Deutsch

#This is the German String Table file for FreeOrion (^= en_svn6098)
#Übersetzung von Martin Wuttke [thesilentone], Markus Sinner [kroddn] und shivu

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

APPNAME
FreeOrion

BROWSE_BTN
Durchsuchen...

OK
OK

APPLY
Anwenden

CANCEL
Abbrechen

DONE
Fertig

CLOSE
Schliessen

LOAD
Laden

SAVE
Speichern

OPEN
Öffnen

OR
oder

AND
und

YES
Ja

NO
Nein

EMPIRE
Imperium

PLAYER
Spieler

HUMAN_PLAYER
Mensch

AI_PLAYER
KI

ADD_AI_PLAYER
Eine KI hinzufügen

OBSERVER
Beobachter

MODERATOR
Moderator

NO_PLAYER
Keiner

DROP_PLAYER
Absetzen

HOST
Host

ALL
Alle

RENAME
Umbenennen

ENTER_NEW_NAME
Neuen Namen eingeben

UNKNOWN_VALUE_SYMBOL
?

ERROR
FEHLER

RESET
Zurücksetzen

TURN
Runde

CHAT_WHISPER
Flüstern

UP
^

NEXT
»

BACK
«

LAST
>|

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

NEW_FLEET_NAME_NO_NUMBER
Flotte

EMPTY_SPACE
Tiefe des Alls

UNEXPLORED_REGION
Unerforschte Gegend

UNEXPLORED_SYSTEM
Unerforschtes System

NOT_APPLICABLE
N.v.

BOMBER
Bomber

INTERCEPTOR
Abfangjäger

DEFAULT_EMPIRE_NAME
Erd Imperium

DEFAULT_PLAYER_NAME
Menschlicher_Spieler

UNIVERSEOBJECT
Allgemeines Objekt

SYSTEM
System

FLEET
Flotte

SHIP
Raumschiff

PLANET
Planet

BUILDING
Gebäude

FIELD
Feld

PASSED
<rgba 0 255 0 255>(BESTANDEN)</rgba>

FAILED
<rgba 255 0 0 255>(GESCHEITERT)</rgba>

ALL_OF
Voraussetzungen:

ANY_OF
Irgendein:

DUMP
Debug Data Dump

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

SD_SCOUT
Kundschafter

SD_SCOUT_DESC
Kleines billiges unbewaffnetes Schiff entworfen für Aufklärung und Erforschung.

SD_MARK_1
Typ I
SD_MARK1_DESC
Patrouillen Fregatte mit Standard Massetreiber.

SD_MARK_2
Typ II
SD_MARK2_DESC
Patrouillen Fregatte mit Verbesserter Massetreiber.

SD_MARK_3
Typ III
SD_MARK3_DESC
Patrouillen Fregatte mit Standard Laser.

SD_MARK_4
Typ IV
SD_MARK4_DESC
Patrouillen Fregatte mit Verbesserten Laser.

SD_MARK_A1
Typ I

SD_MARK_A2
Typ II

SD_MARK_A3
Typ III

SD_MARK_A3B
Typ III B

SD_MARK_A4
Typ IV

SD_MARK_A4B
Typ IV B

SD_MARK_A5
Typ V
SD_MARK5_DESC
Patrouillen Fregatte mit Standard Laser.

SD_MARK_A5B
Typ V B

SD_MARK_A6
Typ VI
SD_MARK6_DESC
Patrouillen Fregatte mit Verbessertem Laser.

SD_MARK_A6B
Typ VI B

SD_MARK_A7
Typ VII
SD_MARK7_DESC
Patrouillen Fregatte mit Vorgeschrittenem Laser.

SD_MARK_A7B
Typ VII B

SD_MARK_A8
Typ VIII
SD_MARK8_DESC
Patrouillen Fregatte mit Top laser.

SD_MARK_A8B
Typ VIII B

SD_MARK_B_ROBOTIC1
Roboter I
SD_MARK_B_ROBOTIC1_DESC
Schlachtkreuzer mit schweren Waffen und Panzerung um die Drecksarbeit zu erledigen.

SD_MARK_B_ROBOTIC2
Roboter II
SD_MARK_B_ROBOTIC2_DESC
Schlachtkreuzer mit schweren Waffen und Panzerung um die Drecksarbeit zu erledigen.

SD_MARK_B_ROBOTIC3
Roboter III
SD_MARK_B_ROBOTIC3_DESC
Schlachtkreuzer mit schweren Waffen und Panzerung um die Drecksarbeit zu erledigen.

SD_MARK_B_ROBOTIC4
Roboter IV
SD_MARK_B_ROBOTIC4_DESC
Schlachtkreuzer mit schweren Waffen und Panzerung um die Drecksarbeit zu erledigen.

SD_MARK_A_ORGANIC1
Organisch I
SD_MARK_A_ORGANIC1_DESC
Organischer Rumpf mit grund Laser Bewaffnung

SD_MARK_A_ORGANIC2
Organisch II
SD_MARK_A_ORGANIC2_DESC
Organischer Rumpf mit Laser Bewaffnung

SD_MARK_A_ORGANIC3
Organisch III
SD_MARK_A_ORGANIC3_DESC
Organischer Rumpf mit Laser Bewaffnung

SD_MARK_A_ORGANIC4
Organisch IV
SD_MARK_A_ORGANIC4_DESC
Organischer Rumpf mit Laser Bewaffnung

SD_MARK_B_ORGANIC1
Organisch V
SD_MARK_B_ORGANIC1_DESC
Organischer Rumpf mit grund Plasma Bewaffnung.

SD_MARK_C_ENDO1
Endomorph I
SD_MARK_C_ENDO1_DESC
Fortgeschrittener endomorph Kreuzer mit schwere Bewaffnung und Panzerung um die Drecksarbeit zu erledigen.

SD_MARK_C_ENDO2
Endomorph II
SD_MARK_C_ENDO2_DESC
Fortgeschrittener endomorph Kreuzer mit schwere Bewaffnung und Panzerung um die Drecksarbeit zu erledigen.

SD_MARK_C_ENDO3
Endomorph III
SD_MARK_C_ENDO3_DESC
Fortgeschrittener endomorph Kreuzer mit schwere Bewaffnung und Panzerung um die Drecksarbeit zu erledigen.

SD_MARK_C_ENDO4
Endomorph IV
SD_MARK_C_ENDO4_DESC
Fortgeschrittener endomorph Kreuzer mit schwere Bewaffnung und Panzerung um die Drecksarbeit zu erledigen.

SD_MARK_C_ENDO5
Endomorph V
SD_MARK_C_ENDO5_DESC
Fortgeschrittener endomorph Kreuzer mit schwere Bewaffnung und Panzerung um die Drecksarbeit zu erledigen.

SD_MARK_C_ENDO6
Endomorph VI
SD_MARK_C_ENDO6_DESC
Fortgeschrittener endomorph Kreuzer mit schwere Bewaffnung und Panzerung um die Drecksarbeit zu erledigen.

SD_MARK_C_ENDO7
Endomorph VII
SD_MARK_C_ENDO7_DESC
Fortgeschrittener endomorph Kreuzer mit schwere Bewaffnung und Panzerung um die Drecksarbeit zu erledigen.

SD_MARK_C_ENDO8
Endomorph VIII
SD_ENDO8_DESC
Fortgeschrittener endomorph Kreuzer mit schwere Bewaffnung und Panzerung um die Drecksarbeit zu erledigen.

SD_GRAVITATING1
Gravitierender I
SD_GRAVITATING1_DESC
Massive top Kriegsschiff bewaffnet und panzeret mit der letzte Technologie. Preis entsprechend.

SD_COLONY_SHIP
Kolonieschiff

SD_COLONY_SHIP_DESC
Gewaltiges unbewaffnetes Schiff fähig dazu Millionen Bürger sicher zum Ort einer neuen Kolonie zu bringen.

SD_OUTPOST_SHIP
Aussenpostenschiff

SD_OUTPOST_SHIP_DESC
Unbewaffnetes Schiff fähig einen Aussenposten auf einer unbewohnte Welt zu erstellen.

SD_COLONY_BASE
Koloniesbase

SD_COLONY_BASE_DESC
Unbewaffnetes Schiff fähig eine Kolonie im System wo es erstellt wurde zu gründen.

SD_OUTPOST_BASE
Aussenpostenbase

SD_OUTPOST_BASE_DESC
Unbewaffnetes Schiff fähig einen Aussenposten im System wo es erstellt wurde zu erstellen.

SD_TROOP_SHIP
Truppentransporter

SD_TROOP_SHIP_DESC
Transportiert eine Brigade [[encyclopedia TROOP_TITLE]] mit der Ausrüstung zum einmarschieren auf einen Planeten.

SD_DRAGON_TOOTH
Drachenzahn

SD_DRAGON_TOOTH_DESC
Alter Schiffsentwurf mit fortgeschrittene Waffen und Verteidigungssysteme.

SM_MONSTER
Monster

SM_KRILL_1
Schwarm kleine Krill
SM_KRILL_1_DESC
'''Raum Krill sind kleine, vage insektoiden Organismen, die auf den Staub und Felsen Futter finden, weg von jedem Gravitationsschacht. Individuell einfach, Krill kommunizieren über kohärentes Licht, so dass der Schwarm zu koordinierte und berechete Flugbahnen kommt. Obwohl in der Regel nicht aggressiv, wird ihr Zahl eine Gefahr für die Schifffahrt, und Blockiert den Nachschub. Die hohe Anzahl von Low-G-Ressourcen in einem Asteroidengürtel bieten Krill mit den perfekten Bedingungen zu schnell vermehren.'''

SM_KRILL_2
Schwarm mittleren Krill
SM_KRILL_2_DESC
'''Raum Krill sind kleine, vage insektoiden Organismen, die auf den Staub und Felsen Futter finden, weg von jedem Gravitationsschacht. Individuell einfach, Krill kommunizieren über kohärentes Licht, so dass der Schwarm zu koordinierte und berechete Flugbahnen kommt. Obwohl in der Regel nicht aggressiv, wird ihr Zahl eine Gefahr für die Schifffahrt, und Blockiert den Nachschub. Die hohe Anzahl von Low-G-Ressourcen in einem Asteroidengürtel bieten Krill mit den perfekten Bedingungen zu schnell vermehren.'''

SM_KRILL_3
Schwarm grossen Krill
SM_KRILL_3_DESC
'''Raum Krill sind kleine, vage insektoiden Organismen, die auf den Staub und Felsen Futter finden, weg von jedem Gravitationsschacht. Individuell einfach, Krill kommunizieren über kohärentes Licht, so dass der Schwarm zu koordinierte und berechete Flugbahnen kommt. Wenn in genugend grossen Anzahl, fangen sie an sich gegen Schiffe aggressiv zu zeigen. Die hohe Anzahl von Low-G-Ressourcen in einem Asteroidengürtel bieten Krill mit den perfekten Bedingungen zu schnell vermehren.'''

SM_KRILL_4
Krillplage
SM_KRILL_4_DESC
'''Raum Krill sind kleine, vage insektoiden Organismen, die auf den Staub und Felsen Futter finden, weg von jedem Gravitationsschacht. Individuell einfach, Krill kommunizieren über kohärentes Licht, so dass der Schwarm zu koordinierte und berechete Flugbahnen kommt. Das Krill Verhalten ändert sich radikal, wenn eine bestimmte kritische Bevölkerung erreicht ist - irgendwo in den 10er von Millionen. Der normalerweise flüchtige Krill, wird aggressiv, greift die Schiffe an und zerstört die orbitalen Strukturen. Die hohe Anzahl von Low-G-Ressourcen in einem Asteroidengürtel bieten Krill mit den perfekten Bedingungen zu schnell vermehren.'''

SM_TREE
Dyson Wald
SM_TREE_DESC
'''A Dyson Forest is made up of numerous space-born "trees" with filamentous branches. The trees multiply and align themselves in a bubble at the proper distance around their host star. Dyson Forests are a hazard to navigation, and as time passes, the forest expands and becomes harder to eradicate. At intervals they may send out a seed through the star-lanes to colonize other stars.'''

SM_SEED
Dyson Samen
SM_SEED_DESC
Dyson Forests intermittently produce a star-lane capable seed, sent away to found a new forest around other stars.

SM_FLOATER
Schwimmer
SM_FLOATER_DESC
Gasgefüllt Knollartiger Beutel der im Weltraum umhertreibt.

SM_DRAGON
Vakuum Drachen
SM_DRAGON_DESC
Erschreckendes riesen Monster, das im Raum auf Beutezug umherschleicht.

