Polski

#This is the Polish String Table file for FreeOrion

#Translated by: Łukasz "Cyber Killer" Korpalski http://digital.dharkness.info
#Drop a line to cyber_killer at jabster.pl (email or xmpp) if this file needs urgent updating or there are errors in the translation
#Translated by: Wojciech "Feagorn" Moch (feagorn at gmail point com)

#Translators note: this translation assumes that the player is not a complete idiot and can understand simple, game-related English acronyms eg: FPS.

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

#Anyone can use these for basic buttons

APPNAME
FreeOrion

BROWSE_BTN
Przeglądaj...

OK
OK

CANCEL
Anuluj

DONE
Gotowe

CLOSE
Zamknij

LOAD
Załaduj

SAVE
Zapisz

OPEN
Otwórz

OR
lub

AND
i

YES
Tak

NO
Nie

EMPIRE
Imperium

ALL
Wszystko

UNKNOWN_SYSTEM
Nieznany system

RENAME
Zmień nazwę

ENTER_NEW_NAME
Wprowadź nową nazwę

UNKNOWN_VALUE_SYMBOL
?

ERROR
BŁĄD

CHAT_WHISPER
szept

# used to generate names for new fleets when they are created
NEW_FLEET_NAME
Nowa flota %1%

NEW_FLEET_NAME_NO_NUMBER
Nowa flota

NOT_APPLICABLE
N.D.

BOMBER
Bombowiec

INTERCEPTOR
Myśliwiec przechwytujący


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

NEW_GAME
Generowanie wszechświata i graczy SI ...

LOADING
Ładowanie ...

SERVER_WONT_START
'''Nie można uruchomić serwera.

Notka dla Linuksa: Aktualnie oczekuje się, aby plik wykonywalny serwera był katalogu roboczym gry. Jeśli FreeOrion był uruchomiony z innego katalogu niż ten, gdzie jest główny plik binarny, możliwe że będzie trzeba wyjść z gry i uruchomić ją z tamtej lokacji.'''

SERVER_TIMEOUT
Serwer nie odpowiada.

SERVER_LOST
Utracono połączenie z serwerem.

SERVER_GAME_END
Serwer przesłał wiadomość o zakończeniu gry. Pa pa.

PLAYER_DISCONNECTED
Gracz %1% utracił połączenie z serwerem.

PLAYER_DEFEATED
Zostałeś pokonany.

EMPIRE_DEFEATED
Imperium %1% już nie istnieje.

UNKNOWN_EMPIRE
Nieznane imperium

LAST_OPPONENT_DEFEATED_VICTORY
Twój ostatni przeciwnik został pokonany. Zwycięstwo!

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

COMMAND_LINE_USAGE
Sposób użycia: 

COMMAND_LINE_DEFAULT
Domyślne: 

OPTIONS_DB_HELP
Wyświetl ten tekst pomocniczy.

OPTIONS_DB_GENERATE_CONFIG_XML
Używa wszystkich ustawień z obecnego pliku config.xml o ile taki istnieje oraz tych podanych z linii komend do wygenerowania nowego pliku config.xml . Ta operacja nadpisze obecny plik config.xml , jeśli istnieje.

OPTIONS_DB_MUSIC_OFF
Wyłącza muzykę w grze.

OPTIONS_DB_BG_MUSIC
Wybiera ścieżkę dźwiękową odtwarzaną w tle.

OPTIONS_DB_FULLSCREEN
Uruchamia grę na pełnym ekranie.

OPTIONS_DB_UI_CHAT_HIDE_INTERVAL
Po tym czasie, w sekundach, okno rozmowy w trybie wielu graczy zniknie jeśli nic nowego nie będzie napisane. Wartość 0 oznacza, że okno nigdy nie zniknie.

OPTIONS_DB_UI_CHAT_EDIT_HISTORY
Liczba wiadomości przechowywanych w oknie historii rozmowy.

OPTIONS_DB_GALAXY_MAP_GAS
Rysowanie substnacji gazowych wokół systemów planetarnych w celu nadania kształtu galktyce. W starszych systemach może spowolnić rysowanie.

OPTIONS_DB_GALAXY_MAP_STARFIELDS
Rysowanie pól gwiazd wokół systemów planetarnych. W starszych systemach może spowolnić rysowanie.

OPTIONS_DB_GALAXY_MAP_SCALE_LINE
Pokaż linię skali dla odległości wszechświata na mapie galaktyki.

OPTIONS_DB_OPTIMIZED_SYSTEM_RENDERING
Do rysowania systemów planetarnych na pamie galaktyki używa funkcji OpenGL 1.5. Na starszych kartach graficznych może powodować kłopoty.

OPTIONS_DB_STARLANE_THICKNESS
Określa szerokość (w pikselach) rysowanych szlaków gwiezdnych.

OPTIONS_DB_RESOURCE_STARLANE_COLOURING
Włącza i wyłącza oznaczanie szlaków gwiezdnych kolorem imperium, jeśli imperia mogą wymieniać się surowcami na tych trasach.

OPTIONS_DB_UNOWNED_STARLANE_COLOUR
Ustawia domyślny kolor dla renderowania szlaków gwiezdnych.

OPTIONS_DB_FLEET_SUPPLY_LINES
Włącza i wyłącza wyświetlanie linii zaopatrzenia floty za pomocą znaczników w kolorze imperium.

OPTIONS_DB_FLEET_SUPPLY_LINE_WIDTH
Określa szerokość rysowanych linni zaopatrzenia floty.

OPTIONS_DB_FLEET_SUPPLY_LINE_DOT_SPACING
Ustawia w jakiej odległości od siebie renderować punkty dla linii dostaw floty.

OPTIONS_DB_FORCE_EXTERNAL_SERVER
Zakazuje klientowi uruchamiania serwera, nawet w przypadku gry na komputrze lokalnym w trybie pojedynczego gracza.

OPTIONS_DB_EXTERNAL_SERVER_ADDRESS
Adres połączenia w trybie współpracy z serwerem zewnętrznym. Po wpisaniu tego adresu klient staje się menedżerem gry.

OPTIONS_DB_UI_MAIN_MENU_X
Pozycja centrum głównego menu na ekranie startowym, jako część całkowitej szerokości okna aplikacji.

OPTIONS_DB_UI_MAIN_MENU_Y
Pozycja centrum głównego menu na ekranie startowym, jako część całkowitej wysokości okna aplikacji.

OPTIONS_DB_APP_WIDTH
Ustawia poziomą rozdzielczość (szerokość) okna aplikacji.

OPTIONS_DB_APP_HEIGHT
Ustawia pionową rozdzielczość (wysokość) okna aplikacji.

OPTIONS_DB_COLOR_DEPTH
Ustawia głębię kolorów ekranu, w bitach na piksel.

OPTIONS_DB_SHOW_FPS
Przełącza wyświetlanie ilości klatek na sekundę (FPS).

OPTIONS_DB_LIMIT_FPS
Włącza i wyłącza ograniczenie liczby klatek na sekundę. Wartość ograniczenia ustala jest w opcji "Max FPS".

OPTIONS_DB_MAX_FPS
Ustala ograniczenie liczby klatek na sekundę. Ograniczenie to włączaje jest w opcji "Limit FPS".

OPTIONS_DB_UI_SOUND_ENABLED
Włącza i wyłącza dźwięki w interfejsie użytkownika.

OPTIONS_DB_UI_SOUND_VOLUME
Głośność (od 0 do 255) z jaką odtwarzane będą dźwięki w interfejsie użytkownika.

OPTIONS_DB_UI_SOUND_BUTTON_ROLLOVER
Dźwięk odtwarzany przy umieszczeniu wskaźnika myszy nad przyciskiem.

OPTIONS_DB_UI_SOUND_BUTTON_CLICK
Dźwięk odtwarzany przy kliknięciu przycisku.

OPTIONS_DB_UI_SOUND_TURN_BUTTON_CLICK
Dźwięk odtwarzany przy kliknięciu przycisku obrotowego.

OPTIONS_DB_UI_SOUND_LIST_SELECT
Dźwięk odtwarzany przy wybraniu elementu listy lub listy rozwijanej.

OPTIONS_DB_UI_SOUND_ITEM_DROP
Dźwięk odtwarzany przy upuszczaniu elementu na pole listy.

OPTIONS_DB_UI_SOUND_LIST_PULLDOWN
Dźwięk odtwarzany przy rozwijaniu listy rozwijanej.

OPTIONS_DB_UI_SOUND_TEXT_TYPING
Dźwięk odtwarzany przy wpisywaniu tekstu przez użytkownika.

OPTIONS_DB_UI_SOUND_WINDOW_MAXIMIZE
Dźwięk odtwarzany przy minimalizowaniu okna.

OPTIONS_DB_UI_SOUND_WINDOW_MINIMIZE
Dźwięk odtwarzany przy maksymalizowaniu okna.

OPTIONS_DB_UI_SOUND_WINDOW_CLOSE
Dźwięk odtwarzany przy zamykaniu okna.

OPTIONS_DB_UI_SOUND_ALERT
Dźwięk odtwarzany przy wystąpieniu błędu lub nieprawidłowej operacji.

OPTIONS_DB_UI_SOUND_PLANET_BUTTON_CLICK
Dźwięk odtwarzany przy kliknięciu przycisku planety.

OPTIONS_DB_UI_SOUND_FLEET_BUTTON_ROLLOVER
Dźwięk odtwarzany przy umieszczaniu wskaźnika myszy nad przyciskiem floty.

