Svenska

#This is the Swedish String Table file for FreeOrion
#Translate this file to other languages.

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

#Anyone can use these for basic buttons

APPNAME
FreeOrion

BROWSE_BTN
Bläddra...

OK
OK

CANCEL
Avbryt

DONE
Klar

CLOSE
Stäng

LOAD
Ladda

SAVE
Spara

OPEN
Öppna

OR
eller

AND
och

YES
Ja

NO
Nej

NEW_GAME
Genererar universum och AI:n ...

LOADING
Laddar ...

SERVER_WONT_START
Servern kunde inte starta.\n\nNote for Linux: The server executable is presently expected to be in the working directory.  If freeorion was run from somewhere other than the directory in which the main freeorion binary is located, you might need to quit and restart from that directory.

SERVER_TIMEOUT
Servern svarar inte.

SERVER_LOST
Förbindelsen till servern har förlorats.

SERVER_GAME_END
Servern har meddelat att spelet är slut. Hejsvejs.

PLAYER_DISCONNECTED
Spelare %1% har inte längre förbindelse med servern.

PLAYER_DEFEATED
Du har blivit besegrad.

PLAYER_VICTORIOUS
Du har segrat.

EMPIRE
Imperium

EMPIRE_DEFEATED
%1%-imperiet har gått under.

ALL
Samtliga

UNKNOWN_SYSTEM
Okänt system

RENAME
Döp om

ENTER_NEW_NAME
Ange nytt namn

UNKNOWN_VALUE_SYMBOL
?

DEFENSE_BASE
Defense Base

DEFENSE_BASE_DESCRIPTION
An orbital defense platform that aids in the defense of the planet at which it is located.\n\nAttack: 1\nDefense: 3

CHAT_WHISPER
viska


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

COMMAND_LINE_USAGE
Usage: 

COMMAND_LINE_DEFAULT
Default: 

OPTIONS_DB_HELP
Skriv ut detta hjälpmeddelande.

OPTIONS_DB_GENERATE_CONFIG_XML
Uses all the settings from any existing config.xml file and those given on the command line to generate a config.xml file.  This will overwrite the current config.xml file, if it exists.

OPTIONS_DB_MUSIC_OFF
Stänger av musiken i spelet.

OPTIONS_DB_BG_MUSIC
Väljer bakgrundsspår att spela.

OPTIONS_DB_FULLSCREEN
Starta spelet i fullskärmsläge.

OPTIONS_DB_UI_CHAT_HIDE_INTERVAL
Tidsintervall, i sekunder, efter vilket chattfönstret i flerspelarläget kommer att stängas om inget läggs till i det. Ett värde av 0 anger att fönstret aldrig kommer stängas.

OPTIONS_DB_UI_CHAT_EDIT_HISTORY
Antalet utgående meddelanden att behålla i chatthistoriken.

OPTIONS_DB_GALAXY_MAP_GAS
Rendera en gasliknande effekt runt systemen som ger galaxen en form. Detta kan orsaka spelet går långsammare på en äldre maskin.

OPTIONS_DB_FORCE_EXTERNAL_SERVER
Tvinga klienten att inte starta en server, även när ett spel skapas på den lokala värddatorn, så som vid enspelarläge, etc.

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
Ändrar vågrät programupplösning.

OPTIONS_DB_APP_HEIGHT
Ändrar lodrät programupplösning.

OPTIONS_DB_COLOR_DEPTH
Ändrar skärmens färgdjup, i bitar per pixel.

OPTIONS_DB_SHOW_FPS
Växlar mellan att visa FPS, på eller av.

OPTIONS_DB_LIMIT_FPS
Toggles FPS limiting on or off.  Limit is set with Max FPS option.

OPTIONS_DB_MAX_FPS
Toggles FPS limit, if enabled.  Limiting is toggled with Limit FPS.

OPTIONS_DB_UI_SOUND_ENABLED
Växlar användargränssnittljud, på eller av.

OPTIONS_DB_UI_SOUND_VOLUME
Volymen (0 till 255) som användargränssnittljudeffekterna kommer att spelas upp med.

OPTIONS_DB_UI_SOUND_BUTTON_ROLLOVER
Ljudfilen som spelas upp när muspekaren flyttas ovanför en knapp.

OPTIONS_DB_UI_SOUND_BUTTON_CLICK
Ljudfilen som spelas då man klickar på en knapp.

OPTIONS_DB_UI_SOUND_TURN_BUTTON_CLICK
Ljudfilen som spelas då man klickar på turordningknappen.

OPTIONS_DB_UI_SOUND_LIST_SELECT
Ljudfilen som spelas då ett föremål ur en rullgardinsmeny markerats.

OPTIONS_DB_UI_SOUND_ITEM_DROP
The sound file played when an item is dropped into a listbox.

OPTIONS_DB_UI_SOUND_LIST_PULLDOWN
The sound file played when the list is opened in a drop-down list.

OPTIONS_DB_UI_SOUND_TEXT_TYPING
Ljudfilen som spelas då användaren skriver en text.

OPTIONS_DB_UI_SOUND_WINDOW_MAXIMIZE
Ljudfilen som spelas då ett fönster maximeras.

OPTIONS_DB_UI_SOUND_WINDOW_MINIMIZE
Ljudfilen som spelas då ett fönster minimeras.

OPTIONS_DB_UI_SOUND_WINDOW_CLOSE
Ljudfilen som spelas då ett fönster stängs.

OPTIONS_DB_UI_SOUND_ALERT
Ljudfilen som spelas då ett fel uppstår eller när en ogiltig åtgärd försöker genomföras.

OPTIONS_DB_UI_SOUND_PLANET_BUTTON_CLICK
Ljudfilen som spelas då man klickar på en planetknapp.

OPTIONS_DB_UI_SOUND_FLEET_BUTTON_ROLLOVER
Ljudfilen som spelas då muspekaren flyttas ovanför en flottknapp.

OPTIONS_DB_UI_SOUND_FLEET_BUTTON_CLICK
Ljudfilen som spelas då man klickar på en flottknapp.

OPTIONS_DB_UI_SOUND_SYSTEM_ICON_ROLLOVER
Ljudfilen som spelas då muspekaren flyttas ovanför en systemikon.

OPTIONS_DB_UI_SOUND_SIDEPANEL_OPEN
Ljudfilen som spelas då systemets sidpanel öppnas.

OPTIONS_DB_UI_SOUND_FARMING_FOCUS
Ljudfilen som spelas då man klickar på knappen för fokus på jordburk.

OPTIONS_DB_UI_SOUND_INDUSTRY_FOCUS
Ljudfilen som spelas då man klickar på knappen för fokus på industri.

OPTIONS_DB_UI_SOUND_RESEARCH_FOCUS
Ljudfilen som spelas då man klickar på knappen för fokus på forskning.

OPTIONS_DB_UI_SOUND_MINING_FOCUS
Ljudfilen som spelas då man klickar på knappen för fokus på gruvdrift.

OPTIONS_DB_UI_SOUND_TRADE_FOCUS
Ljudfilen som spelas då man klickar på knappen för fokus på handel.

OPTIONS_DB_UI_SOUND_BALANCED_FOCUS
Ljudfilen som spelas då man klickar på knappen för fokus på balans.

OPTIONS_DB_UI_FONT
Sets UI font resource file.

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
Sets UI font size.

OPTIONS_DB_UI_TITLE_FONT
Sets UI title font resource file.

OPTIONS_DB_UI_TITLE_FONT_SIZE
Sets UI title font size.

OPTIONS_DB_UI_WND_COLOR
Sets UI window color.

OPTIONS_DB_UI_TEXT_COLOR
Sets UI text color.