SM_DRONE
Drohne
SM_DRONE_DESC
'''Werkzeug eines vergessenen Krieges, der Drone-Kämpfer erfüllt immer noch seinen ursprünglichen Zweck: gedankenlos Schiffe angreifen die in Reichweite sind.'''

SM_DRONE_FACTORY
Drone Factory
SM_DRONE_FACTORY_DESC
Built in some long-forgotten war to defend long-vanished builders, amazingly the Drone Factory is still functions, slowly producing new Drone Fighters.

SM_GUARD_1
Wache
SM_GUARD_1_DESC
Wache bewachen lässige Kleinigkeiten.

SM_GUARD_2
Wächter
SM_GUARD_2_DESC
Wächter bewachen lässiges Zeug.

SM_GUARD_3
Aufseher
SM_GUARD_3_DESC
Aufseher bewachen wichtiges Zeug.

SM_KRAKEN_1
Larval Kraken
SM_KRAKEN_1_DESC
In the larval form, a kraken is a cautious and harmless type of space-bourn fauna. Its natural prey is the krill swarms, which it help to keep in check. But a well-fed larval kraken may grow into a larger and more dangerous adult form.

SM_KRAKEN_2
Kraken
SM_KRAKEN_2_DESC
Ein gewaltiger mittelgewicht Weltraummonster.

SM_KRAKEN_3
Großen Kraken
SM_KRAKEN_3_DESC
Ein gewaltiger mittelgewicht Weltraummonster.

SM_BLACK_KRAKEN
Schwazen Kraken
SM_BLACK_KRAKEN_DESC
Ein mächtiger, unnatürlich wirkenden Weltraummonster.

SM_SNOWFLAKE_1
Kleiner Schneeflocke
SM_SNOWFLAKE_1_DESC
Ein gewaltiger leichtgewicht Weltraummonster.

SM_SNOWFLAKE_2
Schneeflocke
SM_SNOWFLAKE_2_DESC
Ein gewaltiger leichtgewicht Weltraummonster.

SM_SNOWFLAKE_3
Großen Schneeflocke
SM_SNOWFLAKE_3_DESC
Ein gewaltiger leichtgewicht Weltraummonster.

SM_PSIONIC_SNOWFLAKE
Psionischen Schneeflocke
SM_PSIONIC_SNOWFLAKE_DESC
Ein Monster der die Kraft besitzt den Verstand von organischen Wesen zu neutralisieren.

SM_JUGGERNAUT_1
Kleinen Koloss
SM_JUGGERNAUT_1_DESC
Ein gewaltiger schwergewicht Weltraummonster.

SM_JUGGERNAUT_2
Koloss
SM_JUGGERNAUT_2_DESC
Ein gewaltiger schwergewicht Weltraummonster.

SM_JUGGERNAUT_3
Großen Koloss
SM_JUGGERNAUT_3_DESC
Ein gewaltiger schwergewicht Weltraummonster.

SM_BLOATED_JUGGERNAUT
Aufgeblähten Koloss
SM_BLOATED_JUGGERNAUT_DESC
Ein massiv aber krankhaft Aussenden Schwergewicht Weltraummonster.

SM_CLOUD
Space Cloud
SM_CLOUD_DESC
A nebulous creature that adds [[encyclopedia STEALTH_TITLE]] to random planets.

SM_ASH
Space Volcano
SM_ASH_DESC
A nebulous creature that adds [[encyclopedia STEALTH_TITLE]] to random planets.

SM_DIM
Dimensional Drifter
SM_DIM_DESC
A nebulous creature that adds [[encyclopedia STEALTH_TITLE]] to random planets.

SM_VOID
Behemoth of the Void
SM_VOID_DESC
A nebulous creature that adds [[encyclopedia STEALTH_TITLE]] to random planets.

SM_SNAIL
Asteroid Snail
SM_SNAIL_DESC
Feeding upon minerals, the shell of a space snail strongly resembles a normal asteroid making them very hard to detect.

SM_DAMPENING_CLOUD
Dampening Cloud
SM_DAMPENING_CLOUD_DESC
'''A cosmic cloud of high energetic particles that has gained some form of sentience. It's highly attracted to and will discharge any greater reserves of potential energy, which will lead to entire space ship fleets being bereft of fuel in a matter of seconds.'''

SM_ACIREMA_GUARD
Acirema Schutzschiff
SM_ACIREMA_GUARD_DESC
Ein, von den Acirema's gebaut, unbemanntes bewaffnetes Schiff zur bewachung des Systems.

SM_EXP_OUTPOST
Experimentor Outpost Ship
SM_EXP_OUTPOST_DESC
An outpost ship constructed by the Experimentors to transport experimental equipment between galaxies.

SM_COSMIC_DRAGON
Cosmic Dragon
SM_COSMIC_DRAGON_DESC
A fearsome space monster with the power to destroy entire star systems.

##########
# Fields #
##########

FLD_ION_STORM
Ionensturm

FLD_ION_STORM_DESC
Magnetischen Wirbel von relativistisch geladene Teilschen die mit Sensoren interferieren kann und Schiffe und Planete beeinträchtigen.

FLD_MOLECULAR_CLOUD
Molekularvolke

FLD_MOLECULAR_CLOUD_DESC
Diffuse Volke von komplexen molekulen die das Schield der Schiffe stören kann.

FLD_NEBULA_1
Nebel

FLD_NEBULA_1_DESC
Wasserstoff Gasvolke die kollabieren kann und einen neuen Stern bilden.

FLD_NEBULA_2
[[FLD_NEBULA_1]]

FLD_NEBULA_2_DESC
[[FLD_NEBULA_1_DESC]]

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

FN_HOME_FLEET
Heimat Flotte

FN_BATTLE_FLEET
Kriegsflotte

FN_SCOUT_FLEET
Kundschafter Flotte

FN_COLONY_FLEET
Kolonie Flotte

FN_INVASION_FLEET
Invasion Flotte

MONSTERS
Monsters

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

RETURN_TO_INTRO
Zurück zum Hauptmenü

SERVER_WONT_START
Der Server konnte nicht gestartet werden.

SERVER_TIMEOUT
Der Server antwortet nicht.

SERVER_LOST
Die Verbindung zum Server wurde getrennt.

SERVER_GAME_END
Der Server hat das Spiel beendet.

PLAYER_DISCONNECTED
Spieler %1% ist nicht länger mit dem Server verbunden.

PLAYER_DEFEATED
Sie wurden besiegt.

EMPIRE_DEFEATED
Das Imperium %1% existiert nicht mehr.

UNKNOWN_EMPIRE
Unbekanntes Imperium

LAST_OPPONENT_DEFEATED_VICTORY
Ihr letzter Gegner ist geschlagen und Sie sind siegreich!

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

NON_HOST_SAVE_REQUEST_IGNORED
The server received an invalid save game request from your client. You are not the host, so you cannot save the game.

UNABLE_TO_WRITE_CONFIG_XML
Fehler beim schreiben der config.xml Datei. Einstellungen konnten nicht gespeichert werden.

UNABLE_TO_READ_CONFIG_XML
Error when reading config.xml file. Using default options.

UNABLE_TO_WRITE_SAVE_FILE
Error when writing save file.

UNABLE_TO_READ_SAVE_FILE
Error when reading save file.

EMPIRE_NOT_FOUND_CANT_HANDLE_ORDERS
You do not control an empire and cannot issue orders.

ORDERS_FOR_WRONG_EMPIRE
Orders were sent for an empire you do not control.

SERVER_ALREADY_HOSTING_GAME
This server is already hosting a game.

SERVER_UNABLE_TO_SELECT_HOST
The server was unable to select a new host.

SERVER_FOUND_NO_ACTIVE_PLAYERS
Cannot generate game with no active players.

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

COMMAND_LINE_USAGE
Verwendung: 

COMMAND_LINE_DEFAULT
Standard: 

OPTIONS_DB_HELP
Diese Hilfe ausgeben.

OPTIONS_DB_GENERATE_CONFIG_XML
Übernimmt die Standardeinstellungen, die Einstellungen einer bestehenden config.xml Datei und jene aus der Kommandozeile um eine config.xml Datei zu erzeugen. Dies überschreibt die momentane config.xml Datei, falls vorhanden.

OPTIONS_DB_VERSION_STRING
Tracks the FreeOrion version for which config.xml was generated. Config.xml for different versions will be ignored.

OPTIONS_DB_SOUND_ON
Enables sound in the game.

OPTIONS_DB_MUSIC_ON
Enables music in the game.

OPTIONS_DB_BG_MUSIC
Hintergrundmusik abspielen.

OPTIONS_DB_FULLSCREEN
Start the game in fullscreen. Clicking Apply may cause this to take effect, or may require a restart.

OPTIONS_DB_FULLSCREEN_MONITOR_ID
Select which monitor to use in fullscreen mode. Primary monitor should be index 0. May require a restart to take effect.

OPTIONS_DB_UI_CHAT_HIDE_INTERVAL
Verzögerung in Sekunden nach der das Mehrspieler-Chatfenster ausgeblendet wird, wenn nichts geschrieben wurde. Ein Wert von 0 bedeutet, dass das Fenster niemals verschwindet.

OPTIONS_DB_UI_CHAT_EDIT_HISTORY
Die Anzahl der ausgehender Mitteilungen, welche im Verlauf des Chatfensters verbleiben.

OPTIONS_DB_GALAXY_MAP_GAS
Zeichne Gaswolken um die Systeme um der Galaxie ein Form zu geben. Kann auf alten Systemen das Zeichnen verlangsamen.

OPTIONS_DB_GALAXY_MAP_STARFIELDS
Zeichne Sternenfelder um die Systeme. Kann bei älteren Rechnern das Zeichnen verlangsamen.

OPTIONS_DB_GALAXY_MAP_SCALE_LINE
Zeige Maßstabslinie für Universumsentfernungen auf der Galaxiekarte an.

OPTIONS_DB_GALAXY_MAP_ZOOM_SLIDER
Entscheidet ob der Vergrösserungsregler auf der Galaxiekarte angezeigt wird.

OPTIONS_DB_UI_GALAXY_MAP_POPUP
Toggles whether to show a right-click popup menu on the galaxy map.

OPTIONS_DB_OPTIMIZED_SYSTEM_RENDERING
Verwende schicke optimierte OpenGL 1.5 Zeicheneffekte für Systeme auf der Galaxiekarte verwenden. Kann bei älteren Grafikkarten Abstürze verursachen.

OPTIONS_DB_STARLANE_THICKNESS
Setzt die Breite der Sternenstrassen in Pixeln fest.

OPTIONS_DB_STARLANE_CORE
width multiplier for empire 'core' Sternenstraßen.

OPTIONS_DB_RESOURCE_STARLANE_COLOURING
Entscheidet ob Sternenstraßen mit der Imperiumsfarbe gefärbt werden, wenn dieses Ressourcen über diese Sternenstraßen tauschen kann.

OPTIONS_DB_UNOWNED_STARLANE_COLOUR
Setzt die Grundfarbe in der Sternenstraßen gezeichnet werden.

OPTIONS_DB_FLEET_SUPPLY_LINES
Entscheidet ob Flottenversorgungslinien mit Anzeigern in Imperiumsfarbe dargestellt werden sollen.

OPTIONS_DB_FLEET_SUPPLY_LINE_WIDTH
Setzt wie breite Flottenversorgungslinien gezeichnet werden sollen.

OPTIONS_DB_FLEET_SUPPLY_LINE_DOT_SPACING
Setzt in welchem Abstand die Punkte für Flottenversorgungslinien gezeichnet werden sollen.

OPTIONS_DB_FLEET_SUPPLY_LINE_DOT_RATE
Setzt wie schnell die Punkte der Flottenversorgungslinien gezeichnet werden sollen.

OPTIONS_DB_GALAXY_MAP_DETECTION_RANGE
Entscheidet ob auf der Galaxiekarte die Aufklärungsreichweite als Kreis um Objekte angezeigt werden.

OPTIONS_DB_FORCE_EXTERNAL_SERVER
Zwinge den Client dazu keinen Server zu starten, selbst wenn ein Spiel auf dem lokalen Rechner eröffnet wird, im Einzelspielermodus gespielt wird, usw.

OPTIONS_DB_EXTERNAL_SERVER_ADDRESS
Verbindungsadresse für externen Servermodus. Wird der Wert gesetzt wird dieser Client der Manager des Spiels.

OPTIONS_DB_MP_HOST_ADDRESS
Address to connect to when joining a multiplayer game.

