESSAGE","Aperte aqui para saber mais."
"#TUTORIAL_DIALOG_STATIC_WORK_AREAS_HEADLINE","ÁREAS DE EFEITO"
"#TUTORIAL_CODEX_STATIC_WORK_AREAS_HEADLINE","ÁREAS DE EFEITO"
"#TUTORIAL_DIALOG_STATIC_WORK_AREAS_MESSAGE","Algumas edificações, por exemplo, <mark>poços</mark> e <mark>pesqueiros</mark>, têm área útil à volta de onde operam. Tente colocá-las no local mais favorável para alcançar a produção máxima."
"#TUTORIAL_CODEX_STATIC_WORK_AREAS_MESSAGE","Algumas edificações, por exemplo, <mark>poços</mark> e <mark>pesqueiros</mark>, têm área útil à volta de onde operam. Tente colocá-las no local mais favorável para alcançar a produção máxima."
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_HEADLINE","Depósitos de poluição"
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_HEADLINE","Depósitos de poluição"
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_MESSAGE","Aperte aqui para saber mais."
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_MESSAGE","Aperte aqui para saber mais."
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_HEADLINE","DEPÓSITOS DE POLUIÇÃO"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_HEADLINE","DEPÓSITOS DE POLUIÇÃO"
...
@@ -6815,8 +6834,8 @@
...
@@ -6815,8 +6834,8 @@
"#TUTORIAL_CODEX_CONDITIONS","Construa uma <mark>tenda médica</mark> e coloque alguém para trabalhar nela o quanto antes. As <mark>condições</mark> causam perda de vida e outros efeitos negativos se não forem tratadas.\n\nQuando disponíveis, os medicamentos aumentam muito a velocidade de recuperação e são usados em automático diretamente pelo armazenamento. Os <quad name=Medicine> <mark>medicamentos</mark> ajudam com a condição de ferido, os <quad name=Iodine> <mark>comprimidos de iodo</mark> com a doença por radiação, e os <quad name=Antibiotics> <mark>antibióticos</mark> com a infecção.\n\nPara reduzir a quantidade de infecções, avalie a construção de <mark>saunas</mark> para manter as pessoas limpas e sadias. As saunas podem ser desbloqueadas na <mark>Árvore de Tecnologia</mark>."
"#TUTORIAL_CODEX_CONDITIONS","Construa uma <mark>tenda médica</mark> e coloque alguém para trabalhar nela o quanto antes. As <mark>condições</mark> causam perda de vida e outros efeitos negativos se não forem tratadas.\n\nQuando disponíveis, os medicamentos aumentam muito a velocidade de recuperação e são usados em automático diretamente pelo armazenamento. Os <quad name=Medicine> <mark>medicamentos</mark> ajudam com a condição de ferido, os <quad name=Iodine> <mark>comprimidos de iodo</mark> com a doença por radiação, e os <quad name=Antibiotics> <mark>antibióticos</mark> com a infecção.\n\nPara reduzir a quantidade de infecções, avalie a construção de <mark>saunas</mark> para manter as pessoas limpas e sadias. As saunas podem ser desbloqueadas na <mark>Árvore de Tecnologia</mark>."
"#TUTORIAL_CODEX_SALVAGE_STARTING_BUILDING","Para demolir uma edificação, abra as <mark>informações da edificação</mark> e toque no botão <mark>Demolir</mark>. Esta ação devolve parte dos materiais de construção, podendo ser usados em caso de urgência. Demolir uma edificação de armazenamento não destrói o respectivo conteúdo."
"#TUTORIAL_CODEX_SALVAGE_STARTING_BUILDING","Para demolir uma edificação, abra as <mark>informações da edificação</mark> e toque no botão <mark>Demolir</mark>. Esta ação devolve parte dos materiais de construção, podendo ser usados em caso de urgência. Demolir uma edificação de armazenamento não destrói o respectivo conteúdo."
"#CODEX_STATIC_WORK_AREAS_HEADLINE","ÁREAS DE EFEITO"
"#TUTORIAL_CODEX_STATIC_WORK_AREAS","A eficiência é demonstrada no painel das <mark>informações da edificação</mark> durante o posicionamento.\n\nAlgumas dessas edificações, como os poços d'água, não podem ser construídas dentro de áreas úteis das outras. Espalhe-as e monitore o medidor de eficiência para extrair todos os benefícios delas."
"#CODEX_STATIC_WORK_AREAS","A eficiência é demonstrada no painel das <mark>informações da edificação</mark> durante o posicionamento.\n\nAlgumas dessas edificações, como os poços d'água, não podem ser construídas dentro de áreas úteis das outras. Espalhe-as e monitore o medidor de eficiência para extrair todos os benefícios delas."
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS","A construção perto dos depósitos de poluição acarreta riscos. Devido à disseminação constante de poluição e esporádica explosão de produtos químicos tóxicos, seria melhor evitá-los o máximo possível.\n\nPesquise <mark>engenharia de descontaminação</mark> para construir <mark>estações ambientais</mark> a fim de remover com segurança os depósitos de poluição. A <quad name=Pollution> <mark>poluição</mark> coletada precisa ser armazenada com cautela em <mark>aterros sanitários</mark>, caso contrário os contêineres têm grande chance de vazar — e até mesmo de explodir!\n\nAs edificações expostas a muita poluição acabam ficando <mark>contaminadas</mark>. Essas edificações contaminadas precisam ser limpas por colonos antes de retornarem ao seu uso integral."