OPTIONS_DB_UI_CTRL_COLOR
Sets UI control color.

OPTIONS_DB_UI_CTRL_BORDER_COLOR
Sets UI control border color.

OPTIONS_DB_UI_BUTTON_COLOR
Sets UI button color.

OPTIONS_DB_UI_STATE_BUTTON_COLOR
Sets UI state button color.

OPTIONS_DB_UI_SCROLL_TAB_COLOR
Sets UI scroll tab color.

OPTIONS_DB_UI_DROPDOWNLIST_INTERIOR_COLOR
Sets UI drop-down-list interior color.

OPTIONS_DB_UI_DROPDOWNLIST_ARROW_COLOR
Sets UI drop-down-list arrow color.

OPTIONS_DB_UI_EDIT_HILITE
Sets color of hilighting in UI edit controls.

OPTIONS_DB_UI_EDIT_INTERIOR
Sets UI edit controls' interior color.

OPTIONS_DB_UI_MULTIEDIT_INTERIOR
Sets UI multi-line edit controls' interior color.

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_SIDEPANEL_COLOR
Sets the color of the side-panel.

OPTIONS_DB_UI_WND_OUTER_BORDER_COLOR
Sets UI outer border color.

OPTIONS_DB_UI_WND_BORDER_COLOR
Sets UI border color.

OPTIONS_DB_UI_WND_INNER_BORDER_COLOR
Sets UI inner border color.

OPTIONS_DB_UI_KNOWN_TECH
Sets color of known techs in the tech tree.

OPTIONS_DB_UI_KNOWN_TECH_BORDER
Sets text and border color of known techs in the tech tree.

OPTIONS_DB_UI_RESEARCHABLE_TECH
Sets color of researchable techs in the tech tree.

OPTIONS_DB_UI_RESEARCHABLE_TECH_BORDER
Sets text and border color of researchable techs in the tech tree.

OPTIONS_DB_UI_UNRESEARCHABLE_TECH
Sets color of unresearchable techs in the tech tree.

OPTIONS_DB_UI_UNRESEARCHABLE_TECH_BORDER
Sets text and border color of unresearchable techs in the tech tree.

OPTIONS_DB_UI_TECH_PROGRESS_BACKGROUND
Sets background color of progress bars in the tech tree.

OPTIONS_DB_UI_TECH_PROGRESS
Sets color of progress bars in the tech tree.

OPTIONS_DB_UI_SCROLL_WIDTH
Sets UI scroll width.

OPTIONS_DB_UI_SYSTEM_ICON_SIZE
Sets size of system icons.

OPTIONS_DB_UI_FLEET_BUTTON_SIZE
Sets size of fleet buttons (relative to system icon).

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

OPTIONS_DB_UI_TECH_CATEGORY_1
Sets color of the first category of techs defined in techs.xml.

OPTIONS_DB_UI_TECH_CATEGORY_2
Sets color of the second category of techs defined in techs.xml.

OPTIONS_DB_UI_TECH_CATEGORY_3
Sets color of the third category of techs defined in techs.xml.

OPTIONS_DB_UI_TECH_CATEGORY_4
Sets color of the fourth category of techs defined in techs.xml.

OPTIONS_DB_UI_TECH_CATEGORY_5
Sets color of the fifth category of techs defined in techs.xml.

OPTIONS_DB_UI_TECH_CATEGORY_6
Sets color of the sixth category of techs defined in techs.xml.

OPTIONS_DB_UI_TECH_CATEGORY_7
Sets color of the seventh category of techs defined in techs.xml.

OPTIONS_DB_UI_TECH_CATEGORY_8
Sets color of the eighth category of techs defined in techs.xml.

OPTIONS_DB_UI_TECH_CATEGORY_9
Sets color of the ninth category of techs defined in techs.xml.

OPTIONS_DB_UI_TECH_CATEGORY_10
Sets color of the tenth category of techs defined in techs.xml.

OPTIONS_DB_UI_TOOLTIP_DELAY
Sets UI tooltip popup delay, in ms.

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_GAMESETUP_STARS
Antalet stjärnor i galaxen som kommer att genereras.

OPTIONS_DB_GAMESETUP_GALAXY_SHAPE
Formen på galaxen som kommer att genereras.

OPTIONS_DB_GAMESETUP_GALAXY_AGE
Galaxens ålder som kommer att genereras.

OPTIONS_DB_GAMESETUP_PLANET_DENSITY
Antalet planeter per system i galaxen som kommer att genereras.

OPTIONS_DB_GAMESETUP_STARLANE_FREQUENCY
Antalet stjärnfarleder i galaxen som kommer att genereras.

OPTIONS_DB_GAMESETUP_SPECIALS_FREQUENCY
Förekomsten av specialare i galaxen som kommer att genereras.

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_SETTINGS_DIR
Sets the root directory for the game resource files (settings 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
Sets the language-specific string table filename.

OPTIONS_DB_AUTOSAVE_SINGLE_PLAYER
If true, autosaves will occur during single-player games.

OPTIONS_DB_AUTOSAVE_MULTIPLAYER
If true, autosaves will occur during multiplayer games.

OPTIONS_DB_AUTOSAVE_TURNS
Sets the number of turns that should elapse between autosaves.

OPTIONS_DB_AUTOSAVE_SAVES
Sets the number of autosaved games that should be kept.

OPTIONS_DB_MUSIC_VOLUME
The volume (0 to 255) at which music should be played.


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

FILE_DLG_FILES
Fil(er):

FILE_DLG_FILE_TYPES
Typ(er):

FILE_DLG_MALFORMED_FILENAME
Ogiltigt filnamn.

FILE_DLG_OVERWRITE_PROMPT
%1% existerar redan.\nVill du skriva över den?

FILE_DLG_INVALID_FILENAME
"%1%"\när ett ogiltigt filnamn.

FILE_DLG_FILENAME_IS_A_DIRECTORY
"%1%"\när en katalog.

FILE_DLG_FILE_DOES_NOT_EXIST
Fil "%1%"\nexisterar inte.

FILE_DLG_DEVICE_IS_NOT_READY
Device is not ready.


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

COLOR_DLG_NEW
New

COLOR_DLG_OLD
Old

COLOR_DLG_RED
R:

COLOR_DLG_GREEN
G:

COLOR_DLG_BLUE
B:

COLOR_DLG_HUE
H:

COLOR_DLG_SATURATION
S:

COLOR_DLG_VALUE
V:

COLOR_DLG_ALPHA
A:


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

#Window title####

INTRO_WINDOW_TITLE
FreeOrion Huvudmeny


#Button names####

INTRO_BTN_SINGLE_PLAYER
Enspelarläge

INTRO_BTN_MULTI_PLAYER
Flerspelarläge

INTRO_BTN_LOAD_GAME
Ladda spel

INTRO_BTN_OPTIONS
Inställningar

INTRO_BTN_ABOUT
Om

INTRO_BTN_CREDITS
Medverkande

INTRO_BTN_EXIT
Avsluta


#Error Messages####

ERR_CONNECT_TIMED_OUT
Kunde inte få något svar från servern

ERR_VERSION_MISMATCH
Kan inte ansluta till servern eftersom denna klient använder en annan version av följande inställningar och/eller källfiler: 


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

#Window title####

SCONNECT_WINDOW_TITLE
Anslut till server


#Static labels####

LAN_GAME_LABEL
Lan-spel på:
INTERNET_GAME_LABEL
Internet-spel på:
PLAYER_NAME_LABEL
Spelarens namn


#Button names####

HOST_GAME_BN
Skapa nytt spel
JOIN_GAME_BN
Anslut till spel
REFRESH_LIST_BN
Uppdatera lista


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

#Window title####

MPLOBBY_WINDOW_TITLE
Flerspelarinställningar

#Strings
MPLOBBY_HOST_ABORTED_GAME
Värden för spelet har avslutat pågående spel.

