Suomi

#This is the Finnish String Table file for FreeOrion
#Translated by Mikko Maununen (MikkoM)
#This translation isn`t yet complete!


#################
# Common        #
#################

#Anyone can use these for basic buttons

APPNAME
FreeOrion

BROWSE_BTN
Selaa...

OK
OK

CANCEL
Peruuta

DONE
Valmis

CLOSE
Sulje

LOAD
Lataa

SAVE
Tallenna

OPEN
Avaa

OR
tai

AND
ja

YES
kyllä

NO
ei

EMPIRE
Imperiumi

ALL
Kaikki

UNKNOWN_SYSTEM
Tuntematon Järjestelmä

RENAME
Uudelleennimeä 

ENTER_NEW_NAME
Syötä uusi nimi

UNKNOWN_VALUE_SYMBOL
?

ERROR
VIRHE

RESET
Uudelleen aseta

TURN
Vuoro

CHAT_WHISPER
kuiskaa

# used to generate names for new fleets when they are created

NEW_FLEET_NAME
Uusi Laivasto %1%

NEW_FLEET_NAME_NO_NUMBER
Uusi Laivasto

NOT_APPLICABLE
N/A

BOMBER
Pommittaja

INTERCEPTOR
Torjuntahävittäjä

DEFAULT_EMPIRE_NAME
Terran Imperiumi

DEFAULT_PLAYER_NAME
Ihmis_pelaaja

###########################
# Predefined Ship Designs #
###########################
# in premade_ship_designs.txt

SD_SCOUT
Tiedustelija

SD_SCOUT_DESC
Pieni ja halpa aseistamaton alus tiedustelua varten.

SD_COLONY_SHIP
Kolonisaatioalus

SD_COLONY_SHIP_DESC
Valtava aseistamaton alus, joka kykenee toimittamaan miljoonia kansalaisia uusille planeetoille.

SD_MARK1
Mark I

SD_MARK1_DESC
Affordable armed patrol frigate.

SD_MARK2
Mark II

SD_MARK2_DESC
Cruiser with strong defensive and offensive capabilities.

SD_MARK3
Mark III

SD_MARK3_DESC
Advanced cruiser with heavy weaponry and armor to do the dirty work.
        
SD_MARK4
Mark IV

SD_MARK4_DESC
Massive state-of-art warship armed and protected with the latest technolgy. Priced accordingly.


##############################
# Predefined Starting Fleets #
##############################

FN_HOME_FLEET
Kotilaivasto

FN_BATTLE_FLEET
Taistelulaivasto

##########################
# Status Update Messages #
##########################

NEW_GAME
Luodaan universumia ja tekoälyvastustajia ...

LOADING
Ladataan ...

SERVER_WONT_START
Palvelinta ei voitu käynnistää.

SERVER_TIMEOUT
Palvelin ei vastaa.

SERVER_LOST
Yhteys palvelimeen katkennut.

SERVER_GAME_END
Palvelin on lähettänyt viestin. Peli ohi. Hei hei.

PLAYER_DISCONNECTED
Pelaajalla %1% ei ole enää yhteyttä palvelimeen.

PLAYER_DEFEATED
Sinut on lyöty.

EMPIRE_DEFEATED
%1% Imperiumia ei enää ole.

UNKNOWN_EMPIRE
Tuntematon Imperiumi

LAST_OPPONENT_DEFEATED_VICTORY
Viimeinenkin vastustajasi on lyöty ja olet voittanut!

INVALID_CLIENT_SAVE_DATA_RECEIVED
The server received invalid client save data.  Some may be ignored.

UNABLE_TO_WRITE_CONFIG_XML
Config.xml tiedoston kirjoituksessa tapahtui virhe. Asetuksia ei voitu tallentaa.

UNABLE_TO_READ_CONFIG_XML
Config.xml tiedostoa luettaessa tapahtui virhe. Käytetään oletusasetuksia. 

UNABLE_TO_WRITE_SAVE_FILE
Tallennuksessa tapahtui virhe.

UNABLE_TO_READ_SAVE_FILE
Tallennusta ladattaessa tapahtui virhe.


######################################
# Command Line and OptionsDB Options #
######################################

COMMAND_LINE_USAGE
Käyttö: 

COMMAND_LINE_DEFAULT
Oletus: 

OPTIONS_DB_HELP
Tulosta ohje.

OPTIONS_DB_GENERATE_CONFIG_XML
Käyttää kaikkia asetuksia mistä tahansa olemassa olevasta config.xml tiedostosta sekä komentoriville syötettyjä tietoja luodakseen config.xml tiedoston. Tämä tiedosto korvaa mahdollisen jo olemassa olevan config.xml tiedoston.

OPTIONS_DB_MUSIC_OFF
Musiikki pois päältä.

OPTIONS_DB_BG_MUSIC
Aseta taustamusiikki.

OPTIONS_DB_FULLSCREEN
Aloita peli täydellä ruudulla.

OPTIONS_DB_UI_CHAT_HIDE_INTERVAL
Aikaväli, sekunneissa, jonka kuluttua moninpelin chat-ikkuna katoaa, jos siihen ei lisätä mitään. Arvo 0 merkitsee, että ikkunan ei pitäisi kadota ollenkaan.  

OPTIONS_DB_UI_CHAT_EDIT_HISTORY
Lähetettyjen viestien määrä, joka tulisi säilyttää chatin editointilaatikon historiassa.

OPTIONS_DB_GALAXY_MAP_GAS
Renderöi kaasumaiset aineet tähtijärjestelmien ympärille antamaan galaksille selkeämmän muodon. Voi hidastaa renderöintiä vanhemmilla tietokoneilla.

OPTIONS_DB_GALAXY_MAP_STARFIELDS
Renderöi tähtikentät tähtijärjestelmien ympärille. Voi hidastaa renderöintiä vanhemmilla tietokoneilla.

OPTIONS_DB_GALAXY_MAP_SCALE_LINE
Show scale line for universe distance on galaxy map.

OPTIONS_DB_GALAXY_MAP_ZOOM_SLIDER
Valitsee näytetäänkö tarkennuksen säätöpalkkia galaksin kartalla.

OPTIONS_DB_OPTIMIZED_SYSTEM_RENDERING
Käytä optimoitua OpenGL 1.5 renderöintiä tähtijärjestelmiin galaksin kartalla. Voi aiheuttaa ongelmia vanhemmilla näytönohjaimilla.

OPTIONS_DB_STARLANE_THICKNESS
Asettaa kuinka leveiksi tähtilinjat renderöidään pikseleissä.

OPTIONS_DB_RESOURCE_STARLANE_COLOURING
Valitsee värjätäänkö tähtilinjat imperiumien väreillä, jos imperiumit pystyvät vaihtamaan resursseja niitä pitkin.

OPTIONS_DB_UNOWNED_STARLANE_COLOUR
Asettaa oletusvärin tähtilinjojen renderöintiin.

OPTIONS_DB_FLEET_SUPPLY_LINES
Valitsee näytetäänkö laivastojen täydennyslinjat imperiumien väreillä.*

OPTIONS_DB_FLEET_SUPPLY_LINE_WIDTH
Asettaa kuinka leveiksi laivastojen täydennyslinjat renderöidään.

OPTIONS_DB_FLEET_SUPPLY_LINE_DOT_SPACING
Asettaa pisteiden välimatkan laivastojen täydennyslinjoja renderöitäessä.

OPTIONS_DB_FLEET_SUPPLY_LINE_DOT_RATE
Asettaa kuinka nopeasti laivastojen täydennyslinjojen pisteet renderöidään.

OPTIONS_DB_GALAXY_MAP_DETECTION_RANGE
Valitsee näytetäänkö objektien ympärillä ympyrät, jotka kuvaavat objektien havainnointietäisyyttä galaksin kartalla.

OPTIONS_DB_GALAXY_MAP_DETECTION_STEALTH_THRESHOLD
Sets the target object stealth level at which to show detection range on the galaxy map.

OPTIONS_DB_GALAXY_MAP_STEALTH_THRESHOLD_SLIDER
Toggles whether to show the stealth threshold slider on the galaxy map.

OPTIONS_DB_FORCE_EXTERNAL_SERVER
Pakottaa pelaajan olemaan käynnistämättä palvelinta, vaikka isännöisi peliä paikallistasolla, pelatessaan yksinpeliä jne.

OPTIONS_DB_EXTERNAL_SERVER_ADDRESS
Address to connect to in external server mode. If used, this client becomes the manager of the game.

OPTIONS_DB_MP_HOST_ADDRESS
Osoite johon yhdistetään moninpeliin liityttäessä.

OPTIONS_DB_MP_PLAYER_NAME
Pelaajan nimi, jota käytetään moninpeliä isännöitäessä tai moninpeliin liityttäessä.

OPTIONS_DB_UI_MAIN_MENU_X
Position of the center of the intro screen main menu, as a portion of the application's total width.

OPTIONS_DB_UI_MAIN_MENU_Y
Position of the center of the intro screen main menu, as a portion of the application's total height.

OPTIONS_DB_APP_WIDTH
Asettaa sovelluksen vaakasuuntaisen resoluution.

OPTIONS_DB_APP_HEIGHT
Asettaa sovelluksen pystysuuntaisen resoluution.

OPTIONS_DB_APP_WIDTH_WINDOWED
Asettaa sovelluksen leveyden ikkunassa.

OPTIONS_DB_APP_HEIGHT_WINDOWED
Asettaa sovelluksen korkeuden ikkunassa.

OPTIONS_DB_COLOR_DEPTH
Asettaa näytön värien syvyyden, bitteinä pikseliä kohti.

OPTIONS_DB_SHOW_FPS
FPS näkyvissä tai poissa näkyvistä.

OPTIONS_DB_LIMIT_FPS
FPS rajoitin päällä tai poissa. FPS-raja asetetaan "Max FPS" valinnalla.

OPTIONS_DB_MAX_FPS
Asettaa FPS-rajan. Rajoitus otetaan käyttöön "Rajoita FPS" valinnalla.

OPTIONS_DB_UI_SOUND_ENABLED
Käyttöliittymän äänet päällä tai poissa.

OPTIONS_DB_UI_SOUND_VOLUME
Äänenvoimakkuus (0-255) jolla käyttöliittymän ääniefektit tulisi toistaa.

OPTIONS_DB_UI_SOUND_BUTTON_ROLLOVER
Toistettava äänitiedosto, joka kuuluu kun hiiri liikkuu painikkeen yli.

OPTIONS_DB_UI_SOUND_BUTTON_CLICK
Toistettava painikeäänitiedosto.

OPTIONS_DB_UI_SOUND_TURN_BUTTON_CLICK
Toistettava äänitiedosto vuoropainiketta painettaessa.

OPTIONS_DB_UI_SOUND_LIST_SELECT
Toistettava äänitiedosto, joka kuuluu kun listalaatikko tai pudotuslista valitaan.

OPTIONS_DB_UI_SOUND_ITEM_DROP
Toistettava äänitiedosto, joka kuuluu kun jotain lisätään listalaatikkoon.

OPTIONS_DB_UI_SOUND_LIST_PULLDOWN
Toistettava äänitiedosto, joka kuuluu kun lista avataan pudotuslistasta.

OPTIONS_DB_UI_SOUND_TEXT_TYPING
Kirjoituksen yhteydessä toistettava äänitiedosto.

OPTIONS_DB_UI_SOUND_WINDOW_MAXIMIZE
Peli-ikkunan suurentamisen yhteydessä toistettava äänitiedosto. 

OPTIONS_DB_UI_SOUND_WINDOW_MINIMIZE
Peli-ikkunan pienentämisen yhteydessä toistettava äänitiedosto.

OPTIONS_DB_UI_SOUND_WINDOW_CLOSE
Peli-ikkunan sulkeutuessa toistettava äänitiedosto.

OPTIONS_DB_UI_SOUND_ALERT
Virheen tai laittoman toiminnon yhteydessä toistettava äänitiedosto.

OPTIONS_DB_UI_SOUND_PLANET_BUTTON_CLICK
Toistettava äänitiedosto planeettapainiketta painettaessa.

OPTIONS_DB_UI_SOUND_FLEET_BUTTON_ROLLOVER
Toistettava äänitiedosto, joka kuuluu kun hiiri liikkuu laivastopainikkeen yli.

OPTIONS_DB_UI_SOUND_FLEET_BUTTON_CLICK
Toistettava äänitiedosto laivastopainiketta painettaessa.

OPTIONS_DB_UI_SOUND_SYSTEM_ICON_ROLLOVER
Toistettava äänitiedosto, joka kuuluu kun hiiri liikkuu järjestelmäikonin yli.

OPTIONS_DB_UI_SOUND_SIDEPANEL_OPEN
Tähtijärjestelmän sivupaneelin avaamisen yhteydessä toistettava äänitiedosto.

OPTIONS_DB_UI_SOUND_FARMING_FOCUS
Toistettava äänitiedosto, joka kuuluu viljelypainotuksen valinnan yhteydessä.

OPTIONS_DB_UI_SOUND_INDUSTRY_FOCUS
Toistettava äänitiedosto, joka kuuluu teollisuuspainotuksen valinnan yhteydessä.

OPTIONS_DB_UI_SOUND_RESEARCH_FOCUS
Toistettava äänitiedosto, joka kuuluu tutkimuspainotuksen valinnan yhteydessä.

OPTIONS_DB_UI_SOUND_MINING_FOCUS
Toistettava äänitiedosto, joka kuuluu kaivosteollisuuspainotuksen valinnan yhteydessä.

OPTIONS_DB_UI_SOUND_TRADE_FOCUS
Toistettava äänitiedosto, joka kuuluu vaihdantapainotuksen valinnan yhteydessä.

OPTIONS_DB_UI_SOUND_BALANCED_FOCUS
Toistettava äänitiedosto, joka kuuluu tasapainotuksen valinnan yhteydessä.

OPTIONS_DB_UI_FONT
Asettaa käyttöliittymän fontin lähdetiedoston.

OPTIONS_DB_UI_FONT_BOLD
Sets UI bold font resource file.

OPTIONS_DB_UI_FONT_ITALIC
Sets UI bold font resource file.

OPTIONS_DB_UI_FONT_BOLD_ITALIC
Sets UI bold font resource file.

OPTIONS_DB_UI_FONT_SIZE
Asettaa käyttöliittymän fonttikoon.

OPTIONS_DB_UI_TITLE_FONT
Asettaa käyttöliittymän otsikkofontin lähdetiedoston.

OPTIONS_DB_UI_TITLE_FONT_SIZE
Asettaa käyttöliittymän otsikkofontin koon.

OPTIONS_DB_UI_WND_COLOR
Asettaa käyttöliittymän ikkunan värin.

OPTIONS_DB_UI_TEXT_COLOR
Asettaa käyttöliittymän tekstin värin.

OPTIONS_DB_UI_CTRL_COLOR
Sets UI control color.

OPTIONS_DB_UI_CTRL_BORDER_COLOR
Sets UI control border color.

OPTIONS_DB_UI_STATE_BUTTON_COLOR
Sets UI state button selected color. 

OPTIONS_DB_UI_DROPDOWNLIST_ARROW_COLOR
Asettaa käyttöliittymän pudotuslistan nuolen värin.

OPTIONS_DB_UI_EDIT_HILITE
Sets color of hilighting in UI edit controls.

OPTIONS_DB_UI_STAT_INCREASE_COLOR
Sets the color of increased stats in the UI.

OPTIONS_DB_UI_STAT_DECREASE_COLOR
Sets the color of decreased stats in the UI.

OPTIONS_DB_UI_WND_OUTER_BORDER_COLOR
Sets UI outer border color.

OPTIONS_DB_UI_WND_INNER_BORDER_COLOR
Sets UI inner border color.

OPTIONS_DB_UI_KNOWN_TECH
Asettaa tunnettujen tekniikoiden värin teknologiapuussa. 

OPTIONS_DB_UI_KNOWN_TECH_BORDER
Asettaa tunnettujen tekniikoiden raja- ja tekstinvärin teknologiapuussa. 

OPTIONS_DB_UI_RESEARCHABLE_TECH
Asettaa tutkittavien tekniikoiden värin teknologiapuussa. 

OPTIONS_DB_UI_RESEARCHABLE_TECH_BORDER
Asettaa tutkittavien tekniikoiden raja- ja tekstinvärin teknologiapuussa.

OPTIONS_DB_UI_UNRESEARCHABLE_TECH
Asettaa lukittujen tekniikoiden värin teknologiapuussa.

OPTIONS_DB_UI_UNRESEARCHABLE_TECH_BORDER
Asettaa lukittujen tekniikoiden raja- ja tekstinvärin teknologiapuussa.

OPTIONS_DB_UI_TECH_PROGRESS_BACKGROUND
Asettaa etenemispalkkien taustavärin teknologiapuussa.

OPTIONS_DB_UI_TECH_PROGRESS
Asettaa etenemispalkkien värin teknologiapuussa.

OPTIONS_DB_UI_SCROLL_WIDTH
Sets UI scroll width.

OPTIONS_DB_UI_SYSTEM_ICON_SIZE
Asettaa järjestelmäikonien koon.

OPTIONS_DB_UI_SYSTEM_FOG
Toggles whether to render fog of war scanline shading over system icons.

OPTIONS_DB_UI_SYSTEM_FOG_SPACING
Sets spacing (in pixels) between fog of war scanlines.

OPTIONS_DB_UI_SYSTEM_CIRCLES
Toggles whether to draw circles around systems.

OPTIONS_DB_UI_SYSTEM_CIRCLE_SIZE
Sets size of circles around systems on map, relative to system icon size.

OPTIONS_DB_UI_SYSTEM_NAME_UNOWNED_COLOR
Asettaa vapaiden tähtijärjestelmien värin galaksin kartalla.

OPTIONS_DB_UI_MEDIUM_FLEET_BUTTON_MIN_ZOOM
Sets minimum zoom level at which medium fleet icons are shown on the galaxy map.

OPTIONS_DB_UI_SMALL_FLEET_BUTTON_MIN_ZOOM
Sets minimum zoom level at which small fleet icons are shown on the galaxy map.

OPTIONS_DB_UI_TINY_FLEET_BUTTON_MIN_ZOOM
Sets minimum zoom level at which tiny fleet icons are shown.  At smaller zooms, no fleet icons are shown on the galaxy map.

OPTIONS_DB_UI_FLEET_SELECTION_INDICATOR_SIZE
Sets size of fleet selection indicator (relative to fleet icon).

OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_SIZE
Sets size of system selection indicator (relative to system icon).

OPTIONS_DB_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD
Sets size of system icon below which the special fixed-size tiny icons will be shown.

OPTIONS_DB_UI_TOOLTIP_DELAY
Asettaa käyttöliittymän lisätietoikkunoiden viiveen millisekunneissa.*

OPTIONS_DB_UI_MULTIPLE_FLEET_WINDOWS
If true, clicks on multiple fleet buttons will open multiple fleet windows at the same time.  Otherwise, opening a fleet window will close any currently-open fleet window.

OPTIONS_DB_UI_FLEET_AUTOSELECT
Auto-select the top fleet when a fleet window is opened.  Consider using this flag if you use UI.multiple-fleet-windows.

OPTIONS_DB_UI_WINDOW_QUICKCLOSE
Close open windows such as fleet windows and the system-view side panel when you right-click on the main map.

OPTIONS_DB_UI_SIDEPANEL_WIDTH
Asettaa tähtijärjestelmän sivupaneelin koon.