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS","A construção perto dos depósitos de poluição acarreta riscos. Devido à disseminação constante de poluição e esporádica explosão de produtos químicos tóxicos, seria melhor evitá-los o máximo possível.\n\nPesquise <mark>engenharia de descontaminação</mark> para construir <mark>estações ambientais</mark> a fim de remover com segurança os depósitos de poluição. A <quad name=Pollution> <mark>poluição</mark> coletada precisa ser armazenada com cautela em <mark>aterros sanitários</mark>, caso contrário os contêineres têm grande chance de vazar — e até mesmo de explodir!\n\nAs edificações expostas a muita poluição acabam ficando <mark>contaminadas</mark>. Essas edificações contaminadas precisam ser limpas por colonos antes de retornarem ao seu uso integral."
"#TUTORIAL_CODEX_PLASTIC_HEADLINE","REFINO"
"#TUTORIAL_CODEX_PLASTIC_HEADLINE","REFINO"
...
@@ -7279,22 +7298,45 @@
...
@@ -7279,22 +7298,45 @@
"#TOPIC_REQUIRES_DEPOSIT","Requer um <mark>depósito</mark>"
"#TOPIC_REQUIRES_DEPOSIT","Requer um <mark>depósito</mark>"
"#TOPIC_TECH_EFFECT","Efeito desbloqueado"
"#TOPIC_TECH_EFFECT","Efeito desbloqueado"
"#TECH_SPECIAL_TEXT_TRANSFORMER","Distribui energia entre as edificações"
"#TECH_SPECIAL_TEXT_TRANSFORMER","Distribui energia entre as edificações"
"#QUEST_BUNKER_01_NAME","Invasão do Abrigo"
"#QUEST_ABANDON","Abandonar a missão"
"#QUEST_BUNKER_01_START_DESC","Uma colona mais velha se aproxima, contando uma história. Seu falecido pai costumava trabalhar de contramestre no exército antes das bombas caírem, abastecendo abrigos de emergência não muito distantes dali. Ela até mesmo visitou um deles, e talvez ainda consiga apontar a sua localização. É provável que o abrigo esteja vazio agora, mas se não estiver, pode haver informações e recursos valiosos dentro dele."
"#QUEST_ACCEPT","Aceitar a missão"
"#QUEST_BUNKER_01_GO","Ir para o abrigo"
"#QUEST_BUNKERBUSTER_NAME","Invasão do Abrigo"
"#QUEST_BUNKER_01_ABANDON","Abandonar a missão"
"#QUEST_BUNKERBUSTER_DESC","Uma colona mais velha se aproxima, contando uma história. Seu falecido pai costumava trabalhar de contramestre no exército antes das bombas caírem, abastecendo abrigos de emergência não muito distantes dali. Ela até mesmo visitou um deles, e talvez ainda consiga apontar a sua localização. É provável que o abrigo esteja vazio agora, mas se não estiver, pode haver informações e recursos valiosos dentro dele."
"#QUEST_BUNKER_01_TASK1","Missão: entrar no abrigo"
"#QUEST_BUNKERBUSTER_GO","Ir para o abrigo"
"#QUEST_BUNKER_01_PHASE1_DESC","O lugar parece muito como a colona o descreveu, mas já foi completamente saqueado e incendiado. Há, contudo, um panfleto coberto de fuligem sobre Abrigos Nucleares Seguros do Governo com mais locais de abrigos, sendo que todos estão marcados com um X, menos um."
"#QUEST_BUNKERBUSTER_ABANDON","Abandonar a missão"
"#QUEST_BUNKER_01_PHASE1_CONTINUE","Seguir para o local não marcado"
"#QUEST_BUNKERBUSTER_ABANDON_DESC","Ir à procura de migalhas em abrigos de emergência de décadas atrás parece ser uma busca inútil, e algo onde você prefere não gastar as energias de seu especialista."
"#QUEST_BUNKER_01_TASK2","Missão: entrar no segundo abrigo"
"#QUEST_BUNKERBUSTER_TASK1","Missão: entrar no abrigo"
"#QUEST_BUNKER_01_PHASE2_DESC","O especialista chega ao abrigo nos confins da floresta. A porta da frente foi arrombada, o que sugere que alguém já esteve aqui antes. Dentro dele, seu especialista encontra uma pequena sala de comando ao lado de uma segundo porta, parecida com a de um cofre, coberta de marcas de batidas e explosões."
"#QUEST_BUNKERBUSTER_PHASE_01_DESC","O lugar parece muito como a colona o descreveu, mas já foi completamente saqueado e incendiado. Há, contudo, um panfleto coberto de fuligem sobre Abrigos Nucleares Seguros do Governo com mais locais de abrigos, sendo que todos estão marcados com um X, menos um."
"#QUEST_BUNKER_01_PHASE2_LOOT","Saquear a sala de comando"
"#QUEST_BUNKERBUSTER_PHASE_01_GO","Seguir para o local não marcado"
"#QUEST_BUNKERBUSTER_TASK2","Missão: entrar no segundo abrigo"
"#QUEST_BUNKER_01_PHASE2_BYPASS","Tentar abrir a trava do cofre (cientista)"
"#QUEST_BUNKERBUSTER_PHASE_02_DESC","O especialista chega ao abrigo nos confins da floresta. A porta da frente foi arrombada, o que sugere que alguém já esteve aqui antes. Dentro dele, seu especialista encontra uma pequena sala de comando ao lado de uma segundo porta, parecida com a de um cofre, coberta de marcas de batidas e explosões."
"#QUEST_BUNKER_01_PHASE2_RETURN","Voltar depois"
"#QUEST_BUNKERBUSTER_ANY","Saquear a sala de comando"
"#QUEST_BUNKER_01_PHASE2_LOOT_DESC","O especialista revira os vários armários e mesas da sala. Não resta muita coisa, mas deve render algumas informações úteis num pesado arquivo de materiais científicos, encontrado num dos armários."