#Button names####

NEW_GAME_BN
Nytt spel

LOAD_GAME_BN
Ladda spel

START_GAME_BN
Starta spel

MULTIPLAYER_GAME_START_CONDITIONS
Unikt namn och färg på imperier krävs


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

#Window title####

GSETUP_WINDOW_TITLE
Galaxinställningar

#Strings
GSETUP_GRAPHICS_FILES
Grafiska filer

GSETUP_EMPIRE_NAME
Imperiets namn

GSETUP_EMPIRE_COLOR
Imperiets färg

GSETUP_NUMBER_AIS
Antalet AI-spelare

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

GSETUP_STARS
Stjärnor
GSETUP_SHAPE
Galaxform
GSETUP_AGE
Galaxålder
GSETUP_STARLANE_FREQ
Stjärnfarledsförekomst
GSETUP_PLANET_DENSITY
Planettäthet
GSETUP_SPECIALS_FREQ
Specialförekomst

GSETUP_2ARM
Spiral, 2 armar
GSETUP_3ARM
Spiral, 3 armar
GSETUP_4ARM
Spiral, 4 armar
GSETUP_CLUSTER
Anhopad
GSETUP_ELLIPTICAL
Elliptisk
GSETUP_IRREGULAR
Irreguljär
GSETUP_RING
Ring

GSETUP_NONE
Inga

GSETUP_YOUNG
Ung
GSETUP_MATURE
Mogen
GSETUP_ANCIENT
Uråldrig

GSETUP_FEW
Fåtal
GSETUP_SOME
Några
GSETUP_SEVERAL
Flertal
GSETUP_MANY
Många
GSETUP_VERY_MANY
Väldigt många

GSETUP_LOW
Låg
GSETUP_MEDIUM
Medel
GSETUP_HIGH
Hög

GSETUP_RARE
Sällsynta
GSETUP_UNCOMMON
Ovanliga
GSETUP_COMMON
Vanliga


#Error messages####

GSETUP_ERR_NOEXIST
existerar inte.


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

#Window Title####

ESELECT_WINDOW_TITLE
Imperieval


#Static text####

ESELECT_EMPIRE_NAME
Imperiets namn:

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

#License button text####

LICENSE
Licens

ABOUT_WINDOW_TITLE
Om FreeOrion

CREDITS
Medverkande

VISION
Vision

FREEORION_VISION
FreeOrion, ett öppet källkods-spel baserat på Master of Orion, är ett turordningsbaserat spel om episk rymdstrategi som bygger på den klassiska '4X'-modellen genom att inkludera element som nationsuppbyggnad från spel så som Europa Universalis 2 och en allsidig motor för taktiska strider. Då dess anpassningsbara, öppna, design tillåter en hög grad av personalisering av spelmotorn och spelets handling, vill personerna bakom FreeOrion främja skapandet av ett storskaligt och levande universum.

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

GAME_MENU_WINDOW_TITLE
Meny

GAME_MENU_SAVE
Spara spel

GAME_MENU_LOAD
Ladda spel

GAME_MENU_RESIGN
Resignera

GAME_MENU_SAVE_FILES
Sparfiler

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

OPTIONS_TITLE
Inställningar

OPTIONS_AUTOSELECT_FLEET
Auto-markera första flottan

OPTIONS_MULTIPLE_FLEET_WNDS
Flera flottfönster

OPTIONS_QUICK_CLOSE_WNDS
Snabbstäng fönster

OPTIONS_MISC_UI
Övriga användargränssnittsinställningar

OPTIONS_SINGLEPLAYER
Enspelarläge

OPTIONS_MULTIPLAYER
Flerspelarläge

OPTIONS_AUTOSAVE_TO_KEEP
Antal automatiska sparfiler att behålla

OPTIONS_AUTOSAVE_TURNS_BETWEEN
Antal drag mellan automatisk sparning

OPTIONS_LANGUAGE
Språkfil

OPTIONS_FONTS
Typsnitt

OPTIONS_FONT_SIZES
Typsnittstorlek

OPTIONS_FONT_TEXT
Text

OPTIONS_FONT_TITLE
Fönsterrubrik

OPTIONS_TECH_SPACING
Teknologiutrymmen

OPTIONS_HORIZONTAL
Vågrät

OPTIONS_VERTICAL
Lodrät

OPTIONS_TOOLTIP_DELAY
Fördröjning av inforuta (ms)

OPTIONS_VIDEO_MODE
Bildskärmsläge  (kräver omstart)

OPTIONS_VIDEO_MODE_LIST_DESCRIPTION
Sets screen resolution and bits per pixel in one step; set this to "Custom" to set width, height, and bits per pixel individually.