OPTIONS_DB_UI_SIDEPANEL_PLANET_MAX_DIAMETER
Sets size of largest-rendered rotating planets on sidepanel.

OPTIONS_DB_UI_SIDEPANEL_PLANET_MIN_DIAMETER
Sets size of smallest-rendered rotating planets on sidepanel.

OPTIONS_DB_UI_SIDEPANEL_PLANET_SHOWN
Asettaa näytetäänkö renderöidyt planeetat / asteroidit sivupaneelissa.

OPTIONS_DB_GAMESETUP_STARS
Tähtien määrä luotavassa galaksissa.

OPTIONS_DB_GAMESETUP_GALAXY_SHAPE
Luotavan galaksin muoto.

OPTIONS_DB_GAMESETUP_GALAXY_AGE
Luotavan galaksin ikä.

OPTIONS_DB_GAMESETUP_PLANET_DENSITY
Planeettojen määrä tähtijärjestelmässä luotavassa galaksissa.

OPTIONS_DB_GAMESETUP_STARLANE_FREQUENCY
Tähtilinjojen määrä luotavassa galaksissa.

OPTIONS_DB_GAMESETUP_SPECIALS_FREQUENCY
Erikoisuuksien esiintyminen luotavassa galaksissa.

OPTIONS_DB_GAMESETUP_EMPIRE_NAME
Pelissä käyttämäsi imperiumin nimi.

OPTIONS_DB_GAMESETUP_PLAYER_NAME
Pelissä käyttämäsi nimi.

OPTIONS_DB_GAMESETUP_EMPIRE_COLOR
Pelissä käyttämäsi imperiumin väri.

OPTIONS_DB_GAMESETUP_STARTING_SPECIES_NAME
Kotiplaneettasi laji pelin alussa.

OPTIONS_DB_GAMESETUP_NUM_AI_PLAYERS
Tekoälyvastustajien määrä pelissä.

OPTIONS_DB_UI_TECH_LAYOUT_HORZ_SPACING
The horizontal spacing to be placed between techs in the tech screen, in multiples of the width of a single theory tech.

OPTIONS_DB_UI_TECH_LAYOUT_VERT_SPACING
The vertical spacing to be placed between techs in the tech screen, in multiples of the height of a single theory tech.

OPTIONS_DB_SAVE_DIR
The directory in which saved games are saved and from which they are loaded.  Directory names are taken to be relative to the location of the executable.

OPTIONS_DB_RESOURCE_DIR
Sets the root directory for the game resource files (game content and data files).

OPTIONS_DB_LOG_LEVEL
Sets the level at or above which log messages will be output (levels in order of decreasing verbosity: DEBUG, INFO, NOTICE, WARN, ERROR, CRIT, ALERT, FATAL, EMERG)

OPTIONS_DB_STRINGTABLE_FILENAME
Asettaa käännöstiedoston.

OPTIONS_DB_AUTOSAVE_SINGLE_PLAYER
Jos päällä peli tallentaa itsensä automaattisesti tietyin väliajoin yksinpelissä. 

OPTIONS_DB_AUTOSAVE_MULTIPLAYER
Jos päällä peli tallentaa itsensä automaattisesti tietyin väliajoin moninpelissä.

OPTIONS_DB_AUTOSAVE_TURNS
Asettaa automaattitallennusten välillä kuluvan ajan (vuoroissa).

OPTIONS_DB_MUSIC_VOLUME
Asettaa musiikin äänenvoimakkuden (0-255).

OPTIONS_DB_COMBAT_ENABLE_GLOW
Toggles glow effects on and off.

OPTIONS_DB_COMBAT_ENABLE_SKYBOX
Toggles background skybox on and off.

OPTIONS_DB_COMBAT_ENABLE_LENS_FLARE
Toggles lens flares on and off.

OPTIONS_DB_COMBAT_FILLED_SELECTION
Uses a filled-in effect, as opposed to an outline effect, on selected objects.

OPTIONS_DB_QUICKSTART
Aloittaa uuden nopean aloituksen pelin sivuuttaen päävalikon.

OPTIONS_DB_AUTO_FIRST_TURN
Painaa "Vuoro" nappia automaattisesti ensimmäisellä vuorolla. Hyödyllinen virheiden etsinnässä erityisesti nopean aloituksen kanssa käytettäessä.

OPTIONS_DB_CHECKED_GL_VERSION
Stores whether the OpenGL version of this system has been checked.  If false, several rendering options may be altered depending on the GL version, after which, this option will be set to true. 

OPTIONS_DB_AUTO_EFFECT_DESC
Valitsee käytetäänkö automaattisesti luotuja tekstejä tekniikoiden, rakennusten ja alusten osia kuvailtaessa.

OPTIONS_DB_TECH_DEMO
Kokeile 3D taistelujen tekniikkademoa.

OPTIONS_DB_TEST_3D_COMBAT
Testaa 3D taistelujen resoluutio.*

OPTIONS_DB_LOAD
Lataa tietyn yksinpeli tallennuksen.

#################
# File Dialog   #
#################

FILE_DLG_FILES
Tiedosto(t):

FILE_DLG_FILE_TYPES
Tyyppi(t):

FILE_DLG_MALFORMED_FILENAME
Tiedostonimi ei kelpaa.

FILE_DLG_OVERWRITE_PROMPT
'''%1% on jo olemassa.
hyväksytkö sen korvaamisen?'''

FILE_DLG_INVALID_FILENAME
'''"%1%"
ei kelpaa tiedostonimeksi.'''

FILE_DLG_FILENAME_IS_A_DIRECTORY
'''"%1%"
is a directory.'''

FILE_DLG_FILE_DOES_NOT_EXIST
'''Tiedostoa "%1%"
ei ole.'''

FILE_DLG_DEVICE_IS_NOT_READY
Laite ei ole valmis.


#################
# Color Dialog  #
#################

COLOR_DLG_NEW
Uusi

COLOR_DLG_OLD
Vanha

COLOR_DLG_RED
P:

COLOR_DLG_GREEN
V:

COLOR_DLG_BLUE
S:

COLOR_DLG_HUE
H:

COLOR_DLG_SATURATION
S:

COLOR_DLG_VALUE
AR:

COLOR_DLG_ALPHA
A:


#################
# Intro Screen  #
#################

#Window title####

INTRO_WINDOW_TITLE
FreeOrion Päävalikko


#Button names####

INTRO_BTN_SINGLE_PLAYER
Yksinpeli

INTRO_BTN_QUICK_START
Nopea aloitus

INTRO_BTN_MULTI_PLAYER
Moninpeli

INTRO_BTN_LOAD_GAME
Lataa tallennus

INTRO_BTN_OPTIONS
Asetukset

INTRO_BTN_ABOUT
Tietoa

INTRO_BTN_CREDITS
Tekijät

INTRO_BTN_EXIT
Poistu


#Error Messages####

ERR_CONNECT_TIMED_OUT
Aikakatkaisu yritettäessä yhdistää palvelimeen.

ERR_VERSION_MISMATCH
Ei voida yhdistää palvelimeen, koska pelaaja käyttää eri versioita seuraavista asetuksista ja/tai lähdetiedostoista: 


########################
# Server Setup Screen  #
########################

#Window title####

SCONNECT_WINDOW_TITLE
Yhdistä palvelimeen


#Static labels####

LAN_GAME_LABEL
Lan peli:

INTERNET_GAME_LABEL
Internet peli:

PLAYER_NAME_LABEL
Pelaajan nimi


#Button names####

HOST_GAME_BN
Isännöi peli

JOIN_GAME_BN
Liity peliin

REFRESH_LIST_BN
Päivitä lista


########################
# Multiplayer Lobby    #
########################

MPLOBBY_WINDOW_TITLE
Moninpeliasetukset

MPLOBBY_HOST_ABORTED_GAME
Isännöivä pelaaja on lopettanut tämän pelin.

MULTIPLAYER_GAME_START_CONDITIONS
Imperiumien nimien ja värien tulee olla toisistaan poikkeavia.

MULTIPLAYER_PLAYER_LIST_NAMES
Pelaaja

MULTIPLAYER_PLAYER_LIST_EMPIRES
Imperiumi

MULTIPLAYER_PLAYER_LIST_COLOURS
Imperiumin väri

MULTIPLAYER_PLAYER_LIST_ORIGINAL_NAMES
Edellinen pelaaja

MULTIPLAYER_PLAYER_LIST_STARTING_SPECIES
Aloitus laji

NEW_GAME_BN
Uusi peli

LOAD_GAME_BN
Lataa peli

START_GAME_BN
Aloita peli



########################
# Galaxy Setup Screen  #
########################

#Window title####

GSETUP_WINDOW_TITLE
Galaksin asetukset

#Strings

GSETUP_GRAPHICS_FILES
Grafiikkatiedostot

GSETUP_PLAYER_NAME
Pelaajan nimi

GSETUP_EMPIRE_NAME
Imperiumin nimi

GSETUP_EMPIRE_COLOR
Imperiumin väri

GSETUP_SPECIES
Aloitus laji

GSETUP_NUMBER_AIS
Tekoälypelaajien määrä

#Drop-down list labels and choices####

GSETUP_STARS
Tähdet
GSETUP_SHAPE
Galaksin muoto
GSETUP_AGE
Galaksin ikä
GSETUP_STARLANE_FREQ
Tähtilinjojen yleisyys
GSETUP_PLANET_DENSITY
Planeettatiheys
GSETUP_SPECIALS_FREQ
Erikoisuuksien yleisyys

GSETUP_2ARM
Spiraali, 2-haar.
GSETUP_3ARM
Spiraali, 3-haar.
GSETUP_4ARM
Spiraali, 4-haar.
GSETUP_CLUSTER
Ryhmä
GSETUP_ELLIPTICAL
Elliptinen
GSETUP_IRREGULAR
Epäsäännöllinen
GSETUP_RING
Rengas

GSETUP_NONE
Ei ollenkaan

GSETUP_YOUNG
Nuori
GSETUP_MATURE
Kypsä
GSETUP_ANCIENT
Ikivanha

GSETUP_FEW
Vähän
GSETUP_SOME
Jonkin verran
GSETUP_SEVERAL
Useita
GSETUP_MANY
Paljon
GSETUP_VERY_MANY
Erittäin paljon

GSETUP_LOW
Matala
GSETUP_MEDIUM
Keskitaso
GSETUP_HIGH
Korkea

GSETUP_RARE
Harvinaisia
GSETUP_UNCOMMON
Epätavallisia
GSETUP_COMMON
Tavallisia


#Error messages####

GSETUP_ERR_NOEXIST
ei ole olemassa.


###########################
# Empire Selection Screen #
###########################

#Window Title####

ESELECT_WINDOW_TITLE
Imperiumin valinta


#Static text####

ESELECT_EMPIRE_NAME
Imperiumin nimi:

###########################
# About Dialog            #
###########################

#License button text####

LICENSE
Lisenssi

ABOUT_WINDOW_TITLE
Tietoa FreeOrionista

CREDITS
Tekijät

VISION
Johtoajatus

FREEORION_VISION
FreeOrion, avoimen lähdekoodin peli, joka perustuu Master Of Orioneihin, on vuoropohjainen, eeppinen avaruusstrategiapeli.  FreeOrion rakentuu klassiselle 4X pohjalle, hyödyntäen kansakunnan rakentamiselementtejä peleistä kuten Europa Universalis 2, ja sisältäen monipuolisen taktisen taistelumoottorin. Samalla kun pelin modulaarinen, avoimeen lähdekoodiin perustuva suunnittelu mahdollistaa pelimoottorin ja tarinan suurimuotoisen muokkaamisen, on FreeOrionin kehittäjäryhmän tavoitteena luoda elävä ja hengittävä universumi, suuren kampanjan muodossa. 

###########################
# Game Menu               #
###########################

GAME_MENU_WINDOW_TITLE
Valikko

GAME_MENU_SAVE
Tallenna peli

GAME_MENU_LOAD
Lataa peli

GAME_MENU_RESIGN
Eroa

GAME_MENU_SAVE_FILES
Tallennetut pelitiedostot

###########################
# Game Options            #
###########################

OPTIONS_TITLE
Asetukset

OPTIONS_AUTOSELECT_FLEET
Automaattisesti valitse ensimmäinen laivasto

OPTIONS_MULTIPLE_FLEET_WNDS
Useita laivastoikkunoita

OPTIONS_QUICK_CLOSE_WNDS
Nopeasti suljettavat ikkunat*

OPTIONS_MISC_UI
Sekalaiset käyttöliittymäasetukset

OPTIONS_SINGLEPLAYER
Yksinpeli

OPTIONS_MULTIPLAYER
Moninpeli

OPTIONS_AUTOSAVE_TO_KEEP
Säilytettävät automaattitallennukset.

OPTIONS_AUTOSAVE_TURNS_BETWEEN
Vuoroja automaattitallennusten välillä

OPTIONS_LANGUAGE
Kielitiedosto

OPTIONS_FONTS
Fontit

OPTIONS_FONT_SIZES
Fonttikoot

OPTIONS_FONT_TEXT
Teksti

OPTIONS_FONT_TITLE
Ikkunoiden otsikot

OPTIONS_TECH_SPACING
Tech spacing

OPTIONS_HORIZONTAL
Vaakataso

OPTIONS_VERTICAL
Pystysuunta

OPTIONS_TOOLTIP_DELAY
Lisätietoikkunoiden viive (ms)

OPTIONS_VIDEO_MODE
Kokonäyttötila (käynnistä peli uudelleen saadaksesi muutokset voimaan)

OPTIONS_VIDEO_MODE_LIST_DESCRIPTION
Asettaa näytön resoluution ja värin syvyyden yhdellä asetuksella.

OPTIONS_VIDEO_MODE_WINDOWED
Näyttötila ikkunassa (käynnistä uudelleen saadaksesi muutokset voimaan).

OPTIONS_VIDEO_MODE_WINDOWED_SPINNERS_DESCRIPTION
Sets width and height of window in windowed mode.  Windowed bits per pixel uses full-screen mode setting.

OPTIONS_VIDEO_SETTINGS
Grafiikka-asetukset

OPTIONS_APP_WIDTH_WINDOWED
Leveys ikkunassa

OPTIONS_APP_HEIGHT_WINDOWED
Korkeus ikkunassa

OPTIONS_FULLSCREEN
Kokonäyttötila

OPTIONS_SHOW_FPS
Näytä FPS

OPTIONS_LIMIT_FPS
Rajoita FPS

OPTIONS_MAX_FPS
Max FPS

OPTIONS_CHAT
Chat

OPTIONS_CHAT_HISTORY
Chat historia

OPTIONS_CHAT_HIDE
Chat-ikkunan piilotuksen viive

OPTIONS_GALAXY_MAP
Galaksin kartta

OPTIONS_DESCRIPTIONS
Sisällön kuvaukset

OPTIONS_SYSTEM_ICONS
Järjestelmä ikonit

OPTIONS_OPTIMIZED_SYSTEM_RENDERING
Optimoitu tähtijärjestelmän renderöinti

OPTIONS_UI_SYSTEM_ICON_SIZE
Järjestelmäikonien koko

OPTIONS_UI_SYSTEM_FOG
System icon fog of war scanlines

OPTIONS_UI_SYSTEM_FOG_SPACING
Fog of war scanline spacing

OPTIONS_UI_SYSTEM_CIRCLES
System enclosing circles

OPTIONS_UI_SYSTEM_CIRCLE_SIZE
System circle relative size

OPTIONS_UI_SYSTEM_SELECTION_INDICATOR_SIZE
System selection indicator relative size

OPTIONS_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD
Tiny system icon size threshold

OPTIONS_UI_SYSTEM_NAME_UNOWNED_COLOR
Vapaan tähtijärjestelmän nimen väri.

OPTIONS_FLEET_ICONS
Laivostoikonit

OPTIONS_UI_TINY_FLEET_BUTTON_MIN_ZOOM
Tiny fleet icon minimum zoom

OPTIONS_UI_SMALL_FLEET_BUTTON_MIN_ZOOM
Small fleet icon minimum zoom

OPTIONS_UI_MEDIUM_FLEET_BUTTON_MIN_ZOOM
Medium fleet icon minimum zoom

OPTIONS_UI_FLEET_SELECTION_INDICATOR_SIZE
Fleet selection indicator relative size

OPTIONS_GALAXY_MAP_GENERAL
Yleistä

OPTIONS_GALAXY_MAP_GAS
Galaksin kartan kaasurenderöinti

OPTIONS_GALAXY_MAP_STARFIELDS
Galaksin kartan tähtikenttärenderöinti

OPTIONS_GALAXY_MAP_SCALE_LINE
Galaxy distance scale line

OPTIONS_GALAXY_MAP_ZOOM_SLIDER
Galaxy map zoom slider

OPTIONS_GALAXY_MAP_DETECTION_STEALTH_THRESHOLD
Galaxy map detection range displayed stealth threshold

OPTIONS_GALAXY_MAP_STEALTH_THRESHOLD_SLIDER
Galaxy map stealth threshold slider

OPTIONS_GALAXY_MAP_DETECTION_RANGE
Detection range circles

OPTIONS_STARLANES
Tähtilinjat

OPTIONS_STARLANE_THICKNESS
Tähtilinjojen paksuus

OPTIONS_RESOURCE_STARLANE_COLOURING
Resource starlane colouring

OPTIONS_FLEET_SUPPLY_LINES
Laivastojen täydennyslinjat

OPTIONS_FLEET_SUPPLY_LINE_WIDTH
Laivastojen täydennyslinjojen leveys 

OPTIONS_FLEET_SUPPLY_LINE_DOT_SPACING
Laivastojen täydennyslinjojen pisteiden välit.