"#QUEST_BUNKER_01_PHASE2_SEARCH_DESC","O atento vasculhador explora a sala inteira e encontra um botão oculto debaixo da mesa. Após apertá-lo, ouve-se um barulho, e a trava de segurança do cofre começa a destrancar. Ao entrar no cofre, seu especialista percebe que o conteúdo há muito já foi utilizado. Ele recolhe algumas moedas de prata, anotações científicas e uma pequena insígnia de contramestre feita de metal e retorna à colônia."
"#QUEST_BUNKERBUSTER_SCIENTIST","Tentar abrir a trava do cofre (cientista)"
"#QUEST_BUNKER_01_PHASE2_BYPASS_DESC","O cientista descobre um teclado coberto de pó próximo à porta do cofre. A senha há muito se perdeu, mas após alguns ajustes, o especialista consegue conectar os cabos internos e abrir o cofre. Seu conteúdo infelizmente já foi consumido, na maior parte, mas ainda há algumas moedas de prata, anotações científicas e uma pequena insígnia de contramestre feita de metal para levar de volta à colônia."
"#QUEST_BUNKERBUSTER_BACK","Voltar depois"
"#QUEST_BUNKER_01_ABANDON_DESC","Ir à procura de migalhas em abrigos de emergência de décadas atrás parece ser uma busca inútil, e algo onde você prefere não gastar as energias de seu especialista."
"#QUEST_BUNKERBUSTER_03A_DESC","O especialista revira os vários armários e mesas da sala. Não resta muita coisa, mas deve render algumas informações úteis num pesado arquivo de materiais científicos, encontrado num dos armários."
"#QUEST_BURNING_01_NAME","Céus em Chamas"
"#QUEST_BUNKERBUSTER_03B_DESC","O atento vasculhador explora a sala inteira e encontra um botão oculto debaixo da mesa. Após apertá-lo, ouve-se um barulho, e a trava de segurança do cofre começa a destrancar. Ao entrar no cofre, seu especialista percebe que o conteúdo há muito já foi utilizado. Ele recolhe algumas moedas de prata, anotações científicas e uma pequena insígnia de contramestre feita de metal e retorna à colônia."
"#QUEST_NUCLEAR_01_NAME","Fera Nuclear"
"#QUEST_BUNKERBUSTER_03C_DESC","O cientista descobre um teclado coberto de pó próximo à porta do cofre. A senha há muito se perdeu, mas após alguns ajustes, o especialista consegue conectar os cabos internos e abrir o cofre. Seu conteúdo infelizmente já foi consumido, na maior parte, mas ainda há algumas moedas de prata, anotações científicas e uma pequena insígnia de contramestre feita de metal para levar de volta à colônia."
"#QUEST_BURNING_NAME","Céus em Chamas"
"#QUEST_BURNINGSKIES_DESC","É de conhecimento geral no apocalipse que os voos comerciais se transformaram em caixões voadores, pois os pulsos e tempestades eletromagnéticos fritaram os computadores de bordo dos aviões. Ainda é possível encontrar aviões caídos que se transformaram em sepulturas assustadoras para os infelizes passageiros. Sobreviventes avistam esses locais o tempo todo. Se você perguntar onde ficam, certamente vai descobrir as coordenadas."
"#QUEST_BURNINGSKIES_GO","Procurar o local do acidente"
"#QUEST_BURNINGSKIES_ABANDON","Abandonar a missão"
"#QUEST_BURNINGSKIES_ABANDON_DESC","De jeito nenhum você vai realizar o que, no fim das contas, é uma violação de sepulturas; é melhor deixar essas pessoas em paz. A colônia vai sobreviver, independente disso."
"#QUEST_BURNINGSKIES_TASK1","Missão: visitar o local do acidente"
"#QUEST_BURNINGSKIES_PHASE_01_DESC","O especialista chega ao local do acidente. É um avião comercial antigo precisamente partido ao meio. Ambas as asas foram destruídas e parcialmente cobertas de vegetação ao lado de uma grande cratera. Ainda é possível encontrar restos de esqueletos espalhados pelo matagal. É possível pegar muitas coisas se você não se importar em passar por cima dos restos mortais."
"#QUEST_BURNINGSKIES_RECKLESS","Os mortos não se importam"
"#QUEST_BURNINGSKIES_RESPECT","Mostrar respeito"
"#QUEST_BURNINGSKIES_02A_DESC","O especialista começa a vasculhar o lugar despreocupadamente, embolsando tudo o que pode encontrar. Essas pessoas estão mortas há muito tempo, e não mais se importam com o plano mortal. O saque é considerável e deverá ajudar aqueles que ainda tem muita vida pela frente."
"#QUEST_BURNINGSKIES_02B_DESC","Com muito cuidado e zelo, o especialista percorre a fuselagem do avião. É uma tarefa macabra e solitária, sabendo que muitas pessoas perderam a vida naquele local. O material apreendido, contudo, é considerável e ajudará os colonos de casa a sobreviverem."
"#QUEST_NUCLEARBEAST_NAME","Fera Nuclear"
"#QUEST_NUCLEARBEAST_DESC","Uma velha usina nuclear paira ao longe com suas torres de resfriamento monolíticas que rasgam o outrora céu azul. Sua opulência tornou-a um alvo prioritário de vasculhadores, mas parece que uma fera formidável fez de uma das usinas o seu lar e está mantendo os saqueadores afastados. Ou talvez seja apenas um truque para dissuadir visitantes indesejados de se aproximarem do local."
"#QUEST_NUCLEARBEAST_GO","Ir verificar a usina nuclear"
"#QUEST_NUCLEARBEAST_TASK1","Missão: entrar na usina nuclear"
"#QUEST_NUCLEARBEAST_PHASE_01_DESC","A usina em si não é difícil de encontrar, pois jaz amedrontadora sob a foz seca de um rio. Além do desgaste geral da erosão, parece estar em boas condições. Sem nenhum sinal da presença de outras pessoas, o especialista entra nas instalações. Pouco tempo depois, um rugido profundo preenche os corredores mal iluminados e um enorme lobo brilhante surge à vista. O especialista corre grande perigo, mas a promessa de recursos valiosos é tentadora."