OPTIONS_VIDEO_MODE_LIST_CUSTOM_OPTION
Användardefinierad

OPTIONS_VIDEO_SETTINGS
Videoinställningar

OPTIONS_APP_WIDTH
Bredd

OPTIONS_APP_HEIGHT
Höjd

OPTIONS_COLOR_DEPTH
Färgdjup

OPTIONS_FULLSCREEN
Fullskärm

OPTIONS_SHOW_FPS
Visa FPS

OPTIONS_LIMIT_FPS
Begränsa FPS

OPTIONS_MAX_FPS
Max-FPS

OPTIONS_CHAT
Chatt

OPTIONS_CHAT_HISTORY
Chatthistorik

OPTIONS_CHAT_HIDE
Fördröjning när chattfönstret döljs

OPTIONS_GALAXY_MAP
Galaxkarta

OPTIONS_GALAXY_MAP_GAS
Gasrenderingar till galaxkartan

OPTIONS_MUSIC
Musik

OPTIONS_UI_SOUNDS
Användargränssnittljud

OPTIONS_BACKGROUND_MUSIC
Musik

OPTIONS_SOUNDS
Ljud

OPTIONS_SOUND_CLOSE
Stäng fönster

OPTIONS_SOUND_MINIMIZE
Minimera fönster

OPTIONS_SOUND_MAXIMIZE
Maximera fönster

OPTIONS_SOUND_CLICK
Klicka

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
Fönsterljud

OPTIONS_SOUND_BUTTON
Knappljud

OPTIONS_SOUND_FLEET
Flottknappljud

OPTIONS_SOUND_ALERT
Varning

OPTIONS_SOUND_TYPING
Typing

OPTIONS_SOUND_TURN
Turn button click

OPTIONS_SOUND_SIDEPANEL
Öppna sidpanel

OPTIONS_SOUND_PLANET
Klicka på planet

OPTIONS_SOUND_FOCUS
Fokuseringsljud

OPTIONS_SOUND_BALANCED
Fokus på balans

OPTIONS_SOUND_FARMING
Fokus på jordbruk

OPTIONS_SOUND_INDUSTRY
Fokus på industri

OPTIONS_SOUND_MINING
Fokus på gruvdrift

OPTIONS_SOUND_RESEARCH
Fokus på forskning

OPTIONS_SOUND_LIST
Listljud

OPTIONS_SOUND_DROP
Nedsläpp av föremål

OPTIONS_SOUND_PULLDOWN
Öppna rullgardinmeny

OPTIONS_SOUND_SELECT
List select

OPTIONS_GENERAL_COLORS
Allmänna

OPTIONS_CONTROL_COLORS
UI Controls

OPTIONS_FILL_COLOR
Fyllnad

OPTIONS_BORDER_COLOR
Kant

OPTIONS_TEXT_COLOR
Text

OPTIONS_EDIT_COLORS
Edit Controls

OPTIONS_HIGHLIGHT_COLOR
Selection highlighting

OPTIONS_INTERIOR_COLOR
Innandöme

OPTIONS_WINDOW_COLORS
Fönster

OPTIONS_INNER_BORDER_COLOR
Innerkant

OPTIONS_OUTER_BORDER_COLOR
Ytterkant

OPTIONS_PAGE_VIDEO
Bildskärm

OPTIONS_PAGE_AUDIO
Ljud

OPTIONS_PAGE_AUTOSAVE
Autosparning

OPTIONS_PAGE_UI
Användargränssnitt

OPTIONS_PAGE_COLORS
Färger

OPTIONS_PAGE_DIRECTORIES
Kataloger

OPTIONS_TECH_COLORS
Teknologier

OPTIONS_TEXT_AND_BORDER_COLOR
Text och kant

OPTIONS_KNOWN_TECH_COLORS
Kända teknologier

OPTIONS_RESEARCHABLE_TECH_COLORS
Upptäckbara teknologier

OPTIONS_UNRESEARCHABLE_TECH_COLORS
Oupptäckbara teknologier

OPTIONS_TECH_PROGRESS_COLORS
Forskningsförloppsindikator

OPTIONS_PROGRESS_BAR_COLOR
Förloppsindikator

OPTIONS_PROGRESS_BACKGROUND_COLOR
Bakgrund

OPTIONS_ANY_FILE
Alla filer

OPTIONS_FOLDER_SETTINGS
Resursfiler

OPTIONS_FOLDER_SAVE
Sparfiler

OPTIONS_LANGUAGE_FILE
Språkfiler

OPTIONS_VOLUME_AND_MUSIC
Volym och musik

OPTIONS_MUSIC_FILE
Musikfiler

OPTIONS_SOUND_FILE
Ljudfiler


#################
# Main Map      #
#################

MAP_BTN_TURN_UPDATE
Drag

MAP_INDICATOR_FPS
%1% FPS

MAP_BTN_MENU
Meny

MAP_BTN_SITREP
Situationsrapport

MAP_BTN_RESEARCH
Forskning

MAP_BTN_PRODUCTION
Produktion

MAP_BTN_DESIGN
Formgivning

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

SIDE_PANEL
Sidpanel

SP_SYSTEM_PRODUCTION
Systemproduktion

##Planet Panel#############
PLANET_PANEL
Planetpanel

PL_ASTEROID_BELT
Asteroidbälte

PL_UNINHABITED
Obebodd

PL_SIZE
Storlek

PL_COLONIZE
Kolonisera

##Population Panel#########

PP_POPULATION
Population

PP_HEALTH
Hälsa

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

RP_PRIMARY_FOCUS_TOOLTIP
Primär fokus: %1%

RP_SECONDARY_FOCUS_TOOLTIP
Sekundär fokus: %1%

RP_FOOD
Matproduktion

RP_MINERALS
Mineralproduktion

RP_INDUSTRY
Industriavkastning

RP_RESEARCH
Forskningsavkastning

RP_TRADE
Handelsnivå

RP_CONSTRUCTION
Infrastrukturkonstruktion

## Military Panel ##########

MP_SUPPLY
Fleet Supply

MP_SHIELD
Planetary Shield

MP_DEFENSE
Planetary Defense

MP_DETECTION
Detection

MP_STEALTH
Stealth

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

BP_INCOMPLETE_BUILDING_TOOLTIP
%1% (Påbörjad)\n\n%2%

BP_COMPLETE_BUILDING_TOOLTIP
%1%\n\n%2%

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

TT_CURRENT
Nuvarande

TT_NEXT
Kommande drag

TT_CHANGE
Förändring

TT_MAX_METER
Max Meter: %1%

TT_BASIC_FOCUS_AND_UNIVERSE
Basic Focus and Universe

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

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

TT_SHIP_HULL
%1% Skeppsskrov <i>%2%</i>

TT_SHIP_PART
%1% Ship Part <i>%2%</i>

TT_SPECIAL
Special <i>%1%</i>

TT_UNKNOWN
Okänd

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

SP_UNKNOWN_SYSTEM
Okänt system

SP_SYSTEM_NAME
%1%

SP_RENAME_PLANET
Döp om planet

SP_ENTER_NEW_PLANET_NAME
Ange nytt namn på planet

SP_USE_DEPARTING_COLONY_SHIPS_QUESTION
Alla koloniskepp i detta system har getts\norder om att lämna systemet.\n\nVill du använda ett av dessa avgående skepp?

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

FW_FLEET_AT
Vid %1%-systemet

FW_FLEET_MOVING_TO
På väg mot %1%, ETA %2%

FW_FLEET_ETA_NEVER
Aldrig

FW_FLEET_ETA_UNKNOWN
Okänt

FW_SHIP_CLASS
Skeppsklass 

FW_UNKNOWN_DESIGN_NAME
Okänt

# used to name new fleets when they are created
FW_NEW_FLEET_NAME
Ny flotta

# the name of the new fleet icon in the fleet listbox
FW_NEW_FLEET_LABEL
Ny flotta

FW_EMPIRE_FLEETS
%1%-flottor

FW_HOME_FLEET
Moderflotta

FW_BATTLE_FLEET
Stridsflotta

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

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

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

TECH_DISPLAY
Visa

TECH_NAVIGATION
Översikt

TECH_TOTAL_COST_STR
%1% FP / drag @ %2% drag

TECH_TURN_COST_STR
%1% FP / drag @ %2% drag

TECH_TURNS_LEFT_STR
%1% drag

TECH_TURNS_LEFT_NEVER
Aldrig

TECH_DETAIL_TYPE_STR
%1% %2% - %3%

TECH_DETAIL_DESCRIPTION_STR
%1%

TECH_DETAIL_EFFECTS_STR
\n\n<u>Verkan</u>\n\n%1%

TECH_DETAIL_UNLOCKS_SECTION_STR
\n\n<u>Tillåter</u>\n\n

TECH_DETAIL_UNLOCKED_ITEM_STR
%1%: %2%\n

TECH_WND_TECH_COMPLETED
AVSLUTAD

TECH_WND_TECH_QUEUED
Köad

TECH_WND_TECH_INCOMPLETE
Påbörjat

TECH_WND_TYPE_THEORIES
Teorier

TECH_WND_TYPE_APPLICATIONS
Tillämpningar

TECH_WND_TYPE_REFINEMENTS
Förfiningar

TECH_WND_STATUS_COMPLETED
Avslutat

TECH_WND_STATUS_RESEARCHABLE
Upptäckbara

TECH_WND_STATUS_UNRESEARCHABLE
Oupptäckbara

TECH_WND_REQUIRES
Kräver

TECH_WND_UNLOCKS
Tillåter


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

PRODUCTION_INFO_TOTAL_PS_LABEL
Tillgängliga poäng totalt

PRODUCTION_INFO_WASTED_PS_LABEL
Förspillda poäng

PRODUCTION_INFO_PROJECTS_IN_PROGRESS_LABEL
Pågående projekt

PRODUCTION_INFO_PS_TO_UNDERFUNDED_PROJECTS_LABEL
Underfinansierade projekt

PRODUCTION_INFO_PROJECTS_IN_QUEUE_LABEL
Köade projekt


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

RESEARCH_WND_TITLE
Forskning

RESEARCH_INFO_PANEL_TITLE
Forskning

RESEARCH_INFO_RP
FP


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

PRODUCTION_WND_BUILD_ITEMS_TITLE
Tillverkningsbara föremål

PRODUCTION_WND_CATEGORY_BT_BUILDING
Byggnader

PRODUCTION_WND_CATEGORY_BT_SHIP
Skepp

PRODUCTION_WND_CATEGORY_BT_ORBITAL
Orbitaler

PRODUCTION_WND_AVAILABILITY_AVAILABLE
Tillgängliga

PRODUCTION_WND_AVAILABILITY_UNAVAILABLE
Otillgängliga

PRODUCTION_TOTAL_COST_STR
%1% PP / drag @ %2% drag

PRODUCTION_TURN_COST_STR
+%1% PP

PRODUCTION_TURNS_LEFT_STR
%1% drag kvar

PRODUCTION_TURNS_LEFT_NEVER
Aldrig

PRODUCTION_DETAIL_BUILDING_DESCRIPTION_STR
%1%

PRODUCTION_DETAIL_BUILDING_DESCRIPTION_STR_WITH_EFFECTS
%1%\n\n<u>Effects</u>\n\n%2%

PRODUCTION_DETAIL_SHIP_DESCRIPTION_STR
%1%\n\nAttack: %2%\nFörsvar: %3%\nHastighet: %4%