OPTIONS_DB_UI_SOUND_FLEET_BUTTON_CLICK
Dźwięk odtwarzany przy kliknięciu przycisku floty.

OPTIONS_DB_UI_SOUND_SYSTEM_ICON_ROLLOVER
Dźwięk odtwarzany przy umieszczeniu wskaźnika myszy nad ikoną systemową.

OPTIONS_DB_UI_SOUND_SIDEPANEL_OPEN
Dźwięk odtwarzany przy otwieraniu systemowego panela bocznego.

OPTIONS_DB_UI_SOUND_FARMING_FOCUS
Dźwięk odtwarzany przy kliknięciu przycisku rolnictwa.

OPTIONS_DB_UI_SOUND_INDUSTRY_FOCUS
Dźwięk odtwarzany przy kliknięciu przycisku przemysłu.

OPTIONS_DB_UI_SOUND_RESEARCH_FOCUS
Dźwięk odtwarzany przy kliknięciu przycisku nauki.

OPTIONS_DB_UI_SOUND_MINING_FOCUS
Dźwięk odtwarzany przy kliknięciu przycisku wydobycia.

OPTIONS_DB_UI_SOUND_TRADE_FOCUS
Dźwięk odtwarzany przy kliknięciu przycisku handlu.

OPTIONS_DB_UI_SOUND_BALANCED_FOCUS
Dźwięk odtwarzany przy kliknięciu przycisku zrównoważenia.

OPTIONS_DB_UI_FONT
Ustala plik czcionki.

OPTIONS_DB_UI_FONT_BOLD
Ustala plik pogrubionej czcionki.

OPTIONS_DB_UI_FONT_ITALIC
Ustala plik pochylonej czcionki.

OPTIONS_DB_UI_FONT_BOLD_ITALIC
Ustala plik pogrubionej i pochylonej czcionki.

OPTIONS_DB_UI_FONT_SIZE
Ustala wielkość czcionki.

OPTIONS_DB_UI_TITLE_FONT
Ustala plik czcionki nagłówków.

OPTIONS_DB_UI_TITLE_FONT_SIZE
Ustala wielkość czcionki nagłówków.

OPTIONS_DB_UI_WND_COLOR
Ustala kolor okien.

OPTIONS_DB_UI_TEXT_COLOR
Ustala kolor tekstu.

OPTIONS_DB_UI_CTRL_COLOR
Ustala kolor kontrolek.

OPTIONS_DB_UI_CTRL_BORDER_COLOR
Ustala kolor obramowania kontrolek.

OPTIONS_DB_UI_BUTTON_COLOR
Ustala kolor przycisków.

OPTIONS_DB_UI_STATE_BUTTON_COLOR
Ustala kolor przycisków stanu.

OPTIONS_DB_UI_SCROLL_TAB_COLOR
Ustala kolor kart przewijania.

OPTIONS_DB_UI_DROPDOWNLIST_INTERIOR_COLOR
Ustala kolor wnętrza list rozwijanych.

OPTIONS_DB_UI_DROPDOWNLIST_ARROW_COLOR
Ustala kolor strzałek w listach rozwijanych.

OPTIONS_DB_UI_EDIT_HILITE
Ustala kolor wyróżnienia w kontrolkach edycyjnych.

OPTIONS_DB_UI_EDIT_INTERIOR
Ustala kolor wnętrza kontrolek edycyjnych.

OPTIONS_DB_UI_MULTIEDIT_INTERIOR
Ustala kolor wnętrza wielowierszowych kontrolek edycyjnych.

OPTIONS_DB_UI_STAT_INCREASE_COLOR
Ustala kolor podniesionych statystyk.

OPTIONS_DB_UI_STAT_DECREASE_COLOR
Ustala kolor zmniejszonych statystyk.

OPTIONS_DB_UI_SIDEPANEL_COLOR
Ustala kolor panelu bocznego.

OPTIONS_DB_UI_WND_OUTER_BORDER_COLOR
Ustala kolor zewnętrznego obramowania.

OPTIONS_DB_UI_WND_BORDER_COLOR
Ustala kolor obramowania.

OPTIONS_DB_UI_WND_INNER_BORDER_COLOR
Ustala kolor wewnętrznego obramowania.

OPTIONS_DB_UI_KNOWN_TECH
Ustala kolor znanych technologii w drzewie technologii.

OPTIONS_DB_UI_KNOWN_TECH_BORDER
Ustala kolor tekstu i obramowania znanych technologii w drzewie technologii.

OPTIONS_DB_UI_RESEARCHABLE_TECH
Ustala kolor dostępnych technologii w drzewie technologii.

OPTIONS_DB_UI_RESEARCHABLE_TECH_BORDER
Ustala kolor tekstu i obramowania dostępnych technologii w drzewie technologii.

OPTIONS_DB_UI_UNRESEARCHABLE_TECH
Ustala kolor niedostępnych technologii w drzewie technologii.

OPTIONS_DB_UI_UNRESEARCHABLE_TECH_BORDER
Ustala kolor tekstu i obramowania niedostępnych technologii w drzewie technologii.

OPTIONS_DB_UI_TECH_PROGRESS_BACKGROUND
Ustala kolor tła pasków postępu w drzewie technologii.

OPTIONS_DB_UI_TECH_PROGRESS
Ustala kolor pasków postępu w drzewie technologii.

OPTIONS_DB_UI_SCROLL_WIDTH
Ustala szerokość przewijania interfejsu użytkownika.

OPTIONS_DB_UI_SYSTEM_ICON_SIZE
Ustala wielkość ikon systemów planetarnych.

OPTIONS_DB_UI_FLEET_BUTTON_SIZE
Ustala wielkość przycisków flot (względem wielkości ikon systemów planetarnych).

OPTIONS_DB_UI_SYSTEM_FOG_SPACING
Ustala odstęp (w pikselach) pomiędzy liniami mgły wojny.
#orig: Sets spacing (in pixels) between fog of war scanlines.
#Może ktoś da lepsze tłumaczenie.

OPTIONS_DB_UI_SYSTEM_CIRCLES
Przełącza czy rysować okręgi na około systemów.

OPTIONS_DB_UI_SYSTEM_CIRCLE_SIZE
Ustala rozmiar okręgów na około systemów na mapie, relatywnie do wielkości ikony systemu.

OPTIONS_DB_UI_SYSTEM_NAME_UNOWNED_COLOR
Ustala kolor nazw nieznanych systemów na mapie galaktyki.

OPTIONS_DB_UI_MEDIUM_FLEET_BUTTON_MIN_ZOOM
Ustala minimalne przybliżenie, przy którym średnie ikony flot są pokazywane na mapie galaktyki.

OPTIONS_DB_UI_SMALL_FLEET_BUTTON_MIN_ZOOM
Ustala minimalne przybliżenie, przy którym małe ikony flot są pokazywane na mapie galaktyki.

OPTIONS_DB_UI_TINY_FLEET_BUTTON_MIN_ZOOM
Ustala minimalne przybliżenie, przy którym maleńkie ikony flot są pokazywane na mapie galaktyki. Przy mniejszych przybliżeniach na mapie nie są pokazywane żadne ikony flot.

OPTIONS_DB_UI_FLEET_SELECTION_INDICATOR_SIZE
Ustala wielkość znacznika zaznaczenia floty (względem wielkości ikony floty).

OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_SIZE
Ustala wielkość znacznika zaznaczenia systemu planetarnego (względem wielkości ikon systemów planetarnych).

OPTIONS_DB_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD
Ustala wielkość ikony systemu planteranego, poniżej której będzie wyświetlana specjalna maleńka ikona stałej wielkości.

OPTIONS_DB_UI_TOOLTIP_DELAY
Ustala czas opóźnienia wyświetlania podpowiedzi interfejsu użytkownika, w ms.

OPTIONS_DB_UI_MULTIPLE_FLEET_WINDOWS
Jeśli prawdziwe, to klikanie na wielu przyciskach flot będzie otwierać wiele okien flot w tym samym czasie. W przeciwnym wypadku otwarcie nowego okna floty zamknie jakiekolwiek wcześniej otwarte okno floty.

OPTIONS_DB_UI_FLEET_AUTOSELECT
Autowybranie najwyższej floty, kiedy okno floty jest otwierane. Rozważ użycie tej flagi jeśli używasz UI.multiple-fleet-windows.

OPTIONS_DB_UI_WINDOW_QUICKCLOSE
Zamknij otwarte okna, takie jak okna floty i boczny panel podglądu systemu, kiedy klikniesz prawym przyciskiem myszy na głownej mapie.

OPTIONS_DB_UI_SIDEPANEL_WIDTH
Ustala rozmiar panelu bocznego systemu gwiezdnego.

OPTIONS_DB_UI_SIDEPANEL_PLANET_MAX_DIAMETER
Ustala rozmiar największych renderowanych, obracających się planet w panelu bocznym.

OPTIONS_DB_UI_SIDEPANEL_PLANET_MIN_DIAMETER
Ustala rozmiar najmniejszych renderowanych, obracających się planet w panelu bocznym.

OPTIONS_DB_GAMESETUP_STARS
Ilość gwiazd w galaktyce do wygenerowania.

OPTIONS_DB_GAMESETUP_GALAXY_SHAPE
Kształt galaktyki do wygenerowania.

OPTIONS_DB_GAMESETUP_GALAXY_AGE
Wiek galaktyki do wygenerowania.