OPTIONS_FLEET_SUPPLY_LINE_DOT_RATE
Fleet supply line dot rate

OPTIONS_UNOWNED_STARLANE_COLOUR
Tähtilinjojen oletusväri

OPTIONS_MUSIC
Musiikki

OPTIONS_UI_SOUNDS
Käyttöliittymän äänet

OPTIONS_BACKGROUND_MUSIC
Musiikki

OPTIONS_SOUNDS
Äänet

OPTIONS_SOUND_CLOSE
Sulje ikkuna

OPTIONS_SOUND_MINIMIZE
Pienennä ikkuna

OPTIONS_SOUND_MAXIMIZE
Suurenna ikkuna

OPTIONS_SOUND_CLICK
Paina

OPTIONS_SOUND_ROLLOVER
Rollover

OPTIONS_SOUND_FLEET_CLICK
Fleet Button Click

OPTIONS_SOUND_FLEET_ROLLOVER
Fleet Button Rollover

OPTIONS_SOUND_SYSTEM_ROLLOVER
System Icon Rollover

OPTIONS_SOUND_WINDOW
Ikkuna-äänet

OPTIONS_SOUND_BUTTON
Painikeäänet

OPTIONS_SOUND_FLEET
Laivastopainikeäänet

OPTIONS_SOUND_ALERT
Hälytys

OPTIONS_SOUND_TYPING
Kirjoitus

OPTIONS_SOUND_TURN
Vuoropainikkeen painaminen

OPTIONS_SOUND_SIDEPANEL
Sivupaneelin avaus

OPTIONS_SOUND_PLANET
Planeetan valitseminen

OPTIONS_SOUND_FOCUS
Painotusäänet

OPTIONS_SOUND_BALANCED
Tasapainotus

OPTIONS_SOUND_FARMING
Viljelypainotus

OPTIONS_SOUND_INDUSTRY
Teollisuuspainotus

OPTIONS_SOUND_MINING
Kaivosteollisuuspainotus

OPTIONS_SOUND_RESEARCH
Tutkimuspainotus

OPTIONS_SOUND_LIST
Listaäänet

OPTIONS_SOUND_DROP
Kohteen pudotusäänet

OPTIONS_SOUND_PULLDOWN
Pudotuslistan avaaminen

OPTIONS_SOUND_SELECT
Listan valinta

OPTIONS_GENERAL_COLORS
Yleistä

OPTIONS_CONTROL_COLORS
UI Controls

OPTIONS_FILL_COLOR
Täyttö

OPTIONS_BORDER_COLOR
Raja

OPTIONS_TEXT_COLOR
Teksti

OPTIONS_HIGHLIGHT_COLOR
Valinnan korostaminen

OPTIONS_DROPLIST_ARROW_COLOR
Pudotuslistan nuoli

OPTIONS_STATE_BUTTON_COLOR
Toggle button selected

OPTIONS_STAT_INCREASE_COLOR
Statistic increasing

OPTIONS_STAT_DECREASE_COLOR
Statistic decreasing

OPTIONS_INTERIOR_COLOR
Sisäpuoli

OPTIONS_WINDOW_COLORS
Ikkunat

OPTIONS_INNER_BORDER_COLOR
Sisäraja

OPTIONS_OUTER_BORDER_COLOR
Ulkoraja

OPTIONS_PAGE_VIDEO
Video

OPTIONS_PAGE_AUDIO
ÄÄni

OPTIONS_PAGE_AUTOSAVE
Automaattitallennus

OPTIONS_PAGE_UI
Käyttöliittymä

OPTIONS_PAGE_COLORS
Värit

OPTIONS_PAGE_COMBAT
Taistelu

OPTIONS_PAGE_DIRECTORIES
Tiedostot

OPTIONS_TECH_COLORS
Tekniikat

OPTIONS_TEXT_AND_BORDER_COLOR
Teksti ja raja

OPTIONS_KNOWN_TECH_COLORS
Tunnetut tekniikat

OPTIONS_RESEARCHABLE_TECH_COLORS
Tutkittavissa olevat tekniikat

OPTIONS_UNRESEARCHABLE_TECH_COLORS
Lukitut tekniikat

OPTIONS_TECH_PROGRESS_COLORS
Tutkimuksen etenemispalkki

OPTIONS_PROGRESS_BAR_COLOR
Palkki

OPTIONS_PROGRESS_BACKGROUND_COLOR
Tausta

OPTIONS_COMBAT_ENABLE_GLOW
Glow

OPTIONS_COMBAT_ENABLE_SKYBOX
Skybox

OPTIONS_COMBAT_ENABLE_LENS_FLARES
Lens Flares

OPTIONS_COMBAT_FILLED_SELECTION
Filled selection

OPTIONS_ANY_FILE
Kaikki tiedostot

OPTIONS_FOLDER_SETTINGS
Resurssitiedostot

OPTIONS_FOLDER_SAVE
Tallenustiedostot

OPTIONS_LANGUAGE_FILE
Kielitiedostot

OPTIONS_VOLUME_AND_MUSIC
Äänenvoimakkuus ja musiikki

OPTIONS_MUSIC_FILE
Musiikkitiedostot

OPTIONS_SOUND_FILE
Äänitiedostot

OPTIONS_AUTO_EFFECT_DESC
Automaattisesti luodut vaikutus kuvaukset

##################
 
# CombatSetupWnd #
 
##################

AUTO_PLACE_SHIPS
Sijoittele alukset automaattisesti

REDO_PLACEMENTS
Uudelleen sijoittele
 
#################
# Main Map      #
#################

MAP_BTN_TURN_UPDATE
Vuoro %1%

MAP_INDICATOR_FPS
%1% FPS

MAP_SCALE_INDICATOR
%1% uu

MAP_BTN_MENU
Valikko

MAP_BTN_SITREP
Tilrap.

MAP_BTN_RESEARCH
Tutkimus

MAP_BTN_PRODUCTION
Tuotanto

MAP_BTN_DESIGN
Suunnittelu

#################
# SidePanel     #
#################

SIDE_PANEL
Sivupaneeli

SP_SYSTEM_PRODUCTION
Järjestelmän tuotanto

RESOURCE_PRODUCTION_TOOLTIP
Järjestelmä %1%: %2%
RESOURCE_ALLOCATION_TOOLTIP
Järjestelmä %1%: %2%

FOOD_PRODUCTION
Ruoan tuotanto
MINERALS_PRODUCTION
Mineraalituotanto
INDUSTRY_PRODUCTION
Teollisuus
RESEARCH_PRODUCTION
Tutkimus
TRADE_PRODUCTION
Vaihdanta

FOOD_CONSUMPTION
Ruoankulutus
MINERALS_CONSUMPTION
Mineraalien kulutus
INDUSTRY_CONSUMPTION
Teollisuuden käyttö
RESEARCH_CONSUMPTION
Tutkimuskulutus
TRADE_CONSUMPTION
Kulutus

INTERSYSTEM_EXCHANGE_TOOLTIP
Järjestelmän sisäinen vaihdanta

IMPORT_EXPORT_TOOLTIP
Tuonti / Vienti

RESOURCE_IMPORT
Tuonti

RESOURCE_EXPORT
Vapaana vientiin

RESOURCE_SELF_SUFFICIENT
Ei vientiä eikä tuontia


##Planet Panel#############

PLANET_PANEL
Planeettapaneeli
PL_ASTEROID_BELT
Asteroidivyöhyke
PL_UNINHABITED
Asumaton
PL_SIZE
Koko
PL_COLONIZE
Kolonisoi (%1% / %2%)
PL_SELECT_COLONY_SHIP_INSTRUCTION
Valitse kolonisaatioalus kolonisoidaksesi.
PL_TYPE_SIZE
%1% %2%
PL_TYPE_SIZE_ENV
%1% %2% (%3%)


## Resources Panel ##########

RP_FOCUS_TOOLTIP
Painotus: %1%


## Buildings Panel##########

BP_INCOMPLETE_BUILDING_TOOLTIP
'''%1% (keskeneräinen)

%2%'''

BP_COMPLETE_BUILDING_TOOLTIP
'''%1%

%2%'''

ORDER_BUIDLING_SCRAP
Pura rakennus

ORDER_CANCEL_BUIDLING_SCRAP
Peruuta rakennuksen purku

## General Tooltips#########

TT_THIS_TURN
Tämän vuoron

TT_NEXT_TURN
Seuraavan vuoron

TT_CHANGE
Muutos

TT_BREAKDOWN_SUMMARY
%1%: %2% 

TT_INHERENT
Inherent

TT_TECH
%1% Tekniikka <i>%2%</i>

TT_BUILDING
%1% Rakennus <i>%2%</i>

TT_SHIP_HULL
Alus <i>%1%</i> Runko <i>%2%</i>

TT_SHIP_PART
Alus <i>%1%</i> Osa <i>%2%</i>

TT_SPECIAL
Erikoisuus <i>%1%</i>

TT_SPECIES
Laji <i>%1%</i>
 
TT_UNKNOWN
Tuntematon

TT_RESOURCE_PRODUCTION
%1% tuottaa %2%

TT_RESOURCE_ALLOCATION
%1% kuluttaa %2%

TT_SPECIES_POPULATION
%1% [[METER_POPULATION]]

## Misc. Sidepanel##########

SP_UNKNOWN_SYSTEM
Tuntematon järjestelmä

SP_RENAME_PLANET
Uudelleen nimeä planeetta

SP_ENTER_NEW_PLANET_NAME
Syötä uusi nimi

#################
# Fleet Window  #
#################

FW_FLEET_HOLDING_AT
Odottaa %1% järjestelmässä

FW_FLEET_MOVING_TO
Siirtyy %1% järjestelmään

FW_FLEET_ETA_NEVER
Ei koskaan

FW_FLEET_ETA_UNKNOWN
Ei tietoa

FW_FLEET_ETA_OUT_OF_RANGE
Kantaman ulkopuolella

FW_SHIP_CLASS
Alusluokka

FW_UNKNOWN_DESIGN_NAME
Tuntematon tyyppi

FW_SPECIES_SHIP_DESIGN_LABEL
(%2%) %1%

# the name of the new fleet icon in the fleet listbox
FW_NEW_FLEET_LABEL
<i>Uusi laivasto</i>

FW_EMPIRE_FLEETS_AT_SYSTEM
%1% Laivastoja %2% järjestelmässä 

FW_EMPIRE_FLEETS
%1% laivastot

FW_NO_FLEET
Ei laivastoa

FW_GENERIC_FLEETS_AT_SYSTEM
Laivastoja %1% järjestelmässä

FW_GENERIC_FLEETS
Laivastoja

FW_HOME_FLEET
Kotilaivasto

FW_BATTLE_FLEET
Taistelulaivasto

# the name that is used for fleets the player does not control
FW_FOREIGN_FLEET
Vieraslaivasto

# the name that is used for ships the player does not control
FW_FOREIGN_SHIP
Vierasalus

SHIP_SPEED_STAT_TITLE
Nopeus

SHIP_SPEED_STAT_MAIN
Suurin mahdollinen kuljettava matka yhden vuoron aikana.

FW_FLEET_FUEL_SUMMARY
Laivaston polttoaine -  Yhtä suuri kuin laivaston alusten pienin polttoainemäärä.

FW_FLEET_SPEED_SUMMARY
Laivaston nopeus - Yhtä suuri kuin laivaston hitaimman aluksen nopeus.

FW_SPLIT_FLEET
Jaa laivasto

ORDER_SHIP_SCRAP
Pura alus

ORDER_CANCEL_SHIP_SCRAP
Peruuta aluksen purkaminen

###############
# TechTreeWnd #
###############

TECH_DISPLAY
Näytä

TECH_NAVIGATION
Navigointi

TECH_TOTAL_COST_STR
%2% Vuoroa @ %1% TP / Vuoro

TECH_TURN_COST_STR
+%1% RP

TECH_TURNS_LEFT_STR
%1% Vuoroa

TECH_TURNS_LEFT_NEVER
Ei koskaan

TECH_WND_TECH_COMPLETED
Valmis

TECH_WND_TECH_QUEUED
Jonossa

TECH_WND_TECH_INCOMPLETE
Ei valmis

TECH_WND_TYPE_THEORIES
Teoriat

TECH_WND_TYPE_APPLICATIONS
Sovellukset

TECH_WND_TYPE_REFINEMENTS
Parannukset

TECH_WND_STATUS_COMPLETED
Valmis

TECH_WND_STATUS_RESEARCHABLE
Mahdollinen tutkia

TECH_WND_STATUS_UNRESEARCHABLE
Lukittu

TECH_WND_LIST_VIEW
Listanäkymä

TECH_WND_TREE_VIEW
Puunäkymä

TECH_WND_REQUIRES
Vaatii

TECH_WND_UNLOCKS
Avaa


#######################
# ProductionInfoPanel #
#######################

PRODUCTION_INFO_TOTAL_PS_LABEL
Käytettävissä olevat pisteet

PRODUCTION_INFO_WASTED_PS_LABEL
Hukatut pisteet

PRODUCTION_INFO_PROJECTS_IN_PROGRESS_LABEL
Keskeneräiset projektit

PRODUCTION_INFO_PS_TO_UNDERFUNDED_PROJECTS_LABEL
Rahoittamattomat projektit

PRODUCTION_INFO_PROJECTS_IN_QUEUE_LABEL
Jonossa olevat projektit


###############
# ResearchWnd #
###############

RESEARCH_WND_TITLE
Tutkimus

RESEARCH_INFO_PANEL_TITLE
Tutkimus

RESEARCH_INFO_RP
TP


####################
# BuildSelectorWnd #
####################

PRODUCTION_WND_BUILD_ITEMS_TITLE
Rakennettavat kohteet

PRODUCTION_WND_CATEGORY_BT_BUILDING
Rakennukset

PRODUCTION_WND_CATEGORY_BT_SHIP
Alukset

PRODUCTION_WND_AVAILABILITY_AVAILABLE
Saatavissa

PRODUCTION_WND_AVAILABILITY_UNAVAILABLE
Ei saatavissa

PRODUCTION_TOTAL_COST_STR
%1% TUP / Vuoro @ %2% Vuoroa

PRODUCTION_TURN_COST_STR
+%1% TUP

PRODUCTION_TURNS_LEFT_STR
%1% Vuoroa jälj.

PRODUCTION_TURNS_LEFT_NEVER
Ei koskaan

PRODUCTION_DETAIL_NUMBER_TO_BUILD
Määrä

PRODUCTION_DETAIL_ADD_TO_QUEUE
Lisää jonoon

PRODUCTION_DETAIL_CENTER_ON_BUILD
Keskitä voimavarat


#################
# ProductionWnd #
#################

PRODUCTION_WND_TITLE
Tuotanto

PRODUCTION_INFO_PANEL_TITLE
Tuotanto

PRODUCTION_INFO_PP
TUP

PRODUCTION_QUEUE_MULTIPLES
%1%x

PRODUCTION_QUEUE_EMPTY
'''Imperiumin tuotantojono on tyhjä.

Lisää projekteja jonoon valitsemalla ensin planeetta sivupaneelista ja tämän jälkeen tuplaklikkaamalla haluttua projektia.

Huomaa kuitenkin että aluksia voi rakentaa ainoastaan planeetoilta, joilla on alustelakka.'''

PRODUCTION_QUEUE_ITEM_LOCATION
%1%


###############
#  DesignWnd  #
###############

DESIGN_ADD_TEST
Lisää kokeilusuunnitelma

DESIGN_NAME_DEFAULT
Luotava alussuunnitelma

DESIGN_DESCRIPTION_DEFAULT
Suunnitelman kuvaus

DESIGN_NO_PART
Tyhjä

DESIGN_WND_STARTS
Design Starts

DESIGN_WND_HULLS
Tyhjät rungot

DESIGN_WND_FINISHED_DESIGNS
Valmiit suunnitelmat

DESIGN_WND_SAVED_DESIGNS
Tallennetut suunnitelmat

DESIGN_WND_TEMPLATES
Suunnittelumallit

DESIGN_WND_PART_PALETTE_TITLE
Aluksen osat

DESIGN_WND_MAIN_PANEL_TITLE
Suunnitelman yksityiskohdat

DESIGN_WND_DESIGN_NAME
Suunnitelman nimi

DESIGN_WND_DESIGN_DESCRIPTION
Kuvaus

DESIGN_WND_CONFIRM
Vahvista uusi suunnitelma

DESIGN_WND_CLEAR
Tyhjennä osat

DESIGN_DELETE
Poista suunitelma

####################
#   Encyclopedia   #
####################

# types of things that can be shown in encyclopedia
ENC_SHIP_PART
Aluksen osa

ENC_SHIP_HULL
Aluksen runko

ENC_TECH
Tekniikka

ENC_SPECIAL
Erikoisuus

ENC_BUILDING_TYPE
Rakennuksen tyyppi

ENC_SPECIES
Laji

ENC_SHIP_DESIGN
Alussuunnitelma

ENC_INCOMPETE_SHIP_DESIGN
Keskeneräinen alussuunnitelma

ENC_EMPIRE
Imperiumi

ENC_SHIP
Alus

ENC_FLEET
Laivasto

ENC_PLANET
Planeetta

ENC_BUILDING
Rakennus

END_SYSTEM
Järjestelmä

# type of thing being shown.  %1% is a bit of detail, and %2% is the general type.
# for example:  %1% = "Point Defence" or "Farming" and %2% = "Ship Part" or "Building".
# %1% may be an empty string for most general types of things that can be shown.
ENC_DETAIL_TYPE_STR
%1% %2%

ENC_PP
TUP

ENC_RP
TP

# indication of cost to produce or research thing that is shown.  May be omitted if thing shown can't
# be produced or research (e.g. specials)
# %1% will be the max cost per turn (a number, the max amount that can be spent per turn on this thing)
# %2% will be one of ENC_PP or END_RP, depending on what the thing shown costs to build / research
# %3% will be the minimum number of turns it takes to produce or research the thing shown
ENC_COST_AND_TURNS_STR
%3% Turns @ %1% %2% / Turn

# autogenerated effects description.  %1% will be the autogenerated effects text.  This string should
# provide an appropriate heading to appear before the autogenerated text.
ENC_EFFECTS_STR
'''

<u>Effects</u>

%1%'''

ENC_SHIP_DESIGN_DESCRIPTION_STR
'''%1%

Suoratuliosat: %2%
Ohjusosat: %3%
Hävittäjähangaarit: %4%
Lähipuolustusosat: %5%
Runko: %6%
Suojat: %7%
Havainnointi: %8%
Taistelunopeus: %9%
Tähtilinjanopeus: %10%
Polttoainekapasiteetti: %11%
Kolonisaatiokapasiteetti: %12%
Häivetaso: %13%
'''

ENC_TECH_DETAIL_UNLOCKS_SECTION_STR
'''

<u>Avaa</u>

'''

ENC_TECH_DETAIL_UNLOCKED_ITEM_STR
'''%1%: %2%
'''

ENC_TECH_DETAIL_TYPE_STR
%1% %2% - %3%

####################
# Combat Messages  #
####################

COMBAT_WINDOW_TITLE
Taisteluikkuna

COMBAT_BATTLE
TAISTELU : 

COMBAT_SYSTEM
%1% tähtijärjestelmä

COMBAT_MILITARY_SHIPS
Sotilasaluksia 

COMBAT_CIVILIAN_SHIPS
Siviilialuksia

COMBAT_PLANETS
Planeetat

COMBAT_REMAINING
 Jäljellä

COMBAT_RETREATED
 Perääntynyt

COMBAT_DESTROYED
 Tuhottu

COMBAT_DEFENSELESS
 Puolustuskyvytön

COMBAT_LOST
 Kadonnut!


####################
# TurnProgress     #
####################

TURN_PROGRESS_WND
Vuoron eteneminen

TURN_PROGRESS_PHASE_FLEET_MOVEMENT
Laivastojen liikkeet ...

TURN_PROGRESS_PHASE_COMBAT
Ratkotaan taisteluita ...

TURN_PROGRESS_PHASE_EMPIRE_GROWTH
Tuotanto ja kasvu ...

TURN_PROGRESS_PHASE_WAITING
Odotetaan pelaajien lopettavan vuoronsa ...

TURN_PROGRESS_PHASE_ORDERS
Toteutetaan käskyjä...

TURN_PROGRESS_PHASE_DOWNLOADING
Ladataan uutta pelitilaa ...


########################
# SitRep Panel         #
########################

#Window title####

SITREP_PANEL_TITLE
Tilanneraportti


####################
# Sit Rep Entries  #
####################

SITREP_ERROR
Tuntematon tapahtuma.

SITREP_SHIP_BUILT
%ship%, uusi alus,on saatu valmiiksi %system% tähtijärjestelmässä.

SITREP_BUILDING_BUILT
%building% on valmistunut %planet%.

SITREP_TECH_RESEARCHED
%tech% on tutkittu.

SITREP_COMBAT_SYSTEM
%system% tähtijärjestelmässä käytiin taistelu.

SITREP_PLANET_CAPTURED
%empire% valloitti %planet% planeetan.

SITREP_PLANET_LOST_STARVED_TO_DEATH
%planet% planeetan väestö on kuollut nälkään.  

SITREP_PLANET_COLONIZED
%planet% on kolonisoitu.

SITREP_FLEET_ARRIVED_AT_DESTINATION
%fleet% on saapunut %system% tähtijärjestelmään.