"#QUEST_NUCLEARBEAST_ANY","Pegar o que puder e fugir"
"#QUEST_NUCLEARBEAST_FIGHTER","Atacar a fera (combatente)"
"#QUEST_NUCLEARBEAST_SCOUT","Distrair a fera (patrulheiro)"
"#QUEST_NUCLEARBEAST_02A_DESC","O especialista corre em direção à entrada mais próxima do lobby, pegando o que consegue carregar no caminho. A fera persegue por um tempo, mas para antes de adentrar a área mais bem iluminada. Assim que o perigo passa, o especialista avalia os recursos. Não é muito, mas qualquer coisa já ajuda."
"#QUEST_NUCLEARBEAST_02B_DESC","O combatente encara o desafio e ruge de volta para a fera. Ela parece confusa com a reação e recua em direção às trevas de onde surgiu. O especialista saca sua arma e dispara na direção do lobo brilhante, acertando alguns disparos em seu flanco. O lobo fraqueja, foge em disparada e desaparece. Agora, a usina pode ser saqueada relativamente em paz, contanto que ninguém queira se aventurar na escuridão."
"#QUEST_NUCLEARBEAST_02C_DESC","Analisando onde pisa, o patrulheiro avista um enorme buraco atrás dele no assoalho, que rende uma queda de alguns andares. Ele começa a atirar vasos, pedras e outros itens na fera, tentando fazer com que ela o ataque. O lobo morde a isca e salta para atacar, mas o especialista se esquiva e o monstro cai no buraco. Ele ainda está bem vivo e mais zangado do que nunca, mas levará algum tempo até que consiga subir de volta. Após uma sessão de saques apressada, o Patrulheiro sai da usina com os espólios que encontrou."
"#QUEST_NUCLEARBEAST_ABANDON_DESC","Embora tentador, os perigos desconhecidos que lá espreitam são um risco muito grande. É melhor deixar essa oportunidade passar."
"#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_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_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_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_TEXT","Colonists will now age and eventually die to natural causes. Survivor groups have been made slightly bigger and birth rate has been increased to balance this out, resulting in a more dynamic population"
"#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."
"#POPULATION","Население"
"#POPULATION","Население"
"#RESOURCE_WOOD","Бревна"
"#RESOURCE_WOOD","Бревна"
"#RESOURCE_PLANK","Доски"
"#RESOURCE_PLANK","Доски"
...
@@ -2319,6 +2335,10 @@
...
@@ -2319,6 +2335,10 @@
"#DESC_FOOD_PRIMEMEAT","Качественное мясо скота, который был выращен в колонии. Менее загрязненное, чем дичь.\nСбалансированность: высокая\nЗагрязнение: среднее"
"#DESC_FOOD_PRIMEMEAT","Качественное мясо скота, который был выращен в колонии. Менее загрязненное, чем дичь.\nСбалансированность: высокая\nЗагрязнение: среднее"
"#RESOURCE_PRIMEMEAT_DESC","Качественное мясо скота, который был выращен в колонии. Менее загрязненное, чем дичь.\nСбалансированность: высокая\nЗагрязнение: среднее"
"#RESOURCE_PRIMEMEAT_DESC","Качественное мясо скота, который был выращен в колонии. Менее загрязненное, чем дичь.\nСбалансированность: высокая\nЗагрязнение: среднее"
"#EVENT_WAIT","Ждать"
"#EVENT_WAIT","Ждать"
"#NOTIFICATION_PERSON_GREW_ELDER","{0} is now an elder"
"#NOTIFICATION_PERSON_GREW_ELDER_MANY","{0} colonists are now elders"
"#TOOLTIP_HOSTILE","Hostile colonist"
"#TOOLTIP_HOSTILE_CONTENT","Attacking people and buildings alike!"
"#EVENT_SOCIETY_09B_NOTIFICATION_DESC","Похоже, битва закончилась"
"#EVENT_SOCIETY_09B_NOTIFICATION_DESC","Похоже, битва закончилась"
"#EVENT_SOCIETY_09B_NAME","Печальная победа"
"#EVENT_SOCIETY_09B_NAME","Печальная победа"
"#EVENT_SOCIETY_09_DESC","Уже знакомая вам посланница приближается к воротам. Она устала, на ее лице легко читается презрение. «Наш предводитель просил передать вам это, — говорит она и плюет на землю перед воротами. — К счастью, мы выжили, но мы не забудем, что вы отказали нам в помощи в столь трудный час»."
"#EVENT_SOCIETY_09B_DESC","Уже знакомая вам посланница приближается к воротам. Она устала, на ее лице легко читается презрение. «Наш предводитель просил передать вам это, — говорит она и плюет на землю перед воротами. — К счастью, мы выжили, но мы не забудем, что вы отказали нам в помощи в столь трудный час»."
"#EVENT_RADIATION_BOX_01_NOTIFICATION_HEADER","Ваши колонисты что-то нашли"
"#EVENT_RADIATION_BOX_01_NOTIFICATION_HEADER","Ваши колонисты что-то нашли"
"#EVENT_RADIATION_BOX_01_NOTIFICATION_DESC","Но они не знают, что именно"
"#EVENT_RADIATION_BOX_01_NOTIFICATION_DESC","Но они не знают, что именно"
"#EVENT_RADIATION_BOX_01_COLONISTS_DESC","Одному из колонистов удается определить, что ящик изготовлен из свинца. Скорее всего, его содержимое радиоактивно."