OPTIONS_DB_GAMESETUP_PLANET_DENSITY
Ilość planet w każdym systemie w galaktyce do wygenerowania.

OPTIONS_DB_GAMESETUP_STARLANE_FREQUENCY
Ilość szlaków gwiezdnych w galaktyce do wygenerowania.

OPTIONS_DB_GAMESETUP_SPECIALS_FREQUENCY
Częstotliwość pojawiania się elementów specjalnych w galaktyce do wygenerowania.

OPTIONS_DB_GAMESETUP_EMPIRE_NAME
Nazwa dla Twojego imperium w grze.

OPTIONS_DB_GAMESETUP_EMPIRE_COLOR
Kolor Twojego imperium w grze.

OPTIONS_DB_GAMESETUP_NUM_AI_PLAYERS
Ilość przeciwników SI w grze.

OPTIONS_DB_UI_TECH_LAYOUT_HORZ_SPACING
Poziomy odstęp pomiędzy technologiami na ekranie technologii, wyrażony w wielokrotności szerokości jednej teorii technologicznej.
#The horizontal spacing to be placed between techs in the tech screen, in multiples of the width of a single theory tech.
#Poprawić

OPTIONS_DB_UI_TECH_LAYOUT_VERT_SPACING
Pionowy odstęp pomiędzy technologiami na ekranie technologii, wyrażony w wielokrotności wysokosci jednej teorii technologicznej.
#The vertical spacing to be placed between techs in the tech screen, in multiples of the height of a single theory tech.
#Poprawić

OPTIONS_DB_SAVE_DIR
Katalog, w którym są przechowywane zapisane gry, i z którego są ładowane. Ścieżki katalogów są relatywne do lokalizacji pliku wykonywalnego gry.

OPTIONS_DB_SETTINGS_DIR
Ustala główny katalog dla zasobów gry (ustawienia i pliki danych).

OPTIONS_DB_LOG_LEVEL
Ustala, którego poziomu lub wyższego wiadomości będą logowane (poziomy w kolejności od najbardziej rozwlekłego: DEBUG, INFO, NOTICE, WARN, ERROR, CRIT, ALERT, FATAL, EMERG).
#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)
#Poprawić

OPTIONS_DB_STRINGTABLE_FILENAME
Ustala nazwę pliku językowego.

OPTIONS_DB_AUTOSAVE_SINGLE_PLAYER
Jeśli włączone, gra będzie automatycznie zapisywana podczas gry jednoosobowej.

OPTIONS_DB_AUTOSAVE_MULTIPLAYER
Jeśli włączone, gra będzie automatycznie zapisywana podczas gry wieloosobowej.

OPTIONS_DB_AUTOSAVE_TURNS
Ustala ilość tur, które powinny minąć pomiędzy autozapisami gry.

OPTIONS_DB_AUTOSAVE_SAVES
Ustala ilość autozapisanych gier, które mają być zachowane,

OPTIONS_DB_MUSIC_VOLUME
Głośność odtwarzania muzyki (0 do 255).

OPTIONS_DB_COMBAT_ENABLE_GLOW
Przełącza efekty poświaty.

OPTIONS_DB_COMBAT_ENABLE_SKYBOX
Przełącza obraz nieba w tle.

OPTIONS_DB_COMBAT_ENABLE_LENS_FLARE
Przełacza efekty blasku soczewki.
#Toggles lens flares on and off.

OPTIONS_DB_COMBAT_FILLED_SELECTION
Używa wypełnionego efektu, w przeciwieństwie do efektu obramowania, na zaznaczonych obiektach.

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

FILE_DLG_FILES
Plik(i):

FILE_DLG_FILE_TYPES
Typ(y):

FILE_DLG_MALFORMED_FILENAME
Nieprawidłowa nazwa pliku.

FILE_DLG_OVERWRITE_PROMPT
'''%1% już istnieje.

Nadpisać?'''

FILE_DLG_INVALID_FILENAME
'''"%1%"

nie jest prawidłową nazwą pliku.'''

FILE_DLG_FILENAME_IS_A_DIRECTORY
'''"%1%"

jest katalogiem.'''

FILE_DLG_FILE_DOES_NOT_EXIST
'''Plik "%1%"

nie istnieje.'''

FILE_DLG_DEVICE_IS_NOT_READY
Urządzenie nie jest gotowe.


#########################
# Okno dialogowe Kolor  #
#########################

COLOR_DLG_NEW
Nowy

COLOR_DLG_OLD
Stary

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 - Menu główne


#Button names####

INTRO_BTN_SINGLE_PLAYER
Pojedynczy gracz

INTRO_BTN_QUICK_START
Szybki start

INTRO_BTN_MULTI_PLAYER
Wielu graczy

INTRO_BTN_LOAD_GAME
Załaduj grę

INTRO_BTN_OPTIONS
Opcje

INTRO_BTN_ABOUT
O FreeOrion

INTRO_BTN_CREDITS
Twórcy

INTRO_BTN_EXIT
Wyjście


#Komunikaty o błędach####

ERR_CONNECT_TIMED_OUT
Przekroczono czas łączenia z serwerem.

ERR_VERSION_MISMATCH
Nie można połączyć się z serwerem, ponieważ klient używa innej wersji poniższych plików ustawień lub źródłowych:

##########################
# Ekran ustawień serwera #
##########################

#Nagłówek okna####

SCONNECT_WINDOW_TITLE
Połączenie z serwerem

#Etykiety statystyk####

LAN_GAME_LABEL
Gra w sieci LAN:

INTERNET_GAME_LABEL
Gra w sieci Internet:

PLAYER_NAME_LABEL
Nazwa gracza

#Nazwy przycisków####

HOST_GAME_BN
Utwórz nową grę

JOIN_GAME_BN
Dołącz do gry

REFRESH_LIST_BN
Odśwież listę


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

#Nagłówek okna####

MPLOBBY_WINDOW_TITLE
Ustawienia trybu wielu graczy

#Ciągi znaków

MPLOBBY_HOST_ABORTED_GAME
Gracz tworzący grę przerwał proces jej konfiguracji.

#nazwy przycisków####

NEW_GAME_BN
Nowa gra

LOAD_GAME_BN
Ładuj grę

START_GAME_BN
Uruchom grę

MULTIPLAYER_GAME_START_CONDITIONS
Wymagaj unikalnych nazw i kolorów imperiów

#############################
# Ekran ustawień galaktyki  #
#############################

#Nagłówek okna####

GSETUP_WINDOW_TITLE
Ustawienia galaktyki

#Ciągi znaków

GSETUP_GRAPHICS_FILES
Pliki graficzne

GSETUP_EMPIRE_NAME
Nazwa imperium

GSETUP_EMPIRE_COLOR
Kolor imperium

GSETUP_NUMBER_AIS
Liczba graczy komputerowych

#Etykiety list rozwijanych i pól wyboru####

GSETUP_STARS
Liczba gwaizd

GSETUP_SHAPE
Kształt galaktyki

GSETUP_AGE
Wiek galaktyki

GSETUP_STARLANE_FREQ
Częstość szkalów gwiezdnych

GSETUP_PLANET_DENSITY
Gęstość występowania planet

GSETUP_SPECIALS_FREQ
Częstość występowania wyjątków

GSETUP_2ARM
Spiralna dwuramienna

GSETUP_3ARM
Spiralna trójramienna

GSETUP_4ARM
Spiralna czteroramienna

GSETUP_CLUSTER
Klaster

GSETUP_ELLIPTICAL
Eliptyczna

GSETUP_IRREGULAR
Nieregularna

GSETUP_RING
Pierścieniowa

GSETUP_NONE
Brak

GSETUP_YOUNG
Młoda

GSETUP_MATURE
Dojrzała

GSETUP_ANCIENT
Prastara

GSETUP_FEW
Niewiele

GSETUP_SOME
Trochę

GSETUP_SEVERAL
Kilka

GSETUP_MANY
Wiele

GSETUP_VERY_MANY
Bardzo dużo

GSETUP_LOW
Niska

GSETUP_MEDIUM
Średnia

GSETUP_HIGH
Duża

GSETUP_RARE
Rzadko

GSETUP_UNCOMMON
Nieczęsto

GSETUP_COMMON
Często

#Komunikaty o błędach####

GSETUP_ERR_NOEXIST
nie istnieje.


###########################
# Ekran wyboru imperium   #
###########################

#Nagłówek okna####

ESELECT_WINDOW_TITLE
Wybrór imperium

#tekst statyczny####
ESELECT_EMPIRE_NAME
Nazwa imperium:

###########################
# Oknoa dialogowe O...    #
###########################

#Przycisk tekstu licencji####
LICENSE
Licencja

ABOUT_WINDOW_TITLE
O FreeOrion

CREDITS
Podziękowania

VISION
Wizja

FREEORION_VISION
FreeOrion jest grą o otwartym kodzie źródłowym bazującą na grze Master of Orion. Jest to turowa gra strategiczna zbudowana w oparciu o klasyczny model '4X' zawierająca elementy rozwoju narodów podobne do znanych z gry Europa Universalis 2 oraz złożony mechanizm walki taktycznej. Przy modułowości projektu, model open-source pozwala na duży stopień personalizacji silnika gry i elementów historii przez społeczność. Ekipa FreeOriona ma na celu skonstruowanie żywego, oddychającego wszechświata w myśl modelu wielkiej kampanii.