SITREP_EMPIRE_ELIMINATED
%empire% imperiumi on tuhottu.

SITREP_VICTORY
%empire% imperiumi %text%


####################
# Victory / Defeat #
####################

TECH_VICTORY
on saavuttanut teknologisen voiton. 

ALL_ENEMIES_ELIMINATED_VICTORY
on saavuttanut voiton ainoana jäljellä olevana imperiumina.

####################
# Species          #
####################

SP_HUMAN
Ihmiset

SP_HUMAN_DESC
Normi.

SP_GYISACHE
Gyisache

SP_GYISACHE_DESC
Pelkuri- ja lammasmaisia kasvissyöjiä.


####################
# Specials         #
####################

HOMEWORLD_SPECIAL
Kotiplaneetta

HOMEWORLD_SPECIAL_DESCRIPTION
Tämä planeetta on lajisi syntypaikka. Lajisi osaa käyttää planeettaa maksimaalisesti hyväkseen, ja tämä johtaa bonuksiin lähes kaikissa planeetan arvoissa.

ANCIENT_RUINS_SPECIAL
Muinaisia raunioita

ANCIENT_RUINS_SPECIAL_DESCRIPTION
Tällä planeetalla on jäänteitä kehittyneestä muinaisesta sivilisaatiosta. Näiden jäänteiden tutkiminen antaa bonuksen tutkimukseen.

MINERALS_SPECIAL
Mineraalirikas

MINERALS_SPECIAL_DESCRIPTION
Tällä planeetalla on runsaat mineraalivarat, jotka antavat bonuksen kaivosteollisuudelle ja vaihdannalle.

TUNNELS_SPECIAL
Luonnollisia tunneleita

TUNNELS_SPECIAL_DESCRIPTION
Tämä planeetta kätkee sisäänsä luonnollisesti muodostuneiden tunnelien verkoston, mahdollistaen näin suuremman alueen asuttamisen planeetalla.

TECHTONIC_INSTABILITY_SPECIAL
Tektonisesti epävakaa

TECHTONIC_INSTABILITY_SPECIAL_DESC
Tämä planeetta on tektonisesti epävakaa. Säännölliset maanjäristykset, tsunamit, tulivuorenpurkaukset tai epävakaa maaperä tekevät rakentamisesta ja infrastruktuurin kehittämisestä vaikeaa.

SOLID_CORE_SPECIAL
Kiinteä ydin

SOLID_CORE_SPECIAL_DESC
Tämän planeetan ydin on kiinteytynyt ja sillä on hyvin heikko magneettikenttä. Tästä johtuen aurinkotuuli pääsee planeetan pinnalle lähes suodattumattomana vahingoittaen terveyttä ja rajoittaen ruoan tuotantoa.

HIGH_AXIAL_TILT_SPECIAL
Suuri akselikallistuma

HIGH_AXIAL_TILT_SPECIAL_DESC
Tämän planeetan pyörimisakseli on hyvin kallistunut suhteessa sen kiertotasoon. Vuodenaikojen säätilavaihtelut ovat erittäin suuria ja infrastruktuurin kehittyminen on selvästi heikentynyttä.

SLOW_ROTATION_SPECIAL
Erittäin hidas pyörimisnopeus

SLOW_ROTATION_SPECIAL_DESC
Tämä planeetta pyörii akselinsa ympäri erittäin hitaasti, mistä johtuen päivät ja yöt ovat erittäin pitkiä. Infrastruktuurin kehittyminen, ruoantuotanto ja väestökapasiteetti ovat pienentyneet.

TIDAL_LOCK_SPECIAL
Vuorovesilukkiutuminen

TIDAL_LOCK_SPECIAL_DESC
Tämä planeetta on lukkiutunut suhteessa tähteen jota se kiertää. Planeetan päivä ja vuosi ovat yhtä pitkiä, ja toisella puolella planeetta vallitsee käytännössä yhtäjaksoinen yö, toisella päivä. Infrastuktuurin kehittyminen kärsii, mutta teollisuuskapasiteetti hyötyy planeetan pinnan tasaisina pysyvistä oloista.

ECCENTRIC_ORBIT_SPECIAL
Epäsäännöllinen kiertorata

ECCENTRIC_ORBIT_SPECIAL_DESC
Tämän planeetan kiertorata on hyvin epäsäännöllinen. Planeetan etäisyys tähdestä, jota se kiertää vaihtelee suuresti, ja näin ollen planeetan saama säteilymäärä ei ole tasainen vuoden ympäri. Vaihtelevat olosuhteet haittaavat infrastruktuurin kehittymistä, mutta tarjoavat hedelmällisen maaperän tutkimukselle.

#######################
# Enumeration  values #
#######################

# UniverseObjectTypes

INVALID_UNIVERSE_OBJECT_TYPE
Yleinen objekti
OBJ_BUILDING
Rakennus
OBJ_SHIP
Alus
OBJ_FLEET
Laivasto
OBJ_PLANET
Planeetta
OBJ_POP_CENTER
Väestökeskus
OBJ_PROD_CENTER
Tuotantokeskus
OBJ_SYSTEM
Järjestelmä


# StarTypes

STAR_BLUE
sininen
STAR_WHITE
valkoinen
STAR_YELLOW
keltainen
STAR_ORANGE
oranssi
STAR_RED
punainen
STAR_NEUTRON
neutroni
STAR_BLACK
musta aukko


# PlanetTypes

PT_SWAMP
suo
PT_TOXIC
myrkyllinen
PT_INFERNO
inferno
PT_RADIATED
säteilytetty
PT_BARREN
paljas
PT_TUNDRA
tundra
PT_DESERT
aavikko
PT_TERRAN
maankaltainen
PT_OCEAN
meri
PT_ASTEROIDS
asteroidivyöhyke
PT_GASGIANT
kaasujättiläinen


# Planet Sizes

SZ_NOWORLD
Täällä ei ole mitään nähtävää; jatka matkaa.
SZ_TINY
hyvin pieni
SZ_SMALL
pieni
SZ_MEDIUM
keskikokoinen
SZ_LARGE
iso
SZ_HUGE
valtava
SZ_ASTEROIDS
asteroideja
SZ_GASGIANT
kaasujättiläinen


# PlanetEnvironments

PE_UNINHABITABLE
asuinkelvoton
PE_HOSTILE
vihamielinen
PE_POOR
huono
PE_ADEQUATE
kohtalainen
PE_GOOD
hyvä


# FocusTypes


INVALID_FOCUS_TYPE
invalid focus type
FOCUS_BALANCED
tasapainotettu
FOCUS_FARMING
viljelys
FOCUS_INDUSTRY
teollisuus
FOCUS_MINING
kaivosteollisuus
FOCUS_RESEARCH
tutkimus
FOCUS_TRADE
vaihdanta
  
# MeterTypes

INVALID_METER_TYPE
Invalid Meter Type
METER_TARGET_POPULATION
Tavoite väestö
METER_TARGET_HEALTH
Tavoite terveys
METER_TARGET_FARMING
Tavoite viljelystuotanto
METER_TARGET_INDUSTRY
Tavoite teollisuus
METER_TARGET_RESEARCH
Tavoite tutkimus
METER_TARGET_TRADE
Tavoite vaihdanta
METER_TARGET_MINING
Tavoite kaivosteollisuus
METER_TARGET_CONSTRUCTION
Tavoite rakentaminen
METER_MAX_FUEL
Max Polttoaine
METER_MAX_SHIELD
Max Suojat
METER_MAX_STRUCTURE
Max Runko
METER_MAX_DEFENSE
Max Puolustus
METER_POPULATION
Väestö
METER_HEALTH
Terveys
METER_FARMING
Viljelys
METER_INDUSTRY
Teollisuus
METER_RESEARCH
Tutkimus
METER_TRADE
Vaihdanta
METER_MINING
Kaivosteollisuus
METER_CONSTRUCTION
Rakentaminen
METER_FUEL
Polttoaine
METER_SHIELD
Suojat
METER_STRUCTURE
Runko
METER_DEFENSE
Puolustus
METER_FOOD_CONSUMPTION
Ruoan kulutus
METER_SUPPLY
Täydennys
METER_STEALTH
Häivetaso
METER_DETECTION
Havaitseminen
METER_BATTLE_SPEED
Taistelunopeus
METER_STARLANE_SPEED
Tähtilinjanopeus
METER_DAMAGE
Vahinko
METER_ROF
Tulinopeus
METER_RANGE
Kantama
METER_SPEED
Nopeus
METER_CAPACITY
Kapasiteetti
METER_ANTI_SHIP_DAMAGE
Vahinko aluksia vastaan
METER_ANTI_FIGHTER_DAMAGE
Vahinko hävittäjiä vastaan
METER_LAUNCH_RATE
Laukaisutahti
METER_FIGHTER_WEAPON_RANGE
Hävittäjän aseiden kantama


# EmpireAffiliationTypes

AFFIL_SELF
itse
AFFIL_ENEMY
vihollinen
AFFIL_ALLY
liittolainen


# UnlockableItemTypes

INVALID_UNLOCKABLE_ITEM_TYPE
Invalid Unlockable Item Type
UIT_BUILDING
Rakennus
UIT_SHIP_PART
Aluksen osa
UIT_SHIP_HULL
Aluksen runko
UIT_TECH
Teknologia

# TechTypes

TT_THEORY
Teoria
TT_APPLICATION
Sovellus
TT_REFINEMENT
Parannus


# BuildTypes

BT_NOT_BUILDING
ei rakennuksia
BT_BUILDING
rakennus
BT_SHIP
alus



# Ship Slot Types

SL_EXTERNAL
Ulkoinen
SL_INTERNAL
Sisäinen


# Ship Part Classes

PC_SHORT_RANGE
Lyhyt kantama
PC_MISSILES
Ohjukset
PC_FIGHTERS
Hävittäjät
PC_POINT_DEFENSE
Lähipuolustus
PC_SHIELD
Suojakentät
PC_ARMOUR
Panssari
PC_DETECTION
Havainnointi
PC_STEALTH
Häive
PC_FUEL
Polttoaine
PC_COLONY
Kolonisaatio
PC_BATTLE_SPEED
Taistelunopeus
PC_STARLANE_SPEED
Tähtilinjanopeus


################################################
# ValueRef, Effect, and Condition Descriptions #
################################################

# ValueRef

DESC_VAR_PLANET
planeetta

DESC_VAR_SYSTEM
järjestelmä

DESC_VAR_SOURCE
lähteen

DESC_VAR_TARGET
kohde

DESC_VAR_PLANETSIZE
planeetan koko

DESC_VAR_PLANETTYPE
planeetan tyyppi

DESC_VAR_PLANETENVIRONMENT
planeetan ympäristö

DESC_VAR_OBJECTTYPE
objektin tyyppi

DESC_VAR_STARTYPE
tähden tyyppi

DESC_VAR_PRIMARYFOCUS
ensisijainen painotus

DESC_VAR_SECONDARYFOCUS
toissijainen painotus

DESC_VAR_TARGETPOPULATION
[[METER_TARGET_POPULATION]]
DESC_VAR_TARGETHEALTH
[[METER_TARGET_HEALTH]]
DESC_VAR_TARGETFARMING
[[METER_TARGET_FARMING]]
DESC_VAR_TARGETINDUSTRY
[[METER_TARGET_INDUSTRY]]
DESC_VAR_TARGETRESEARCH
[[METER_TARGET_RESEARCH]]
DESC_VAR_TARGETTRADE
[[METER_TARGET_TRADE]]
DESC_VAR_TARGETMINING
[[METER_TARGET_MINING]]
DESC_VAR_TARGETCONSTRUCTION
[[METER_TARGET_CONSTRUCTION]]
DESC_VAR_MAXFUEL
[[METER_MAX_FUEL]]
DESC_VAR_MAXSHIELD
[[METER_MAX_SHIELD]]
DESC_VAR_MAXSTRUCTURE
[[METER_MAX_STRUCTURE]]
DESC_VAR_MAXDEFENSE
[[METER_MAX_DEFENSE]]
DESC_VAR_POPULATION
[[METER_POPULATION]]
DESC_VAR_HEALTH
[[METER_HEALTH]]
DESC_VAR_FARMING
[[METER_FARMING]]
DESC_VAR_INDUSTRY
[[METER_INDUSTRY]]
DESC_VAR_RESEARCH
[[METER_RESEARCH]]
DESC_VAR_TRADE
[[METER_TRADE]]
DESC_VAR_MINING
[[METER_MINING]]
DESC_VAR_CONSTRUCTION
[[METER_CONSTRUCTION]]
DESC_VAR_FUEL
[[METER_FUEL]]
DESC_VAR_SHIELD
[[METER_SHIELD]]
DESC_VAR_STRUCTURE
[[METER_STRUCTURE]]
DESC_VAR_DEFENSE
[[METER_DEFENSE]]
DESC_VAR_SUPPLY
[[METER_SUPPLY]]
DESC_VAR_STEALTH
[[METER_STEALTH]]
DESC_VAR_DETECTION
[[METER_DETECTION]]
DESC_VAR_BATTLESPEED
[[METER_BATTLE_SPEED]]
DESC_VAR_STARLANESPEED
[[METER_STARLANE_SPEED]]
DESC_VAR_DAMAGE
[[METER_DAMAGE]]
DESC_VAR_ROF
[[METER_ROF]]
DESC_VAR_RANGE
[[METER_RANGE]]
DESC_VAR_SPEED
[[METER_SPEED]]
DESC_VAR_CAPACITY
[[METER_CAPACITY]]
DESC_VAR_ANTISHIPDAMAGE
[[METER_ANTI_SHIP_DAMAGE]]
DESC_VAR_ANTIFIGHTERDAMAGE
[[METER_ANTI_FIGHTER_DAMAGE]]
DESC_VAR_LAUNCHRATE
[[METER_LAUNCH_RATE]]
DESC_VAR_FIGHTERWEAPONRANGE
[[METER_FIGHTER_WEAPON_RANGE]]

DESC_VAR_TRADESTOCKPILE
vaihdannan synnyttämä varanto
DESC_VAR_MINERALSTOCKPILE
mineraalivaranto
DESC_VAR_FOODSTOCKPILE
ruokavaranto

DESC_VAR_TRADEOUTPUT
vaihdanta
DESC_VAR_FOODOUTPUT
ruoan tuotanto
DESC_VAR_MINERALOUTPUT
mineraalituotanto
DESC_VAR_INDUSTRYOUTPUT
Teollisuus
DESC_VAR_RESEARCHOUTPUT
Tutkimus

DESC_VAR_OWNER
omistaja

DESC_VAR_ID
ID

DESC_VAR_AGE
ikä vuoroissa

DESC_VAR_CREATIONTURN
luontivuoro

DESC_VAR_CURRENTTURN
nykyinen vuoro

# this one is intentionally left empty
DESC_VALUE_REF_MULTIPART_VARIABLE0
%1%

DESC_VALUE_REF_MULTIPART_VARIABLE1
%1%'s %2%

DESC_VALUE_REF_MULTIPART_VARIABLE2
%1%'s %2%'s %3%

DESC_VALUE_REF_MULTIPART_VARIABLE3
%1%'s %2%'s %3%'s %4%

DESC_VALUE_REF_MULTIPART_VARIABLE4
%1%'s %2%'s %3%'s %4%'s %5%

DESC_VALUE_REF_MULTIPART_VARIABLE5
%1%'s %2%'s %3%'s %4%'s %5%'s %6%

# six is probably more than will be needed, but just in case ...
DESC_VALUE_REF_MULTIPART_VARIABLE6
%1%'s %2%'s %3%'s %4%'s %5%'s %6%'s %7%



# Effects

DESC_EFFECTS_GROUP_SCOPE
Kohteet joihin vaikuttaa: Mikä tahansa kohde%1%

DESC_EFFECTS_GROUP_SELF_SCOPE
Kohteet joihin vaikuttaa: Vain lähde

DESC_EFFECTS_GROUP_ACTIVATION
Efekti on aktiivinen, jos lähde on kohde%1%

DESC_EFFECTS_GROUP_ALWAYS_ACTIVE
Vaikutus on aina aktiivinen

DESC_EFFECTS_GROUP_SCOPE_DESC
'''%1%
'''

DESC_EFFECTS_GROUP_ACTIVATION_DESC
'''%1%
'''

DESC_EFFECTS_GROUP_EFFECT_DESC
'''%1%
'''

DESC_EFFECTS_GROUP_EFFECTS_GROUP_DESC
'''%1%
'''

DESC_EFFECTS_GROUP_NUMBERED_EFFECTS_GROUP_DESC
'''Efekti ryhmä %1%:
%2%
'''

# SetMeter

DESC_SIMPLE_SET_METER_CURRENT
%1% %2%%3%

DESC_COMPLEX_SET_METER_CURRENT
Set %1% to %2%


# others

DESC_SET_EMPIRE_STOCKPILE
Asettaa kohteen omistajan %1% varannon %2%

DESC_SET_EMPIRE_CAPITAL
Tekee kohteesta kohteen omistajan pääplaneetan

DESC_SET_PLANET_TYPE
Muutta planeetan %1%

DESC_SET_PLANET_SIZE
Muuttaa planeetan koon %1%

DESC_SET_SPECIES
Vaihtaa kohteen lajin %1%:ksi

DESC_ADD_OWNER
Lisää kohteen %1% imperiumin omistukseen

DESC_REMOVE_OWNER
Poistaa kohteen %1% imperiumin omistuksesta

DESC_DESTROY
Tuhoaa kohteen

DESC_ADD_SPECIAL
Liittää %1% erikoisuuden kohteeseen

DESC_REMOVE_SPECIAL
Poistaa %1% erikoisuuden kohteelta

DESC_SET_STAR_TYPE
Muuttaa tähden tyypin %1%

DESC_MOVE_TO
Moves the object to the location of an object%1%

DESC_VICTORY
Saa kohteen omistajan voittamaan pelin

# SetTechAvailability

DESC_TECH_AND_ITEMS_AFFECTED
%1% ja kaikki asiat, jotka se avaa

DESC_ITEMS_ONLY_AFFECTED
%1% tekniikan avaamat asiat

DESC_SET_TECH_AVAIL
Tekee %1% saatavaksi imperiumi %2%

DESC_SET_TECH_UNAVAIL
Tekee %1% ei saatavaksi imperiumi %2%


# Object Creation

DESC_CREATE_PLANET
Luo uuden planeetan tyyppiä %1% ja kokoa %2%

DESC_CREATE_BUILDING
Luo uuden %1% rakennuksen

DESC_CREATE_SHIP
Luo uuden mallia %1% olevan aluksen, jonka omistaa %2% imperiumi

# Conditions

DESC_ALL
 universumissa

DESC_EMPIRE_AFFILIATION_SELF
 joka kuuluu %1% imperiumille

DESC_EMPIRE_AFFILIATION_SELF_NOT
 joka ei kuulu %1% imperiumille

DESC_EMPIRE_AFFILIATION_SELF_EXCLUSIVE
 joka kuuluu vain %1% imperiumille

DESC_EMPIRE_AFFILIATION_SELF_EXCLUSIVE_NOT
 joka ei kuulu vain %1% imperiumille

DESC_EMPIRE_AFFILIATION
 that belongs to an %1% of %2% empire

DESC_EMPIRE_AFFILIATION_NOT
 that does not belong to an %1% of %2% empire

DESC_EMPIRE_AFFILIATION_EXCLUSIVE
 that belongs only to an %1% of %2% empire

DESC_EMPIRE_AFFILIATION_EXCLUSIVE_NOT
 that does not belong only to an %1% of %2% empire