"#EVENT_RADIATION_BOX_01_COLONISTS_DESC","Одному из колонистов удается определить, что ящик изготовлен из свинца. Скорее всего, его содержимое радиоактивно."
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL_DESC","Со всеми возможными в ваших обстоятельствах мерами предосторожности колонисты открывают ящик. Внутри они обнаруживают чертежи и научные монографии, которые кто-то, видимо, пытался спасти от уничтожения."
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL_DESC","Со всеми возможными в ваших обстоятельствах мерами предосторожности колонисты открывают ящик. Внутри они обнаруживают чертежи и научные монографии, которые кто-то, видимо, пытался спасти от уничтожения."
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","В некоторых случаях <mark>разрушенные здания</mark> нужно <mark>уничтожать</mark>, чтобы расчистить место для новых. Можно уничтожать и работающие здания, но вы получите за них лишь около половины затраченных ресурсов, так что будьте осторожнее и не сносите нужные здания."
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","В некоторых случаях <mark>разрушенные здания</mark> нужно <mark>уничтожать</mark>, чтобы расчистить место для новых. Можно уничтожать и работающие здания, но вы получите за них лишь около половины затраченных ресурсов, так что будьте осторожнее и не сносите нужные здания."
"#TUTORIAL_DIALOG_STATIC_WORK_AREAS_MESSAGE","У некоторых зданий, например у <mark>колодцев</mark> и <mark>хижин рыбаков</mark>, есть зоны действия, в пределах которых они работают. Постарайтесь строить такие здания в местах, где эффективность работы максимальна."
"#TUTORIAL_CODEX_STATIC_WORK_AREAS_MESSAGE","У некоторых зданий, например у <mark>колодцев</mark> и <mark>хижин рыбаков</mark>, есть зоны действия, в пределах которых они работают. Постарайтесь строить такие здания в местах, где эффективность работы максимальна."
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_HEADLINE","Свалки с отходами"
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_HEADLINE","Свалки с отходами"
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_MESSAGE","Нажмите здесь, чтобы узнать подробности."
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_MESSAGE","Нажмите здесь, чтобы узнать подробности."
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_HEADLINE","СВАЛКИ С ОТХОДАМИ"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_HEADLINE","СВАЛКИ С ОТХОДАМИ"
...
@@ -6815,8 +6834,8 @@
...
@@ -6815,8 +6834,8 @@
"#TUTORIAL_CODEX_CONDITIONS","Постройте <mark>медицинскую палатку</mark> и найдите врача. Не игнорируйте <mark>состояния</mark> — они приводят к потере здоровья и другим неприятным последствиям.\n\nМедицинская помощь серьезно ускоряет выздоровление. Лекарственные средства используются автоматически, если они есть на складе. <quad name=Medicine> <mark>Лекарства</mark> помогают в случае травм, <quad name=Iodine> <mark>йодные таблетки</mark> лечат от лучевой болезни, а <quad name=Antibiotics> <mark>антибиотики</mark> — от инфекции.\n\nЧтобы сократить количество инфекционных заболеваний, стройте <mark>бани</mark>. Они помогают людям соблюдать гигиену и поднимают настроение. Чтобы получить возможность строить бани, исследуйте соответствующую технологию на <mark>древе технологий</mark>."
"#TUTORIAL_CODEX_CONDITIONS","Постройте <mark>медицинскую палатку</mark> и найдите врача. Не игнорируйте <mark>состояния</mark> — они приводят к потере здоровья и другим неприятным последствиям.\n\nМедицинская помощь серьезно ускоряет выздоровление. Лекарственные средства используются автоматически, если они есть на складе. <quad name=Medicine> <mark>Лекарства</mark> помогают в случае травм, <quad name=Iodine> <mark>йодные таблетки</mark> лечат от лучевой болезни, а <quad name=Antibiotics> <mark>антибиотики</mark> — от инфекции.\n\nЧтобы сократить количество инфекционных заболеваний, стройте <mark>бани</mark>. Они помогают людям соблюдать гигиену и поднимают настроение. Чтобы получить возможность строить бани, исследуйте соответствующую технологию на <mark>древе технологий</mark>."
"#TUTORIAL_CODEX_SALVAGE_STARTING_BUILDING","Чтобы снести здание, выберите его и в разделе <mark>«Сведения о здании»</mark> нажмите на кнопку <mark>«Уничтожить»</mark>. Вы вернете себе часть использованных ресурсов, которые можно использовать дальше. Разобрав склад, вы не теряете его содержимое."
"#TUTORIAL_CODEX_SALVAGE_STARTING_BUILDING","Чтобы снести здание, выберите его и в разделе <mark>«Сведения о здании»</mark> нажмите на кнопку <mark>«Уничтожить»</mark>. Вы вернете себе часть использованных ресурсов, которые можно использовать дальше. Разобрав склад, вы не теряете его содержимое."
"#TUTORIAL_CODEX_STATIC_WORK_AREAS","Эффективность здания показывается в разделе <mark>«Сведения о здании»</mark> во время выбора места для строительства.\n\nНекоторые здания вроде колодцев нельзя строить в пределах зоны действия другого здания того же типа. Размещайте их подальше друг от друга и следите за показателем эффективности."
"#CODEX_STATIC_WORK_AREAS","Эффективность здания показывается в разделе <mark>«Сведения о здании»</mark> во время выбора места для строительства.\n\nНекоторые здания вроде колодцев нельзя строить в пределах зоны действия другого здания того же типа. Размещайте их подальше друг от друга и следите за показателем эффективности."