#note: za dużo "modeli" w tym tłumaczeniu - poprawić kiedyś, oryginał poniżej

#FreeOrion, an open-source game based on Master of Orion, is a turn-based game of epic space strategy that builds on the classic '4X' model by incorporating the nation-building elements of games such as Europa Universalis 2 and a versatile tactical combat engine. While its modular, open-source design allows for a significant degree of customization of the game engine and the story elements by the community, the FreeOrion team is dedicated to the construction of a living, breathing universe in a 'grand campaign' model. 

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

GAME_MENU_WINDOW_TITLE
Menu

GAME_MENU_SAVE
Zapisz grę

GAME_MENU_LOAD
Wczytaj grę

GAME_MENU_RESIGN
Zrezygnuj

GAME_MENU_SAVE_FILES
Pliki zapisanych gier

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

OPTIONS_TITLE
Opcje

################################ translated up to here ################ przetłumaczone do tego miejsca ###########################################

OPTIONS_AUTOSELECT_FLEET
Auto-select first fleet

OPTIONS_MULTIPLE_FLEET_WNDS
Multiple fleet windows

OPTIONS_QUICK_CLOSE_WNDS
Quick-close windows

OPTIONS_MISC_UI
Miscellaneous UI Settings

OPTIONS_SINGLEPLAYER
Single player

OPTIONS_MULTIPLAYER
Mulitplayer

OPTIONS_AUTOSAVE_TO_KEEP
Autosaves to keep

OPTIONS_AUTOSAVE_TURNS_BETWEEN
Turns between autosaves

OPTIONS_LANGUAGE
Language file

OPTIONS_FONTS
Fonts

OPTIONS_FONT_SIZES
Fonts Sizes

OPTIONS_FONT_TEXT
Text

OPTIONS_FONT_TITLE
Window titles

OPTIONS_TECH_SPACING
Tech spacing

OPTIONS_HORIZONTAL
Horizontal

OPTIONS_VERTICAL
Vertical

OPTIONS_TOOLTIP_DELAY
Tooltip delay (ms)

OPTIONS_VIDEO_MODE
Video Mode  (restart for changes to take effect)

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
Custom

OPTIONS_VIDEO_SETTINGS
Video Settings

OPTIONS_APP_WIDTH
Width

OPTIONS_APP_HEIGHT
Height

OPTIONS_COLOR_DEPTH
Color bit-depth

OPTIONS_FULLSCREEN
Fullscreen

OPTIONS_SHOW_FPS
Show FPS

OPTIONS_LIMIT_FPS
Limit FPS

OPTIONS_MAX_FPS
Max FPS

OPTIONS_CHAT
Chat

OPTIONS_CHAT_HISTORY
Chat history

OPTIONS_CHAT_HIDE
Chat-hide delay

OPTIONS_GALAXY_MAP
Galaxy Map

OPTIONS_SYSTEM_ICONS
System Icons

OPTIONS_OPTIMIZED_SYSTEM_RENDERING
Optimized system rendering

OPTIONS_UI_SYSTEM_ICON_SIZE
System icon size

OPTIONS_UI_SYSTEM_FOG
System icon fog of war scanlines

OPTIONS_UI_SYSTEM_FOG_SPACING
Fog of war scanline spacing

OPTIONS_UI_SYSTEM_CIRCLES
System enclosing circles

OPTIONS_UI_SYSTEM_CIRCLE_SIZE
System circle relative size

OPTIONS_UI_SYSTEM_SELECTION_INDICATOR_SIZE
System selection indicator relative size

OPTIONS_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD
Tiny system icon size threshold

OPTIONS_UI_SYSTEM_NAME_UNOWNED_COLOR
Unowned systen name colour

OPTIONS_FLEET_ICONS
Fleet Icons

OPTIONS_UI_TINY_FLEET_BUTTON_MIN_ZOOM
Tiny fleet icon minimum zoom

OPTIONS_UI_SMALL_FLEET_BUTTON_MIN_ZOOM
Small fleet icon minimum zoom

OPTIONS_UI_MEDIUM_FLEET_BUTTON_MIN_ZOOM
Medium fleet icon minimum zoom

OPTIONS_UI_FLEET_SELECTION_INDICATOR_SIZE
Fleet selection indicator relative size