OPTIONS_DB_MP_PLAYER_NAME
Player name to use when hosting or joining a multiplayer game.

OPTIONS_DB_UI_MAIN_MENU_X
Position der Mitte des Intro Hauptmenüs, als Teil der Gesamtbreite der Anwendung.

OPTIONS_DB_UI_MAIN_MENU_Y
Position der Mitte des Intro Hauptmenüs, als Teil der Gesamthöhe der Anwendung.

OPTIONS_DB_APP_WIDTH
Sets horizontal app resolution in fullscreen mode. Options are determined by the rendering plugin, and may not match the actual monitor size.

OPTIONS_DB_APP_HEIGHT
Sets vertical app resolution in fullscreen mode. Options are determined by the rendering plugin, and may not match the actual monitor size.

OPTIONS_DB_APP_WIDTH_WINDOWED
Setzt die horizontale Auflösung des Fenstermodus

OPTIONS_DB_APP_HEIGHT_WINDOWED
Setzt die vertikale Auflösung des Fenstermodus

OPTIONS_DB_APP_LEFT_WINDOWED
Sets horizontal position in windowed mode. Relative to primary monitor left.

OPTIONS_DB_APP_TOP_WINDOWED
Sets vertical position in windowed mode. Relative to primary monitor top.

OPTIONS_DB_COLOR_DEPTH
Setzt die Farbtiefe in Bits pro Pixel.

OPTIONS_DB_SHOW_FPS
Schaltet die FPS Anzeige an oder aus.

OPTIONS_DB_LIMIT_FPS
Schaltet die FPS Begrenzung an oder aus. Die Grenze wird mit der Max FPS Einstellung festgelegt.

OPTIONS_DB_MAX_FPS
Setzt das FPS Limit, falls aktiviert. Aktivierung über Limit-FPS.

OPTIONS_DB_UI_SOUND_ENABLED
Entscheidet ob die UI Klangeffekte an oder aus sind.

OPTIONS_DB_UI_SOUND_VOLUME
Die Lautstärke (0 bis 255) in der Klangeffekte abgespielt werden sollen.

OPTIONS_DB_UI_SOUND_BUTTON_ROLLOVER
Klangdatei wird abgespielt, wenn die Maus über einen Knopf bewegt wird.

OPTIONS_DB_UI_SOUND_BUTTON_CLICK
Klangdatei wird abgespielt, wenn ein Knopf gedrückt wird.

OPTIONS_DB_UI_SOUND_TURN_BUTTON_CLICK
Klangdatei wird abgespielt, wenn der Runde beenden Knopf gedrückt wird.

OPTIONS_DB_UI_SOUND_LIST_SELECT
Klangdatei wird abgespielt, wenn ein Listen- oder ein Drop-Down Menüpunkt ausgewählt wird.

OPTIONS_DB_UI_SOUND_ITEM_DROP
Klangdatei wird abgespielt, wenn ein Objekt in eine Liste gezogen wird.

OPTIONS_DB_UI_SOUND_LIST_PULLDOWN
Klangdatei wird abgespielt, wenn die Liste einer Drop-Down Liste geöffnet wird.

OPTIONS_DB_UI_SOUND_TEXT_TYPING
Klangdatei wird abgespielt, wenn der Benutzer Text tippt.

OPTIONS_DB_UI_SOUND_WINDOW_MAXIMIZE
Klangdatei wird abgespielt, wenn ein Fenster maximiert wird.

OPTIONS_DB_UI_SOUND_WINDOW_MINIMIZE
Klangdatei wird abgespielt, wenn ein Fenster minimiert wird.

OPTIONS_DB_UI_SOUND_WINDOW_CLOSE
Klangdatei wird abgespielt, wenn ein Fenster geschlossen wird.

OPTIONS_DB_UI_SOUND_ALERT
Klangdatei wird abgespielt, wenn ein Fehler oder eine verbotene Aktion auftritt.

OPTIONS_DB_UI_SOUND_PLANET_BUTTON_CLICK
Klangdatei wird abgespielt, wenn ein Planet geklickt wird.

OPTIONS_DB_UI_SOUND_FLEET_BUTTON_ROLLOVER
Klangdatei wird abgespielt, wenn die Maus über eine Flotte bewegt wird.

OPTIONS_DB_UI_SOUND_FLEET_BUTTON_CLICK
The sound file played when a fleet button is clicked.

OPTIONS_DB_UI_SOUND_SYSTEM_ICON_ROLLOVER
Die Klangdatei wird abgespielt, wenn die Maus sich über ein Systemsymbol bewegt.

OPTIONS_DB_UI_SOUND_SIDEPANEL_OPEN
Klangdatei wird abgespielt, wenn ein System Seitenfenster geöffnet wird.

OPTIONS_DB_UI_SOUND_FARMING_FOCUS
Klangdatei wird abgespielt, wenn ein Landwirtschaftsfokusknopf geklickt wird.

OPTIONS_DB_UI_SOUND_INDUSTRY_FOCUS
Klangdatei wird abgespielt, wenn ein Industriefokusknopf geklickt wird.

OPTIONS_DB_UI_SOUND_RESEARCH_FOCUS
Klangdatei wird abgespielt, wenn ein Forschungsfokusknopf geklickt wird.

OPTIONS_DB_UI_SOUND_MINING_FOCUS
Klangdatei wird abgespielt, wenn ein Bergbaufokusknopf gedrückt wird.

OPTIONS_DB_UI_SOUND_TRADE_FOCUS
Klangdatei wird abgespielt, wenn ein Handelsfokusknopf geklickt wird.

OPTIONS_DB_UI_SOUND_BALANCED_FOCUS
Klangdatei wird abgespielt, wenn ein 'Ausgeglichener Fokus'-Knopf geklickt wird.

OPTIONS_DB_UI_FONT
Setzt die Schriftartdatei für reguläre Oberflächenschriften.

OPTIONS_DB_UI_FONT_BOLD
Setzt die Schriftartdatei für fette Oberflächenschriften.

OPTIONS_DB_UI_FONT_ITALIC
Setzt die Schriftartdatei für kursive Oberflächenschriften.

OPTIONS_DB_UI_FONT_BOLD_ITALIC
Setzt die Schriftartdatei für fett-kursive Oberflächenschriften.

OPTIONS_DB_UI_FONT_SIZE
Setzt die Schriftgröße für die Oberfläche.

OPTIONS_DB_UI_TITLE_FONT
Setzt die Schriftartdatei für Überschriften.

OPTIONS_DB_UI_TITLE_FONT_SIZE
Setzt die Schriftgröße für Überschriften.

OPTIONS_DB_UI_WND_COLOR
Setzt die Hintergrundfarbe der Fenster.

OPTIONS_DB_UI_TEXT_COLOR
Setzt die Schriftfarbe für die Oberflächentexte.

OPTIONS_DB_UI_DEFAULT_LINK_COLOR
Setzt die Farbe der Links.

OPTIONS_DB_UI_ROLLOVER_LINK_COLOR
Setzt die Farbe der Links beim überfahren mit der Maus.

OPTIONS_DB_UI_CTRL_COLOR
Setzt die Hintergrundfarbe der Kontrollelemente.

OPTIONS_DB_UI_CTRL_BORDER_COLOR
Setzt die Rahmenfarbe der Kontrollelemente.

OPTIONS_DB_UI_STATE_BUTTON_COLOR
Setzt die Farbe für einen gedrückten Wechselknopf.

OPTIONS_DB_UI_DROPDOWNLIST_ARROW_COLOR
Sets UI drop-down-list arrow color.

OPTIONS_DB_UI_EDIT_HILITE
Setzt die Hervorhebungsfarbe in Textfelder.

OPTIONS_DB_UI_STAT_INCREASE_COLOR
Setzt die Farbe für steigende Werte.

OPTIONS_DB_UI_STAT_DECREASE_COLOR
Setzt die Farbe für fallende Werte.

OPTIONS_DB_UI_WND_OUTER_BORDER_COLOR
Setzt die Farbe des äußeren Fensterrahmens.

OPTIONS_DB_UI_WND_INNER_BORDER_COLOR
Setzt die Farbe des inneren Fensterrahmens.

OPTIONS_DB_UI_KNOWN_TECH
Setzt die Farbe erforschter Technologien im Technologiebaum.

OPTIONS_DB_UI_KNOWN_TECH_BORDER
Setzt die Schrift- und Rahmenfarbe erforschter Technologien im Technologiebaum.

OPTIONS_DB_UI_RESEARCHABLE_TECH
Setzt die Farbe erforschbarer Technologien im Technologiebaum.

OPTIONS_DB_UI_RESEARCHABLE_TECH_BORDER
Setzt die Schrift- und Rahmenfarbe erforschbarer Technologien im Technologiebaum.

OPTIONS_DB_UI_UNRESEARCHABLE_TECH
Setzt die Farbe nicht erforschbarer Technologien im Technologiebaum.

OPTIONS_DB_UI_UNRESEARCHABLE_TECH_BORDER
Setzt die Schrift- und Rahmenfarbe nicht erforschbarer Technologien im Technologiebaum.

OPTIONS_DB_UI_TECH_PROGRESS_BACKGROUND
Setzt die Farbe des Fortschrittsbalkens im Technologiebaum.

OPTIONS_DB_UI_TECH_PROGRESS
Setzt die Hintergrundfarbe des Fortschrittsbalkens im Technologiebaum.

OPTIONS_DB_UI_SCROLL_WIDTH
Setzt die Rolldistanz der Oberfläche.

OPTIONS_DB_UI_SYSTEM_ICON_SIZE
Setzt die Größe der Systemsymbole.

OPTIONS_DB_UI_SYSTEM_FOG
Entscheidet ob Kriegsnebel mit Rasterlinienschattierung über Systemsymbole gezeichnet werden soll.

OPTIONS_DB_UI_SYSTEM_FOG_SPACING
Setzt den Abstand in Pixeln zwischen den Rasterlinien des Kriegsnebels.

OPTIONS_DB_UI_SYSTEM_CIRCLES
Entscheidet ob Kreise um Systeme gezeichnet werden sollen.

OPTIONS_DB_UI_SYSTEM_CIRCLE_SIZE
Setzt die Größe der Kreise um Systeme auf der Karte, relativ zur Größe der Systemsymbole.

OPTIONS_DB_UI_SYSTEM_NAME_UNOWNED_COLOR
Setzt die Farbe unbeherrschter Systemnamen auf der Galaxiekarte.

OPTIONS_DB_UI_MEDIUM_FLEET_BUTTON_MIN_ZOOM
Setzt die minimale Vergrößerungsstufe ab der mittlere Flottensymbole auf der Galaxiekarte angezeigt werden.

OPTIONS_DB_UI_SMALL_FLEET_BUTTON_MIN_ZOOM
Setzt die minimale Vergrößerungsstufe ab der kleine Flottensymbole auf der Galaxiekarte angezeigt werden.

OPTIONS_DB_UI_TINY_FLEET_BUTTON_MIN_ZOOM
Setzt die minimale Vergrößerungsstufe ab der winzige Flottensymbole angezeigt werden. Bei noch kleineren Vergrößerungen werden auf der Galaxiekarte keine Flottensymbole mehr angezeigt.

OPTIONS_DB_UI_FLEET_SELECTION_INDICATOR_SIZE
Setzt die Größe des Flottenauswahlindikators (relativ zum Flottensymbol).

OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_SIZE
Setzt die Grösse des Systemselektionsinkators (relativ zum System Symbol).

OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_FPS
Sets the frame rate of animation of system selection indicator.

OPTIONS_DB_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD
Setzt die Größe des Systemsymbols unter dem die besonderen kleinen Symbole mit fester Größe angezeigt werden.

OPTIONS_DB_UI_TOOLTIP_DELAY
Setzt die Verzögerung in Millisekunden, bevor die Kurzinfo erscheint.

OPTIONS_DB_UI_MULTIPLE_FLEET_WINDOWS
Setzen bewirkt, dass Klicks auf mehrere Flottenknöpfe mehrere Flottenfenster auf einmal öffnen. Ansonsten, bewirkt das öffnen eines Flottenfensters, dass alle bisher geöffneten Flottenfenster geschlossen werden.

OPTIONS_DB_UI_WINDOW_QUICKCLOSE
Bei Rechtklick auf die Hauptkarte alle offenen Fenster wie beispielsweise das Flottenfenster, oder die Systemansicht schliessen.

OPTIONS_DB_UI_SIDEPANEL_WIDTH
Setzt die Größe des Systemseitenfensters.

OPTIONS_DB_UI_SIDEPANEL_PLANET_MAX_DIAMETER
Setzt die Größe der am größten gezeichneten rotierenden Planeten im Seitenfenster.