PRODUCTION_DETAIL_NUMBER_TO_BUILD
Mängd

PRODUCTION_DETAIL_ADD_TO_QUEUE
Lägg till i kö

PRODUCTION_DETAIL_CENTER_ON_BUILD
Centrera tillverkning


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

PRODUCTION_WND_TITLE
Produktion

PRODUCTION_INFO_PANEL_TITLE
Produktion

PRODUCTION_INFO_PP
PP

PRODUCTION_QUEUE_MULTIPLES
%1%x 


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

DESIGN_ADD_TEST
Lägg till prototypritning

DESIGN_NAME_DEFAULT
Användardefinierad skeppsritning

DESIGN_DESCRIPTION_DEFAULT
Beskrivning utav ritning

DESIGN_NO_PART
Ingen

DESIGN_WND_STARTS
Design Starts

DESIGN_WND_HULLS
Empty Hulls

DESIGN_WND_FINISHED_DESIGNS
Finished Designs

DESIGN_WND_SAVED_DESIGNS
Saved Designs

DESIGN_WND_TEMPLATES
Design Templates

DESIGN_WND_PART_PALETTE_TITLE
Ship Parts

DESIGN_WND_MAIN_PANEL_TITLE
Ritningsdetaljer

DESIGN_WND_DESIGN_NAME
Ritningsnamn

DESIGN_WND_DESIGN_DESCRIPTION
Beskrivning

DESIGN_WND_CONFIRM
Bekräfta ny ritning

DESIGN_WND_CLEAR
Rensa från delar

# Ship Slot Types

SL_EXTERNAL
Extern

SL_INTERNAL
Intern


# Ship Part Classes

PC_SHORT_RANGE
Kortvidd

PC_MISSILES
Missiler

PC_FIGHTERS
Jaktskepp

PC_POINT_DEFENSE
Point Defense

PC_SHIELD
Sköldar

PC_ARMOUR
Bepansring

PC_DETECTION
Detektion

PC_STEALTH
Smygteknik

PC_FUEL
Bränsle

PC_COLONY
Kolonisering


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

# types of things that can be shown in encyclopedia
ENC_SHIP_PART
Skeppsdel

ENC_SHIP_HULL
Skeppsskrov

ENC_TECH
Teknologi

ENC_SHIP_DESIGN
Ship Design

ENC_SPECIAL
Special

ENC_BUILDING
Building

# 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
PP

ENC_RP
RP

# indication of cost to produce or research thing that is shown.  May be omitted if thing shown can't
# be produced or research (eg. 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
END_COST_AND_TURNS_STR
%1% %2% / Turn @ %3% Turns

# autogenerated effects description.  %1% will be the autogenerated effects text.  This string should
# provide an appropriate heading to appear before the autogenerated text.
END_EFFECTS_STR
\n\n<u>Effects</u>\n\n%1%



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

COMBAT_WINDOW_TITLE
Stridsfönster

COMBAT_BATTLE
SLAG : 

COMBAT_SYSTEM
The %1% System

COMBAT_MILITARY_SHIPS
Militära skepp

COMBAT_CIVILIAN_SHIPS
Civila skepp

COMBAT_PLANETS
Planeter

COMBAT_REMAINING
 Kvarstående

COMBAT_RETREATED
 Retirerade

COMBAT_DESTROYED
 Förintad

COMBAT_DEFENSELESS
 Försvarslös

COMBAT_LOST
 Förlorade!


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

TURN_PROGRESS_WND
Framskridande utav drag

TURN_PROGRESS_PHASE_FLEET_MOVEMENT
Förflyttning utav flottor ...

TURN_PROGRESS_PHASE_COMBAT
Stridernas utgång bestäms ...

TURN_PROGRESS_PHASE_EMPIRE_GROWTH
Produktion och tillväxt ..

TURN_PROGRESS_PHASE_WAITING
Väntar på att spelarna ska avsluta sina drag ...

TURN_PROGRESS_PHASE_ORDERS
Utför order ...

TURN_PROGRESS_PHASE_DOWNLOADING
Erhåller nya speldata ...


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

#Window title####

SITREP_PANEL_TITLE
Situationsrapport


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

SITREP_BASE_BUILT
%planet% färdigställt en försvarsbas.

SITREP_SHIP_BUILT
%ship%, ett nytt skepp, har blivit tillverkat i %system%-systemet.

SITREP_BUILDING_BUILT
%building% har tillverkats på %planet%.

SITREP_TECH_RESEARCHED
%tech% har forskats fram.

SITREP_COMBAT_SYSTEM_WON
En strid har ägt rum vid %system%. Vi segrade!

SITREP_COMBAT_SYSTEM_LOST
En strid har ägt rum vid %system%. Vi blev besegrade!

SITREP_COMBAT_SYSTEM_NO_VICTOR
En strid har ägt rum vid %system%. Sammandrabbningen slutade ovisst.

SITREP_PLANET_LOST_STARVED_TO_DEATH
Hela populationen på %planet% har svultit ihjäl. Planeten har gått förlorad!

SITREP_PLANET_COLONIZED
%planet% har koloniserats i %system%-systemet.

SITREP_FLEET_ARRIVED_AT_DESTINATION
%fleet% har anlänt vid %system%-systemet och inväntar ytterligare order.


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

HOMEWORLD_SPECIAL
Hemvärld

HOMEWORLD_SPECIAL_DESCRIPTION
Den här planeten är din ras födelseplats; du vet hur den används på bästa sätt, vilket innebär en bonus till så gott som alla aspekter.

ANCIENT_RUINS_SPECIAL
Uråldriga ruiner

ANCIENT_RUINS_SPECIAL_DESCRIPTION
Denna planet hyser ruiner efter en högutvecklad forntida ras, vars kännedom för länge sedan gått förlorad. Ger en bonus till din forskning i form av högre avkastning.

MINERALS_SPECIAL
Rik på mineraler

MINERALS_SPECIAL_DESCRIPTION
Denna planet har en naturligt rik mineralfyndighet, vilket bidrar till gruvdrift samt handel.

TUNNELS_SPECIAL
Naturliga tunnelsystem

TUNNELS_SPECIAL_DESCRIPTION
Denna planet har ett nätverk av naturligt bildade tunnlar, som tillåter att en mycket större del av planeten lättare kan koloniseras. 

TECHTONIC_INSTABILITY_SPECIAL
Tektonisk ostabil

TECHTONIC_INSTABILITY_SPECIAL_DESC
Denna planet är tektonisk ostabil. Förekommande jordbävningar, tsunamis, vulkanutbrott eller osäker aktivitet under fundamentet gör att konstruktion och byggande av infrastruktur blir till en svårighet.