OPTIONS_GALAXY_MAP_GENERAL
General

OPTIONS_GALAXY_MAP_GAS
Galaxy map gas rendering

OPTIONS_GALAXY_MAP_STARFIELDS
Galaxy map starfields rendering

OPTIONS_GALAXY_MAP_SCALE_LINE
Galaxy distance scale line

OPTIONS_STARLANES
Starlanes

OPTIONS_STARLANE_THICKNESS
Starlane thickness

OPTIONS_RESOURCE_STARLANE_COLOURING
Resource starlane colouring

OPTIONS_FLEET_SUPPLY_LINES
Fleet supply lines

OPTIONS_FLEET_SUPPLY_LINE_WIDTH
Fleet supply line width

OPTIONS_FLEET_SUPPLY_LINE_DOT_SPACING
Fleet supply line dot spacing

OPTIONS_UNOWNED_STARLANE_COLOUR
Default starlane colour

OPTIONS_MUSIC
Music

OPTIONS_UI_SOUNDS
UI sounds

OPTIONS_BACKGROUND_MUSIC
Music

OPTIONS_SOUNDS
Sounds

OPTIONS_SOUND_CLOSE
Close window

OPTIONS_SOUND_MINIMIZE
Minimize window

OPTIONS_SOUND_MAXIMIZE
Maximize window

OPTIONS_SOUND_CLICK
Click

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
Window Sounds

OPTIONS_SOUND_BUTTON
Button Sounds

OPTIONS_SOUND_FLEET
Fleet Button Sounds

OPTIONS_SOUND_ALERT
Alert

OPTIONS_SOUND_TYPING
Typing

OPTIONS_SOUND_TURN
Turn button click

OPTIONS_SOUND_SIDEPANEL
Side-panel open

OPTIONS_SOUND_PLANET
Planet click

OPTIONS_SOUND_FOCUS
Focus Sounds

OPTIONS_SOUND_BALANCED
Balanced focus

OPTIONS_SOUND_FARMING
Farming focus

OPTIONS_SOUND_INDUSTRY
Industry focus

OPTIONS_SOUND_MINING
Mining focus

OPTIONS_SOUND_RESEARCH
Research focus

OPTIONS_SOUND_LIST
List sounds

OPTIONS_SOUND_DROP
Item drop

OPTIONS_SOUND_PULLDOWN
Drop-down list open

OPTIONS_SOUND_SELECT
List select

OPTIONS_GENERAL_COLORS
General

OPTIONS_CONTROL_COLORS
UI Controls

OPTIONS_FILL_COLOR
Fill

OPTIONS_BORDER_COLOR
Border

OPTIONS_TEXT_COLOR
Text

OPTIONS_EDIT_COLORS
Edit Controls

OPTIONS_HIGHLIGHT_COLOR
Selection highlighting

OPTIONS_INTERIOR_COLOR
Interior

OPTIONS_WINDOW_COLORS
Windows

OPTIONS_INNER_BORDER_COLOR
Inner border

OPTIONS_OUTER_BORDER_COLOR
Outer border

OPTIONS_PAGE_VIDEO
Video

OPTIONS_PAGE_AUDIO
Audio

OPTIONS_PAGE_AUTOSAVE
Autosave

OPTIONS_PAGE_UI
UI

OPTIONS_PAGE_COLORS
Colors

OPTIONS_PAGE_COMBAT
Combat

OPTIONS_PAGE_DIRECTORIES
Directories

OPTIONS_TECH_COLORS
Techs

OPTIONS_TEXT_AND_BORDER_COLOR
Text and Border

OPTIONS_KNOWN_TECH_COLORS
Known techs

OPTIONS_RESEARCHABLE_TECH_COLORS
Researchable techs

OPTIONS_UNRESEARCHABLE_TECH_COLORS
Unresearchable techs

OPTIONS_TECH_PROGRESS_COLORS
Research progress bars

OPTIONS_PROGRESS_BAR_COLOR
Bar

OPTIONS_PROGRESS_BACKGROUND_COLOR
Background

OPTIONS_COMBAT_ENABLE_GLOW
Glow

OPTIONS_COMBAT_ENABLE_SKYBOX
Skybox

OPTIONS_COMBAT_ENABLE_LENS_FLARES
Lens Flares

OPTIONS_COMBAT_FILLED_SELECTION
Filled selection

OPTIONS_ANY_FILE
All files

OPTIONS_FOLDER_SETTINGS
Resource Files

OPTIONS_FOLDER_SAVE
Save files

OPTIONS_LANGUAGE_FILE
Language files

OPTIONS_VOLUME_AND_MUSIC
Volume And Music

OPTIONS_MUSIC_FILE
Music files

OPTIONS_SOUND_FILE
Sound files


#################
# Główna mapa   #
#################

MAP_BTN_TURN_UPDATE
Kolejka nr %1%

MAP_INDICATOR_FPS
%1% FPS

MAP_SCALE_INDICATOR
%1% uu

MAP_BTN_MENU
Menu

MAP_BTN_SITREP
RapSyt
#Raport Sytuacyjny

MAP_BTN_RESEARCH
Badania naukowe

MAP_BTN_PRODUCTION
Produkcja

MAP_BTN_DESIGN
Projektowanie

#################
# Panel boczny  #
#################

SIDE_PANEL
Panel boczny

SP_SYSTEM_PRODUCTION
Produkcja w systemie

RESOURCE_PRODUCTION_TOOLTIP
System %1%: %2%

RESOURCE_ALLOCATION_TOOLTIP
System %1%: %2%

FOOD_CONSUMPTION
Koncumpcja pożywienia

MINERALS_CONSUMPTION
Koncumpcja minerałów

INDUSTRY_CONSUMPTION
Koncumpcja produkcji przemysłowej

RESEARCH_CONSUMPTION
Koncumpcja badań naukowych

TRADE_CONSUMPTION
Skuteczność handlu

INTERSYSTEM_EXCHANGE_TOOLTIP
Wymiana międzysystemowa

IMPORT_EXPORT_TOOLTIP
Import / Eksport

RESOURCE_IMPORT
Importowanie

RESOURCE_EXPORT
Dostępne do eksportowania

##Panel planety#############
PLANET_PANEL
Panel planety

PL_ASTEROID_BELT
Pas asteroidów

PL_UNINHABITED
Niezamieszkała

PL_SIZE
Rozmiar

PL_COLONIZE
Kolonizuj

##Panel populacji#########

PP_POPULATION
Populacja

PP_HEALTH
Zdrowie

## Panel zasobów ##########

RP_PRIMARY_FOCUS_TOOLTIP
Główny cel: %1%

RP_SECONDARY_FOCUS_TOOLTIP
Poboczny cel: %1%

RP_FOOD
Produkcja żywności

RP_MINERALS
Produkcja minerałów

RP_INDUSTRY
Produkcja przemysłowa

RP_RESEARCH
Badania naukowe

RP_TRADE
Poziom wymiany handlowej

RP_CONSTRUCTION
Infrastruktura konstrukcyjna

## Panel wojskowy ##########

MP_SUPPLY
Zaopatrzenie floty

MP_SHIELD
Osłona planetarna

MP_DEFENSE
Obrona planetarna

MP_DETECTION
Wykrywanie

MP_STEALTH
Maskowanie

## Panel budynków##########

BP_INCOMPLETE_BUILDING_TOOLTIP
'''%1% (niedokończone)

%2%'''

BP_COMPLETE_BUILDING_TOOLTIP
'''%1%

%2%'''

## ogólne wskazówki#########

TT_CURRENT
Aktualne

TT_NEXT
Następna kolejka

TT_CHANGE
Zmień

TT_METER
Licznik: %1% / %2%

TT_BASIC_FOCUS_AND_UNIVERSE
Basic Focus and Universe

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

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

TT_SHIP_HULL
Ship <i>%1%</i> Hull <i>%2%</i>

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

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

TT_UNKNOWN
Unknown

TT_RESOURCE_PRODUCTION
%1% produces %2%

TT_RESOURCE_ALLOCATION
%1% consumes %2%

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

SP_UNKNOWN_SYSTEM
Unknown System

SP_RENAME_PLANET
Rename Planet

SP_ENTER_NEW_PLANET_NAME
Enter new planet name

SP_USE_DEPARTING_COLONY_SHIPS_QUESTION
'''All colony ships in this system have been
given orders to leave the system.

Use one of the departing colony ships?'''

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

FW_FLEET_HOLDING_AT
Holding at %1% System

FW_FLEET_MOVING_TO
Moving to %1%, ETA %2% (%3%)

FW_FLEET_ETA_NEVER
Never

FW_FLEET_ETA_UNKNOWN
Unknown

FW_FLEET_ETA_OUT_OF_RANGE
Out of Range

FW_SHIP_CLASS
Ship Class 

FW_UNKNOWN_DESIGN_NAME
Unknown

# the name of the new fleet icon in the fleet listbox
FW_NEW_FLEET_LABEL
<i>New Fleet</i>

FW_EMPIRE_FLEETS_AT_SYSTEM
%1% Fleets At %2% System

FW_EMPIRE_FLEETS
%1% Fleets

FW_NO_FLEET
No Fleet

FW_GENERIC_FLEETS_AT_SYSTEM
Fleets At %1% System

FW_GENERIC_FLEETS
Fleets

FW_HOME_FLEET
Home Fleet

FW_BATTLE_FLEET
Battle Fleet

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

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

FW_FUEL
Fuel

FW_FLEET_FUEL_SUMMARY
'''Fleet Fuel - Equal to the minimum fuel of the ships in the fleet.'''

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

TECH_DISPLAY
Display

TECH_NAVIGATION
Navigation

TECH_TOTAL_COST_STR
%2% Turns @ %1% RP / Turn

TECH_TURN_COST_STR
%2% Turns @ %1% RP / Turn

TECH_TURNS_LEFT_STR
%1% Turns

TECH_TURNS_LEFT_NEVER
Never


TECH_WND_TECH_COMPLETED
COMPLETED

TECH_WND_TECH_QUEUED
Queued

TECH_WND_TECH_INCOMPLETE
Incomplete

TECH_WND_TYPE_THEORIES
Theories

TECH_WND_TYPE_APPLICATIONS
Applications

TECH_WND_TYPE_REFINEMENTS
Refinements

TECH_WND_STATUS_COMPLETED
Completed

TECH_WND_STATUS_RESEARCHABLE
Researchable

TECH_WND_STATUS_UNRESEARCHABLE
Unresearchable

TECH_WND_LIST_VIEW
List View

TECH_WND_TREE_VIEW
Tree View

TECH_WND_REQUIRES
Requires

TECH_WND_UNLOCKS
Unlocks


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

PRODUCTION_INFO_TOTAL_PS_LABEL
Total Available Points

PRODUCTION_INFO_WASTED_PS_LABEL
Wasted Points

PRODUCTION_INFO_PROJECTS_IN_PROGRESS_LABEL
Projects in Progress

PRODUCTION_INFO_PS_TO_UNDERFUNDED_PROJECTS_LABEL
Underfunded Project

PRODUCTION_INFO_PROJECTS_IN_QUEUE_LABEL
Projects in Queue


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

RESEARCH_WND_TITLE
Research

RESEARCH_INFO_PANEL_TITLE
Research

RESEARCH_INFO_RP
RP


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

PRODUCTION_WND_BUILD_ITEMS_TITLE
Buildable Items

PRODUCTION_WND_CATEGORY_BT_BUILDING
Buildings

PRODUCTION_WND_CATEGORY_BT_SHIP
Ships

PRODUCTION_WND_AVAILABILITY_AVAILABLE
Available

PRODUCTION_WND_AVAILABILITY_UNAVAILABLE
Unavailable

PRODUCTION_TOTAL_COST_STR
%1% PP / Turn @ %2% Turns

PRODUCTION_TURN_COST_STR
+%1% PP

PRODUCTION_TURNS_LEFT_STR
%1% Turns left

PRODUCTION_TURNS_LEFT_NEVER
Never

PRODUCTION_DETAIL_NUMBER_TO_BUILD
Quantity

PRODUCTION_DETAIL_ADD_TO_QUEUE
Add to Queue

PRODUCTION_DETAIL_CENTER_ON_BUILD
Center on Build


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

PRODUCTION_WND_TITLE
Production

PRODUCTION_INFO_PANEL_TITLE
Production

PRODUCTION_INFO_PP
PP

PRODUCTION_QUEUE_MULTIPLES
%1%x 


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

DESIGN_ADD_TEST
Add Test Design

DESIGN_NAME_DEFAULT
Custom Ship Design

DESIGN_DESCRIPTION_DEFAULT
Design Description

DESIGN_NO_PART
None

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
Design Details

DESIGN_WND_DESIGN_NAME
Design Name

DESIGN_WND_DESIGN_DESCRIPTION
Description

DESIGN_WND_CONFIRM
Confirm New Design

DESIGN_WND_CLEAR
Clear Parts


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

# types of things that can be shown in encyclopedia
ENC_SHIP_PART
Ship Part

ENC_SHIP_HULL
Ship Hull

ENC_TECH
Technology

ENC_SPECIAL
Special

ENC_BUILDING_TYPE
Building Type

ENC_SHIP_DESIGN
Ship Design

# 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
<i>%1% %2%</i>

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 (e.g. specials)
# %1% will be the max cost per turn (a number, the max amount that can be spent per turn on this thing)
# %2% will be one of ENC_PP or END_RP, depending on what the thing shown costs to build / research
# %3% will be the minimum number of turns it takes to produce or research the thing shown
ENC_COST_AND_TURNS_STR
%3% Turns @ %1% %2% / Turn

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

<u>Effects</u>

%1%'''

ENC_SHIP_DESIGN_DESCRIPTION_STR
'''%1%

Attack: %2%
Defense: %3%
Speed: %4%'''

ENC_TECH_DETAIL_UNLOCKS_SECTION_STR
'''

<u>Unlocks</u>

'''

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

ENC_TECH_DETAIL_TYPE_STR
%1% %2% - %3%

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

COMBAT_WINDOW_TITLE
Combat Window

COMBAT_BATTLE
BATTLE : 

COMBAT_SYSTEM
The %1% System

COMBAT_MILITARY_SHIPS
Military Ships

COMBAT_CIVILIAN_SHIPS
Civilian Ships

COMBAT_PLANETS
Planets

COMBAT_REMAINING
 Remaining

COMBAT_RETREATED
 Retreated

COMBAT_DESTROYED
 Destroyed

COMBAT_DEFENSELESS
 Defenseless

COMBAT_LOST
 Lost!


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

TURN_PROGRESS_WND
Turn Progress

TURN_PROGRESS_PHASE_FLEET_MOVEMENT
Fleet movement ...

TURN_PROGRESS_PHASE_COMBAT
Resolving combat ...