OPTIONS_DB_UI_SIDEPANEL_PLANET_MIN_DIAMETER
Setzt die Größe der am kleinsten gezeichneten rotierenden Planeten im Seitenfenster.

OPTIONS_DB_UI_SIDEPANEL_PLANET_SHOWN
Sets whether to show rendered planets / asteroids on the side-panel.

OPTIONS_DB_GAMESETUP_SEED
'''Die Aussaat wird zur zufälligen Erzeugung der Galaxie verwendet.
Galaxien die mit den gleichen Einstellungen und die gleichen Aussaat erzeugt worden sind, werden identisch sein.'''

OPTIONS_DB_GAMESETUP_STARS
'''Die ungefähre Anzahl der Systeme, die in der Galaxie  erzeugt werden soll.
Für ein ausgeglichenes Spiel werden 15-30 Systeme pro Imperium empfohlen.
Eine zu hohe Anzahl an Systemen kann besonders im späteren Verlauf des Spieles zu Verzögerungen führen.'''

OPTIONS_DB_GAMESETUP_GALAXY_SHAPE
Die Form der Galaxie, die erzeugt werden soll.

OPTIONS_DB_GAMESETUP_GALAXY_AGE
Das Alter der Galaxie, die erzeugt werden soll.

OPTIONS_DB_GAMESETUP_PLANET_DENSITY
Anzahl der Planeten je System, die in der Galaxie erzeugt werden soll.

OPTIONS_DB_GAMESETUP_STARLANE_FREQUENCY
Anzahl der Sternenstraßen, die in der Galaxie erzeugt werden sollen.

OPTIONS_DB_GAMESETUP_SPECIALS_FREQUENCY
Die Häufigkeit von Besonderheiten, welche in der Galaxie erzeugt werden soll.

OPTIONS_DB_GAMESETUP_MONSTER_FREQUENCY
Wie Häufig Monster in der Galaxie die erzeugt werden soll, auftreten sollen.

OPTIONS_DB_GAMESETUP_NATIVE_FREQUENCY
Wie Häufig Eingeborenen in der Galaxie die erzeugt werden soll, auftreten sollen.

OPTIONS_DB_GAMESETUP_AI_MAX_AGGRESSION
Die maximale Aggressionsstufe für KI Gegner.

OPTIONS_DB_GAMESETUP_EMPIRE_NAME
'''Der Name Ihres Imperiums.'''

OPTIONS_DB_GAMESETUP_PLAYER_NAME
'''Der im Spiel verwendete Name der den Spieler im  Einzelspiel darstellt.'''

OPTIONS_DB_GAMESETUP_EMPIRE_COLOR
'''Die Farbe Ihres Imperiums.'''

OPTIONS_DB_GAMESETUP_STARTING_SPECIES_NAME
'''Die Spezies mit der in Ihrem Imperium gestartet wird.
Es hat keine Wirkung auf Planeten Ihres Imperiums die durch andere Spezies Kolonisiert worden sind.'''

OPTIONS_DB_GAMESETUP_NUM_AI_PLAYERS
Die Anzahl KI Gegner im Spiel.

OPTIONS_DB_UI_TECH_LAYOUT_HORZ_SPACING
Horizontaler Abstand zwischen Technologien im Technologiebildschirm, gemessen in Vielfachen der Breite einer einzelnen Theorie Technologie.

OPTIONS_DB_UI_TECH_LAYOUT_VERT_SPACING
Vertikaler Abstand zwischen Technologien im Technologiebildschirm, gemessen in Vielfachen der Höhe einer einzelnen Theorie Technologie.

OPTIONS_DB_SAVE_DIR
Das Verzeichnis in welchem die Spielstände gespeichert und geladen werden.

OPTIONS_DB_RESOURCE_DIR
Setzt das Stammverzeichnis für die Spielressoucen (Spielinhalte und Daten)

OPTIONS_DB_LOG_LEVEL
Setzt den Grad ab dem Meldungen im Log aufgezeichnet werden. (Grade in abfallender Gesprächigkeit: DEBUG, INFO, NOTICE, WARN, ERROR, CRIT, ALERT, FATAL, EMERG)

OPTIONS_DB_STRINGTABLE_FILENAME
Setzt die sprachspezifischen Übersetzungsdateien.

OPTIONS_DB_AUTOSAVE_SINGLE_PLAYER
Wenn gesetzt, wird während eines Einzelspielerspiels automatisch gespeichert.

OPTIONS_DB_AUTOSAVE_MULTIPLAYER
Wenn gesetzt, wird während eines Mehrspielerspiels automatisch gespeichert.

OPTIONS_DB_AUTOSAVE_TURNS
Setzt die Anzahl der Runden, welche zwischen automatischen Speicherungen liegen sollen.

OPTIONS_DB_AUTOSAVE_LIMIT
Setzt die Höchstzahl von zu behaltenden Spielständen.

OPTIONS_DB_UI_MOUSE_LR_SWAP
Swaps results of clicking left and right mouse buttons.

OPTIONS_DB_MUSIC_VOLUME
Die Lautstärke (0 bis 255) in welcher Musik gespielt werden soll.

OPTIONS_DB_COMBAT_ENABLE_GLOW
Schaltet Leuchteffekt an oder aus.

OPTIONS_DB_COMBAT_ENABLE_SKYBOX
Schaltet die Hintergrundsterne an oder aus.

OPTIONS_DB_COMBAT_ENABLE_LENS_FLARE
Schaltet die Blendenflecken an oder aus.

OPTIONS_DB_COMBAT_FILLED_SELECTION
Benutzt einen Ausfülleffekt anstatt eines Umrandungseffekts für ausgewählte Objekte.

OPTIONS_DB_QUICKSTART
Beginnt ein neues Schnellstartspiel. Das Hauptmenü wird umgangen.

OPTIONS_DB_AUTO_FIRST_TURN
Hits the "Turn" button automatically on the first turn; useful for debugging, especially when used with --quickstart.

OPTIONS_DB_CHECKED_GL_VERSION
Speichert ob die OpenGL Version des Systems überprüft wurde. Wenn nicht, werden einige Zeichenoptionen abhängig von der GL Version angepasst, nachdem die Version überprüft wurde.

OPTIONS_DB_RESET_FSSIZE
Stores whether to reset the stored fullscreen resolution. If false, the stored values are used, but if true, the values are reset to the max the rendering system supports.

OPTIONS_DB_AUTO_EFFECT_DESC
Entscheidet ob automatisch erzeugte Texte in die Beschreibung von Technologien, Gebäuden und Schiffsteilen eingefügt werden.

OPTIONS_DB_VERBOSE_LOGGING_DESC
Toggles verbose logging of universe contents and effect evaluation.

OPTIONS_DB_VERBOSE_SITREP_DESC
Toggles inclusion of situation report messages with errors.

OPTIONS_DB_TECH_DEMO
Die 3D-Kampf Technologiedemo ausprobieren

OPTIONS_DB_TEST_3D_COMBAT
Test 3D combat resolution.

OPTIONS_DB_LOAD
Loads the specified single-player save game.

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

FILE_DLG_FILES
Datei(en):

FILE_DLG_FILE_TYPES
Typ(en):

FILE_DLG_MALFORMED_FILENAME
Ungültiger Dateiname.

FILE_DLG_OVERWRITE_PROMPT
'''%1% gibt es bereits.
Darf überschrieben werden?'''

FILE_DLG_INVALID_FILENAME
'''"%1%"
ist ein ungültiger Dateiname.'''

FILE_DLG_FILENAME_IS_A_DIRECTORY
'''"%1%"
ist ein Verzeichnis.'''

FILE_DLG_FILE_DOES_NOT_EXIST
'''Datei "%1%"
existiert nicht.'''

FILE_DLG_DEVICE_IS_NOT_READY
Gerät ist nicht bereit.


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

COLOR_DLG_NEW
Neu

COLOR_DLG_OLD
Alt

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 Hauptmenü


#Button names####

INTRO_BTN_SINGLE_PLAYER
Einzelspieler

INTRO_BTN_QUICK_START
Schnellstart

INTRO_BTN_MULTI_PLAYER
Multiplayer

INTRO_BTN_LOAD_GAME
Spiel laden

INTRO_BTN_OPTIONS
Optionen

INTRO_BTN_ABOUT
Über das Spiel

INTRO_BTN_CREDITS
Mitwirkende

INTRO_BTN_EXIT
Beenden


#Error Messages####

ERR_CONNECT_TIMED_OUT
Die Verbindungszeit zum Server wurde überschritten

ERR_VERSION_MISMATCH
Kann keine Verbindung zum Server herstellen, da dieser Client eine andere Version folgender Einstellungen und/oder Quelldateien verwendet:


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

#Window title####

SCONNECT_WINDOW_TITLE
Verbindung zum Server


#Static labels####

LAN_GAME_LABEL
Lan Spiel bei:

INTERNET_GAME_LABEL
Internet Spiel bei:

PLAYER_NAME_LABEL
Spielername


#Button names####

HOST_GAME_BN
Ein neues Spiel ausrichten

JOIN_GAME_BN
Einem Spiel beitreten

REFRESH_LIST_BN
Aktualisieren


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

MPLOBBY_WINDOW_TITLE
Multiplayer Aufstellung

MPLOBBY_HOST_ABORTED_GAME
Der Host hat das Spielsetup abgebrochen.

MULTIPLAYER_GAME_START_CONDITIONS
Eindeutige Imperium Namen und Farben erforderlich

MULTIPLAYER_PLAYER_LIST_TYPES
Typ

MULTIPLAYER_PLAYER_LIST_NAMES
Spieler

MULTIPLAYER_PLAYER_LIST_EMPIRES
Imperium

MULTIPLAYER_PLAYER_LIST_COLOURS
Farbe des Imperiums

MULTIPLAYER_PLAYER_LIST_ORIGINAL_NAMES
Vorheriger Spieler

MULTIPLAYER_PLAYER_LIST_STARTING_SPECIES
Beginnende Spezies

NEW_GAME_BN
Neues Spiel

LOAD_GAME_BN
Spiel laden

START_GAME_BN
Spiel starten


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

#Window title####

GSETUP_WINDOW_TITLE
Galaxie erstellen

#Strings
GSETUP_GRAPHICS_FILES
Grafikdateien

GSETUP_PLAYER_NAME
Name des Spieler

GSETUP_EMPIRE_NAME
Name des Imperiums

GSETUP_EMPIRE_COLOR
Farbe des Imperiums

GSETUP_SPECIES
Startspezies

GSETUP_NUMBER_AIS
Anzahl der KI-Spieler

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

GSETUP_SEED
Aussaat
GSETUP_RANDOMIZE
Randomisieren
GSETUP_STARS
Sterne
GSETUP_SHAPE
Galaxieform
GSETUP_AGE
Galaxiealter
GSETUP_STARLANE_FREQ
Häufigkeit von Sternstrassen
GSETUP_PLANET_DENSITY
Planetendichte
GSETUP_SPECIALS_FREQ
Häufigkeit von Besonderheiten
GSETUP_MONSTER_FREQ
Häufigkeit von Monstern
GSETUP_NATIVE_FREQ
Häufigkeit von Eingeborenen
GSETUP_AI_AGGR
Max KI Aggression

GSETUP_2ARM
Spirale, 2-armig
GSETUP_3ARM
Spirale, 3-armig
GSETUP_4ARM
Spirale, 4-armig
GSETUP_CLUSTER
Haufen
GSETUP_ELLIPTICAL
Elliptisch
GSETUP_IRREGULAR
Unregelmässig
GSETUP_RING
Ring
GSETUP_RANDOM
Zufall

GSETUP_NONE
Keine
GSETUP_LOW
Niedrig
GSETUP_MEDIUM
Mittel
GSETUP_HIGH
Hoch

GSETUP_YOUNG
Jung
GSETUP_MATURE
Erwachsen
GSETUP_ANCIENT
Uralt

GSETUP_BEGINNER
Anfänger Mode
GSETUP_TURTLE
Schildkröte
GSETUP_DEFENSIVE
Vorsichtig
GSETUP_MODERATE
Typisch
GSETUP_AGGRESSIVE
Aggressiv
GSETUP_MANIACAL
Wahnsinnig

#Error messages####

GSETUP_ERR_NOEXIST
existiert nicht.