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS","Свалки с отходами по соседству со зданием — источник опасности. Свалка постоянно загрязняет окружающую территорию, здесь может случиться выброс ядовитых веществ. Поэтому старайтесь возводить постройки как можно дальше от свалок.\n\nИсследуйте <mark>работу с отходами</mark>, чтобы строить <mark>экологические станции</mark>, позволяющие ликвидировать свалки отходов. Собранные <quad name=Pollution> <mark>отходы</mark> необходимо хранить на <mark>полигоне отходов</mark>, иначе они могут протечь или даже взорваться.\n\nПостройки, попавшие под воздействие вредных веществ, <mark>загрязняются</mark>. Загрязненные здания следует очистить силами колонистов."
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS","Свалки с отходами по соседству со зданием — источник опасности. Свалка постоянно загрязняет окружающую территорию, здесь может случиться выброс ядовитых веществ. Поэтому старайтесь возводить постройки как можно дальше от свалок.\n\nИсследуйте <mark>работу с отходами</mark>, чтобы строить <mark>экологические станции</mark>, позволяющие ликвидировать свалки отходов. Собранные <quad name=Pollution> <mark>отходы</mark> необходимо хранить на <mark>полигоне отходов</mark>, иначе они могут протечь или даже взорваться.\n\nПостройки, попавшие под воздействие вредных веществ, <mark>загрязняются</mark>. Загрязненные здания следует очистить силами колонистов."
"#TUTORIAL_CODEX_PLASTIC_HEADLINE","ПЕРЕРАБОТКА"
"#TUTORIAL_CODEX_PLASTIC_HEADLINE","ПЕРЕРАБОТКА"
...
@@ -7160,20 +7179,20 @@
...
@@ -7160,20 +7179,20 @@
"#TECH_CEILINGS_DESC","Строить здания в несколько этажей сложнее, чем кажется на первый взгляд. А строить их дешевыми и прочными — это уже настоящее инженерное искусство."
"#TECH_CEILINGS_DESC","Строить здания в несколько этажей сложнее, чем кажется на первый взгляд. А строить их дешевыми и прочными — это уже настоящее инженерное искусство."
"#TECH_CABINETS","Игровые автоматы"
"#TECH_CABINETS","Игровые автоматы"
"#TECH_CABINETS_DESC","Зал с классическими <mark>игровыми автоматами</mark> — это отличный способ провести несколько часов в темном, душном и шумном помещении и выйти оттуда немного счастливее."
"#TECH_CABINETS_DESC","Зал с классическими <mark>игровыми автоматами</mark> — это отличный способ провести несколько часов в темном, душном и шумном помещении и выйти оттуда немного счастливее."
"#TECH_EFFECT_DAMAGE_REDUCTION","#ERROR!"
"#TECH_EFFECT_DAMAGE_REDUCTION","+{0}% к прочности"
"#TECH_EFFECT_HEALING","#ERROR!"
"#TECH_EFFECT_HEALING","+{0}% к скорости лечения"
"#TECH_EFFECT_HARVEST_TIME","#ERROR!"
"#TECH_EFFECT_HARVEST_TIME","+{0}% к скорости сбора урожая"
"#TECH_EFFECT_PLANTING_TIME","#ERROR!"
"#TECH_EFFECT_PLANTING_TIME","+{0}% к скорости засевания"
"#TECH_EFFECT_CULTIVATION_TIME","#ERROR!"
"#TECH_EFFECT_CULTIVATION_TIME","+{0}% к скорости возделывания"
"#TECH_EFFECT_ENERGY_EFFICIENCY","-{0}% <quad name=Energy> к расходу энергии"
"#TECH_EFFECT_ENERGY_EFFICIENCY","-{0}% <quad name=Energy> к расходу энергии"
"#TECH_EFFECT_ENERGY_PRODUCTION_BONUS","#ERROR!"
"#TECH_EFFECT_ENERGY_PRODUCTION_BONUS","+{0}% <quad name=Energy> к производству энергии"
"#TECH_EFFECT_PRODUCTION_BONUS","#ERROR!"
"#TECH_EFFECT_PRODUCTION_BONUS","+{0}{1} к производству"
"#TECH_EFFECT_PRODUCTION_SPEED","#ERROR!"
"#TECH_EFFECT_PRODUCTION_SPEED","+{0}% к скорости производства"
"#TECH_EFFECT_HAPPINESS_BOOST","#ERROR!"
"#TECH_EFFECT_HAPPINESS_BOOST","+{0} <quad name=HappinessBonus> к счастью"
"#TECH_EFFECT_REPAIR_COST","-{0} к стоимости ремонта"
"#TECH_EFFECT_REPAIR_COST","-{0} к стоимости ремонта"
"#TECH_EFFECT_STORAGE_CAPACITY","#ERROR!"
"#TECH_EFFECT_STORAGE_CAPACITY","+{0} к вместимости"
"#TECH_EFFECT_ACTION_POINTS","#ERROR!"
"#TECH_EFFECT_ACTION_POINTS","+{0} к очкам действия"
"#TECH_EFFECT_WORK_SLOTS","#ERROR!"
"#TECH_EFFECT_WORK_SLOTS","+{0} к ячейкам работы"
"#TECH_PACK_TACTICS","Тактика стаи"
"#TECH_PACK_TACTICS","Тактика стаи"
"#TECH_PACK_TACTICS_DESC","Организованная стая может выследить, окружить и поймать добычу гораздо быстрее, чем одинокий волк."
"#TECH_PACK_TACTICS_DESC","Организованная стая может выследить, окружить и поймать добычу гораздо быстрее, чем одинокий волк."
"#QUEST_BUNKER_01_START_DESC","Старая колонистка рассказывает вам кое-что интересное. Ее покойный отец до войны был военным комендантом и отвечал за снабжение бомбоубежищ, расположенных неподалеку отсюда. Она даже бывала в одном из них и может отвести туда вас. Скорее всего, сейчас это бомбоубежище уже разорили, но если нет, то вы сможете добыть там полезные ресурсы и информацию."