TURN_PROGRESS_PHASE_EMPIRE_GROWTH
Production and growth ..

TURN_PROGRESS_PHASE_WAITING
Waiting for players to end turn ...

TURN_PROGRESS_PHASE_ORDERS
Executing Orders ...

TURN_PROGRESS_PHASE_DOWNLOADING
Downloading new game state ...


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

#Window title####

SITREP_PANEL_TITLE
Situation Report


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

SITREP_BASE_BUILT
%planet% has completed a defense base.

SITREP_SHIP_BUILT
The %ship%, a new ship, has been produced in the %system% system.

SITREP_BUILDING_BUILT
%building% has been produced on %planet%.

SITREP_TECH_RESEARCHED
%tech% has been researched.

SITREP_COMBAT_SYSTEM_WON
A combat has taken place in %system%. We were victorious!

SITREP_COMBAT_SYSTEM_LOST
A combat has taken place in %system%. We were defeated!

SITREP_COMBAT_SYSTEM_NO_VICTOR
A combat has taken place in %system%. The encounter was inconclusive.

SITREP_PLANET_LOST_STARVED_TO_DEATH
The entire population of %planet% has starved to death. The planet is lost!

SITREP_PLANET_COLONIZED
%planet% has been colonized in the %system% system.

SITREP_FLEET_ARRIVED_AT_DESTINATION
%fleet% has arrived at the %system% system and awaits further orders.

SITREP_EMPIRE_ELIMINATED
The %empire% empire has been eliminated.

SITREP_VICTORY
%1%

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

TECH_VICTORY
The %1% empire has achieved a technological victory.

ALL_ENEMIES_ELIMINATED_VICTORY
The %1% empire has achieved a sole-survivor victory.


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

HOMEWORLD_SPECIAL
Homeworld

HOMEWORLD_SPECIAL_DESCRIPTION
This planet is the birthplace of your race; you know how to get the most out of it, gaining bonuses to virtually all planetary stats.

ANCIENT_RUINS_SPECIAL
Ancient Ruins

ANCIENT_RUINS_SPECIAL_DESCRIPTION
This planet holds the ruins of an advanced ancient race, who have been forgotten in the history books, giving a bonus to research.

MINERALS_SPECIAL
Mineral Rich

MINERALS_SPECIAL_DESCRIPTION
This planet has a rich natural deposit of minerals, boosting mining and trade.

TUNNELS_SPECIAL
Natural Tunnels

TUNNELS_SPECIAL_DESCRIPTION
This planet has a network of naturally formed tunnels, enabling a much larger portion of the planet to be easily colonised.

TECHTONIC_INSTABILITY_SPECIAL
Tectonically Unstable

TECHTONIC_INSTABILITY_SPECIAL_DESC
This planet is tectonically unstable.  Frequent earthquakes, tsunamis, volcanic eruptions or unpredictable support below foundations make construction and general infrastructure development difficult.

SOLID_CORE_SPECIAL
Solid Core

SOLID_CORE_SPECIAL_DESC
This planet's core has solidified, and it has a very weak magnetic field.  The star's solar wind reaches the surface relatively unfiltered, damaging health and limiting food production.

HIGH_AXIAL_TILT_SPECIAL
High Axial Tilt

HIGH_AXIAL_TILT_SPECIAL_DESC
This planet's rotational axis is highly tilted relative to its orbital plane.  Seasonal weather variations are particularly extreme and infrastructure development is significantly impeded.

SLOW_ROTATION_SPECIAL
Very Slow Rotation

SLOW_ROTATION_SPECIAL_DESC
This planet rotates about its axis very slowly, causing very long days and nights.  Infrastructure growth, food production and population capacity are reduced.

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
Eccentric Orbit

ECCENTRIC_ORBIT_SPECIAL_DESC
This planet's orbit is very eccentric.  It has a large distance between its closest and farthest approaches to its star.  Total insolation varies significantly throughout the year.  The varied conditions inhibit infrastructure development, but provide a beneficial platform for research.

#######################
# 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
blue
STAR_WHITE
white
STAR_YELLOW
yellow
STAR_ORANGE
orange
STAR_RED
red
STAR_NEUTRON
neutron
STAR_BLACK
black hole


# PlanetTypes

PT_SWAMP
swamp
PT_TOXIC
toxic
PT_INFERNO
inferno
PT_RADIATED
radiated
PT_BARREN
barren
PT_TUNDRA
tundra
PT_DESERT
desert
PT_TERRAN
terran
PT_OCEAN
ocean
PT_ASTEROIDS
asteroids
PT_GASGIANT
gas giant


# Planet Sizes

SZ_NOWORLD
Nothing to see here; move along.
SZ_TINY
tiny
SZ_SMALL
small
SZ_MEDIUM
medium
SZ_LARGE
large
SZ_HUGE
huge
SZ_ASTEROIDS
asteroids
SZ_GASGIANT
gas giant


# PlanetEnvironments

PE_UNINHABITABLE
uninhabitable
PE_HOSTILE
hostile
PE_POOR
poor
PE_ADEQUATE
adequate
PE_GOOD
good


# FocusTypes

FOCUS_UNKNOWN
unknown
FOCUS_BALANCED
balanced
FOCUS_FARMING
farming
FOCUS_INDUSTRY
industry
FOCUS_MINING
mining
FOCUS_RESEARCH
research
FOCUS_TRADE
trade
  

# MeterTypes

METER_POPULATION
population
METER_FARMING
farming
METER_INDUSTRY
industry
METER_RESEARCH
research
METER_TRADE
trade
METER_MINING
mining
METER_CONSTRUCTION
construction
METER_HEALTH
health
METER_FUEL
fuel
METER_SUPPLY
supply
METER_STEALTH
stealth
METER_DETECTION
detection
METER_SHIELD
shield
METER_DEFENSE
defense


# EmpireAffiliationTypes

AFFIL_SELF
self
AFFIL_ENEMY
enemy
AFFIL_ALLY
ally


# UnlockableItemTypes

UIT_BUILDING
Building
UIT_SHIP_PART
Ship Part
UIT_SHIP_HULL
Ship Hull


# TechTypes

TT_THEORY
Theory
TT_APPLICATION
Application
TT_REFINEMENT
Refinement


# BuildTypes

BT_NOT_BUILDING
no build
BT_BUILDING
building
BT_SHIP
ship
BT_ORBITAL
orbital


# StockpileTypes

ST_FOOD
food
ST_MINERAL
mineral
ST_TRADE
trade


# Ship Slot Types

SL_EXTERNAL
External
SL_INTERNAL
Internal


# Ship Part Classes

PC_SHORT_RANGE
Short Range
PC_MISSILES
Missiles
PC_FIGHTERS
Fighters
PC_POINT_DEFENSE
Point Defense
PC_SHIELD
Shields
PC_ARMOUR
Armour
PC_DETECTION
Detection
PC_STEALTH
Stealth
PC_FUEL
Fuel
PC_COLONY
Colonization


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

# ValueRef

DESC_VAR_PLANET
planet

DESC_VAR_SYSTEM
system

DESC_VAR_SOURCE
source

DESC_VAR_TARGET
target

DESC_VAR_PLANETSIZE
planet size

DESC_VAR_PLANETTYPE
planet type

DESC_VAR_PLANETENVIRONMENT
planet environment

DESC_VAR_OBJECTTYPE
object type

DESC_VAR_STARTYPE
star type

DESC_VAR_PRIMARYFOCUS
primary focus

DESC_VAR_SECONDARYFOCUS
secondary focus

DESC_VAR_CURRENTFARMING
current farming

DESC_VAR_MAXFARMING
max farming

DESC_VAR_CURRENTINDUSTRY
current industry

DESC_VAR_MAXINDUSTRY
max industry

DESC_VAR_CURRENTRESEARCH
current research

DESC_VAR_MAXRESEARCH
max research

DESC_VAR_CURRENTTRADE
current trade

DESC_VAR_MAXTRADE
max trade

DESC_VAR_CURRENTMINING
current mining

DESC_VAR_MAXMINING
max mining

DESC_VAR_CURRENTCONSTRUCTION
current construction

DESC_VAR_MAXCONSTRUCTION
max construction

DESC_VAR_CURRENTHEALTH
current health

DESC_VAR_MAXHEALTH
max health

DESC_VAR_CURRENTPOPULATION
current population

DESC_VAR_MAXPOPULATION
max population

DESC_VAR_CURRENTFUEL
current fuel

DESC_VAR_MAXFUEL
max fuel

DESC_VAR_CURRENTSUPPLY
current supply

DESC_VAR_MAXSUPPLY
max supply

DESC_VAR_CURRENTSTEALTH
current stealth

DESC_VAR_MAXSTEALTH
max stealth

DESC_VAR_CURRENTDETECTION
current detection

DESC_VAR_MAXDETECTION
max detection

DESC_VAR_CURRENTSHIELD
current shield

DESC_VAR_MAXSHIELD
max shield

DESC_VAR_CURRENTDEFENSE
current defense

DESC_VAR_MAXDEFENSE
max defense

DESC_VAR_TRADESTOCKPILE
trade stockpile

DESC_VAR_MINERALSTOCKPILE
mineral stockpile

DESC_VAR_FOODSTOCKPILE
food stockpile

DESC_VAR_TRADEPRODUCTION
trade production

DESC_VAR_FOODPRODUCTION
food production

DESC_VAR_MINERALPRODUCTION
mineral production

DESC_VAR_INDUSTRYPRODUCTION
industry production

DESC_VAR_RESEARCHPRODUCTION
research production

DESC_VAR_OWNER
owner

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 intentionally left empty
DESC_VALUE_REF_MULTIPART_VARIABLE0
%1%