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

#License button text####

LICENSE
Lizenz

ABOUT_WINDOW_TITLE
Über FreeOrion

CREDITS
Mitwirkende

VISION
Vision

FREEORION_VISION
FreeOrion ist ein runden-basierendes (TBS = Turned Based Strategy) Open-Source Spiel, das von Master of Orion inspiriert ist. Es basiert auf dem klassischen "4x - Modell", den Nationenaufbau - Elementen von Spielen wie Europa Universalis 2 und einer vielseitigen taktischen Kampfengine. Der modulare Aufbau des Spiels ermöglicht Veränderungen sowohl an der Game Engine als auch der Story durch die Community; das FreeOrion-Team bemüht sich, ein lebendes, atmendes Universum mit einem Großkampagnen-Modell zu erschaffen.

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

GAME_MENU_WINDOW_TITLE
Menü

GAME_MENU_SAVE
Spiel speichern

GAME_MENU_LOAD
Spiel laden

GAME_MENU_RESIGN
Aufgeben

GAME_MENU_SAVE_FILES
Speicherstände

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

OPTIONS_TITLE
Optionen

OPTIONS_MULTIPLE_FLEET_WNDS
Mehrere Flottenfenster

OPTIONS_QUICK_CLOSE_WNDS
Fenster schnell schliessen

OPTIONS_SHOW_SIDEPANEL_PLANETS
Zeigt das Planeten Seitenfenster

OPTIONS_MISC_UI
Verschiedene UI-Einstellungen

OPTIONS_SINGLEPLAYER
Einzelspieler

OPTIONS_MULTIPLAYER
Mehrspieler

OPTIONS_AUTOSAVE_LIMIT
Autosaves limit

OPTIONS_AUTOSAVE_TURNS_BETWEEN
Runden zwischen dem automatischem Speichern

OPTIONS_LANGUAGE
Sprachdatei

OPTIONS_FONTS
Schriftart

OPTIONS_FONT_SIZES
Schriftgrößen

OPTIONS_FONT_TEXT
Text

OPTIONS_FONT_TITLE
Fenstertitel

OPTIONS_TECH_SPACING
Technologie Abstand

OPTIONS_HORIZONTAL
Waagerecht

OPTIONS_VERTICAL
Senkrecht

OPTIONS_TOOLTIP_DELAY
Kurzinfo Wartezeit (ms)

OPTIONS_SWAP_MOUSE_LR
Swap Mouse Buttons Left-Right

OPTIONS_VIDEO_MODE
Vollbildmodus

OPTIONS_VIDEO_MODE_LIST_DESCRIPTION
Setzt die Vollbildauflösung und Farbtiefe.

OPTIONS_VIDEO_MODE_WINDOWED
Fenstermodus

OPTIONS_VIDEO_MODE_WINDOWED_SPINNERS_DESCRIPTION
Setzt die Breite und Höhe des Fensters im Fenstermodus. Die Farbtiefe ist gleich dem Vollbildmodus.

OPTIONS_VIDEO_SETTINGS
Videoeinstellungen

OPTIONS_APP_WIDTH_WINDOWED
Fenstermodusbreite

OPTIONS_APP_HEIGHT_WINDOWED
Fenstermodushöhe

OPTIONS_APP_LEFT_WINDOWED
Window Left Edge Position

OPTIONS_APP_TOP_WINDOWED
Window Top Position

OPTIONS_FULLSCREEN
Vollbild

OPTIONS_FULLSCREEN_MONITOR_ID
Fullscreen Monitor ID

OPTIONS_SHOW_FPS
Zeige FPS

OPTIONS_LIMIT_FPS
FPS begrenzen

OPTIONS_MAX_FPS
Max FPS

OPTIONS_APPLY
Anwenden

OPTIONS_CHAT
Chat

OPTIONS_CHAT_HISTORY
Chat Verlauf

OPTIONS_CHAT_HIDE
Chat Ausblendungsverzögerung

OPTIONS_GALAXY_MAP
Galaxiekarte

OPTIONS_DESCRIPTIONS
Inhaltsbeschreibung

OPTIONS_SYSTEM_ICONS
Systemsymbole

OPTIONS_OPTIMIZED_SYSTEM_RENDERING
Optimiertes Zeichnen

OPTIONS_UI_SYSTEM_ICON_SIZE
Systemsymbolgröße

OPTIONS_UI_SYSTEM_FOG
Systemsymbol Kriegsnebel Rasterlinien

OPTIONS_UI_SYSTEM_FOG_SPACING
Kriegsnebel Rasterlinienabstand

OPTIONS_UI_SYSTEM_CIRCLES
einschliessende Systemkreise

OPTIONS_UI_SYSTEM_CIRCLE_SIZE
Relative Größe der Systemkreise

OPTIONS_UI_SYSTEM_SELECTION_INDICATOR_SIZE
Relative Größe der Systemauswahlanzeiger

OPTIONS_UI_SYSTEM_SELECTION_INDICATOR_FPS
System selection indicator animation frame rate

OPTIONS_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD
Winzige Systemsymbole Größe Grenzwert

OPTIONS_UI_SYSTEM_NAME_UNOWNED_COLOR
Farbe des Names herrenloser Systeme

OPTIONS_FLEET_ICONS
Flottensymbole

OPTIONS_UI_TINY_FLEET_BUTTON_MIN_ZOOM
Minimale Vergrößerungsstufe für winzige Flottensymbole

OPTIONS_UI_SMALL_FLEET_BUTTON_MIN_ZOOM
Minimale Vergrößerungsstufe für kleine Flottensymbole

OPTIONS_UI_MEDIUM_FLEET_BUTTON_MIN_ZOOM
Minimale Vergrößerungsstufe für mittlere Flottensymbole

OPTIONS_UI_FLEET_SELECTION_INDICATOR_SIZE
Relative Größe des Flottenauswahlanzeigers

OPTIONS_GALAXY_MAP_GENERAL
Allgemein

OPTIONS_GALAXY_MAP_GAS
Galaxiekarte Gaswolken zeichnen

OPTIONS_GALAXY_MAP_STARFIELDS
Galaxiekarte Sternenfelder zeichnen

OPTIONS_GALAXY_MAP_SCALE_LINE
Galaxie Maßstabslinie

OPTIONS_GALAXY_MAP_ZOOM_SLIDER
Galaxiekarte Vergrösserungsregler

OPTIONS_GALAXY_MAP_DETECTION_STEALTH_THRESHOLD
Tarngrenzwert für die Aufklärungsreichweitenanzeige der Galaxiekarte

OPTIONS_GALAXY_MAP_STEALTH_THRESHOLD_SLIDER
Tarngrenzwertregler der Galaxiekarte

OPTIONS_GALAXY_MAP_DETECTION_RANGE
Kreise für Aufklärungsreichweite

OPTIONS_GALAXY_MAP_POPUP
Galaxy map popup menu

OPTIONS_STARLANES
Sternenstraßen

OPTIONS_STARLANE_THICKNESS
Stärke der Sternenstraße

OPTIONS_RESOURCE_STARLANE_COLOURING
Farbe der Ressourcensternenstraßen

OPTIONS_FLEET_SUPPLY_LINES
Flottenversorgungslinien

OPTIONS_FLEET_SUPPLY_LINE_WIDTH
Flottenversorgungslinien Breite

OPTIONS_FLEET_SUPPLY_LINE_DOT_SPACING
Flottenversorgungslinien Punktabstand

OPTIONS_FLEET_SUPPLY_LINE_DOT_RATE
Flottenversorgungslinien Punktrate

OPTIONS_UNOWNED_STARLANE_COLOUR
Grundfarbe Sternenstraßen

OPTIONS_MUSIC
Musik

OPTIONS_UI_SOUNDS
UI Klänge

OPTIONS_BACKGROUND_MUSIC
Musik

OPTIONS_SOUNDS
Klänge

OPTIONS_SOUND_CLOSE
Fenster schliessen

OPTIONS_SOUND_MINIMIZE
Fenster minimieren

OPTIONS_SOUND_MAXIMIZE
Fenster maximieren

OPTIONS_SOUND_CLICK
Anklicken

OPTIONS_SOUND_ROLLOVER
Darüberfahren

OPTIONS_SOUND_FLEET_CLICK
Flottenknopf Klick

OPTIONS_SOUND_FLEET_ROLLOVER
Flottenknopf darüberfahren

OPTIONS_SOUND_SYSTEM_ROLLOVER
Systemsymbol darüberfahren

OPTIONS_SOUND_WINDOW
Fenster Klänge

OPTIONS_SOUND_BUTTON
Knöpfe Klänge

OPTIONS_SOUND_FLEET
Flottenknopf Klänge

OPTIONS_SOUND_ALERT
Alarm

OPTIONS_SOUND_TYPING
Tippen

OPTIONS_SOUND_TURN
Rundenbutton anklicken

OPTIONS_SOUND_SIDEPANEL
Seitenfenster öffnen

OPTIONS_SOUND_PLANET
Planet anklicken

OPTIONS_SOUND_FOCUS
Fokus Klänge

OPTIONS_SOUND_BALANCED
Ausgeglichener Fokus

OPTIONS_SOUND_FARMING
Landwirtschaftsfokus

OPTIONS_SOUND_INDUSTRY
Industriefokus

OPTIONS_SOUND_MINING
Bergbaufokus

OPTIONS_SOUND_RESEARCH
Forschungsfokus

OPTIONS_SOUND_LIST
Listenklänge

OPTIONS_SOUND_DROP
Gegenstand loslassen

OPTIONS_SOUND_PULLDOWN
Drop-down Liste öffnen

OPTIONS_SOUND_SELECT
Liste auswählen

OPTIONS_GENERAL_COLORS
Allgemein

OPTIONS_CONTROL_COLORS
Kontrollen

OPTIONS_FILL_COLOR
Hintergrund

OPTIONS_BORDER_COLOR
Rahmen

OPTIONS_TEXT_COLOR
Text

OPTIONS_DEFAULT_LINK_COLOR
Links

OPTIONS_ROLLOVER_LINK_COLOR
Links beim Maus-Rollover

OPTIONS_HIGHLIGHT_COLOR
Auswahlhervorhebung

OPTIONS_DROPLIST_ARROW_COLOR
Aufklapplistenpfeil

OPTIONS_STATE_BUTTON_COLOR
Gedrückter Wechselknopf

OPTIONS_STAT_INCREASE_COLOR
Steigende Werte

OPTIONS_STAT_DECREASE_COLOR
Sinkende Werte

OPTIONS_INTERIOR_COLOR
Inneres

OPTIONS_WINDOW_COLORS
Fenster

OPTIONS_INNER_BORDER_COLOR
Innere Kante

OPTIONS_OUTER_BORDER_COLOR
Äußere Kante

OPTIONS_PAGE_VIDEO
Video

OPTIONS_PAGE_AUDIO
Ton

OPTIONS_PAGE_AUTOSAVE
Automatisches Speichern

OPTIONS_PAGE_UI
Oberfläche

OPTIONS_PAGE_COLORS
Farben

OPTIONS_PAGE_COMBAT
Kampf

OPTIONS_PAGE_DIRECTORIES
Verzeichnisse

OPTIONS_TECH_COLORS
Technologien

OPTIONS_TEXT_AND_BORDER_COLOR
Text und Umrandung

OPTIONS_KNOWN_TECH_COLORS
Bekannte Technologien

OPTIONS_RESEARCHABLE_TECH_COLORS
Erforschbare Technologien

OPTIONS_UNRESEARCHABLE_TECH_COLORS
Nicht erforschbare Technologien

OPTIONS_TECH_PROGRESS_COLORS
Forschung Fortschrittsbalken

OPTIONS_PROGRESS_BAR_COLOR
Hintergrund

OPTIONS_PROGRESS_BACKGROUND_COLOR
Leiste

OPTIONS_COMBAT_ENABLE_GLOW
Glühen

OPTIONS_COMBAT_ENABLE_SKYBOX
Himmel

OPTIONS_COMBAT_ENABLE_LENS_FLARES
Linsenlichtreflex

OPTIONS_COMBAT_FILLED_SELECTION
Gefüllte Auswahl

OPTIONS_ANY_FILE
Alle Dateien

OPTIONS_FOLDER_SETTINGS
Ressourcendateien

OPTIONS_FOLDER_SAVE
Spielstandverzeichnis

OPTIONS_LANGUAGE_FILE
Sprachdateien

OPTIONS_VOLUME_AND_MUSIC
Lautstärke und Musik

OPTIONS_MUSIC_FILE
Musikdateien

OPTIONS_SOUND_FILE
Klangdateien

OPTIONS_AUTO_EFFECT_DESC
Automatisch generierte Effektbeschreibungen

OPTIONS_VERBOSE_LOGGING_DESC
Verbose logging for debugging

OPTIONS_VERBOSE_SITREP_DESC
Situation reports with errors

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

AUTO_PLACE_SHIPS
Auto-Place Ships

REDO_PLACEMENTS
Redo Placements

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

MAP_BTN_TURN_UPDATE
Runde %1%

MAP_INDICATOR_FPS
%1% FPS

MAP_SCALE_INDICATOR
%1% uu

MAP_BTN_MENU
Menü

MAP_BTN_MODERATOR
Moderator

MAP_BTN_OBJECTS
Objekte

MAP_BTN_SITREP
Lagebericht

MAP_BTN_RESEARCH
Forschung

MAP_BTN_PRODUCTION
Produktion

MAP_BTN_DESIGN
Entwerfen

MAP_BTN_PEDIA
Pedia

MAP_PRODUCTION_TITLE
Produktion

MAP_PRODUCTION_TEXT
Produktionsausstoss des gesamten Imperiums

MAP_PROD_WASTED_TITLE
Ungenützte Produktion

MAP_PROD_WASTED_TEXT
'''Gesamte Produktion : %1%
Verschwendete Produkt. : %2%

Hier anklicken um das Produktionsmenü zu öffnen'''