"#QUEST_ACCEPT","Взять задание"
"#QUEST_BUNKER_01_GO","Направиться к бомбоубежищу"
"#QUEST_BUNKERBUSTER_NAME","Взлом бомбоубежища"
"#QUEST_BUNKER_01_ABANDON","Не браться за это"
"#QUEST_BUNKERBUSTER_DESC","Старая колонистка рассказывает вам кое-что интересное. Ее покойный отец до войны был военным комендантом и отвечал за снабжение бомбоубежищ, расположенных неподалеку отсюда. Она даже бывала в одном из них и может отвести туда вас. Скорее всего, сейчас это бомбоубежище уже разорили, но если нет, то вы сможете добыть там полезные ресурсы и информацию."
"#QUEST_BUNKER_01_TASK1","Задание: попасть в бомбоубежище"
"#QUEST_BUNKERBUSTER_GO","Направиться к бомбоубежищу"
"#QUEST_BUNKER_01_PHASE1_DESC","Это место и правда похоже на то, что описывала колонистка, но местное бомбоубежище все выгорело и явно было разграблено еще до вас. Однако под слоем сажи вы находите листовку с картой других правительственных бомбоубежищ. Все они, кроме одного, отмечены крестиком."
"#QUEST_BUNKERBUSTER_ABANDON","Не браться за это"
"#QUEST_BUNKER_01_PHASE1_CONTINUE","Направиться к бомбоубежищу без крестика"
"#QUEST_BUNKERBUSTER_ABANDON_DESC","Охотиться за древними сокровищами в затерянных бомбоубежищах — сомнительное удовольствие, и вы решаете не тратить силы и время своих специалистов на это занятие."
"#QUEST_BUNKER_01_TASK2","Задание: попасть во второе бомбоубежище"
"#QUEST_BUNKERBUSTER_TASK1","Задание: попасть в бомбоубежище"
"#QUEST_BUNKER_01_PHASE2_DESC","Специалист находит бункер в глубине леса. Дверь главного входа в бомбоубежище выломана: похоже, там уже кто-то побывал. На центральном посту бомбоубежища специалист находит вторую дверь, закрытую на прочный сейфовый замок. Дверь испещрена глубокими сколами, но уцелела."
"#QUEST_BUNKERBUSTER_PHASE_01_DESC","Это место и правда похоже на то, что описывала колонистка, но местное бомбоубежище все выгорело и явно было разграблено еще до вас. Однако под слоем сажи вы находите листовку с картой других правительственных бомбоубежищ. Все они, кроме одного, отмечены крестиком."
"#QUEST_BUNKER_01_PHASE2_LOOT","Забрать все с центрального поста"
"#QUEST_BUNKERBUSTER_PHASE_01_GO","Направиться к бомбоубежищу без крестика"
"#QUEST_BUNKERBUSTER_TASK2","Задание: попасть во второе бомбоубежище"
"#QUEST_BUNKER_01_PHASE2_BYPASS","Попытаться взломать сейфовый замок (Ученый)"
"#QUEST_BUNKERBUSTER_PHASE_02_DESC","Специалист находит бункер в глубине леса. Дверь главного входа в бомбоубежище выломана: похоже, там уже кто-то побывал. На центральном посту бомбоубежища специалист находит вторую дверь, закрытую на прочный сейфовый замок. Дверь испещрена глубокими сколами, но уцелела."
"#QUEST_BUNKERBUSTER_ANY","Забрать все с центрального поста"
"#QUEST_BUNKER_01_PHASE2_LOOT_DESC","Специалист обшаривает столы и стеллажи на центральном посту, но не находит ничего, кроме толстой папки с отчетами о научных исследованиях. Впрочем, эти данные наверняка пригодятся вашим ученым."
"#QUEST_BUNKER_01_PHASE2_SEARCH_DESC","Осмотрев центральный пост внимательным взглядом собирателя, специалист находит потайной рычажок под столом. Раздается хорошо различимый щелчок, и сейфовая дверь открывается. За ней скрывается склад, который, правда, уже почти опустел. Специалист возвращается в колонию с небогатой, но все же небесполезной добычей: несколько серебряных монет, отчеты об исследованиях и маленький металлический значок коменданта."
"#QUEST_BUNKERBUSTER_SCIENTIST","Попытаться взломать сейфовый замок (Ученый)"
"#QUEST_BUNKER_01_PHASE2_BYPASS_DESC","Ученый обнаруживает рядом с сейфовой дверью небольшую клавиатуру, покрывшуюся пылью. Конечно, давно сгинули те, кто помнили код, но ученому удается вскрыть панель и замкнуть провода, чтобы открыть убежище. К сожалению, на складе за дверью почти ничего не осталось, кроме нескольких серебряных монет, отчетов об исследованиях и маленького металлического значка коменданта."
"#QUEST_BUNKERBUSTER_BACK","Вернуться позже"
"#QUEST_BUNKER_01_ABANDON_DESC","Охотиться за древними сокровищами в затерянных бомбоубежищах — сомнительное удовольствие, и вы решаете не тратить силы и время своих специалистов на это занятие."
"#QUEST_BUNKERBUSTER_03A_DESC","Специалист обшаривает столы и стеллажи на центральном посту, но не находит ничего, кроме толстой папки с отчетами о научных исследованиях. Впрочем, эти данные наверняка пригодятся вашим ученым."
"#QUEST_BURNING_01_NAME","Горящие небеса"
"#QUEST_BUNKERBUSTER_03B_DESC","Осмотрев центральный пост внимательным взглядом собирателя, специалист находит потайной рычажок под столом. Раздается хорошо различимый щелчок, и сейфовая дверь открывается. За ней скрывается склад, который, правда, уже почти опустел. Специалист возвращается в колонию с небогатой, но все же небесполезной добычей: несколько серебряных монет, отчеты об исследованиях и маленький металлический значок коменданта."