DESC_VALUE_REF_MULTIPART_VARIABLE1
%1%'s %2%

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

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

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

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

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



# Effects

DESC_EFFECTS_GROUP_SCOPE
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%
'''

DESC_EFFECTS_GROUP_ACTIVATION_DESC
'''%1%
'''

DESC_EFFECTS_GROUP_EFFECT_DESC
'''%1%
'''

DESC_EFFECTS_GROUP_EFFECTS_GROUP_DESC
'''%1%
'''

DESC_EFFECTS_GROUP_NUMBERED_EFFECTS_GROUP_DESC
'''Effects group %1%:
%2%
'''

# 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_EMPIRE_CAPITAL
Makes the object the object's owner's capital planet

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%

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

DESC_VICTORY
Causes the object's owner to win the game

# 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%


# Object Creation

DESC_CREATE_PLANET
Creates a new planet of type %1% and size %2%

DESC_CREATE_BUILDING
Creates a new %1% building


# Conditions

DESC_ALL
 in the universe

DESC_EMPIRE_AFFILIATION_SELF
 that belongs to %1% empire

DESC_EMPIRE_AFFILIATION_SELF_NOT
 that does not belong to %1% empire

DESC_EMPIRE_AFFILIATION_SELF_EXCLUSIVE
 that belongs only to %1% empire

DESC_EMPIRE_AFFILIATION_SELF_EXCLUSIVE_NOT
 that does not belong only to %1% empire

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

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

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

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

DESC_SELF
 that is the source object

DESC_SELF_NOT
 that is not the source object

DESC_HOMEWORLD
 that is a homeworld

DESC_HOMEWORLD_NOT
 that is not a homeworld

DESC_CAPITAL
 that is an empire's capital planet

DESC_CAPITAL_NOT
 that is not an empire's capital planet

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
Learning
PRODUCTION_CATEGORY
Production
CONSTRUCTION_CATEGORY
Construction
GROWTH_CATEGORY
Growth
ECONOMICS_CATEGORY
Economics
SHIPS_CATEGORY
Ships


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

THEORY_SHORT_DESC
Theoretical Prerequisite

LRN_PHYS_BRAIN
The Physical Brain

LRN_PHYS_BRAIN_DESC
Struktury w mózgu i ich funkcje są ściśle określone. Procesy myślenia i pamięci okazują się być natury zarówno elektrochemicznej jak i kwantowej. Zrozumienie tych zjawisk pozwala na zintensyfikowanie pracy mózgu i osiągnięcie nowych granic wyobraźni i twórczości.

LRN_ALGO_ELEGANCE
Algorithmic Elegance

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

LRN_TRANSLING_THT
Translinguistics

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

LRN_PSIONICS
Psionics

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

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

LRN_GRAVITONICS
Gravitonics

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

LRN_EVERYTHING
Teoria wszystkiego

LRN_EVERYTHING_DESC
Wcześniejsze naiwne teorie opisywały tą teorię jako synteza czterech podstawowych sił natury: elektromagnetyzmu, silnych i słabych sił jądrowych oraz sił grawitacyjnych. Pełna teoria opisuje wszystkie siły we wszystkich możliwych przypadkach wzajemnej interakcji i stanowi jeden święty graal nauki. Teoria ta opisuje najwcześniejsze chwile wszechświata, najbardziej zniekształcone głębie osobliwości, najciaśniejsze pętle ukrytych wymiarów i przepowiada ostateczny los wszechświata. Ale nadal może "istnieć" elementów i sfer poza tymi, które można zaobserwować i które mogą być opisane przez naukę...

LRN_FORCE_FIELD
Harmoniczność pól siłowych

LRN_FORCE_FIELD_DESC
Podobnie jak w przypadku analizy Fouriera fal dźwiękowych, elektromagnetyzm, a także silne i słabe siły mogą być wyrażona jako harmoniczne fale stojące superpozycji kwantowej pola sił. Poprzez selektywne rozszerzenie harmoniczności tych fal, siły te mogą być dowolnie kontrolowane zapewniając w określonych warunkach ekranowanie, wzmocnienie, osłonę lub podparcie.

LRN_MIND_VOID
Mind of the Void

LRN_MIND_VOID_DESC
Nie jesteśmy sami w kosmosie... ale dlaczego nasze poszukiwania są tak ograniczone? Wiele kultur w mitach, legendach lub poprzez gorącą wiarę wskazuje na swego rodzaju wyższą świadomość. Można kochać lub walczyć z ideą Boga czy innego obserwatora, jest jednak oczywiste, że coś - być może wszechświat na pewnym poziomie - jest żywe, świadome, obserwujące.

LRN_TIME_MECH
Mechanika czasu

LRN_TIME_MECH_DESC
Czym jest "teraz", "przyszłość", "przeszłość"? Paradoks bliźniąt w szczególnej teorii względności, teorii lub tunele czasoprzestrzenne sugerują wczesną formę "podróży w czasie". Bezpośrednie manipulowanie strumienia czasoprzestrzeni może być w pewnych warunkach wykorzystane i zwielokrotnione dając poczucie manipulacji strumieniem czasu. Co prawda nie można zmieniać przeszłości wszechświata który postrzegamy. Można jednak skrócić wieki lub wydłużyć chwilę na dowolną długość, będąc ograniczonym tylko przez dostęp do surowców, lub naszą cierpliwość ...

LRN_NDIM_SUBSPACE
N-Dimensional Subspace

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

LRN_UNIF_CONC
Unified Consciousness

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

LRN_TRANSCEND
Singularity of Transcendence

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

GRO_PLANET_ECOL
Planetary Ecology

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

GRO_GENETIC_ENG
Genetic Engineering

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

GRO_MEDICAL_PATH
Medical Pathology

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

GRO_INDUSTY_FARM
Industrial Farming

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

CON_ENV_ENCAPSUL
Environmental Encapsulation

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

GRO_SYMBIOTIC_BIO
Symbiotic Biology

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

GRO_GENETIC_MED
Genetic Medicine

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

GRO_LIFECYCLE_MAN
Lifecycle Manipulation

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

GRO_XENO_GENETICS
Xenological Genetics

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

GRO_NANOTECH_MED
Nanotech Medicine

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

GRO_ORBIT_FARMING
Orbital Farming

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

GRO_INDUSRY_CLONE
Industrial Cloning

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

GRO_XENO_HYBRIDS
Xenological Hybridization

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

GRO_NANO_CYBERNET
Nanotech Cybernetics

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

GRO_ENERGY_META
Pure-Energy Metabolism

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

PRO_MICROGRAV_MAN
Microgravity Manufacturing

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

PRO_PLANET_GEOL
Planetary Geology

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

PRO_ROBOTIC_PROD
Robotic Production

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

PRO_FUSION_GEN
Fusion Generation

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

PRO_NANOTECH_PROD
Nanotech Production

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

PRO_ORBITAL_GEN
Orbital Generation

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

PRO_SENTIENT_AUTOMATION
Sentient Automation

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

PRO_FRC_FLD_ASSMB
Force-Field Assembly

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

PRO_INTSTEL_COPRO
Interstellar Co-Production

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

PRO_NDIM_ASSMB
N-Dimensional Assembly

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

PRO_SINGULAR_GEN
Singularity Generation

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

PRO_MATENG_REPLIC
Replication

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

PRO_ZERO_GEN
Zero-Point Generation

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

CON_ORBITAL_CON
Orbital Construction

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

CON_ARCH_PSYCH
Architectural Psychology

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

CON_INFRA_ECOL
Infrastructure Ecology

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

CON_ORGANIC_STRC
Organic Structures

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

CON_METRO_INFRA
Metroplex Infrastructure

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

CON_TRANS_STRC
Transforming Structures

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

CON_ARCH_MONOFILS
Architectural Monofilaments

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

CON_SELFGRAV_STRC
Self-Gravitating Structures

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

CON_ASYMP_MATS
Asymptotic Materials

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

CON_STRC_INT_FLDS
Structural Integrity Fields

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

CON_CONTGRAV_ARCH
Controlled Gravity Architecture

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

CON_GAL_INFRA
Galactic Infrastructure

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

CON_FRC_ENRG_STRC
Force-Energy Structures

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

CON_ART_HEAVENLY
Artificial Heavenly Bodies

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

CON_TRANS_ARCH
Transcendent Architecture

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

CON_NDIM_STRC
N-Dimensional Structures

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

ECO_MARKET_ECON
Market Economics

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

ECO_PLANNED_ECON
Planned Economics

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

ECO_EXTERN_INTEG
Externality Integration

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

ECO_ECON_SPECTRO
Economic Spectroscopy

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

ECO_INTSTEL_TRADE
Interstellar Trade

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

ECO_ENV_ADAPTION
Environmental Adaptation

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

ECO_GAL_MONEY_POL
Galactic Monetary Policy

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

ECO_ECON_FLUIDITY
Economic Fluidity

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

ECO_PLANET_COLONY
Planetary Colonialism

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

ECO_ECON_PRESCIEN
Economic Prescience

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

ECO_STAB_HYPGROW
Stabilized Hypergrowth

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

ECO_ECON_HEGEMONY
Economic Hegemony

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

SHP_SPACE_TACTICS
Space Tactics

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

SHP_GAL_EXPLO
Galactic Exploration

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

SHP_NAVIGATION
Interstellar Navigation

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

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


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

DOES_NOTHING_SHORT_DESC
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 propagates out in all directions however, and is difficult or impossible to target selectively.