MAP_RESEARCH_TITLE
Forschung

MAP_RESEARCH_TEXT
Forschungsausstoss des gesamten Imperiums

MAP_RES_WASTED_TITLE
Ungenützte Forschung

MAP_RES_WASTED_TEXT
'''Gesamte Forschung : %1%
Verschwendete Forsch. : %2%

Hier anklicken um das Forschungsmenü zu öffnen'''

MAP_POPULATION_DISTRIBUTION
Volkszählung

MAP_POPULATION_COUNT
%1%: %2%

MAP_DETECTION_TITLE
Imperiums Erkennung

MAP_DETECTION_TEXT
Erkennungsreichweite des Imperiums

MAP_TRADE_TITLE
Handel

MAP_TRADE_TEXT
Handelsausstoss des gesamten Imperiums. (Handel tut nichts)

MAP_FLEET_TITLE
Flotte auszählung

MAP_FLEET_TEXT
Gesamter Anzahl Schiffe

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

SIDE_PANEL
Seitenfenster

SP_SYSTEM_PRODUCTION
System Produktion

RESOURCE_PRODUCTION_TOOLTIP
System %1%: %2%
RESOURCE_ALLOCATION_TOOLTIP
System %1%: %2%

INDUSTRY_PRODUCTION
Industrieproduktion
RESEARCH_PRODUCTION
Forschungsproduktion
TRADE_PRODUCTION
Handelsproduktion

INDUSTRY_CONSUMPTION
Industrieverbrauch
RESEARCH_CONSUMPTION
Forschungsverbrauch
TRADE_CONSUMPTION
Handelsverbrauch

INTERSYSTEM_EXCHANGE_TOOLTIP
Inter-System Austausch
IMPORT_EXPORT_TOOLTIP
Import / Export
RESOURCE_IMPORT
Importieren
RESOURCE_EXPORT
Für den Export verfügbar
RESOURCE_SELF_SUFFICIENT
Kein Import oder Export

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

PLANET_PANEL
Planetenfenster
PL_ASTEROID_BELT
Asteroidengürtel
PL_ASTEROID_BELT_OF_SYSTEM
%1% Asteroiden
PL_UNINHABITED
Unbewohnt
PL_SIZE
Größe
PL_COLONIZE
Besiedeln (%1% / %2%)
PL_CANCEL_COLONIZE
Kolonisation aufheben
PL_OUTPOST
Aussenposten plazieren
PL_CANCEL_OUTPOST
Aussenposten aufheben
PL_INVADE
Einmarschieren (+%1%)
PL_CANCEL_INVADE
Einmarschieren aufheben
PL_SELECT_COLONY_SHIP_INSTRUCTION
Wähle Kolonieschiff zum Kolonisieren.
PL_TYPE_SIZE
%1% %2%
PL_TYPE_SIZE_ENV
%1% %2% (%3%)

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

RP_FOCUS_TOOLTIP
Fokus: %1%

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

BP_INCOMPLETE_BUILDING_TOOLTIP
'''%1% (unvollständig)

%2%'''

BP_COMPLETE_BUILDING_TOOLTIP
'''%1%

%2%'''

ORDER_BUIDLING_SCRAP
Gebäude zerstören

ORDER_CANCEL_BUIDLING_SCRAP
Gebäudezerstörung abbrechen

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

TT_THIS_TURN
Diese Runde

TT_NEXT_TURN
Nächste Runde

TT_CHANGE
Änderung

TT_BREAKDOWN_SUMMARY
%1%: %2% 

TT_TARGETS_BREAKDOWN_SUMMARY
%1% Änderungen: %2%

TT_INHERENT
Inhärent

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

TT_BUILDING
%1% Gebäude <i>%2%</i>

TT_SHIP_HULL
Schiff <i>%1%</i> Rumpf <i>%2%</i>

TT_SHIP_PART
Schiff <i>%1%</i> Teil <i>%2%</i>

TT_SPECIAL
Besonderheit <i>%2%</i>

TT_SPECIES
Spezies <i>%2%</i>

TT_FIELD
<i>%2%</i>

TT_UNKNOWN
Unbekannt

TT_RESOURCE_PRODUCTION
%1% produziert %2%

TT_RESOURCE_ALLOCATION
%1% verbraucht %2%

TT_SPECIES_POPULATION
%1% [[METER_POPULATION]]

SP_RENAME_PLANET
Planet umbenennen

SP_ENTER_NEW_PLANET_NAME
Neuen Planetennamen eingeben

SP_PLANET_SUITABILITY
Planet Eignung

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

FW_FLEET_HOLDING_AT
Hält in System %1% 

FW_FLEET_MOVING_TO
Fliegt nach %1%

FW_FLEET_EXPLORING_REFUEL
Warten auf Kraftstoff

FW_FLEET_EXPLORING_WAITING
Warten auf ein System zum erkunden

FW_FLEET_EXPLORING_TO
Erkunden %1%

FW_FLEET_ETA_NEVER
Nie

FW_FLEET_ETA_UNKNOWN
Unbekannt

FW_FLEET_ETA_OUT_OF_RANGE
Außer Reichweite

FW_AGGRESSIVE
System kontrollieren

FW_AGGRESSIVE_DESC
Flotte blockiert feindliche Systeme und startet den Kampf gegen jedem Feind im System.

FW_PASSIVE
Verbergen

FW_PASSIVE_DESC
Flotte wird versuchen getarnt zu bleiben; sie wird keine Blockade oder Kampf eröffnen.

FW_SHIP_CLASS
Schiffsklasse

FW_UNKNOWN_DESIGN_NAME
Unbekannter Entwurf

FW_SPECIES_SHIP_DESIGN_LABEL
(%2%) %1%

# the name of the new fleet icon in the fleet listbox
FW_NEW_FLEET_LABEL
<i>Neue Flotte</i>

FW_EMPIRE_FLEETS_AT_SYSTEM
%1% Flotten in %2%

FW_EMPIRE_FLEETS
%1% Flotten

FW_NO_FLEET
Keine Flotte

FW_GENERIC_FLEETS_AT_SYSTEM
Flotte in %1%

FW_GENERIC_FLEETS
Flotten

FW_HOME_FLEET
Heimatflotte

FW_BATTLE_FLEET
Kampfflotte

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

# the name that is used for fleets that no player controls
FW_ROGUE_FLEET
Schurken Flotte

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

# the name that is used for ships that no player controls
FW_ROGUE_SHIP
Schurkenraumschiff

SHIP_DAMAGE_STAT_TITLE
Schaden

SHIP_DAMAGE_STAT_MAIN
Gesamter Schaden der die Waffen des Schiffes pro Kampfrunde anrichten.

SHIP_SPEED_STAT_TITLE
Geschwindigkeit

SHIP_SPEED_STAT_MAIN
Maximale Reisedistanz entlang der Sternenstraßen pro Runde.

FW_FLEET_FUEL_SUMMARY
Flottenkraftstoff - Entspricht dem Minimum an Kraftstoff der Schiffe der Flotte.

FW_FLEET_SPEED_SUMMARY
Flottengeschwindigkeit - Entspricht der minimalen Geschwindigkeit der Schiffe der Flotte.

FW_FLEET_SHIELD_SUMMARY
Flottenschield - Entspricht der mittleren Schilder der Schiffe der Flotte.

FW_FLEET_STRUCTURE_SUMMARY
Flottenstruktur - Entspricht der Gesamten Struktur der Schiffe der Flotte.

FW_FLEET_DAMAGE_SUMMARY
Flottenschaden - Entspricht dem Gesamten Schaden den, die Schiffe der Flotte anrichten.

FW_FLEET_COUNT_SUMMARY
Flottenanzahl - Entspricht dem Gesamten Anzahl der Schiffe der Flotte.

FW_SPLIT_DAMAGED_FLEET
Beschädigte Schiffe von der Flotte trennen

FW_SPLIT_UNFUELED_FLEET
Kraftstofflose Schiffe von der Flotte trennen

FW_SPLIT_FLEET
Flotte aufteilen

ORDER_SHIP_SCRAP
Schiff verschrotten

ORDER_FLEET_SCRAP
Schiffe verschrotten

ORDER_CANCEL_SHIP_SCRAP
Schiffsverschrottung abbrechen

ORDER_CANCEL_FLEET_SCRAP
Flottenverschrottung abbrechen

ORDER_FLEET_EXPLORE
Erkunden

ORDER_CANCEL_FLEET_EXPLORE
Stop Erkundung


###############
#  Moderator  #
###############

MOD_NONE
Keine Handlung des Noderators

MOD_CREATE_PLANET
Planet hinzufügen

MOD_CREATE_SYSTEM
System hinzufügen

MOD_DESTROY
Zerstöre

MOD_SET_OWNER
Set Owner

MOD_ADD_STARLANE
Sternenstrasse hinzufügen

MOD_REMOVE_STARLANE
Sternenstrasse entfernen

###############
#  Diplomacy  #
###############

DIPLOMACY
Diplomatie

PEACE
Frieden

WAR
Krieg

WAR_DECLARATION
Krieg erklären

PEACE_PROPOSAL
Friedensantrag

PEACE_PROPOSAL_CANEL
Friedensantrag annullieren

PEACE_ACCEPT
Friedensantrag annehmen


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

TECH_DISPLAY
Anzeige

TECH_NAVIGATION
Navigation

TECH_TOTAL_COST_STR
%1% FP und %2% Rnd

TECH_TURN_COST_STR
+%1% FP

TECH_TURNS_LEFT_STR
%1% Rnd

TECH_TURNS_LEFT_NEVER
Nie

TECH_WND_TECH_COMPLETED
VOLLSTÄNDIG

TECH_WND_TECH_QUEUED
In Warteliste

TECH_WND_TECH_INCOMPLETE
Unvollständig

TECH_WND_TYPE_THEORIES
Theorien

TECH_WND_TYPE_APPLICATIONS
Anwendungen

TECH_WND_TYPE_REFINEMENTS
Verfeinerungen

TECH_WND_STATUS_COMPLETED
Erworben

TECH_WND_STATUS_RESEARCHABLE
Erforschbar

TECH_WND_STATUS_LOCKED
Verriegelt

TECH_WND_UNRESEARCHABLE
Nicht erforschbar

TECH_WND_ENQUEUED
In der Warteschlange

TECH_WND_UNRESEARCHED_PREREQUISITES
Unerforschte Voraussetzungen: 

TECH_WND_LIST_VIEW
Listenansicht

TECH_WND_TREE_VIEW
Baumansicht

TECH_WND_REQUIRES
Benötigt

TECH_WND_UNLOCKS
Ermöglicht

TECH_WND_PROGRESS
'''%1% / %2% FP
+ %3% / %4% FP/Runde'''

TECH_WND_ETA
%1% Runde übrig


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

PRODUCTION_INFO_TOTAL_PS_LABEL
Insg. verfügbare Punkte

PRODUCTION_INFO_WASTED_PS_LABEL
Verschwendete Punkte

PRODUCTION_INFO_PROJECTS_IN_PROGRESS_LABEL
Laufende Projekte

PRODUCTION_INFO_PS_TO_UNDERFUNDED_PROJECTS_LABEL
Unterbezahlte Projekte

PRODUCTION_INFO_PROJECTS_IN_QUEUE_LABEL
Projekte auf der Warteliste


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

RESEARCH_WND_TITLE
Forschung

RESEARCH_INFO_PANEL_TITLE
Forschung

RESEARCH_INFO_RP
FP

RESEARCH_QUEUE_PROMPT
Doppelclick oder shift-click auf einem zugänglichen Objekt um es zur Forschungswarteschlange hinzufügen.