SOLID_CORE_SPECIAL
Fast kärna

SOLID_CORE_SPECIAL_DESC
Denna planets kärna har övergått till fast form och har därför mycket svagt magnetfält. Stjärnornas solvindar når lätt den relativt oskyddade ytan, det skadar hälsan och begränsar jordbruket.

HIGH_AXIAL_TILT_SPECIAL
Hög axellutning

HIGH_AXIAL_TILT_SPECIAL_DESC
Denna planets rotationsaxel lutar väldigt i förhållande till dess banlutning. Årstidsbestämda vädervariationer är särskilt extrema och hejdar påtagligt infrastrukturutvecklingen.

SLOW_ROTATION_SPECIAL
Väldigt långsam rotation

SLOW_ROTATION_SPECIAL_DESC
Denna planet roterar väldigt långsamt runt sin axel, orsakandes väldigt långa dagar och nätter. Framväxt av infrastruktur, matproduktion och populationskapacitet reduceras.

TIDAL_LOCK_SPECIAL
Tidally Locked Rotation

TIDAL_LOCK_SPECIAL_DESC
This planet is tidally locked with the star it orbits.  Its day and year are the same duration, and one half of the planet is perpetually day, the other perpetually night.  Infrastructure growth is hampered, though once established, industrial capacity benefits from the locally stable surface conditions.

ECCENTRIC_ORBIT_SPECIAL
Excentrisk bana

ECCENTRIC_ORBIT_SPECIAL_DESC
Denna planets bana är väldigt excentrisk. Den har ett stort avstånd mellan dess närmaste och mest avlägsna ansats till dess stjärna. De omväxlande förhållandena hämmar utveckling av infrastruktur, men skapar ett gynnande underlag för forskning.

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

# UniverseObjectTypes

OBJ_BUILDING
Building
OBJ_SHIP
Ship
OBJ_FLEET
Fleet
OBJ_PLANET
Planet
OBJ_POP_CENTER
Population center
OBJ_PROD_CENTER
Production center
OBJ_SYSTEM
System


# StarTypes

STAR_BLUE
blå
STAR_WHITE
vit
STAR_YELLOW
gul
STAR_ORANGE
orange
STAR_RED
röd
STAR_NEUTRON
neutron
STAR_BLACK
svart hål


# PlanetTypes

PT_SWAMP
sumpmark
PT_TOXIC
giftig
PT_INFERNO
infernalisk
PT_RADIATED
radioaktiv
PT_BARREN
karg
PT_TUNDRA
tundra
PT_DESERT
öken
PT_TERRAN
jordlik
PT_OCEAN
oceanisk
PT_ASTEROIDS
asteroider
PT_GASGIANT
gasjätte


# Planet Sizes

SZ_NOWORLD
Nothing to see here; move along.
SZ_TINY
pytteliten
SZ_SMALL
liten
SZ_MEDIUM
mellan
SZ_LARGE
stor
SZ_HUGE
enorm
SZ_ASTEROIDS
asteroider
SZ_GASGIANT
gasjätte


# PlanetEnvironments

PE_UNINHABITABLE
obebolig
PE_HOSTILE
fientlig
PE_POOR
torftig
PE_ADEQUATE
tillfredställande
PE_GOOD
lämplig


# FocusTypes

FOCUS_UNKNOWN
okänd
FOCUS_BALANCED
balanserad
FOCUS_FARMING
jordbruk
FOCUS_INDUSTRY
industri
FOCUS_MINING
gruvdrift
FOCUS_RESEARCH
forskning
FOCUS_TRADE
handel
  

# MeterTypes

METER_POPULATION
population
METER_FARMING
jordbruk
METER_INDUSTRY
industri
METER_RESEARCH
forskning
METER_TRADE
handel
METER_MINING
gruvdrift
METER_CONSTRUCTION
konstruktion
METER_HEALTH
hälsa
METER_FUEL
bränsle
METER_SUPPLY
supply
METER_STEALTH
stealth
METER_DETECTION
detection
METER_SHIELD
sköld
METER_DEFENSE
försvar