DESC_SELF
 that is the source object

DESC_SELF_NOT
 that is not the source object

DESC_HOMEWORLD
 joka on kotiplaneetta

DESC_HOMEWORLD_NOT
 joka ei ole kotiplaneetta

DESC_CAPITAL
 joka on imperiumin pääplaneetta

DESC_CAPITAL_NOT
 joka ei ole imperiumin pääplaneetta

DESC_TYPE
 joka on %1%

DESC_TYPE_NOT
 joka ei ole %1%

DESC_BUILDING
 joka sisältää %1% rakennuksen

DESC_BUILDING_NOT
 joka ei sisällä %1% rakennusta

DESC_SPECIAL
 jolla on %1% erikoisuus

DESC_SPECIAL_NOT
 jolla ei ole %1% erikoisuutta

DESC_CONTAINS
 joka sisältää kohteen%1%

DESC_CONTAINS_NOT
 joka ei sisällä kohdetta%1%

DESC_PLANET_TYPE
 joka on %1% planeetta

DESC_PLANET_TYPE_NOT
 joka ei ole %1% planeetta

DESC_PLANET_SIZE
 joka on %1% planeetta

DESC_PLANET_SIZE_NOT
 joka ei ole %1% planeetta

DESC_PLANET_ENVIRONMENT
 joka on %1% planeetta

DESC_PLANET_ENVIRONMENT_NOT
 joka ei ole %1% planeetta

DESC_SPECIES
jolla on %1% lajia

DESC_SPECIES_NOT
jolla ei ole %1% lajia

DESC_FOCUS_TYPE
jolla on fokus %1%

DESC_FOCUS_TYPE_NOT
jolla ei ole fokus %1%

DESC_STAR_TYPE
 joka on järjestelmässä, jossa on %1% tähti

DESC_STAR_TYPE_NOT
 joka ei ole järjestelmässä, jossa on %1% tähti

DESC_DESIGN_HAS_HULL
jolla on runko %1%

DESC_DESIGN_HAS_HULL_NOT
jolla ei ole runkoa %1%

DESC_DESIGN_HAS_PART
that contains between %1% and %2% of the %3% part

DESC_DESIGN_HAS_PART_NOT
that does not contain between %1% and %2% of the %3% part

DESC_CHANCE_PERCENTAGE
 %1%%% mahdollisuus

DESC_CHANCE_PERCENTAGE_NOT
 (100 - %1%)%% mahdollisuus

DESC_CHANCE
 %1% todennäköisyydellä

DESC_CHANCE_NOT
 1 - %1% todennäköisyydellä

DESC_METER_VALUE_MAX
 jonka maksimi %1% on välillä %2% ja %3%

DESC_METER_VALUE_MAX_NOT
 jonka maksimi %1% ei ole välillä %2% ja %3%

DESC_METER_VALUE_CURRENT
 jolla on nykyinen %1% välillä %2% ja %3%

DESC_METER_VALUE_CURRENT_NOT
 jolla ei ole nykyinen %1% välillä %2% ja %3%

DESC_EMPIRE_STOCKPILE_VALUE
 joka kuuluu imperiumiin jolla on %1% varanto välillä %2% ja %3%

DESC_EMPIRE_STOCKPILE_VALUE_NOT
 joka ei kuuluu imperiumiin jolla on %1% varanto välillä %2% ja %3%

DESC_VISIBLE_TO_SINGLE_EMPIRE
 joka on nÃäkyvissä %1% imperiumille

DESC_VISIBLE_TO_SINGLE_EMPIRE_NOT
 joka ei ole näkyvissä %1% imperiumille

DESC_VISIBLE_TO_EMPIRES
 joka on näkyvissä yhdelle %1% imperiumeista

DESC_VISIBLE_TO_EMPIRES_NOT
 joka ei ole näkyvissä yhdelle %1% imperiumeista

DESC_WITHIN_DISTANCE
 joka on %1% etäisyydellä %2% kohteista

DESC_WITHIN_DISTANCE_NOT
 joka ei ole %1% etäisyydellä %2% kohteista

DESC_WITHIN_STARLANE_JUMPS
 joka on %1% tähtilinjahypyn etäisyydellä mistä tahansa kohteesta%2%

DESC_WITHIN_STARLANE_JUMPS_NOT
 joka ei ole %1% tähtilinjahypyn etäisyydellä mistä tahansa kohteesta%2%

DESC_EXPLORED_BY_SINGLE_EMPIRE
jonka on tutkinut %1% imperiumi

DESC_EXPLORED_BY_SINGLE_EMPIRE_NOT
jota ei ole tutkinut %1% imperiumi

DESC_EXPLORED_BY_EMPIRES
jonka on tutkinut yksi %1% imperiumeista

DESC_EXPLORED_BY_EMPIRES_NOT
jota ei ole tutkinut yksikään %1% imperiumeista

DESC_STATIONARY
joka on paikallaan

DESC_STATIONARY_NOT
joka on liikkeessä

DESC_AND_BETWEEN_OPERANDS
 ja

DESC_OR_BETWEEN_OPERANDS
 tai

DESC_TURN
 kun tämänhetkinen vuoro on välillä %1% ja %2%

DESC_TURN_NOT
 kun tämänhetkinen vuoro ei ole välillä %1% ja %2%

DESC_NUMBER_OF
 joka on yksi %1% kohteesta%2%

DESC_NUMBER_OF_NOT
 joka ei ole yksi %1% kohteesta%2%

DESC_CONTAINED_BY
 that is contained by an object%1%

DESC_CONTAINED_BY_NOT
 that is not contained by an object%1%

DESC_OWNER_HAS_TECH
 joka kuuluu imperiumille, jolla on tekniikka %1%

DESC_OWNER_HAS_TECH_NOT
 joka ei kuuluu imperiumille, jolla on tekniikka %1%

DESC_NUMBER
 if there are between %1% and %2% objects%3%

DESC_NUMBER_NOT
 if there are not between %1% and %2% objects%3%



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# Tech Categories #
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LEARNING_CATEGORY
Oppiminen
PRODUCTION_CATEGORY
Tuotanto
CONSTRUCTION_CATEGORY
Rakentaminen
GROWTH_CATEGORY
Kasvu
ECONOMICS_CATEGORY
Talous
SHIPS_CATEGORY
Alukset


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# Theory Tech Names & Descriptions #
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THEORY_SHORT_DESC
Theoretical Prerequisite

LRN_PHYS_BRAIN
Aivojen rakenne

LRN_PHYS_BRAIN_DESC
The structures and their functions in the brain are determined.  The electrochemical and quantum nature of thought and memory are exposed.  With understanding, alteration and augmentation of brain functions becomes possible, and new ideas are spawned at the frontiers of thought, its expression, and its replacement.

LRN_ALGO_ELEGANCE
Algorithmic Elegance

LRN_ALGO_ELEGANCE_DESC
With greater and greater difficulty of data analysis problems, traditional measures of algorithm performance become less useful due to the limitations of irreducible complexity.  At this stage, other measures of algorithm form and function become significant; aesthetically and metaphorically, the elegance of the solution must be optimized.

LRN_TRANSLING_THT
Translinguistics

LRN_TRANSLING_THT_DESC
Lesser minds struggle with, or accept the confines of the language they have learned. Adequate minds reach and feel constrained by the concepts they are given ways to express. Truly great minds break free of the bounds of language, forming and analyzing thoughts that verge on the transcendental. But merely great minds are left isolated and futile, for without language to express thoughts, how can they share their insights?

LRN_PSIONICS
Psionics

LRN_PSIONICS_DESC
Through deep introspection or artificial enhancement, the brain may develop abilities to directly interact with the universe around it, bypassing the limitations of a physical body.  Powers such as telepathy, empathy, clairvoyance, prescience, psychokinesis and psychoenergetics replace or surpass mundane biological or technological alternatives.  Applications of these powers, including mind control, personality alteration and possession have profound implications for the relationship between talented and untalented beings.

LRN_ARTIF_MINDS
Keinotekoiset mielet

LRN_ARTIF_MINDS_DESC
While traditional computers have nearly unfathomable intelligence and computational abilities, they lack the essential qualities of self-awareness, consciousness or sentience.  With the development of true artificial minds, these qualities may be synthesized, modified and altered.  These investigations open new avenues of research into cognitive sciences and novel metaparadigms.

LRN_XENOARCH
Xenoarchaeology

LRN_XENOARCH_DESC
The contemporary empires, races and single-star civilizations are not the first or only beings to have lived in this galaxy.  Remains, ruins and rumours of the ancients may be found on deserted planets and lifeless asteroids, or drifting in open space.  Finding and deciphering such clues holds great potential to reveal secrets, teach lessons, or give warnings of ancient knowledge.

LRN_GRAVITONICS
Gravitonics

LRN_GRAVITONICS_DESC
Analogous to the "colour charge" of quantum chromodynamics, there are several types of graviton.  With the common attractive-force graviton, the colloquial "anti-graviton", "right-graviton" and "left-graviton" may be combined to bend and flex the surface of spacetime arbitrarily.  This manipulation is perceived as control of the force of gravity, permitting structures, craft and investigations previously impossible, even theoretically.

LRN_EVERYTHING
Kaiken teoria

LRN_EVERYTHING_DESC
Early, naive theories describe subsets of the four fundamental forces of nature: electromagnetism, the strong and weak nuclear forces, and gravity.  A complete framework expressing all forces as special cases of a single interaction represents a holy grail of science.  This theory describes the earliest moments of the universe, the most distorted depths of a singularity, the tightest windings of hidden dimensions and the final fate of the cosmos.  Yet still, there may "exist" layers of existence beyond what can be observed and described by science...

LRN_FORCE_FIELD
Force-Field Harmonics

LRN_FORCE_FIELD_DESC
Like Fourier analysis of sound, electromagnetism, strong and weak forces may be expressed as harmonic quantum standing-wave superpositions of force-carrier particles.  By selectively amplifying these harmonics, forces may be arbitrarily controlled to shield, attack, contain or support.

LRN_MIND_VOID
Mind of the Void

LRN_MIND_VOID_DESC
We are not alone in the cosmos... but why should the search be so limited?  Many cultures have myths, legends or fervent belief in a higher consciousness.  Whether a loving or malevolent God, or a detached observer, it is clear that something, perhaps the universe itself on some level, is alive, aware, watching.

LRN_TIME_MECH
Temporal Mechanics

LRN_TIME_MECH_DESC
What are "now", "future" and "past"?  The twin paradox of special relativity, or the theoretical "wormhole" in its place, suggest early forms of "time travel".  Direct manipulation of spacetime and temporal flux permit these effects to be harnessed and magnified.  Temporal incursions cannot perceptibly alter the past of the universe that we perceive.  They can, however, compress ages or extend moments to arbitrary durations, to uses limited only by the material supplies provided, and our own patience...

LRN_NDIM_SUBSPACE
N-Dimensional Subspace

LRN_NDIM_SUBSPACE_DESC
Early superstring theorists spoke of 10, 11 or 26 dimensional universes, with all but the 4 macrodimensions "curled up" so tightly as to be unseen.  These and other dimensions may now be uncurled and opened, and the very surface of space itself stretched and pierced by shifting matter to or from levels of existence previously hidden below the surface of our limited perception, or creating layers or bubbles where none existed before.

LRN_UNIF_CONC
Unified Consciousness

LRN_UNIF_CONC_DESC
Telepathic communication between individuals or mind-machine interfaces only permit the most basic, trivial and surface exchanges of thought and ideas.  Truly joined minds function as a single consciousness, with the summed faculties and knowledge of its constituent parts, and acting as a new unique entity.  This has great potential, but also significant risk, in that the union may not seek its own destruction, which is necessary for the original minds to be regained.  Alternatively, one of the minds may dominate the other, controlling or destroying the other, rather than forming an equal, harmonious union.

LRN_TRANSCEND
Singularity of Transcendence

LRN_TRANSCEND_DESC
What is godhood?  Is a god concerned with whether it is moral and benevolent or evil and tyrannical?  Does a god treat mortals with care and love, hatred and suffering or detached indifference?  Does a god even remain aware of the infinitely miniscule affairs of the physical universe, or is true godhood of a form beyond description, of which inability to comprehend by mortals applies equally in the other direction?

GRO_PLANET_ECOL
Planetary Ecology

GRO_PLANET_ECOL_DESC
Agriculture and medical science can drastically increase survivability, causing population growth to become hyperexponential, for a time.  Eventually, new limits to growth arise in the carrying capacity of a planet, and the interconnected web of life that supports it.  Understanding natural ecology and its interaction to stresses permits the system to be sustained, and its benefits reaped for generations to come.

GRO_GENETIC_ENG
Genetic Engineering

GRO_GENETIC_ENG_DESC
The palette of genetics is as varied as the forms of life from which it borrows.  Genes may be removed, copied and reinserted into genomes to create transgenic organisms with combinations of traits not existent or possible in nature.  As well, genes may be altered prior to reinsertion, by altering the base codes directly, allowing entirely new genes to be created.  Techniques are limited, however, to small modifications of existing genes that are available for study.

GRO_MEDICAL_PATH
Medical Pathology

GRO_MEDICAL_PATH_DESC
Treatment of diseases and injuries requires thorough understanding of their causes.  

GRO_INDUSTY_FARM
Industrial Farming

GRO_INDUSTY_FARM_DESC
Traditional, simple farming methods are sufficient for small, locally self-sufficient populations without significant limits on available space or time.  With greater specialization of more advanced societies, however, fewer farmers must feed many more workers from much greater distances away, including even interstellar food shipment for fledgling colonies.  Hydroponics, automation, fertilization, pest control and altered illumination growth cycles become necessary.  Successful use of these tools requires understanding of their function, interactions, costs and low-level mechanisms.

CON_ENV_ENCAPSUL
Environmental Encapsulation

CON_ENV_ENCAPSUL_DESC
Covered, surrounded and sealed pockets of a particular environment are essential for space travel, colonization of hazardous planets and preservation of natural diversity on heavily industrialized worlds.  Maintaining the desired conditions is not as trivial as it may seem however, as in many cases there is no external source of pure and clean materials or organisms available.  Rather, it is necessary to create a self-sufficient and sustainable environment, often an entire ecology, capable of recycling and reusing its wastes to supply everything it needs and consumes.

GRO_SYMBIOTIC_BIO
Symbiotic Biology

GRO_SYMBIOTIC_BIO_DESC
From the first domesticated animals or agricultural plants, societies discover the benefits of symbiotic relationships with other species.  Later, bacteria or natural parasites are often used for medical purposes.  In these early forms, however, the dominant species is (ideally) in complete control of the relationship, with the "farmed" organism existing only to server its owner.  True symbiosis only occurs when both organisms exist and prosper together, each aiding and depending on the other to mutual benefit, the combination greater than the sum of the parts alone.

GRO_GENETIC_MED
Genetic Medicine

GRO_GENETIC_MED_DESC
Traditional Genetic Engineering alters genetic codes and then implements or raises the modified organism.  Similar techniques may be applied to already matured individuals.  The goals of these treatments may be cosmetic or enhancing modifications, or corrective, preventative or time-critical medical treatments.  Reducing the delay between alteration and results from generations to months, days or hours has a corresponding increase in the range and power of possible alterations.

GRO_LIFECYCLE_MAN
Lifecycle Manipulation

GRO_LIFECYCLE_MAN_DESC
Most complex organisms have progress through physiological stages during a lifetime, whether distinctly separated by metamorphoses, or blurred by continuous slow aging.  In many cases, one or more of these stages are, at least at a given time, more useful and desirable than others.  By delicate control of hormonal or mental mechanisms, it becomes possible to drastically speed or slow each stage, permitting fully developed and functional individuals to be produced in a fraction of the natural timeframe, and for those individuals to remain functional indefinitely, becoming effectively immortal.

GRO_XENO_GENETICS
Xenological Genetics

GRO_XENO_GENETICS_DESC
Early genetics is limited by the available samples of naturally occurring organisms on which to base its modifications.  As well, these modifications are restricted within the limits of the physical mechanisms of genetic code storage, alteration and expression in developed individuals.  By investigating the equivalent systems in entirely different ecosystems and organisms, great insights or revelations may be reached, spurring new developments in more familiar genetic systems.

GRO_NANOTECH_MED
Nanotech Medicine

GRO_NANOTECH_MED_DESC
While genetic alteration can repair or undo the effects of harmful or undesired mutations or correct biochemical imbalances, treating major physical trauma and non-genetic congenital defects requires actual physical corrective measures.  Nanotechnology may be used to accomplish these tasks, with two important advantages:  Correction may be done without invasive surgeries and associated secondary damage and risks, and treatment reaction time is greatly reduced, as the tools to do the job are always in place and ready to function.

GRO_ORBIT_FARMING
Orbital Farming

GRO_ORBIT_FARMING_DESC
The primary energy source for food production in most societies is solar radiation.  Bound to a planet, farms have very limited access to this energy, due to the comparatively small solid angle subtended by the planet's surface, and surface farming must also compete with other land uses.  By moving food production to orbital installations, continuous access to solar energy is gained, and any undesired spectral filtration by planetary atmospheres is eliminated.  Food production may be increased dramatically.

GRO_INDUSRY_CLONE
Industrial Cloning

GRO_INDUSRY_CLONE_DESC
Primitive manual nuclear transfer cloning techniques are little more than novelties for large organisms.  By applying techniques similar to industrial mass production or biochemical process engineering, it becomes possible to generate dozens, or millions, of full-grown copies of a single genetic blueprint.  Populations may be made to order, tailored to meet the specific needs of society.

GRO_XENO_HYBRIDS
Xenological Hybridization

GRO_XENO_HYBRIDS_DESC
Regardless of how well understood, or how adeptly improved, a biological system is limited by its inherent nature.  Structures and basic physiology can only be altered so far within the confines of a single planet's biology.  With understanding of other biologies, however, the disparate systems may be fused, forming an entirely new hybrid biology, with potential abilities and traits greater than those of any of its parts.

GRO_NANO_CYBERNET
Nanotech Cybernetics

GRO_NANO_CYBERNET_DESC
After applying nanotechnology to internally correct defects or injuries, the next step is to augment or replace natural biochemical systems with superior artificial replacements.  Rather than merely regrowing lost limbs or repairing damaged organs, augments are able to quickly grow new ones to suit their needs at any time.  Antiquated biological systems, from muscle tissue and tendons, down to organelles or enzymes may also be replaced, affording greatly increased strength, endurance and flexibility.

GRO_ENERGY_META
Pure-Energy Metabolism

GRO_ENERGY_META_DESC
The ultimate stage of physical development is to transcend the physical altogether.  Without bodies, individuals and society may move, grow and exist freely, unhindered by unnecessary physical limitations and inefficient metabolic processes that waste energy supporting homeostasis.

PRO_MICROGRAV_MAN
Microgravity Manufacturing

PRO_MICROGRAV_MAN_DESC
The microgravity of low planetary orbit offers great potential for  novel manufacturing facility designs, equipment and techniques not possible on planet surfaces.  Solids may be held in place with minimal support.  Liquids and gases float freely, shaped only by surface tension, unless otherwise manipulated.  Factory equipment may be arranged optimally in three dimensions.  These conditions permit great increases in efficiency and productivity, if properly exploited.