GRO_SELF_ROTATING_CROPS
Self-Rotating Crops

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

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

GRO_BIOTERROR
Bioterror Facilites

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

GRO_HABITATION_DOMES
Habitation Domes

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

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

GRO_CADUCEAN
The Caducean Institute

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

GRO_GENOME_BANK
Genome Bank

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

GRO_LIVING_PLANET
The Living Planet

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

GRO_ORBITAL_GARDENS
Orbital Gardens

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

GRO_URBAN_FARM
Urban Farming

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

LRN_STELLAR_TOMOGRAPHY
Stellar Tomography

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

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

LRN_OBSERVATORY_I
Observatory

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

LRN_AUTOLAB_I
Basic Autolabs

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

LRN_THEOREM_PROVER
Automatic Theorem Prover

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

LRN_COLLECTIVE_NET
Collective Thought Network

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

LRN_DISTRIB_THOUGHT
Distributed Thought Computing

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

LRN_ENCLAVE_VOID
Enclave of the Void

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

LRN_LOOKING_GLASS
The Looking Glass

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

LRN_MONUMENT_EXODUS
Monument to Exodus

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

LRN_PSICORP
PsiCorp

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

PRO_AUTOFACTORY_I
Basic Autofactories

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

PRO_HEAVY_MINING_I
Heavy Mining Processors

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

PRO_ENVIRO_MINING_I
Environmentally-Conscious Mining

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

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

PRO_ASTEROID_MINE
Asteroid Mining

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

PRO_ORBITAL_MINE
Orbital Mining

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

PRO_CORE_MINE
Deep Core Mining

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

PRO_ART_BLACK_HOLE
Artificial Black Hole

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

PRO_EXOBOTS
Exobots

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

PRO_FUSION_PLANTS
Fusion Plants

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

PRO_HYPER_DAM
Hyperspatial Dam

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

PRO_MINI_SUN
Miniature Sun

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

PRO_MINING_ENGINEERING
Mining Engineering

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

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

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

PRO_INDUSTRY_CENTRE_I
Industrial Centres

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

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

PRO_ENERGY_CONV
Energy Conversion

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

PRO_NEUTRONIUM_EXTRACTION
Neutronium Extraction

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

SHP_BASE_SHIPYARD
Basic Shipyard

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

SHP_LIGHTHOUSE
Interstellar Lighthouses

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

SHP_FLEET_LOGISTICS
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 industrial output provided.

PRO_INDUSTRY_CENTRE_III
Supreme Industrial Centre

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

#################################
# Nazwy i opisu budynków        #
#################################

BLD_OBSERVATORY
Obserwatorium

BLD_OBSERVATORY_DESC
'''Naturalne rozszerzenie teleskopów przemysłowych i informacyjnych, wyposażające je w wojskowe algorytmy umożliwiające wykrywanie obiektów na dużych odległościach. Planeta, na której wybudowano obserwatorium wysyła w kosmos potężne impulsy wykrywające. Z tego powodu ukrycie takiej planety staje się bardzo trudne. Z drugiej strony, impulsy te mogą zostać odbite przez wszystkie obiekty znajdujące się we względnej bliskości planety, co bardzo ułatwia wykrywanie takich obiektów z zaprzyjaźnionych planet znajdujących się w zasięgu obserwatorium.

Dodaje +10 do współczynnika Wykrywanie na wszystkich zaprzyjaźnionych planetach znajdujących się w odległości nie większej niż 200.
Na planecie, na której wybudowano obserwatorium współczynnik Ukrywanie zmniejsza się o 10.'''

BLD_IMPERIAL_PALACE
Imperial Palace

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

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

BLD_SHIPYARD_BASE
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.

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

BLD_BIOTERROR_LAB
Bioterror Research Centre

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

BLD_AUTOFACTORY_CONTROL
Autofactory Control Centre

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

BLD_AUTOLAB_CONTROL
Autolab Control Centre

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

BLD_THEOREM_PROVER
Automatic Theorem Prover

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

BLD_LIGHTHOUSE
Interstellar Lighthouse

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

BLD_HEAVY_MINE_PROCESSOR
Heavy Mining Processor

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

BLD_INDUSTRY_CENTRE
Industrial Centre

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

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

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

BLD_ASTEROID_MINE
Asteroid Mining Facility

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

BLD_GRAVITY_WELLS
Controlled Gravity Wells

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

BLD_MEGALITH
Megalith

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

BLD_PLANET_RING
Planetary Ring

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

BLD_SPACE_ELEVATOR
Space Elevator

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

BLD_COMM_UNION
Commercial Union of the Colonies

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

BLD_DEEP_GREEN
Deep Green

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

BLD_PARADISE
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.

####################
# Elementy okrętów #
####################

HULL_DESC
'''Starlane Speed: %1%
Fuel Capacity: %2%
Combat Speed: %3%
Health: %4%'''

PART_DESC_CAPACITY
Capacity: %1%

PART_DESC_STRENGTH
Strength: %1%

PART_DESC_DIRECT_FIRE_STATS
'''Damage: %1%
Rate of Fire: %2% shots/turn
Range: %3%'''

PART_DESC_LR_STATS
'''Damage: %1%
Rate of Fire: %2% missiles/turn
Range: %3%
Missile Speed: %4%
Missile Health: %5%
Missile Stealth: %6%
Capacity: %7% missiles'''

PART_DESC_FIGHTER_STATS
'''Fighter Type: %1%
Fighter Anti-Fighter Damage: %2%
Fighter Anti-Ship Damage: %3%
Fighter Launch Rate: %4% fighters/turn
Fighter Speed: %6%
Fighter Health: %7%
Fighter Stealth: %8%
Fighter Detection: %9%
Capacity: %10% fighters'''

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

SR_LASER
Laser

SR_LASER_DESC
Niewielka masa, ale i moc

SR_ION_CANNON
Działo jonowe

SR_ION_CANNON_DESC
Średnia masa i jednocześnie średnia moc

LR_NUCLEAR_MISSILE
Pocisk nuklearny

LR_NUCLEAR_MISSILE_DESC
Pocisk dalekiego zasięgu i średniej mocy

DT_DETECTOR_2
Radar aktywny

DT_DETECTOR_2_DESC
Średnia skuteczność wykrywania, niestety bardzo ułatwia też wykrycie okręty, na którym jest zamontowany.

FU_DEUTERIUM_TANK
Zbiornik deuterium

FU_DEUTERIUM_TANK_DESC
Nieznacznie zwiększa zasięg okrętu powiększając jego zasoby paliwa. Masywny i wrażliwy na ogień przeciwnika.

FU_ANTIMATTER_TANK
Zbiornik antymaterii

FU_ANTIMATTER_TANK_DESC
Zwiększa zasięg okrętu powiększając jego zasoby paliwa. Zwarty, o niewielkiem masie.

ST_CLOAK_1
Tłumik elektromagnetyczny

ST_CLOAK_1_DESC
Zmniejsza wykrywalność okrętu, na którym został zamontowany, poprzez tłumienie emisji elektromagnetycznych generowanych przez systemy okrętu. Może skompensować tylko niewielką ilość takich emisji, dlatego elementy generujące wiele szumów nie będą przez niego skutecznie maskowane.

AR_LEAD_PLATE
Ołowiany pancerz poszycia

AR_LEAD_PLATE_DESC
Słaba ochrona przy dużej masie.

SH_DEFENSE_GRID
Siatka ochronna

SH_DEFENSE_GRID_DESC
Słaba ochrona, ale nie dodaje masy.

SH_DEFLECTOR
Osłony

SH_DEFLECTOR_DESC
Mocna ochrona przy zachowaniu niewielkiej masy.

CO_COLONY_POD
Kapsuła kolonizacyjna

CO_COLONY_POD_DESC
Umożliwia osadnikom przetrwanie podróży do nowej planety. Umożliwia okrętom kolonizowanie nowych światów.

CO_SUSPEND_ANIM_POD
Krioniczna kapsuła kolonizacyjna.

CO_SUSPEND_ANIM_POD_DESC
W trakcie podróży kolonizacyjnej osadnicy utrzymywani są w stanie obniżonego metabolizmu, dzięki czemu nie ma konieczności ich żywienia, a to z kolei zwiększa liczbę osadników przenoszonych przez jeden okręt.

###################
# Kadłuby okrętów #
###################

SH_EMPTY
Pusty kadłub

SH_EMPTY_DESC
Szybki i tani kadłub, niestety nie pozwala na montowanie żadnych elementów.

SH_SMALL
Mały kadłub

SH_SMALL_DESC
Pozwala na zamontowanie zaledwie kilka elementów, ale za to osiąga duże szybkości.

SH_MEDIUM
Średni kadłub

SH_MEDIUM_DESC
Umożliwia zamontowanie średniej liczby elementów, przy zachowaniu względnie wysokich prędkości.

SH_LARGE
Duży kadłub

SH_LARGE_DESC
Pozwala na zamontowanie sporej liczby elementów, niestety kosztem zmniejszenia osiąganych prędkości.

SH_HUGE
Wielki kadłub

SH_HUGE_DESC
Oferuje bardzo dużo miejsc do montowania elementów, ale osiągane prędkości pozostawiają wiele do życzenia.