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

PRODUCTION_WND_BUILD_ITEMS_TITLE
Herstellbare Objekte

PRODUCTION_WND_BUILD_ITEMS_TITLE_LOCATION
Herstellbare Objekte in %1%

PRODUCTION_WND_CATEGORY_BT_BUILDING
Gebäude

PRODUCTION_WND_CATEGORY_BT_SHIP
Schiffe

PRODUCTION_WND_AVAILABILITY_AVAILABLE
Verfügbar

PRODUCTION_WND_AVAILABILITY_UNAVAILABLE
Nicht verfüg.

PRODUCTION_TOTAL_COST_STR
%1% PP und %2% Rnd

PRODUCTION_TURN_COST_STR
+%1% PP

PRODUCTION_TURNS_LEFT_STR
%1% Rnd

PRODUCTION_TURNS_LEFT_NEVER
Nie

PRODUCTION_DETAIL_NUMBER_TO_BUILD
Anzahl

PRODUCTION_DETAIL_ADD_TO_QUEUE
Zur Liste hinzufügen

PRODUCTION_DETAIL_CENTER_ON_BUILD
Auf Bau zentrieren

PRODUCTION_QUEUE_PROMPT
Doppelklick auf ein verfügbares Objekt um es zur Produktionswarteschlange hinzufügen.


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

PRODUCTION_WND_TITLE
Produktion

PRODUCTION_INFO_PANEL_TITLE
Produktion

PRODUCTION_INFO_PP
PP

PRODUCTION_QUEUE_MULTIPLES
%1%x 

PRODUCTION_QUEUE_REPETITIONS
%1%⟳

PRODUCTION_QUEUE_EMPTY
'''Die Produktionswarteschlange des Imperiums ist leer.

Um Projekte auf die Produktionswarteschlange zu setzen, muss zuerst ein Planet auf dem Seitenfenster gewählt sein dann ein Objekt der liste anklicken.

Es ist zu beachten dass Schiffe nur auf einen Planeten mit einer Werft gebaut werden können, und dass Verschiedene Andere Objekte auf Verschiedene Andere Restriktionen auf ihrer Erstellungsorte unterstellt sein können.'''

PRODUCTION_QUEUE_ITEM_LOCATION
An %1%


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

DESIGN_ADD_TEST
Testentwurf hinzufügen

DESIGN_NAME_DEFAULT
Eigener Schiffsentwurf

DESIGN_DESCRIPTION_DEFAULT
Entwurfsbeschreibung

DESIGN_NO_PART
Keine

DESIGN_WND_STARTS
Entwurf beginnen mit

DESIGN_WND_HULLS
Leere Rümpfe

DESIGN_WND_FINISHED_DESIGNS
Fertige Entwürfe

DESIGN_WND_SAVED_DESIGNS
Gespeicherte Entwürfe

DESIGN_WND_TEMPLATES
Entwurfsvorlagen

DESIGN_WND_PART_PALETTE_TITLE
Schiffsteile

DESIGN_WND_MAIN_PANEL_TITLE
Entwurfsdetails

DESIGN_WND_DESIGN_NAME
Entwurfsname

DESIGN_WND_DESIGN_DESCRIPTION
Beschreibung

DESIGN_WND_CONFIRM
Bestätige neuen Entwurf

DESIGN_WND_CLEAR
Lösche Teile

DESIGN_DELETE
Entwurf löschen


#############################################################
####               E N C Y C L O P E D I A               ####
#############################################################

ENC_SPECIES_PLANET_TYPE_SUITABILITY_COLUMN1
%1%:	

ENC_SPECIES_PLANET_TYPE_SUITABILITY
%1%	%2% (%3%)

ENC_SUITABILITY_REPORT_POSITIVE_HEADER
'''%1% eignet sich zur Besiedelung durch diese Spezies.

'''

ENC_SUITABILITY_REPORT_NEGATIVE_HEADER
'''%1% ist nicht geeignet zur Besiedelung durch diese Spezies. Besiedelungsversuche werden entweder scheitern oder letztendlich aussterben.

'''

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

ENC_SHIP_HULL
Schiffsrumpf

ENC_TECH
Technologie

ENC_SPECIAL
Besonderheit

OBJECTS_WITH_SPECIAL
Objects with Special: 

ENC_BUILDING_TYPE
Gebäudetyp

ENC_SPECIES
Spezies

ENC_SHIP_DESIGN
Schiffsentwurf

SHIPS_OF_DESIGN
Schiffe dieser Klasse: 

NO_SHIPS_OF_DESIGN
Keine Bekannte Schiffe von dieser Klasse

ENC_INCOMPETE_SHIP_DESIGN
Unvollständiger Schiffentwürf

ENC_EMPIRE
Imperium

EMPIRE_CAPITAL
Hauptstadt: 

NO_CAPITAL
Keine Bekannte Hauptstadt

EMPIRE_METERS
Meters:

OWNED_PLANETS
Eigene Planeten: 

NO_OWNED_PLANETS_KNOWN
Keine Eigene Planeten bekannt

OWNED_FLEETS
Eigene Flotten: 

OWNED_FLEET_AT_SYSTEM
%1% an %2%

NO_OWNED_FLEETS_KNOWN
Keine Eigene Flotten bekannt

ENC_SHIP
Schiff

ENC_MONSTER
Monstertyp

MONSTER_TYPES
Monstertypen

MONSTER_OBJECTS
Monster: 

NO_MONSTER_OBJECTS
Keine Bekannte Monster

ENC_FLEET
Flotte

ENC_PLANET
Planet

ENC_BUILDING
Gebäude

ENC_SYSTEM
System

END_FIELD
Feld

ENC_INDEX
Encyclopedia Index

# type of thing being shown. %1% is a bit of detail, and %2% is the general type.
# for example: %1% = "Point Defense" or "Growth" 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
FP

# indication of cost to produce or research thing that is shown. May be omitted if thing shown can't
# be produced or researched (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 ENC_RP, depending on whether the thing shown is built or researched
# %3% will be the minimum number of turns it takes to produce or research the thing shown
ENC_COST_AND_TURNS_STR
%1% %2% und %3% Rnd

# auto-generated location condition description
ENC_LOCATION_CONDITION_STR
'''

<u>Location Requirement</u>

An object%1%'''

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

<u>Effekte</u>

%1%'''

ENC_SHIP_DESIGN_DESCRIPTION_STR
'''%1%

Rumpf: %2%
Teile: %3%

Gesamter Agriffsschaden: %17%
Struktur: %8%
[[encyclopedia SHIELDS_TITLE]]: %9%
[[encyclopedia DETECTION_RANGE_TITLE]]: %10%
[[encyclopedia STEALTH_TITLE]]: %11%
Triebstoff Fassungsvermögen: %14%
Kolonisation Vermögen: %15%
Truppen: %16%
Geschwindigkeit in Sternenstrasse: %13%
'''

## Temporarily removed
# Direct Fire Parts: %4%
# Missile Parts: %5%
# Fighter Bays: %6%
# Point Defense Parts: %7%
# Kampf Geschwindigkeit: %12%
##

ENC_UNLOCKED_BY
'''<u>Durch Technologie Freigeschaltet:</u>

'''

ENC_UNLOCKS
'''<u>Schaltet frei:</u>

'''

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

ENC_TECH_DETAIL_TYPE_STR
%3%

ENC_LOOKUP
Pedia absuchen %1%

ENC_COMBAT_LOG
Kampf logbuch

ENC_COMBAT_LOG_DESCRIPTION_STR
Combat at %1% on turn %2%:

ENC_COMBAT_ATTACK_STR
Round %4%: %1% attacks %2% and does %3% damage

ENC_COMBAT_ATTACK_DESTROY_STR
Round %4%: %1% attacks %2% and does %3% damage, destroying target

ENC_COMBAT_UNKNOWN_OBJECT
Unbekannt


###########################################
# ARTICLE CATAGORIES & SHORT DESCRIPTIONS #
###########################################

CATEGORY_GAME_CONCEPTS
Spiel Konzepte

GROWTH_ARTICLE_SHORT_DESC
Wachstum

OUTPOSTS_ARTICLE_SHORT_DESC
Aussenposten

PRODUCTION_ARTICLE_SHORT_DESC
Produktion

DIPLOMACY_ARTICLE_SHORT_DESC
Diplomatie

SPECIES_ARTICLE_SHORT_DESC
Spezies

SHIPS_ARTICLE_SHORT_DESC
Raumschiffe

METER_ARTICLE_SHORT_DESC
Massstäbe

POPULATION_TITLE_SHORT_DESC
Bevölkerung

###########################################
# ARTICLES #
###########################################

PEACE_TITLE
Frieden
PEACE_TEXT
Frieden is the diplomatic state between empires in which they mutually agree not to attack each other's ships or planets, not to obstruct each other's [[encyclopedia SUPPLY_TITLE]] lines, and not to impede colonization.

OUTPOSTS_TITLE
Aussenposten
OUTPOSTS_TEXT
'''Aussenposten are unmanned stations, which can be founded in places too hostile for a colony to survive. They have no population, and normally produce no resources. But they create [[encyclopedia SUPPLY_TITLE]] (with the right tech) and provide vision. Colonies can be founded on planets that already have an Outpost. To build an Outpost, you need to put an [[shippart CO_OUTPOST_POD]] on a ship. Outposts are also formed when the population of a colony drops to zero for any reason.'''

GROWTH_FOCUS_TITLE
Growth Focus
GROWTH_FOCUS_TEXT
'''The Growth Focus represents exporting rare materials and substances that aid the population growth of a certain species. Is only available in certain situations: on some homeworlds, and on planets with growth specials.  A planet focused on Growth increases the max Population only of other planets connected to it by [[encyclopedia SUPPLY_TITLE]] lines.  A Homeworld focused on Growth only helps other planets of the same species.  Growth Special planets focused on growth, only help a single classification of species, for instance some only help Organic Species.'''

MINING_FOCUS_TITLE
Mining Focus
MINING_FOCUS_TEXT
'''Mining Focus is currently disabled.'''
#The Mining Focus is only available on planets with certain rare specials.  Focusing on Mining provides a significant production bonus.

TRADE_FOCUS_TITLE
Trade Focus
TRADE_FOCUS_TEXT
'''Trade doesn't do anything, yet.  It is just a placeholder to show that more resources are planned.'''

PROTECTION_FOCUS_TITLE
Protection Focus
PROTECTION_FOCUS_TEXT
'''The Protection focus represents a planet wholly focused on defending itself.  [[encyclopedia TROOP_TITLE]], Planetary [[encyclopedia DEFENSE_TITLE]], and Planetary [[encyclopedia SHIELDS_TITLE]] are doubled.'''

INDUSTRY_TITLE
Industrie
INDUSTRY_TEXT
'''Industry represents the production and modification of physical goods. It is needed to produce buildings, space ships and other projects.

The Industry of a planet can be used for any production projects of [[encyclopedia SUPPLY_TITLE]] line connected planets. Any un-allocated Industry is lost each turn.

Each project has a minimum number of turns required to build it.  For example, if a project that cost 15 PPs, and had a minimum time of 3 turns, 5 PPs is the maximum that could be put towards its completion per turn.
The project at the top of the queue is given PPs first.  Any remaining PP are then given to the next project in the queue, and if there is still more remaining to the next-- and so on.  You can re-prioritize the items in the queue by dragging the most important items closer to the top.
'''

RESEARCH_TITLE
Forschung
RESEARCH_TEXT
'''The Research (or RP "Research Points") of all planets in the empire is combined to discover new technologies. Any Research that cannot be spent on a tech is lost each turn. Each tech has a minimum number of turns required to research it.  For example, if a tech that cost 15 RPs, and had a minimum time of 3 turns, 5 RPs is the maximum that could be put towards its completion per turn.
The tech at the top of the queue is given RPs first.  Any remaining RP are then given to the next tech in the queue, and if there is still more remaining to the next-- and so on.  You can re-prioritize the items in the queue by dragging the most important items closer to the top.

Research does not require [[encyclopedia SUPPLY_TITLE]] line connections to be used.'''

HAPPINESS_TITLE
Happiness
HAPPINESS_TEXT
'''Happiness doesn't do anything yet.'''

INFRASTRUCTURE_TITLE
Infrastruktur
INFRASTRUCTURE_TEXT
'''The term Infrastructure refers to technical structures that support a colonized planet: energy, transportation, telecommunication and social services for the citizens.'''