PRO_PLANET_GEOL
Planetary Geology

PRO_PLANET_GEOL_DESC
Useful minerals are created throughout the volume of a planet, under various exacting chemical and thermodynamic conditions, including aqueous surface sedimentation, crushing core differentiation and mid-depth metamorphosis.  After creation processes such as plate tectonics, vulcanism and deep convection currents are equally important in determining the final location and form of these extractable resources.  Understanding these processes, their effects, causes and signs is essential for large scale efficient mining operations.

PRO_ROBOTIC_PROD
Robotic Production

PRO_ROBOTIC_PROD_DESC
Although high level initial design and initial facility setup still require active supervision, the elimination of operators from the actual production process eliminates many bottlenecks.  Robots work continuously, without perpetual demands for greater economic compensation.  Robots have much greater tolerance for hazardous environmental conditions in the factory, and do not require additional habitable space off-site.  Robots perform their assigned tasks flawlessly, or at least as well as they are instructed.

PRO_FUSION_GEN
Fusion Generation

PRO_FUSION_GEN_DESC
Explosive or uncontrolled thermonuclear reactions are comparatively simple to cause at scales ranging from small tactical warheads to supergiant stellar furnaces.  Controllable, stable and practical power generation from the reaction is somewhat more difficult.  The process remains attractive, however, due to the near-limitless supply of fuel and potential for emissions-free operation.

PRO_NANOTECH_PROD
Nanotech Production

PRO_NANOTECH_PROD_DESC
Traditional production techniques are fundamentally limited by the size and form of the tools it employs.  As a product takes form, its outer layers may prevent direct access and manipulation of the inner structure, requiring inconvenient and inefficient adjustment to the order of assembly.  Further, the components of a larger product must be carefully formed and assembled to exacting specifications to ensure they will function as intended when combined.  By using nanotechnology to form a complete product in one step, directly from the stock materials, these limitations can be bypassed, dramatically improving efficiency and production speed.

PRO_ORBITAL_GEN
Orbital Generation

PRO_ORBITAL_GEN_DESC
Low orbit of planetary bodies provides numerous benefits for power generation compared to planetary surfaces.  Direct exposure to nearby solar radiation without atmospheric attenuation, and the orders of magnitude larger structures that may be assembled in microgravity to collect it are significant advantages.  The resulting power may be used in orbit, or may be beamed to the planet to support surface industry.  As well, new mechanisms of energy conversion become available in orbit, including planetary magnetic field coupling, orbital momentum exchange, and frictional heating with planetary atmospheres, which are uniquely beneficial for specialized applications.

PRO_SENTIENT_AUTOMATION
Sentient Automation

PRO_SENTIENT_AUTOMATION_DESC
As equipment becomes increasingly automated, it becomes capable of fully replicating and maintaining itself without outside support, other than its required raw materials and a requested, or suggested, final product to produce.  When controlled by an artificial mind, the entire system can learn, plan, react, and adapt autonomously, and can do so without the cumbersome inefficiencies traditionally required to house and employ workers.

PRO_FRC_FLD_ASSMB
Force-Field Assembly

PRO_FRC_FLD_ASSMB_DESC
Whether effected through artificial means, or psychokinesis, or a combination thereof, remote manipulation represents a revolutionary improvement in assembly techniques.  At nanoscopic scales, fully controlled chemical reactions and custom assembled molecules become almost trivial.  At larger scales, up to and including manipulation of celestial bodies, locally reactionless and non-contact force impartion permit previously impossible non-destructive testing, and are particularly suited to manipulation within an enclosed or covered region, without compromising isolation seals, nor removing masses of previously obstructing matter.

PRO_INTSTEL_COPRO
Interstellar Co-Production

PRO_INTSTEL_COPRO_DESC
Traditional means of production are limited by the necessity of self-sufficiency due to transportation and other logistical problems.  Later planetary regional cooperation permits some degree of specialization and co-operation, with each facility producing only a few parts or subsystems, and the whole system benefitting from concentrated expertise and economy of scale.  Expanding this concept several orders of magnitude, it may adapted to a galactic scale, with individual planets or entire systems functioning in the role of the single specialized facility.  The logistical difficulties inherent in this paradigm are also similar to those of the earlier iteration, and are scaled up to the same degree as the potential benefits.

PRO_NDIM_ASSMB
N-Dimensional Assembly

PRO_NDIM_ASSMB_DESC
The geometry of physical space has always been a major impediment to the assembly of objects within that space.  Objects cannot be colocated, and volumes cannot be simultaneously enclosed and open if their existence is restricted to a mere three dimensions.  Moving beyond this limitation, parts of objects can be folded out of the way in a pocket dimensions, and continguous lines may be passed around other masses by going "off-axis".  Similar mechanisms are also used to assemble lower-dimensional objects in configurations that would be impossible without higher-dimensional pathways.

PRO_SINGULAR_GEN
Singularity Generation

PRO_SINGULAR_GEN_DESC
As matter is drawn towards a singularity by the intense spacetime curvature, or gravitational field, the matter forms an accretion disk and is greatly compressed and heated.  High energy radiation emitted from the disk may be captured and harnessed for power generation.  The event horizon of the singularity itself also emits radiation do to annihilation of virtual particle-antiparticle pairs that form in its vicinity.  This method of power generation is significantly more delicate and unstable than that with the accretion disk method, but can produce even greater output as well.

PRO_MATENG_REPLIC
Replication

PRO_MATENG_REPLIC_DESC
Previous iterations of assembly techniques were essentially ways to avoid or remove particularly vexing problems with manipulation of matter.  None of these techniques fundamentally changed the basic method however, which was to assemble larger objects out of smaller parts, be they prefabricated subsections, or individual atoms.  By converting pure energy directly into the desired material object, eliminating the need for precursor parts or supplied materials, the ultimate level of flexible and efficient assembly is achieved.

PRO_ZERO_GEN
Zero-Point Generation

PRO_ZERO_GEN_DESC
Any power generation mechanism that involves a material fuel supply is limited by the relativistic mass-energy relationship: no more energy can be produced than equivalent mass consumed, even with perfect efficiency.  By tapping the inherent energy of the vacuum, or zero-point energy, an effectively infinite source is made available.  The rate, or power, of this extraction is also theoretically unbounded, with limits only in the available means to collect and use the output.

CON_ORBITAL_CON
Orbital Construction

CON_ORBITAL_CON_DESC
On a planet, there is always a fixed reference direction: "up".  Microgravity is effectively isotropic.  This single difference has a multitude of consequences for the types of structures that can be built, and which of those forms is the optimal use of space, materials and energy in each environment.  As well, the interior configuration of spaces in orbit must be rethought.  However, while it is appealing to attempt to completely revolutionize interior design in a paradigm completely independent of the styles used on planet surfaces, the practical use of these spaces will be initial primarily by those who are used to, and adapted for, those planet surfaces.  Rather than a complete break from older styles, a gradual transition may be more effective.

CON_ARCH_PSYCH
Architectural Psychology

CON_ARCH_PSYCH_DESC
The form of a structure or inhabited space is not merely guided by the physical limitations of the materials from which it is constructed.  Psychological effects on the inhabitants within, or observers outside can have a far greater influence on the success of a design than the strength of a wall or sturdiness of a foundation.

CON_INFRA_ECOL
Infrastructure Ecology

CON_INFRA_ECOL_DESC
The basic infrastructure of an established planetary colony may seem to be created entirely by the colonizers, and to function only according to their designs.  In reality, however, the ecology of the planet on which it is built is the foundation and support mechanism for the added infrastructure, and often forms an integral part of its function.  Understanding the interaction between natural and artificial components, and the limits of the resources an ecological system can provide are essential to the development of an optimal and sustainable infrastructure for any colony.

CON_ORGANIC_STRC
Organic Structures

CON_ORGANIC_STRC_DESC
Buildings formed of inanimate minerals are functional and occasionally elegant, and those of harvested but dead organics are often simple and inexpensive.  Actual living structures, however, can be grown into their final shape with no additional labour, as well effect some degree of self-repair when damaged.  They may also naturally self-regulate their internal environments, or potentially adapt to varied or changing surroundings as necessary, during or after their initial growth.

CON_METRO_INFRA
Metroplex Infrastructure

CON_METRO_INFRA_DESC
When the entire surface of a world is covered, continued development must occur above and below pre-existing construction.   Care must be taken to ensure the stability of the undercut or overshadowed structures are not damaged, and transportation and supply routes must be rethought to support vastly increased population densities.  Furthermore, novel stylistic and functional issues must be considered, to ensure that the newer levels, and the combined whole, are worth inhabiting.

CON_TRANS_STRC
Transforming Structures

CON_TRANS_STRC_DESC
A shutter functions as both a solid wall and open window, according to the desire of its user.  A room may be refurnished to serve an entirely new purpose, within the limits of the space available.  This concept may also be extended to the actual form and structure of an entire building or city, whether mechanical or organic.  Eliminating the need for demolition and rebuilding permits much greater infrastructure flexibility and efficiency.  Single or isolated structures may also serve many purposes simultaneously, that would previously have required much larger and elaborate fixed designs.

CON_ARCH_MONOFILS
Architectural Monofilaments

CON_ARCH_MONOFILS_DESC
Essentially unbreakable and merely a few atoms in diameter, single-crystal filaments have many uses in improving traditional structure designs in durability and economy of construction.  The capacity to suspend or stress other materials in previously impossible configurations also permits a wholly new designs.  Low weight and high strength filaments are of particular use in large-scale orbital or surface to orbit spanning structures, where variations in gravity across lengths were previously very prohibitive.

CON_SELFGRAV_STRC
Self-Gravitating Structures

CON_SELFGRAV_STRC_DESC
As orbital construction grows ever larger in scale, eventually the mass of a single installation is sufficient to appreciably self-gravitate.  Where previously the microgravity environment was fundamental, designs must be rethought again, just as they were when originally moving surface activity into orbit.  Rather than expanding endlessly in efficient regular patterns, the natural curved shapes of planetary bodies begins to emerge in artificial bodies as well.  Advantages over surface construction are retained, however, as the artificial mass is designed and built with its purpose in mind.

CON_ASYMP_MATS
Asymptotic Materials

CON_ASYMP_MATS_DESC
Once certain thresholds of performance are passed, measuring the physical properties of materials for relative comparison becomes impractical in any terms other than orders of magnitude or logarithmic scales.  Much like superconductivity in electronics, the tensile strength, toughness, density, elasticity, refractory index and other mechanical properties of materials may be controlled with effectively no limits.  With all previously significant limitations removed, structure designs are further unhindered, and may extend or change by similar order of magnitude scales.

CON_STRC_INT_FLDS
Structural Integrity Fields

CON_STRC_INT_FLDS_DESC
Advanced materials and architecture can greatly extend the practical size of rigid structures.  Eventually however, the stresses placed on load-bearing matter approach the magnitude of the strong nuclear force which holds atomic nuclei together, at which point alternative sources of support become essential.  Projected energy support fields may serve this purpose, and replacing or augmenting fixed supports in this manner allows a drastic reduction in the necessary structural materials mass and volume.  As well, such methods may allow dynamic adjustment of reinforcement in response to rapidly changing stress patterns, whereas fixed supports must remain in place even when not being actively used.

CON_CONTGRAV_ARCH
Controlled Gravity Architecture

CON_CONTGRAV_ARCH_DESC
By fully controlling the orientation and strength of gravitational forces acting upon and existent within a structure, designs may simultaneously exhibit the freedom of weightlessness and the utility of having a defined up and down.  The structure itself, and the local environments it seeks to provide, may take any shape in space, extending to great lengths, looping about itself, and making arbitrary interconnections.  Simultaneously, local environments within may be infused with a useful tug, which may vary from or be entirely different from immediately adjacent areas.  Such versatility permits great new functional designs for social, manufacturing or other uses.

CON_GAL_INFRA
Galactic Infrastructure

CON_GAL_INFRA_DESC
Integration and development of the infrastructures on highly productive worlds into a unified galaxy-spanning network is one of the greatest logistical effort conceivable.  When completed, such a system functionally unifies the worlds of which it is composed.  Integrated transportation, housing, maintenance, and construction tools may be fluidly deployed wherever needed to optimally alter resource allocations or adjust to changes.

CON_FRC_ENRG_STRC
Force-Energy Structures

CON_FRC_ENRG_STRC_DESC
When forces and energy can be manipulated as desired to provide the same functionality as solid surfaces, there is no essential need to have physical materials enclosing the occupants of a building.  Structures composed entirely of energy have many advantages, including simple reconfiguration, resilience, portability and novel design possibilities.

CON_ART_HEAVENLY
Artificial Heavenly Bodies

CON_ART_HEAVENLY_DESC
When roughly the mass of a small moon or larger, it is no longer sufficient to conceive of what is wrought as a "structure", "station" or "ship".  Rather, beyond this scale, the object becomes more like a heavenly body; its gravitational pull influences orbital motions, it may retain an thin atmosphere on its surface, and it may be orbited by, rather than orbiting with, lesser structures.  At even larger scales, entire planets may be built, or rebuilt, or even new stars may be formed and ignited, broadcasting the power and determination of their creators throughout the universe.

CON_TRANS_ARCH
Transcendent Architecture

CON_TRANS_ARCH_DESC
The epitome of design unifies optimal functionality with elegance of form.  A transcendent structure expands and inspires the minds of its occupants or observers with its shape, placement, substance and integration, whether through awe-inspiring scale, perfect emphasis of a single idea, perception or lack thereof, or utter simplicity and fitness for purpose.

CON_NDIM_STRC
N-Dimensional Structures

CON_NDIM_STRC_DESC
Of all the bizarre feats of applied physics, the ability to to fold space onto itself has the most direct and profound influence on structural form and design.  The potential is endless, literally as hallways are made to bend back upon their beginning, or given a twist so that their ceiling becomes their floor.  As well, the concept of urban sprawl becomes laughable, as any number of people may fit into an arbitrarily small volume, safely tucked into an adjacent plane of existence.

ECO_MARKET_ECON
Market Economics

ECO_MARKET_ECON_DESC
The free exchange of goods and services between individuals and groups, whether by simple barter or through a commonly accepted credit currency, can be a effective and dynamic economic system.  In the idealized case, the market is fully self-regulating, with supply and demand forces pushing the economy towards optimally efficient resource use and worker employment.  As well, the opportunity for personal gain in such systems can be a powerful motivator for innovation and worker effort.  Caution must be observed however, as that same motivation can also lead to exploitation and collusion amongst the privileged and successful, which can negate and undo much of the system's proported benefits.

ECO_PLANNED_ECON
Planned Economics

ECO_PLANNED_ECON_DESC
By identifying and prioritizing needs and specific goals for society, then actively implementing the necessary steps to realize them, a focused and stable economic system may be achieved.  Whether the path taken is decided by high-level central planners or through distributed local bodies, in the ideal case all unnecessary diversions and waste are eliminated and all resources are focused on the top priorities.  As well, a collective purpose and effective planning eliminates inactivity and waste by ensuring a opportunity to contribute for all workers.  Caution must be observed, however, as individuals may lack dedication to the communal goals or the specific plan to achieve them, which may undermine worker motivation.

ECO_EXTERN_INTEG
Externality Integration

ECO_EXTERN_INTEG_DESC
Unsophisticated economic systems feature decision-making based on factors affecting only the decision-makers directly.  Other factors, or externalities, that affect non-decision makers exclusively, are not considered, which has accordingly unexpected consequences, resulting in an overall loss of economic efficiency in an otherwise ideal system.  By integrating factors such as environmental degradation, tragedies of the commons, or consequences of networking effects, the overall economy can be brought closer to its theoretical ideal form.

ECO_ECON_SPECTRO
Economic Spectroscopy

ECO_ECON_SPECTRO_DESC
With careful analysis and well-formed models, a linearly independent set of basis states as a frequency parameterization of an economy may be constructed.  Cyclical economic trends and indicators of particular recurrence periods may then be studied independently, and may be amplitude- or phase-adjusted to achieve desired economic goals.  Such manipulations must be conducted with great caution however, as simultaneously phase-matched cyclical effects which initially appear to be unbounded growth will inevitably reach a peak, after which the economic collapse will be equally dramatic.

ECO_INTSTEL_TRADE
Interstellar Trade

ECO_INTSTEL_TRADE_DESC
Commerce between the stars can be seen as essentially equivalent to trade confined to a single planet or continent, aside from the scale of the distances involved.  While concepts such as trade routes, merchant guilds and piracy all remain in some form, effectively adapting methods of economic interchange and its regulation and control to space-based forms is nontrivial.  As in earlier times, the harnessing or misuse of these factors can have drastic effects on the economies that grow to depend on them.

ECO_ENV_ADAPTION
Environmental Adaptation

ECO_ENV_ADAPTION_DESC
When the colonization of space begins, the great variety of planetary environments that are encountered will seem to be nothing but a hindrance, as most environments are inhospitable to any given race, and population growth and expansion are thus limited.  However, as expansion continues and empires become established in multiple star systems, environmental diversity becomes increasingly beneficial if properly harnessed.  Each environment provides its own set of direct and indirect benefits, particularly for the creation or extraction of physical and conceptual commodities, which may then be traded and shared between systems.  By adapting the economic system of each world to best suit its unique characteristics, these benefits are maximized.

ECO_GAL_MONEY_POL
Galactic Monetary Policy

ECO_GAL_MONEY_POL_DESC
As interstellar trade expands, a transition is made between isolated planetary economies to integrated regional or imperial economies.  Inter-empire exchange rates, lending and trade policies and their consequent effects for seemingly dissociated regions become the most significant factors in the overall health of the galactic economy.  Accordingly, unilateral economic considerations must be tempered, and local issues considered only in the context of wider-ranging policies, in order to ensure economic prosperity for all.

ECO_ECON_FLUIDITY
Economic Fluidity

ECO_ECON_FLUIDITY_DESC
When the physical distance separating star systems is no longer matched by the perceived distance for those whose economic activity occurs between them, a paradigm shift occurs.  Previously, the interstellar economy could be thought of like a solid, with atomic local economies and rigid trade bonds between close neighbours.  With the perceptual shift, the economy of the empire undergoes a conceptual state change into a fluid.  Economic activity begins to flow freely between the stars, into previously unharness crevices, filling cracks, following new flow-channels and eliminating localized unstable asymmetry.

ECO_PLANET_COLONY
Planetary Colonialism

ECO_PLANET_COLONY_DESC
When an expending empire encounters a planet that is rich in resources and which is populated by primitive native sentients, the opportunity arises to treat the planet as a colonial possession.  A large and well-adapted workforce is immediately available, and can often be a source of information about the non-obvious unique resources of the planet.  Care must be taken, however, to ensure that the native population, or at least its leaders, remains inclined to participate in the economic partnership, as former colonial workers can make an equally well-adapted rebel army.

ECO_ECON_PRESCIEN
Economic Prescience

ECO_ECON_PRESCIEN_DESC
Feedback control systems often consider the present, the past, and projected future states of a system when making correctional adjustments.  Making projections is error-prone to the point of uselessness, however, for any highly complex and non-deterministic systems of interacting sentients such as an economy or society.  To resolve this difficultly, precognitive projection can be employed to reveal many of the possible future time-paths and their relative probabilities, as well as the best adjustments to make to adjust these probabilities as desired.  By this method, the unpredictable and often illogical choices of sentients may be isolated, and the economy can finally be described and controlled as well as a macroscopic physical system.

ECO_STAB_HYPGROW
Stabilized Hypergrowth

ECO_STAB_HYPGROW_DESC
Economic activity functions as a positive feedback into its own growth.  An exponential growth curve naturally follows from this in many cases, and economic growth is thus often described as a ratio of the economy's size.  Occasional bursts of hyperexponential growth intermittently occur, but are unstable and followed by painful corrections.  However, through proper structuring and management, and careful cultivation of the necessary conditions for it to begin, indefinite hyperexponential growth may be maintained.