# EmpireAffiliationTypes

AFFIL_SELF
egen
AFFIL_ENEMY
fiende
AFFIL_ALLY
allierad


# UnlockableItemTypes

UIT_BUILDING
Byggnad
UIT_SHIP_PART
Skeppsdel
UIT_SHIP_HULL
Skeppsskrov

# TechTypes

TT_THEORY
Teorier
TT_APPLICATION
Tillämpningar
TT_REFINEMENT
Förfiningar


# BuildTypes

BT_NOT_BUILDING
no build
BT_BUILDING
byggnad
BT_SHIP
skepp
BT_ORBITAL
orbital


# StockpileTypes

ST_FOOD
mat
ST_MINERAL
mineral
ST_TRADE
handel



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

# ValueRef

DESC_VAR_PLANET
planet

DESC_VAR_SYSTEM
system

DESC_VAR_SOURCE
källa

DESC_VAR_TARGET
mål

DESC_VAR_PLANETSIZE
planetstorlek

DESC_VAR_PLANETTYPE
planettyp

DESC_VAR_PLANETENVIRONMENT
planetmiljö

DESC_VAR_OBJECTTYPE
objekttyp

DESC_VAR_STARTYPE
stjärntyp

DESC_VAR_PRIMARYFOCUS
primär fokus

DESC_VAR_SECONDARYFOCUS
sekundär fokus

DESC_VAR_CURRENTFARMING
nuvarande jordbruk

DESC_VAR_MAXFARMING
maximalt jordbruk

DESC_VAR_CURRENTINDUSTRY
nuvarande industri

DESC_VAR_MAXINDUSTRY
maximal industri

DESC_VAR_CURRENTRESEARCH
nuvarande forskning

DESC_VAR_MAXRESEARCH
maximal forskning

DESC_VAR_CURRENTTRADE
nuvarande handel

DESC_VAR_MAXTRADE
maximal handel

DESC_VAR_CURRENTMINING
nuvarande gruvdrift

DESC_VAR_MAXMINING
maximal gruvdrift

DESC_VAR_CURRENTCONSTRUCTION
nuvarande konstruktion

DESC_VAR_MAXCONSTRUCTION
maximal konstruktion

DESC_VAR_CURRENTHEALTH
nuvarande hälsa

DESC_VAR_MAXHEALTH
maximal hälsa

DESC_VAR_CURRENTPOPULATION
nuvarande population

DESC_VAR_MAXPOPULATION
maximal population

DESC_VAR_CURRENTFUEL
nuvarande bränsle

DESC_VAR_MAXFUEL
maximalt bränsle

DESC_VAR_CURRENTSUPPLY
nuvarande förnödenheter

DESC_VAR_MAXSUPPLY
maximala förnödenheter

DESC_VAR_CURRENTSTEALTH
nuvarande smygteknik

DESC_VAR_MAXSTEALTH
maximal smygteknik

DESC_VAR_CURRENTDETECTION
nuvarande detektion

DESC_VAR_MAXDETECTION
maximal detektion

DESC_VAR_CURRENTSHIELD
nuvarande sköld

DESC_VAR_MAXSHIELD
maximal sköld

DESC_VAR_CURRENTDEFENSE
nuvarande försvar

DESC_VAR_MAXDEFENSE
maximalt försvar

DESC_VAR_TRADESTOCKPILE
handelsreserv

DESC_VAR_MINERALSTOCKPILE
mineralreserv

DESC_VAR_FOODSTOCKPILE
matreserv

DESC_VAR_TRADEPRODUCTION
handelsproduktion

DESC_VAR_FOODPRODUCTION
matproduktion

DESC_VAR_MINERALPRODUCTION
mineralproduktion

DESC_VAR_INDUSTRYPRODUCTION
industriproduktion

DESC_VAR_RESEARCHPRODUCTION
forskningsproduktion

DESC_VAR_OWNER
ägare

DESC_VAR_ID
ID

DESC_VAR_AGE
age in turns

DESC_VAR_CREATIONTURN
turn of creation

DESC_VAR_CURRENTTURN
the current turn

# this one is intentially 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
Objects affected: Any object%1%

DESC_EFFECTS_GROUP_SELF_SCOPE
Objects affected: Source object only

DESC_EFFECTS_GROUP_ACTIVATION
Effect is active if the source is an object%1%

DESC_EFFECTS_GROUP_ALWAYS_ACTIVE
Effect is always active

DESC_EFFECTS_GROUP_SCOPE_DESC
%1%\n

DESC_EFFECTS_GROUP_ACTIVATION_DESC
%1%\n

DESC_EFFECTS_GROUP_EFFECT_DESC
%1%\n

DESC_EFFECTS_GROUP_EFFECTS_GROUP_DESC
%1%\n

DESC_EFFECTS_GROUP_NUMBERED_EFFECTS_GROUP_DESC
Effects group %1%:\n%2%\n

# SetMeter

DESC_SIMPLE_SET_METER_MAX
Max %1% %2%%3%

DESC_SIMPLE_SET_METER_CURRENT
Current %1% %2%%3%

DESC_COMPLEX_SET_METER_MAX
Set max %1% to %2%

DESC_COMPLEX_SET_METER_CURRENT
Set current %1% to %2%


# others

DESC_SET_EMPIRE_STOCKPILE
Sets the stockpile of %1% of the object's owner to %2%

DESC_SET_PLANET_TYPE
Changes the planet's type to %1%

DESC_SET_PLANET_SIZE
Changes the planet's size to %1%

DESC_ADD_OWNER
Adds ownership by empire %1% to object

DESC_REMOVE_OWNER
Removes ownership by empire %1% from object

DESC_DESTROY
Destroys object

DESC_ADD_SPECIAL
Attaches %1% special to object

DESC_REMOVE_SPECIAL
Removes %1% special from object

DESC_SET_STAR_TYPE
Changes the star's type to %1%


# SetTechAvailability

DESC_TECH_AND_ITEMS_AFFECTED
%1% and all the items it unlocks

DESC_ITEMS_ONLY_AFFECTED
the items unlocked by the %1% tech

DESC_SET_TECH_AVAIL
Makes %1% available to empire %2%

DESC_SET_TECH_UNAVAIL
Makes %1% unavailable to empire %2%


# Conditions

DESC_ALL
 i universumet

DESC_EMPIRE_AFFILIATION_SELF
 det tillhör %1%-imperiet

DESC_EMPIRE_AFFILIATION_SELF_NOT
 det tillhör inte %1%-imperiet

DESC_EMPIRE_AFFILIATION_SELF_EXCLUSIVE
 det tillhör endast %1%-imperiet

DESC_EMPIRE_AFFILIATION_SELF_EXCLUSIVE_NOT
 det tillhör inte endast %1%-imperiet

DESC_EMPIRE_AFFILIATION
 det tillhör en %1% av %2%-imperiet

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

# this one is intentionally left empty
DESC_SELF
 that is the source object

DESC_SELF_NOT
 that is not the source object

DESC_TYPE
 that is a %1%

DESC_TYPE_NOT
 that is not a %1%

DESC_BUILDING
 that contains a %1% building

DESC_BUILDING_NOT
 that does't contain a %1% building

DESC_SPECIAL
 that has a %1% special

DESC_SPECIAL_NOT
 that doesn't have a %1% special

DESC_CONTAINS
 that contains an object%1%

DESC_CONTAINS_NOT
 that doesn't contain an object%1%

DESC_PLANET_TYPE
 that is a %1% planet

DESC_PLANET_TYPE_NOT
 that is not a %1% planet

DESC_PLANET_SIZE
 that is a %1% planet

DESC_PLANET_SIZE_NOT
 that is not a %1% planet

DESC_PLANET_ENVIRONMENT
 that is a %1% planet

DESC_PLANET_ENVIRONMENT_NOT
 that is not a %1% planet

DESC_FOCUS_TYPE_PRIMARY
 that has primary focus %1%

DESC_FOCUS_TYPE_PRIMARY_NOT
 that doesn't have primary focus %1%

DESC_FOCUS_TYPE_SECONDARY
 that has secondary focus %1%

DESC_FOCUS_TYPE_SECONDARY_NOT
 that doesn't have secondary focus %1%

DESC_STAR_TYPE
 that is a system with a %1% star

DESC_STAR_TYPE_NOT
 that is not a system with a %1% star

DESC_CHANCE_PERCENTAGE
 on a %1%%% chance

DESC_CHANCE_PERCENTAGE_NOT
 on a (100 - %1%)%% chance

DESC_CHANCE
 with a probability of %1%

DESC_CHANCE_NOT
 with a probability of 1 - %1%

DESC_METER_VALUE_MAX
 that has a max %1% between %2% and %3%

DESC_METER_VALUE_MAX_NOT
 that doesn't have a max %1% between %2% and %3%

DESC_METER_VALUE_CURRENT
 that has a current %1% between %2% and %3%

DESC_METER_VALUE_CURRENT_NOT
 that doesn't have a current %1% between %2% and %3%

DESC_EMPIRE_STOCKPILE_VALUE
 that belongs to an empire with a %1% stockpile between %2% and %3%

DESC_EMPIRE_STOCKPILE_VALUE_NOT
 that doesn't belong to an empire with a %1% stockpile between %2% and %3%

DESC_VISIBLE_TO_SINGLE_EMPIRE
 that is visible to the %1% empire

DESC_VISIBLE_TO_SINGLE_EMPIRE_NOT
 that is not visible to the %1% empire

DESC_VISIBLE_TO_EMPIRES
 that is visible to one of the %1% empires

DESC_VISIBLE_TO_EMPIRES_NOT
 that is not visible to one of the %1% empires

DESC_WITHIN_DISTANCE
 that is within %1% of any object%2%

DESC_WITHIN_DISTANCE_NOT
 that is not within %1% of any object%2%

DESC_WITHIN_STARLANE_JUMPS
 that is within %1% starlane jumps of any object%2%

DESC_WITHIN_STARLANE_JUMPS_NOT
 that is not within %1% starlane jumps of any object%2%

DESC_AND_BETWEEN_OPERANDS
 and

DESC_OR_BETWEEN_OPERANDS
 or

DESC_TURN
 when the current turn is between %1% and %2%

DESC_TURN_NOT
 when the current turn is not between %1% and %2%

DESC_NUMBER_OF
 that is one of %1% objects%2%

DESC_NUMBER_OF_NOT
 that is not one of %1% objects%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
 that belongs to an empire that has the tech %1%

DESC_OWNER_HAS_TECH_NOT
 that does not belong to an empire that has the tech %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%

###################
# Tech Categories #
###################

LEARNING_CATEGORY
Inlärning
PRODUCTION_CATEGORY
Produktion
CONSTRUCTION_CATEGORY
Konstruktion
GROWTH_CATEGORY
Tillväxt
ECONOMICS_CATEGORY
Ekonomi
SHIPS_CATEGORY
Skepp


####################################
# Theory Tech Names & Descriptions #
####################################

THEORY_SHORT_DESC
Theoretical Prerequisite

LRN_PHYS_BRAIN
The Physical Brain

LRN_PHYS_BRAIN_DESC
The stuctures 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. Truely 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
Though deep introspection or artificial enhancement, the brain may  develop abilites 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 possesion have profound implications for the relationship between talented and untalted beings.

LRN_ARTIF_MINDS
Artificial Minds

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 decyphering such clues holds great potential to reveal secrets, teach lessons, or give warnings of ancient knowledge.