"#QUEST_NUCLEAR_01_NAME","Атомная тварь"
"#QUEST_BUNKERBUSTER_03C_DESC","Ученый обнаруживает рядом с сейфовой дверью небольшую клавиатуру, покрывшуюся пылью. Конечно, давно сгинули те, кто помнили код, но ученому удается вскрыть панель и замкнуть провода, чтобы открыть убежище. К сожалению, на складе за дверью почти ничего не осталось, кроме нескольких серебряных монет, отчетов об исследованиях и маленького металлического значка коменданта."
"#QUEST_BURNING_NAME","Горящие небеса"
"#QUEST_BURNINGSKIES_DESC","В разгар апокалипсиса пассажирские авиалайнеры превратились в летающие гробы: электромагнитные импульсы и магнитные бури поджарили бортовую электронику, и некогда прекрасные стальные птицы стали братскими могилами. Выжившим регулярно попадаются на глаза остовы самолетов. Поспрашивайте у встречных, может быть, они подскажут вам, где можно их найти."
"#QUEST_BURNINGSKIES_GO","Найти место крушения"
"#QUEST_BURNINGSKIES_ABANDON","Не браться за это"
"#QUEST_BURNINGSKIES_ABANDON_DESC","Вы совершенно точно не собираетесь заниматься мародерством. Тревожить покой павших ни к чему. Ваша колония выживет и без разграбления могил."
"#QUEST_BURNINGSKIES_TASK1","Задание: найти место крушения"
"#QUEST_BURNINGSKIES_PHASE_01_DESC","Прибыв на место крушения, специалист сразу замечает переломленный пополам фюзеляж довольно старого пассажирского самолета. Крыло оторвано, смято и поросло травой. Среди металлолома еще можно найти скелеты погибших. Здесь точно есть чем поживиться — если вы, конечно, не против заняться мародерством."
"#QUEST_BURNINGSKIES_RECKLESS","Мертвым уже все равно"
"#QUEST_BURNINGSKIES_RESPECT","Проявить уважение"
"#QUEST_BURNINGSKIES_02A_DESC","Специалист начинает обшаривать место крушения, собирая все, что может представлять хоть какую-нибудь ценность. Эти люди все равно уже давно мертвы, и эти вещи им не пригодятся. Зато они пригодятся выжившим: в тяжелые времена все средства хороши."
"#QUEST_BURNINGSKIES_02B_DESC","Специалист внимательно осматривает место крушения, проявляя уважение и стараясь не потревожить покой погибших. Мысль о том, что здесь оборвалась жизнь стольких людей, просто невыносима, однако специалист все же берет с собой кое-что и несет это в колонию. Жизнь продолжается."
"#QUEST_NUCLEARBEAST_NAME","Атомная тварь"
"#QUEST_NUCLEARBEAST_DESC","Вдалеке возвышается старая атомная электростанция. Ее высоченные градирни, устремленные ввысь, кажется, царапают серое брюхо неба. Странно, но станция по-прежнему не разграблена. Причина этого проста: поговаривают, там устроила себе логово какая-то страшная тварь, к которой попросту опасно подходить. А может быть, это просто сказка, призванная отпугивать незваных гостей?"
"#QUEST_NUCLEARBEAST_GO","Сходить на атомную электростанцию"
"#QUEST_NUCLEARBEAST_TASK1","Задание: попасть на атомную электростанцию"
"#QUEST_NUCLEARBEAST_PHASE_01_DESC","Найти электростанцию несложно: она расположена прямо на берегу пересохшей реки. Несмотря на то, что станция заброшена уже долгие годы, она неплохо сохранилась. Никаких следов других людей поблизости нет. Специалист беспрепятственно попадает на станцию, идет по тускло освещенному коридору… и слышит угрожающий рык. Перед ним появляется огромный светящийся волк. Специалисту угрожает смертельная опасность, но на станции наверняка полно интересной добычи!"
"#QUEST_NUCLEARBEAST_ANY","Схватить что попадется под руку и сбежать"
"#QUEST_NUCLEARBEAST_FIGHTER","Напасть на зверя (Боец)"
"#QUEST_NUCLEARBEAST_02A_DESC","Специалист бросается к ближайшему входу в холл, хватая все, что попадется под руку. Зверь некоторое время преследует его, он останавливается, как только человек оказывается в чуть лучше освещенном помещении. Угроза позади, и специалисту удается скрыться с ресурсами. Конечно, добыча не поражает воображение, но это лучше, чем ничего."
"#QUEST_NUCLEARBEAST_02B_DESC","Ваш специалист решает принять бой и рычит в ответ. Зверь явно не ожидал такой реакции. Он делает шаг назад и исчезает во тьме, из которой появился. Специалист вытаскивает оружие и стреляет в сторону светящегося волка. Несколько пуль достигают цели, и волк, скуля, убегает прочь. Теперь станцию можно спокойно осмотреть. Главное — избегать темных помещений."
"#QUEST_NUCLEARBEAST_02C_DESC","Ваш разведчик бросается наутек, попутно осматриваясь и обдумывая свою тактику. Он замечает в полу огромную дыру, которая уходит вниз на несколько этажей. Встав за этой дырой, разведчик начинает кидаться в волка камешками и всем, что попадется под руку, пытаясь спровоцировать его. Волк в ярости бросается на специалиста, но промахивается и падает прямо в яму. Разумеется, он выжил и стал еще злее, чем был до этого, но вашему разведчику хватило времени на то, чтобы собрать добычу и быстро ретироваться со станции."
"#QUEST_NUCLEARBEAST_ABANDON_DESC","Конечно, исследовать заброшенную АЭС — большое искушение, но это может быть опасно. Лучше лишний раз не рисковать."