ECO_ECON_HEGEMONY
Economic Hegemony

ECO_ECON_HEGEMONY_DESC
An economy in optimal form represents a great variety of financial, cultural and other social mechanisms that may be employed to achieve the goals of those who are able to control them.  Through use of these tools, other less-developed economies may be completely controlled, either through overt domination or destruction, or more subtle and targeted manipulations.  By extension, an externally-controlled economy may be used to exert influence or control on all other aspects of a society.  Through these means, a power equal or greater than any martial force is realized.

SHP_SPACE_TACTICS
Space Tactics

SHP_SPACE_TACTICS_DESC
Battles in microgravity and vacuum require specialized weapon and defensive systems, as well as the theoretical tactics that motivate their use.

SHP_GAL_EXPLO
Galactic Exploration

SHP_GAL_EXPLO_DESC
The discovery of interstellar travel via starlanes ushers in a new era of development of society.  Old political squabbles between minor factions become insignificant when the entire civilization is faced with the limitless potential of the stars... for growth and prosperity, or utter destruction.

SHP_NAVIGATION
Interstellar Navigation

SHP_NAVIGATION_DESC
'''Starlanes form a relatively restrictive network of possible paths, but interstellar travel is complicated and risky without proper navigation techniques.

In future, this tech might do something related to starlanes or ship speed or range...'''


#########################################
# Tech Application Names & Descriptions #
#########################################

DOES_NOTHING_SHORT_DESC
Hyödytön: Ei tee mitään

SHIP_PART_UNLOCK_SHORT_DESC
Avaa alusten osia

SHIP_HULL_UNLOCK_SHORT_DESC
Avaa aluksen rungon

BUILDING_UNLOCK_SHORT_DESC
Avaa rakennuksen

RESEARCH_SHORT_DESC
Parantaa tutkimusta

FARMING_SHORT_DESC
Parantaa viljelyä

MINING_SHORT_DESC
Parantaa kaivosteollisuutta

INDUSTRY_SHORT_DESC
Parantaa teollisuutta

TRADE_SHORT_DESC
Parantaa vaihdantaa 

CONSTRUCTION_SHORT_DESC
Parantaa infrastruktuuria

POPULATION_SHORT_DESC
Kasvattaa planeetan väestöä

FLEET_RANGE_DESC
Parantaa alusten täydennysmahdollisuuksia 

CON_TERRAFORM
Planeettamuokkaus

CON_TERRAFORM_DESC
Changing the environmental type of a planet is a massive undertaking, the challenge of this process is to a large degree logistical.  The precise method depends greatly on the type of planet to be changed and the desired result.  However in all cases much of the surface of the entire planet and it's atmosphere needs to be converted to other types of molecules, vented into space or buried under the crust.  The process takes years.

CON_TERRAFORM_SHORT_DESC
Allows terraforming to improve planets

CON_RAPID_TERRAFORM
Rapid Terraforming

CON_RAPID_TERRAFORM_DESC
Advances in orbital deployment now enable any terrestrial planet in an inhabited system to be terraformed to any environmental preference. Nanites can accomplish the transformation in half the time of conventional methods.

CON_RAPID_TERRAFORM_SHORT_DESC
Allows rapid and remote terraforming to improve planets

CON_GRAVITY_WELLS
Controlled gravity wells

CON_GRAVITY_WELLS_DESC
By installing a massive null gravity generator at a planet's core, it becomes possible to turn a planet's gravity on or off like a light switch, but in a narrow well. The planet's industry then gains all the benefits of low-G and zero-G, but without the drawbacks. Reverse gravity wells can also be created, making space launches cost practically nothing.

CON_MEGALITH
Megalith Construction

CON_MEGALITH_DESC
Mastering advanced orbital construction techniques, scientists create methods to enable construction of the awe inspiring Megalith.

CON_ORBITAL_FACT
Orbital Factories

CON_ORBITAL_FACT_DESC
Since all colonies begin in space and raw materials are largely imported from off-world, the common Exodus practice of complete planet-fall for new colony ships is wasteful. The manufacturing work so badly needed for upstart colonies can be done more cheaply in orbit. Equipping new colonies with pre-built orbital factory kits helps them make use of the natural resource of low orbit.

CON_PLANET_RING
Planetary Ring

CON_PLANET_RING_DESC
Space elevators are now a relatively modest task. It now becomes possible to undertake their natural extension. By placing several elevators in a ring around a world like spokes in a wheel, and then connecting them together by enormous chains of satellites and space stations, a planetary ring can be created.

CON_SPACE_ELEVATOR
Space Elevator

CON_SPACE_ELEVATOR_DESC
Nano-construction enables production of tensile cables strong enough to reach beyond geostationary orbit.  Shuttles magnetically lifted up the cable are superior to the expensive, inefficient, and highly dangerous rocket launches to escape velocity.

CON_SUBTER_CONST
Subterranean Construction

CON_SUBTER_CONST_DESC
When space is at a premium, the holy grail of construction is the ability to build down as easily as up. Modern techniques finally make this possible.

CON_ORBITAL_INFRA
Orbital Infrastructure

CON_ORBITAL_INFRA_DESC
A well-developed general support infrastructure located in orbit permits great flexibility and rapid development of resource production capacity.

ECO_COLONIAL_ECO
Colonial Economic Blueprinting

ECO_COLONIAL_ECO_DESC
With advanced economic planning now a reality, the economy for an entire developing world can be blueprinted with the precision of a physical building.  Upstart markets tap their raw potential for growth, without risk of being mired in traditionally immature "wild frontier" mentalities.

ECO_COMM_UNION
Commercial Union of the Colonies

ECO_COMM_UNION_DESC
The combination of applications as diverse as economic spectroscopy, bio-mimetics, digital psychology and advanced game theory produce a shift in the paradigm of economic thinking. The means to organize economic markets orders of magnitude above any previously envisioned becomes possible.

ECO_DEEP_GREEN
Deep Green

ECO_DEEP_GREEN_DESC
The quantum fractal nature of the equations of economic spectroscopy make all but the relatively superficial analyses impractical for most markets. However a massive computer designed from the ground up to handle the unusual algorithms, could supply an entire empire with economic foresight and stability.

ECO_ECO_ETHER
Economic Etherealization

ECO_ECO_ETHER_DESC
In the Exodus age of vast possibilities, the economic systems of most worlds have been slow to abandon the archaic paper and pencil, trading floor mentality. The final step in economic modernization is to dispense with out-dated, corporeal economic systems once and for all and transcend to a purer plane of digital information and virtual presence. This transition will boost the markets of all worlds, especially those largest.

ECO_PARADISE
Paratiisiplaneetta

ECO_PARADISE_DESC
The Paradise Planet is the ultimate tourist resort, a world whose entire economic structure has been converted to tourism and pleasure seeking. The benefits of such a planet would extend to the citizenry of distant worlds.

ECO_SINKHOLE
Economic Sinkholes

ECO_SINKHOLE_DESC
When economic activity is viewed as a flowing fluid, the capability to affect its flow becomes apparent.  By creating a localized sinkhole in surface over which trade flows, trade centres well removed from the sinkhole itself are strongly affected.  Such trade current disruption propagates out in all directions however, and is difficult or impossible to target selectively.

GRO_SELF_ROTATING_CROPS
Self-Rotating Crops

GRO_SELF_ROTATING_CROPS_DESC
'''High-intensity farming output benefits from a thorough understanding of the environment and application of this knowledge in custom-tailoring crops via genetic modification.  Self-rotating crops may be grown continually, without the traditional need to alternate to less productive, but soil rejuvenating, plants every few growing seasons.

+ 5 to max farming per 10 population on primary farming focused worlds.'''

GRO_BIOTERROR
Bioterror Facilites

GRO_BIOTERROR_DESC
A research centre created to safely develop the most dangerous of biological weaponry while keeping prying eyes out. Biological weaponry takes effect too slowly to be of much use in a direct military conflict but as a weapon of terror it is unsurpassed, a slowly growing contamination will spread panic before it, images of a desperate people quarantined by their own government sows despair beyond the affected area, however care must be taken when developing such organisms to ensure they are not accidental released furthermore utter secrecy is required at the risk of damaging relations with other empires and our own people.

GRO_HABITATION_DOMES
Habitation Domes

GRO_HABITATION_DOMES_DESC
'''While terraforming efforts can make planets much more useful, the process is expensive and time consuming.  Habitation Domes provide a faster and cheaper, though more limited, alternative for increasing the population capacity of inhospitable worlds, allowing moderate levels of infrastructure and resource capacity to be developed.

Increases by +2 the maximum population of Terrible environment worlds with current construction of at least 20.'''

GRO_CADUCEAN
The Caducean Institute

GRO_CADUCEAN_DESC
A premiere centralized medical academy and research centre has benefits to health and population growth throughout an empire.  Adequately funding such an institute can greatly tax smaller economies, however, potentially limiting its attraction to large or economically powerfully empires.

GRO_GENOME_BANK
Genome Bank

GRO_GENOME_BANK_DESC
The unknown variables in genomic calculations for any given species remain severe for all but the simplest genetic repairs, not to mention the changes that a genetic modification can potentially have on a larger multi-species biosphere. To truly realize the benefits of genetic medicine, it is necessary to collect a massive genome database for all the species from all known worlds.

GRO_LIVING_PLANET
The Living Planet

GRO_LIVING_PLANET_DESC
Theoretically, it is possible to completely predict the ecology of a single planet by mapping out its entire web of biological interdependence, both sentient and non-sentient, in fractal algorithms. In practice however, this could only be realized by constructing a vast planet-spanning network running a computer program dedicated to regulating the planet's entire biosphere. This computer would become, in effect, the brain of a new type of life--A single planetary organism, with intelligent citizens as part of its fabric, subject to the greater will.

GRO_ORBITAL_GARDENS
Orbital Gardens

GRO_ORBITAL_GARDENS_DESC
A marvel of engineering and design, the Orbital Gardens feature samples of flora gathered from throughout the known galaxy, each cultivated within the wide range of artificial environments re-created within this small artificial moon.

GRO_URBAN_FARM
Urban Farming

GRO_URBAN_FARM_DESC
On industrialized worlds, where arable land is rare to non-existent, the capability to produce food in hydroponic or aeroponic environments tightly packed into multi-storey buildings becomes critical to maintain food output.

LRN_STELLAR_TOMOGRAPHY
Stellar Tomography

LRN_STELLAR_TOMOGRAPHY_DESC
'''A network of specialized satellites can use tomographic methods to reconstruct the activities occurs deep within a star.  These otherwise costly-to-produce conditions are ideal for a variety of research endeavours, with larger benefits for more exotic star types.

Provides + 4 to research per 10 population on primary research focused worlds in systems with black holes.
Provides +3 to planets in systems with neutron stars.
Provides +2 to planets in systems with white or blue stars.
Provides +1 to planets in systems with red, orange or yellow stars.'''

LRN_OBSERVATORY_I
Observatory

LRN_OBSERVATORY_I_DESC
The natural extension of industrial- and information-age telescopes, with military-inspired algorithms permits enhanced long-range detection.

LRN_AUTOLAB_I
Basic Autolabs

LRN_AUTOLAB_I_DESC
Automated laboratories can produce significant research output without direct supervision, however it remains necessary to provide guidance to such labs regarding what avenues or research to pursue, and extract the resulting information from them.  A specialized control centre is required to facilitate these exchanges.  Consequently, while individual worlds develop their own autolabs without additional cost, the control centre requires signifiant up-front production effort to build.  This makes autolabs more attractive to empires with excess production capacity, but lacking in research output, and less useful for empires already producing significant research, but lacking in industrial or minerals capacity.  Additionally, autolabs produce larger quantities of waste products than standard laboratories, negatively impacting health on worlds on which they are used.

LRN_THEOREM_PROVER
Automatic Theorem Prover

LRN_THEOREM_PROVER_DESC
Abstract mathematical discoveries frequently have practical, if unforeseen, applications in future research.  Increasingly complex formal systems require correspondingly increased time to manipulate in order to prove such discoveries, limiting progress.  Elegant algorithmic methods to automate Theorem Proving can overcome this problem, however doing so requires significant research effort itself, limiting the method's usefulness to empires which have chosen to focus on research in the long-term.

LRN_COLLECTIVE_NET
Collective Thought Network

LRN_COLLECTIVE_NET_DESC
By transferring the mind into cyberspace, thousands of minds can act as one, solving problems and making breakthroughs that no single mind could.

LRN_DISTRIB_THOUGHT
Distributed Thought Computing

LRN_DISTRIB_THOUGHT_DESC
The average citizen literally wastes his mind away, one of the finest computing devices in the universe. By tapping into the idle brain cycles of a sufficiently large population through a network of simple cybernetic transceivers, the research centers of a world can gain access to cheap and plentiful raw computing power.

LRN_ENCLAVE_VOID
Enclave of the Void

LRN_ENCLAVE_VOID_DESC
Study of the Void Mind could be accelerated by genetically engineering the populace of an entire world to be attuned to the Void. This new priestly class could transform the entire social structure of their world to better understand and channel the wisdom of the Void Mind to the entire empire.

LRN_LOOKING_GLASS
The Looking Glass

LRN_LOOKING_GLASS_DESC
A window into Space-Time, the Looking Glass will be the ultimate museum. Instead of excavating the ancient ruins of eras past, it is possible to simply open a window into time. Great leaders of the past would no longer be accessible only through books and holo-vids, but directly observable. Such a museum would gather flocks of both tourists and academicians.

LRN_MONUMENT_EXODUS
Monument to Exodus

LRN_MONUMENT_EXODUS_DESC
The greatest artists and engineers of an Exodus society are called together to produce a design for a fitting tribute to their accomplishments, and usher in the Exodus Age.

LRN_PSICORP
PsiCorp

LRN_PSICORP_DESC
It is now possible to identify the nascent psionic abilities inherent in rare individuals at birth. But to truly cultivate their gifts, it would be necessary to create an academy dedicated to psionics. Graduates of this academy, would comprise a highly trained task-force of Psi elite that could be assigned to research projects as conduits and amplifiers for the greatest researchers of an empire.

PRO_AUTOFACTORY_I
Basic Autofactories

PRO_AUTOFACTORY_I_DESC
Automated factories greatly increase industrial output without direct supervision, however it remains necessary to provide guidance to such labs regarding what needs to be produced.  A specialized control centre is required to facilitate these exchanges, and the language in which they are conducted requires extensive research prior to implementation.  Consequently, the use of automated factories may only be practical for empires that conduct large amounts of research.  Conversely, empires with minimal research, but much existing production capacity, may find other production-enhancing methods more practical.

PRO_HEAVY_MINING_I
Heavy Mining Processors

PRO_HEAVY_MINING_I_DESC
When increased minerals production is the only concern, no environmental damage considerations exist, and the environment itself is conducive, partially automated bulk mining activities can be optimal.  Significant processing capacity is required, however, necessitating the use of centralized ore-processing facilities.

PRO_ENVIRO_MINING_I
Environmentally-Conscious Mining

PRO_ENVIRO_MINING_I_DESC
'''Many mining methods are incompatible with highly populous planets, due to environmental damage.  Careful consideration of Planetary Ecology is required to permit limited mining techniques to be employed without such downsides.  Minerals production is less per unit of population than more extreme methods, however additional population may somewhat offset this.  Additionally, these limited techniques are only applicable to worlds capable of supporting high populations: Superb or Optimal for a given race.

Increases minerals production by +2 per 10 population on primary mining focused worlds.
Increases minerals production by +1 per 10 population on primary balanced and secondary mining focused worlds.
Multiple focus balances are cumulative: primary and secondary mining focus provides +3 to mineral production per 10 population.'''

PRO_ASTEROID_MINE
Asteroid Mining

PRO_ASTEROID_MINE_DESC
Mineral resource extraction from subplanetoid-sized bodies involves challenges, and provides opportunities quite distinct from those of full-fledged planets.  Lacking sufficient mass to self-liquify and differentiate, asteroids can provide much easier access to some heavier elements, and lack of a gravity can make extraction for use in space much more efficient.  Conversely, the limited size of each source asteroid requires fully portable self-sufficient extraction facilities.  As well, the challenges of any microgravity environment must be overcome, requiring redesign of many traditional methods.  The initial implementation of asteroid mining techniques yields moderate gains to mineral production in systems with suitable asteroid belts to exploit.  Increased mining output occurs on all planets in system, allowing planets with environments normally difficult to mine, which often also allow larger populations, to produce large amounts of minerals per unit of population.  Normally large mining output per unit population is limited to low-population capacity worlds, limiting actual mineral output.

PRO_ORBITAL_MINE
Orbital Mining

PRO_ORBITAL_MINE_DESC
On solid, habitable planets, traditional bulk surface mining is effective and relatively efficient.  For gas giants and terrestrial planets that are unable to support a sizable population however, the ability to extract usable minerals with space-based facilities is far more practical.  A primary challenge to this method is overcoming the planetary gravity well, but once this is accomplished, vast new sources of minerals become available.  As well, specialized resources on uninhabitable planets become accessible for the first time.

PRO_CORE_MINE
Deep Core Mining

PRO_CORE_MINE_DESC
The pressure and temperatures in terrestrial planet mantles and cores create large quantities of crystal and mineral formations that only appear on upper crust layers due to vulcanism.  The lower atmospheric layers and core materials of gaseous planets contain even more exotic materials, in greater concentrations.  Accessing these regions to extract the materials is difficult and treacherous, but eminently rewarding, compared to traditional surface mining activities.

PRO_ART_BLACK_HOLE
Artificial Black Hole

PRO_ART_BLACK_HOLE_DESC
By carefully collapsing a singularity in a distant solar orbit, a conveniently located source of unlimited power would be possible. This would be a highly expensive and dangerous task, but with far reaching benefits.

PRO_EXOBOTS
Exobots

PRO_EXOBOTS_DESC
Exobots, as they become commonly known, are a marvel of form meets function. They are robots designed to fulfill nearly any manufacturing job, in fields as wide ranging as electronics to large-scale construction. Easily mass produced, they serve best on colonies that lack the infrastructure and work force to dedicate to specialized factories. Every colony receives a standard issue team of exobots, boosting their construction during the early development phase.

PRO_FUSION_PLANTS
Fusion Plants

PRO_FUSION_PLANTS_DESC
Fusion plants, while expensive to produce and maintain, easily pay for themselves on industrialized worlds with ever increasing power demands. Reliance on old fission based nuclear plants will gradually become a thing of the past.

PRO_HYPER_DAM
Hyperspatial Dam

PRO_HYPER_DAM_DESC
Once the greatest fear of N-dimensional physicists, now the noblest goal. To deliberately create a hyperspatial rift between our universe and the next, but inside a dimensional bubble, safely separate from known space-time. Once this is accomplished, it would be a relatively simple matter to tap into the enormous flow of energy that would travel across the rift.

PRO_MINI_SUN
Miniature Sun

PRO_MINI_SUN_DESC
A magnetically contained, self-perpetuating fusion reaction could be safely built and placed in coincident orbit above a planet's night facing hemisphere. This new star would dominate the night sky, providing constant twilight on its planet-facing hemisphere, while its outward facing hemisphere would be harnessed as a massive fusion power plant.