LRN_GRAVITONICS
Gravitonics

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

LRN_EVERYTHING
Theory of Everything

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 detatched 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 existance 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.  Truely 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 infintitely 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 existant 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 socieites, 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 mechanims.

CON_ENV_ENCAPSUL
Environmenal 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
Symbotic 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 metamorphises, 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 occuring organims 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 revalations 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 corretive measures.  Nanotechnology may be used to accomplish these tasks, with two important advantages:  Correction may be done without invasive surguries 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 inheirent 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 unecessary 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 manufaturing 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 techtonics, 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 expertize 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 existance 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 surfraces, the practical use of these spaces will be initial primarily by those who are used to, and adapated 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 inanitmate 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 rebulding 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 diamater, 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 prohibative.

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 artifical 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 purose, 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 existant 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, resiliance, 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 suffient 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 orbitted by, rather than orbitting 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 explotation and collusion amongst the priviledged 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 innactivity and waste by ensuring a opportunity to contrbute 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 degredation, 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 recurrance 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 expantion 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 encoutners 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 posession.  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 probablities 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 intermittantly 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 targetted manipulations.  By extention, 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 pathes, but interstellar travel is complicated and risky without proper navigation techniques.\n\nIn future, this tech might do something related to starlanes or ship speed or range...


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

DOES_NOTHING_SHORT_DESC
Useless: Does Nothing

SHIP_PART_UNLOCK_SHORT_DESC
Unlocks Ship Part

SHIP_HULL_UNLOCK_SHORT_DESC
Unlocks Ship Hull

BUILDING_UNLOCK_SHORT_DESC
Unlocks Building

RESEARCH_SHORT_DESC
Improves Research

FARMING_SHORT_DESC
Improves Farming

MINING_SHORT_DESC
Improves Mining

INDUSTRY_SHORT_DESC
Improves Industry

TRADE_SHORT_DESC
Improves Trade

CONSTRUCTION_SHORT_DESC
Improves Infrastructure

POPULATION_SHORT_DESC
Increases Planet Population

FLEET_RANGE_DESC
Improves Fleet Supply

CON_TERRAFORM
Terraforming

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
Paradise Planet

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 propegates 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 rejuvinating, plants every few growing seasons.\n\n+ 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.  Habibation 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.\n\nIncreases 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.\n\nProvides + 4 to research per 10 population on primary research focused worlds in systems with black holes.\nProvides +3 to planets in systems with neutron stars.\nProvides +2 to planets in systems with white or blue stars.\nProvides +1 to planets in systems with red, orange or yellow stars.

LRN_OBSERVATORY_I
Observatory

LRN_OBSERVATORY_I_DESC
The natural extention 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 persue, and extract the resulting information from them.  A specailzed 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 reserach, but lacking in industrial or minreals 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 unforseen, 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 Theorm 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 industirial output without direct supervision, however it remains necessary to provide guidance to such labs regarding what needs to be produced.  A specailzed 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 amouts 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 condusive, partially automated bulk mining activites can be optimal.  Significant processing capacity is required, however, necessitating the use of centralized ore-processing facilties.

PRO_ENVIRO_MINING_I
Environmentally-Conscious Mining

PRO_ENVIRO_MINING_I_DESC
Many mining methods are incompatiable 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.  Additionaly, these limited techniques are only applicable to worlds capable of supporting high populations: Superb or Optimal for a given race.\n\nIncreases minerals production by +2 per 10 population on primary mining focused worlds.\nIncreases minreals production by +1 per 10 population on primary balanced and secondary mining focused worlds.\nMultiple 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 minearals 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 gascious planet 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.\n\nBonuses depend on planet type:\nBarren and Inferno recive +4 per 10 population of planet at mining focused worlds.\nDesert, Radiated and Toxic recive +2.\nTundra and Terran recive +1.\nOcean and Swap receive no bonus.\n\nLarge 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 popluations 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.\n\nFacility'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 travelling 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 significant safer.

SHP_FLEET_LOGISTICS
Fleet Logistics

SHP_FLEET_LOGISTICS_DESC
Gives planets ability to resupply fleets in systems several starlane jumps away.

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
Ion Cannon

SHP_ION_CANNON_DESC
Unlocks Ion Cannon ship part.

SHP_NUCLEAR_MISSILE
Nuclear Missile

SHP_NUCLEAR_MISSILE_DESC
Unlocks Nuclear Missile ship part.

SHP_DEFLECTOR
Deflector Shield

SHP_DEFLECTOR_DESC
Unlocks Deflector Shield ship part.

SPY_DETECT_2
Active Radar

SPY_DETECT_2_DESC
Unlocks Active Radar ship part.

SHP_DEUTERIUM_TANK
Deuterium Tank

SHP_DEUTERIUM_TANK_DESC
Unlocks Deuterium Tank ship part.

SHP_MEDIUM_HULL
Medium Ship Hulls

SHP_MEDIUM_HULL_DESC
Medium Ship Hulls

SHP_LARGE_HULL
Large Ship Hulls

SHP_LARGE_HULL_DESC
Large Ship Hulls

SHP_HUGE_HULL
Huge Ship Hulls

SHP_HUGE_HULL_DESC
Huge Ship Hulls

########################################
# 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 industiral 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.

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# Building Names & Descriptions #
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BLD_OBSERVATORY
Observatory

BLD_OBSERVATORY_DESC
'''The natural extention 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 reasily 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
Imperiepalats

BLD_IMPERIAL_PALACE_DESC
Represents imperial power and prestige and functions as a centre of control for the empire's holdings.\n\nPlanet on which palace is built receive +5 to max construction.

BLD_SHIPYARD_BASE
Shipyard

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_BIOTERROR_PROJECTOR
Bioterror Projection Base

BLD_BIOTERROR_PROJECTOR_DESC
Projects negative health effects of minor biological warfare to nearby planets.\n\nPlanets within 2 starlane jumps owned by other empires receive -4 to max health.\nPlanets within 2 starlane jumps owned exclusively by the empire that builds the projector receive -1 to max health.\nRequires 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_THEORM_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
Paradise Planet

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.

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# Ship Parts #
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SR_LASER
Laser
SR_LASER_DESC
Lower power and mass

SR_ION_CANNON
Ion Cannon
SR_ION_CANNON_DESC
Moderate power and mass

LR_NUCLEAR_MISSILE
Nuclear Missile

LR_NUCLEAR_MISSILE_DESC
Long range moderate power

DT_DETECTOR_2
Active Radar

DT_DETECTOR_2_DESC
Moderate power detection with large stealth penalty to mounting ship.

FU_DEUTERIUM_TANK
Deuterium Tank

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

FU_ANTIMATTER_TANK
Antimatter Tank

FU_ANTIMATTER_TANK_DESC
Moderate increase to shiprange 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
Lead Armour Plating
AR_LEAD_PLATE_DESC
Weak defense with large mass

SH_DEFENSE_GRID
Defense Grid
SH_DEFENSE_GRID_DESC
Weak defense with no extra mass

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.

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# Ship Hulls #
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SH_EMPTY
Tomt skrov

SH_EMPTY_DESC
Billigt och snabbt, men kan inte installera några delar

SH_SMALL
Litet skrov

SH_SMALL_DESC
Fåtal platser men hög hastighet

SH_MEDIUM
Mellanstort skrov

SH_MEDIUM_DESC
Måttligt antal platser och måttlig hastighet

SH_LARGE
Stort skrov

SH_LARGE_DESC
Många platser men låg hastighet

SH_HUGE
Enormt skrov

SH_HUGE_DESC
Väldigt många platser men väldigt långsam hastighet