PRO_MINING_ENGINEERING
Mining Engineering

PRO_MINING_ENGINEERING_DESC
'''Applying the concepts of Planetary Geology allows effective extraction of minerals from near the surface of planets.  By identifying the probable locations and ideal extraction methods, efficiency and total possible production are increased.  As well, proper planning and analysis increase mine safety and longevity.

Bonuses depend on planet type:
Barren and Inferno receive +4 per 10 population of planet at mining focused worlds.
Desert, Radiated and Toxic receive +2.
Tundra and Terran receive +1.
Ocean and Swap receive no bonus.

Large research cost and time and lack of building-production requirement to receive effect make technology attractive for research-focused empires, but less useful for production-focused.  Bonuses are largest on low-population planet types, making overall benefit small until future advances can increase the populations of these planet types.'''

PRO_INDUSTRY_CENTRE_I
Industrial Centres

PRO_INDUSTRY_CENTRE_I_DESC
'''Coordinating industrial activity between planets and star systems can be effectively accomplished at large centralized complexes.

Facility's large cost and build time, as well as significant future range growth potential, require strong planning to produce in location with ideal future utility.  Large industrial benefits come with large up-front cost, in both production resources and time, but with minimal research prerequisites, making facility useful for high-production strategies, but unattractive for research-focused empires.'''

PRO_ENERGY_CONV
Energy Conversion

PRO_ENERGY_CONV_DESC
At appropriate scales and under specific conditions, matter-energy becomes a unified phenomenon.  Applied at larger scales, complete control over the structure of matter and the dynamics of energy becomes possible, as does the interchange between the two.  Transmutation and replication, at limited scales, become possible.   However, despite the enormous rest mass energy equivalence of matter, converting directly to energy for bulk power generation is generally less effective than comparatively simple fusion generation. 

PRO_NEUTRONIUM_EXTRACTION
Neutronium Extraction

PRO_NEUTRONIUM_EXTRACTION_DESC
The core of a neutron star consists of degenerate neutron matter, compressed by gravity to a density far greater than the heaviest normal matter.  This exotic material has numerous applications once extracted from the star, allowing production of otherwise impossible structures and ship parts.

SHP_BASE_SHIPYARD
Basic Shipyard

SHP_BASE_SHIPYARD_DESC
Rudimentary orbital ship production facility allows new interstellar space ships to be produced in the system where it is built.

SHP_LIGHTHOUSE
Interstellar Lighthouses

SHP_LIGHTHOUSE_DESC
Useful for ships traveling into and out of a system by starlanes, Interstellar "Lighthouses" indicate the location of a starlane entrance in a system, and also make the lane safely navigable in either direction.  Use of the lane is made significantly safer.

SHP_FLEET_LOGISTICS
Laivaston logistiikka

SHP_FLEET_LOGISTICS_DESC
Antaa planeetoille kyvyn täydentää laivastoja useiden tähtilinjahyppyjen päässä sijaitsevissa tähtijärjestelmissä.

SHP_SUSPENDED_ANIMATION
Suspended Animation

SHP_SUSPENDED_ANIMATION_DESC
Through chemical manipulation and cryonics, life processes may be halted without terminating them permanently.  Beings in this state are preserved indefinitely, consume no resources and require very little storage - not living - space.  With this technique, the capacity of colony ships can be greatly increased.

SHP_ION_CANNON
Ionikanuuna

SHP_ION_CANNON_DESC
Avaa Ionikanuunan, aluksen osan.

SHP_NUCLEAR_MISSILE
Ydinohjus

SHP_NUCLEAR_MISSILE_DESC
Avaa ydinohjuksen, aluksen osa.

SHP_DEFLECTOR
Deflector Shield

SHP_DEFLECTOR_DESC
Unlocks Deflector Shield ship part.

SPY_DETECT_2
Aktiivitutka

SPY_DETECT_2_DESC
Avaa aktiivitutkan, aluksen osa.

SHP_DEUTERIUM_TANK
Deuteriumtankki

SHP_DEUTERIUM_TANK_DESC
Avaa Deuteriumtankin, aluksen osa.

SHP_MEDIUM_HULL
Keskikokoiset alusten rungot

SHP_MEDIUM_HULL_DESC
Keskikokoiset alusten rungot

SHP_LARGE_HULL
Suuret alusten rungot

SHP_LARGE_HULL_DESC
Suuret alusten rungot

SHP_HUGE_HULL
Valtavat alusten rungot

SHP_HUGE_HULL_DESC
Valtavat alusten rungot

########################################
# Tech Refinement Names & Descriptions #
########################################

BUILDING_REFINE_SHORT_DESC
Refines Building

PRO_ASTEROID_MINE_II
Advanced Asteroid Mines

PRO_ASTEROID_MINE_II_DESC
Experience with operation of initial implementations of asteroid mining techniques allows more refined methods to be devised.  The same asteroid field and population produces additional minerals at all planets in-system that focus primarily on mining.

PRO_INDUSTRY_CENTRE_II
Greater Industrial Centre

PRO_INDUSTRY_CENTRE_II_DESC
Improved centralized management of dispersed industrial activities increases the range and size of increased industrial output provided.

PRO_INDUSTRY_CENTRE_III
Supreme Industrial Centre

PRO_INDUSTRY_CENTRE_III_DESC
Additional experience and facilities improvements further extend the range and size of industrial output improvement.

#################################
# Building Names & Descriptions #
#################################

BLD_OBSERVATORY
Observatory

BLD_OBSERVATORY_DESC
'''The natural extension of industrial- and information-age telescopes, with military-inspired algorithms permits enhanced long-range detection.  The planet on which the Observatory is built emits high-power detection beams into deep space.  These pulses interfere with any attempts to make the planet itself stealthy, but the signals may reflect off objects in the galactic vicinity, allowing those objects to be more easily detected by friendly planets within range of the Observatory.

Gives +10 to Detection to all friendly planets within distance 200.
Decreases Stealth on planet where built by 10.'''

BLD_IMPERIAL_PALACE
Imperial Palace

BLD_IMPERIAL_PALACE_DESC
'''Represents imperial power and prestige and functions as a centre of control for the empire's holdings.

Planet on which palace is built receive +2 to max construction.'''

BLD_SHIPYARD_BASE
Laivatelakka

BLD_SHIPYARD_BASE_DESC
Orbital production facility for assembly of interstellar military-grade spacecraft.  Allows production of ships in the system where it is located.  Can be upgraded by producing additional buildings in the same system.

BLD_SHIPYARD_ORBITAL_DRYDOCK
Orbital Drydock

BLD_SHIPYARD_ORBITAL_DRYDOCK_DESC
Expanded orbital shipyard facilities that permit production of larger hulled ship designs than a basic shipyard.

BLD_BIOTERROR_PROJECTOR
Bioterror Projection Base

BLD_BIOTERROR_PROJECTOR_DESC
'''Projects negative health effects of minor biological warfare to nearby planets.

Planets within 2 starlane jumps owned by other empires receive -4 to max health.
Planets within 2 starlane jumps owned exclusively by the empire that builds the projector receive -1 to max health.
Requires empire operating it to own at least one Bioterror Research Centre; otherwise produces no negative health effects on other empires' planets.'''

BLD_BIOTERROR_LAB
Bioterror Research Centre

BLD_BIOTERROR_LAB_DESC
Is required for Bioterror Projection Bases to affect other empires.\n\nCauses -2 to max health of planets in system where it is built, regardless of that planet's ownership.

BLD_AUTOFACTORY_CONTROL
Autofactory Control Centre

BLD_AUTOFACTORY_CONTROL_DESC
Provides +2 to max production output per 10 population on primary industry focused worlds.\nProvides additional +1 to max industry output per 10 population on secondary industry focused worlds.

BLD_AUTOLAB_CONTROL
Autolab Control Centre

BLD_AUTOLAB_CONTROL_DESC
Provides +2 to max research output per 10 population and -2 to max health on primary research focused worlds.\nProvides additional +1 to max research output per 10 population and -1 to max health on secondary research focused worlds.

BLD_THEOREM_PROVER
Automatic Theorem Prover

BLD_THEOREM_PROVER_DESC
Provides +5 to max research output per 10 population on primary research focused worlds, non-stacking.\nProvides additional +1 to max research output per 10 population on secondary research focused worlds, non-stacking.

BLD_LIGHTHOUSE
Interstellar Lighthouse

BLD_LIGHTHOUSE_DESC
Increases by 1 starlane jump the supply meter of all planets - regardless of owner - within 200 distance units.

BLD_HEAVY_MINE_PROCESSOR
Heavy Mining Processor

BLD_HEAVY_MINE_PROCESSOR_DESC
Provides +5 mining to mining-focused worlds, non stacking, within 100 distance of the facility, that are of type Barren, Radiated, Toxic or Inferno.  Also proves +2 to mining and -5 to farming, both non-stacking, on planet at which it is built.

BLD_INDUSTRY_CENTRE
Industrial Centre

BLD_INDUSTRY_CENTRE_DESC
'''Initially provides +5 industry within 100 direct-line distance of facility, non stacking, to industry-focused worlds.

[[tech PRO_INDUSTRY_CENTRE_II]] refinement increases bonus to +6 and increases distance to 200.

[[tech PRO_INDUSTRY_CENTRE_III]] refinement further increases bonus to +7 and range to 300.'''

BLD_ASTEROID_MINE
Asteroid Mining Facility

BLD_ASTEROID_MINE_DESC
Initially provides +4 minerals production per 10 population to planets in same system that contains an asteroid belt.\nWith Advanced Asteroid Mines refinement, provides additional +4, or +8 total minerals production per 10 population to planets in same system that contains an asteroid belt.

BLD_GRAVITY_WELLS
Controlled Gravity Wells

BLD_GRAVITY_WELLS_DESC
A null gravity generator installed deep in the planet's core, greatly boosting industry and commerce in the system.

BLD_MEGALITH
Megalith

BLD_MEGALITH_DESC
A marvel of Exodus-era Architecture, the Megalith is an abnormally massive Starscraper, kilometers in diameter. The Megalith is an inspiration to architects sector-wide and is often the crown jewel of a powerful real estate mogul's empire.

BLD_PLANET_RING
Planetary Ring

BLD_PLANET_RING_DESC
A ring of satellites completely encircling a world, tethered to the planet's equator by spoke-like space elevators. These are used for housing, micro-gravity construction and inter-world trade.

BLD_SPACE_ELEVATOR
Space Elevator

BLD_SPACE_ELEVATOR_DESC
An enormous and practically unbreakable line of cable tethered to a satellite in geo-stationary low orbit on one end, and a launch platform on the planet-bound end. The space elevator boosts the trade for the entire system.

BLD_COMM_UNION
Commercial Union of the Colonies

BLD_COMM_UNION_DESC
The Commercial Union of the Colonies (CUC) is an organization with the means and will to monitor and regulate the entire galactic market. The first empire to complete the CUC gains an empire wide bonus to trade on all worlds.

BLD_DEEP_GREEN
Deep Green

BLD_DEEP_GREEN_DESC
A central economic forecast computer fed with data from all the economic markets of the known galaxy, it is capable of near perfect economic foresight and is used to boost all the markets in the empire.

BLD_PARADISE
Paratiisiplaneetta

BLD_PARADISE_DESC
A world whose entire infrastructure has been converted to tourism, giving an enormous boost to trade and tourism in the region, but eliminating almost all useful industrial and mining output.

BLD_CADUCEAN
The Caducean Institute

BLD_CADUCEAN_DESC
Available with The Caducean Institute.\n\nIncreases max health on all populated worlds by +2, non-stacking.

BLD_GENOME_BANK
Genome Bank

BLD_GENOME_BANK_DESC
The largest database ever conceived. The Genome Bank includes maps of the genomes of every organism known to the empire. This database is invaluable in the treatment of disease and in establishing farming colonies.

BLD_LIVING_PLANET
The Living Planet

BLD_LIVING_PLANET_DESC
Convert a planet into the Living Planet by way of a sentient, almost god-like, cell-based computer program. This planet is wondrous to behold and famous throughout the known galaxy as a celebration of life and harmony. The inhabitants of this world think and act as though part of a larger organism, serving its needs simultaneously with their own. Industrial and mineral output are severely limited, however, as such activities upset the global harmonious balance.

BLD_ORBITAL_GARDENS
Orbital Gardens

BLD_ORBITAL_GARDENS_DESC
An enormous moon-like satellite in orbit above a world, the Orbital Gardens are a testament throughout the galaxy to your ability to harness your environment. Besides being an excellent tourist attraction, research conducted here helps boost farming on all worlds in your empire.

BLD_COLLECTIVE_NET
Collective Thought Network

BLD_COLLECTIVE_NET_DESC
By transferring the mind into cyberspace, thousands of minds can act as one, solving problems and making breakthroughs that no single mind could.

BLD_ENCLAVE_VOID
Enclave of the Void

BLD_ENCLAVE_VOID_DESC
The population of an entire planet is genetically attuned to the Void Mind and dedicated to channeling its wisdom to the empire. The denizens of the Void Enclave are regarded as priests, channels of higher thinking and wisdom. In all matters of importance to the empire, their advice is sought after. Emissaries from the Enclave can even be sent to assist in the empire's research projects. This world may never exceed industrial or mining output greater than 30.

BLD_LOOKING_GLASS
The Looking Glass

BLD_LOOKING_GLASS_DESC
A space-time museum of galactic fame. Both tourism and science benefit from its unfettered view of all history, as the ebb and flow of all time become as transparent as glass.

BLD_MONUMENT_EXODUS
Monument to Exodus

BLD_MONUMENT_EXODUS_DESC
A mighty orbiting sculpture visible from the ground and to passing ships. Your triumph over the starlanes will never be forgotten and your people will forever be emboldened to colonize new worlds. Increases population growth on all frontier worlds.

BLD_PSICORP
PsiCorp

BLD_PSICORP_DESC
An academy dedicated to identifying the psionically gifted citizens throughout the colonies and training them from birth to develop their abilities to the benefit of the most advanced research programs of the empire.

BLD_ART_BLACK_HOLE
Artificial Black Hole

BLD_ART_BLACK_HOLE_DESC
A constructed singularity in a distant orbit in one system. Its power is harnessed to advance industry for all nearby worlds.

BLD_HYPER_DAM
Hyperspatial Dam

BLD_HYPER_DAM_DESC
A tear in the fabric of the universe, safely controlled and harnessed. The hyperspatial dam serves as a source of nearly unlimited energy for the entire sector.

BLD_MINI_SUN
Miniature Sun

BLD_MINI_SUN_DESC
A miniature sun keeps the night sky above the world perpetually twilit. Besides being good for morale, the fusion reactor serves as a convenient source of energy for all planets in the system.

BLD_REMOTE_CONST
Remote Construction

BLD_REMOTE_CONST_DESC
A network of matter and construction. A team of construction workers and robots can assemble structures on distant worlds without the need for freighters or construction vessels. Only a small matter-terminal ship is needed. Quickly raises the industry on all worlds to that of an Established world.

BLD_ECON_SINKHOLE
Economic Sinkhole

BLD_ECON_SINKHOLE_DESC
An Economic Sinkhole actively disrupts trade in its vicinity.  This effect does not distinguish between friend or foe, however, so care must be taken in its placement to maximize disruption of enemy trade, while assuring minimal impact on that of its builders.

###################################
# Hull/Part Description Templates #
###################################

HULL_DESC
'''Tähtilinjanopeus: %1%
Polttoainekapasiteetti: %2%
Taistelunopeus: %3%
Kestävyys: %4%'''

PART_DESC_CAPACITY
Kapasiteetti: %1%

PART_DESC_STRENGTH
Vahvuus: %1%

PART_DESC_DIRECT_FIRE_STATS
'''Vahinko: %1%
Tulinopeus: %2% laukausta/vuoro
Kantama: %3%'''

PART_DESC_LR_STATS
'''Vahinko: %1%
Tulinopeus: %2% ohjusta/vuoro
Kantama: %3%
Ohjuksen nopeus: %4%
Ohjuksen kestävyys: %5%
Ohjuksen häivetaso: %6%
Kapasiteetti: %7% ohjusta'''

PART_DESC_FIGHTER_STATS
'''Hävittäjä tyyppi: %1%
Hävittäjän hävittäjiä vastaan tekemä vahinko: %2%
Hävittäjän aluksia vastaan tekemä vahinko: %3%
Hävittäjien laukaisutahti: %4% hävittäjää/vuoro
Hävittäjän nopeus: %6%
Hävittäjän kestävyys: %7%
Hävittäjän häivetaso: %8%
Hävittäjän havainnointitaso: %9%
Kapasiteetti: %10% hävittäjää'''

##############
# Ship Parts #
##############

SR_LASER
Laser
SR_LASER_DESC
Alhainen vahinkotaso ja massa

SR_ION_CANNON
Ionikanuuna
SR_ION_CANNON_DESC
Keskinkertainen vahinkotaso ja massa

LR_NUCLEAR_MISSILE
Ydinohjus

LR_NUCLEAR_MISSILE_DESC
Pitkä kantama ja keskinkertainen vahinkotaso

DT_DETECTOR_2
Aktiivitutka

DT_DETECTOR_2_DESC
Keskinkertainen havainnointikyky, suuri häiverangaistus alukselle

DT_OPTICAL_SENSORS
Optiset sensorit

DT_OPTICAL_SENSORS_DESC
Perushavainnointikyky

FU_DEUTERIUM_TANK
Deuteriumtankki

FU_DEUTERIUM_TANK_DESC
Small increase to ship range by increasing fuel capacity.  Bulky and vulnerable to weapons fire.

FU_ANTIMATTER_TANK
Antimateriatankki

FU_ANTIMATTER_TANK_DESC
Moderate increase to ship range by increasing fuel capacity.  Compact and low mass.

ST_CLOAK_1
Electromagnetic Damper

ST_CLOAK_1_DESC
Improves stealth of ship on which it is mounted by damping electromagnetic emissions from ship systems.  Can only compensate for small amount of emissions, and will be overpowered by large-emission producing parts, if present.

AR_LEAD_PLATE
Lyijypanssari

AR_LEAD_PLATE_DESC
Heikko puolustus, joka tuo mukanaan paljon lisämassaa

SH_DEFENSE_GRID
Puolustusverkko

SH_DEFENSE_GRID_DESC
Heikko puolustus, joka ei tuo lisämassaa

SH_DEFLECTOR
Deflector Shield

SH_DEFLECTOR_DESC
Strong defense with small mass

CO_COLONY_POD
Colony Pod

CO_COLONY_POD_DESC
Basic facilities for colonists to survive journey to a new planet.  Allows ship to colonize new worlds.

CO_SUSPEND_ANIM_POD
Cryonic Colony Pod

CO_SUSPEND_ANIM_POD_DESC
Colonists are kept in suspended animation during colonization journey, eliminating need to provide sustenance, and greatly increasing the number of colonists that can be carried on one ship.

##############
# Ship Hulls #
##############

SH_EMPTY
Tyhjä runko

SH_EMPTY_DESC
Halpa ja nopea, mutta ei voida liittää osia.

SH_SMALL
Pieni runko

SH_SMALL_DESC
Vähän lokeroita, mutta suuri nopeus.

SH_MEDIUM
Keskikokoinen runko

SH_MEDIUM_DESC
Keskinkertainen määrä lokeroita ja keskinkertainen nopeus.

SH_LARGE
Suuri runko

SH_LARGE_DESC
Paljon lokeroita, mutta hidas nopeus.

SH_HUGE
Valtava runko

SH_HUGE_DESC
Hyvin paljon lokeroita, mutta erittäin hidas nopeus.