DEFENSE_TITLE
Verteidigung
DEFENSE_TEXT
'''Das Verteidigungsmass eines Planetes wird durch die Stärke der Boden zu Weltraum installierten Waffen. It's comparable to the Damage value of a space ship.'''

SHIELDS_TITLE
Schild
SHIELDS_TEXT
'''The term Shields combines all kinds of protective forcefields. They are usually the first barrier incoming attacks have to overcome. There are two distinct types of shields that work very differently: ship shields and planetary barrier shields.

Ship shields: Reduce the damage sustained by each hit by the strength rating of the shield part. A weapon can only penetrate a shield if it's damage value is higher than the shield's strength.

Planetary barrier shields: Act more like some kind of planetary armor. Their strength is reduced by each hit unless they are completely depleted, further hits will finally get through and damage planetary structures. Planetary barrier shields regenerate their strength each turn at a certain rate.

Both space ships and planets have a Shields meter.'''

STEALTH_TITLE
Tarnung
STEALTH_TEXT
'''The term Stealth represents the ability of an object to dodge all kinds of sensors. Only empires with a [[encyclopedia DETECTION_TITLE]] higher than or equal to the Stealth value can see the object.

Space ships, buildings, specials, systems and planets have a Stealth meter.'''

DETECTION_TITLE
Erkennung Stärke
DETECTION_TEXT
'''Der Begriff Erkennung Stärke stellt das technologische Niveau der Sensoren eines Imperiums dar. Ein Imperium kann nur Objekte sehen, die einen [[Enzyklopädie STEALTH_TITLE]]s-Wert haben, der kleiner oder gleich groß ist, wie die, seiner eigenen Erkennung Stärke und sich innerhalb der [[Enzyklopädie DETECTION_RANGE_TITLE]] eines Raumschiffes oder Planeten befindet.

Imperien haben eines Erkennungsstärke Mass.'''

DETECTION_RANGE_TITLE
Erkennungsreichweite
DETECTION_RANGE_TEXT
'''The Detection Range represents the number of uus sensors can reach. An empire can only see objects that have a [[encyclopedia STEALTH_TITLE]] value lower than or equal to its [[encyclopedia DETECTION_TITLE]] and are within Detection Range of a controlled space ship or planet.

Space ships and planets have a Detection Range meter. There is the option to display Detection Range circles in the Galaxy Map section of the Options menu.'''

TROOP_TITLE
Truppen
TROOP_TEXT
'''The term Troops combines all kinds of military forces capable of operating on a planets surface.

The Troop meter on a planet represents the power of the defending ground forces.  The invading force must send a more powerful force (i.e. a higher cumulative number) to conquer a planet.'''

ORGANIC_SPECIES_TITLE
Organic Metabolism
ORGANIC_SPECIES_TEXT
'''Organic species are more or less, 'life as we know it'.  These species max population can be increased when their connected homeworld is set on [[encyclopedia GROWTH_FOCUS_TITLE]], or when when an Organic Growth Special is colonized, and focused on Growth.  Organic Growth specials are marked with a little green 'O' in the corner.'''

LITHIC_SPECIES_TITLE
Lithic Metabolism
LITHIC_SPECIES_TEXT
'''Lithic species are silicon or mineral-based.  These species max population can be increased when their connected homeworld is set on [[encyclopedia GROWTH_FOCUS_TITLE]], or when when a Lithic Growth Special is colonized, and focused on Growth.  Lithic Growth specials are marked with a little grey 'L' in the corner.'''

ROBOTIC_SPECIES_TITLE
Robotic Metabolism
ROBOTIC_SPECIES_TEXT
'''Robotic species are sapient machines.  These species max population can be increased when their connected homeworld is set on [[encyclopedia GROWTH_FOCUS_TITLE]], or when when an Robotic Growth Special is colonized, and focused on Growth.  Robotic Growth specials are marked with a little red 'R' in the corner.'''

PHOTOTROPHIC_SPECIES_TITLE
Phototrophic Metabolism
PHOTOTROPHIC_SPECIES_TEXT
'''Phototrophic species live mainly or entirely on sunlight. These species max population is greatly influenced by the brightness of the local star -- the bigger the better.  Growth specials do not benefit them.

Population changes:
Blue Star: Tiny +3 , Small +6 , Medium +9 , Large +12 , Huge +15.
White Star: Tiny +1.5 , Small +3 , Medium +4.5 , Large +6 , Huge +7.5.
Yellow Star, Orange Star: No changes.
Red Star, Neutron Star: Tiny -1 , Small -2 , Medium -3 , Large -4 , Huge -5.
Black Hole, No Star: Tiny -10 , Small -20 , Medium -30 , Large -40 , Huge -50.'''

SELF_SUSTAINING_SPECIES_TITLE
Self-Sustaining Metabolism
SELF_SUSTAINING_SPECIES_TEXT
'''Self-Sustaining species may be energy or crystalline beings or something even stranger.  Their commonality is that they need no sustenance, so their max population is very high. While there are no specials that boost their growth, their max population is equal to a species that is provided with all three growth specials.'''

TELEPATHIC_TITLE
Telepathie
TELEPATHY_TEXT
'''Telepathische Spezies sind immun gegen Gedankenkontrolle und somit besser für die Erforschung der [[tech LRN_PSIONICS]] geeignet.'''

FUEL_TITLE
Triebstoff
FUEL_TEXT
'''Triebstoff erlaubt Schiffe entlang der Sternenstrasse zu reisen. Für jede Sternstrasse verbraucht ein Schiff 1 Einheit Triebstoff. Triebstoff wird an kein anderen Moment benützt. Die [[encyclopedia SUPPLY_TITLE]] werden ein Schiff ganz Auftanken. Wenn ein Schiff jenseits der befreundete Sternenstrasse reist, wird sich der Triebstoff langsam regenerieren wenn das Schiff ausserhalb einer Sternstrasse ist.'''

SUPPLY_TITLE
Versorgung
SUPPLY_TEXT
'''Supply lines are shown by coloring star-lanes with an empire's color. Planets connected by supply lines can share physical resources -- production created on one planet, can be used on any connected planet to build ships or structures.  Supply lines can also be used to refill the [[encyclopedia FUEL_TITLE]] supply of ships.

The supply meter on a planet represents the number of star-lanes supply can reach.'''


FLEET_UPKEEP_TITLE
Flotten Unterhalt
FLEET_UPKEEP_TEXT
'''Die Unterhaltskosten einer Flotte sind mehr als die summe der Kosten aller Schiffe, da die Betriebs- und Verwaltungskosten von mehreren Schiffen dazu kommen. Wenn neue Schiffe produziert werden, steigen die Kosten um 1% für jedes Schiff im besitzt des Imperiums. Die Kosten von [[shippart CO_COLONY_POD]], [[shippart CO_SUSPEND_ANIM_POD]] und [[shippart CO_OUTPOST_POD]] im Gegensatz steigen um 6% für jeden Planeten im besitzt des Imperiums.'''

EVACUATION_TITLE
Evakuierung
EVACUATION_TEXT
'''The [[buildingtype BLD_EVACUATION]] project when built will remove the population of a planet. Each turn some of the population will be removed. If there are planets colonized by the same species with free space, and connected by [[encyclopedia SUPPLY_TITLE]] lines, one will be randomly chosen and the population will move there. If there are no appropriate planets available, the population disapears into the vastness of space.
During an evacuation production drops to nothing. When the colony is empty, it reverts to an [[encyclopedia OUTPOSTS_TITLE]]. It still belongs to the same empire, and may be re-colonized once the [[buildingtype BLD_EVACUATION]] deletes itself.'''

AI_LEVELS_TITLE
KI Aggression Levels

AI_LEVELS_TEXT
'''KI aggression levels are meant to be roughly akin to difficulty levels, but not exactly, particularly in that they are differentiated in various aspects of risk-taking and aggression, with only some actual limitations being applied to the lower level ones. They can all still play pretty well, but the lower aggression ones may be a bit easier to manage, even if not necessarily easier to actually take over. The more aggressive ones do a bit better over the course of a game.

AIs rename their capitol planet on turn 1, adding a prefix. Once you discover their home system you can determine their personality.
The current prefixes are:
Turtle: Citadel
Cautious: Bastion of the Brave
Moderate: Haven
Aggressive: Royal Demesne
Maniacal: Stairway to Heaven
There is also a "Beginner Mode" KI level, which has the most handicapping. '''

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

COMBAT_WINDOW_TITLE
Kampffenster

COMBAT_BATTLE
KAMPF : 

COMBAT_SYSTEM
Das %1% System

COMBAT_MILITARY_SHIPS
Militärschiffe

COMBAT_CIVILIAN_SHIPS
Zivilschiffe

COMBAT_PLANETS
Planeten

COMBAT_REMAINING
 Verbleibend

COMBAT_RETREATED
 Zurückgezogen

COMBAT_DESTROYED
 Zerstört

COMBAT_DEFENSELESS
 Wehrlos

COMBAT_LOST
 Verloren!


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

TURN_PROGRESS_PHASE_FLEET_MOVEMENT
Flottenbewegung

TURN_PROGRESS_PHASE_COMBAT
Führe Kämpfe durch

TURN_PROGRESS_PHASE_EMPIRE_GROWTH
Produktion und Wachstum

TURN_PROGRESS_PHASE_WAITING
Warte auf andere Spieler

TURN_PROGRESS_PHASE_ORDERS
Führe Befehle aus

TURN_PROGRESS_COLONIZE_AND_SCRAP
Kolonisation, Invasion, und Verschrottung

TURN_PROGRESS_PHASE_DOWNLOADING
Lade und entpacke neue Spielzustände

TURN_PROGRESS_PHASE_LOADING_GAME
Laden ...

TURN_PROGRESS_PHASE_GENERATING_UNIVERSE
Erzeuge das Universum

TURN_PROGRESS_STARTING_AIS
Erstelle KI Clienten

TURN_BEGIN
Beginne Runde %1%

ERROR_PROCESSING_SERVER_MESSAGE
Error processing message from server

ERROR_EARLY_TURN_UPDATE
Received unexpected turn update from server.

########################
# Messages Panel       #
########################

MESSAGES_PANEL_TITLE
Meldungen

MESSAGES_PANEL_INTRO
Status und Chat Meldungen

########################
# Players List         #
########################

PLAYERS_LIST_PANEL_TITLE
Imperien

PLAYING_TURN
Spiele

RESOLVING_COMBAT
Kampf

WAITING
Warten

####################
## Objects Window ##
####################

SORT
Sortieren

COLUMNS
Kolonnen

COLLAPSE_ALL
Zuklappen

EXPAND_ALL
Aufklappen

####################
## Filters Dialog ##
####################

VISIBLE
Sichtbar

PREVIOUSLY_VISIBLE
Vorh. Sichtbar

DESTROYED
Zerstört

CONDITION_ALL
Alle

CONDITION_EMPIREAFFILIATION
Eigenes Imperium

CONDITION_ARMED
Bewaffnet

CONDITION_CAPITAL
Hauptstadt

CONDITION_MONSTER
Monster

CONDITION_STATIONARY
Stehend

CONDITION_CANCOLONIZE
Spezies kann Kolonisieren

CONDITION_CANPRODUCESHIPS
Spezies kann Schiffe herstellen

CONDITION_HOMEWORLD
Heimatwelt

CONDITION_HASSPECIAL
Has Special

CONDITION_HASTAG
Has Tag

CONDITION_SPECIES
Speziesname

CONDITION_PLANETSIZE
Planeten Größe

CONDITION_PLANETTYPE
Planeten Typ

CONDITION_FOCUSTYPE
Fokus Einstellung

CONDITION_STARTYPE
Sternentyp

CONDITION_METERVALUE
Object Property Value

#############################################################
####                    S I T   R E P                    ####
#############################################################


#Window title####

SITREP_PANEL_TITLE
Lagebericht

SITREP_PANEL_TITLE_TURN
Lagebericht - Runde %1%

SITREP_ERROR
Ein unbekanntes Ereignis ist aufgetreten.

FILTERS
Filter

SITREP_SHIP_BUILT
%shipdesign% '%ship%' wurde im %system% fertiggestellt.
SITREP_SHIP_BUILT_LABEL
Schiff fertiggestellt

SITREP_SHIP_BATCH_BUILT
%rawtext%x %shipdesign% wurde auf %system% fertiggestellt.
SITREP_SHIP_BATCH_BUILT_LABEL
Ladung Schiffe wurde fertiggestellt

SITREP_BUILDING_BUILT
%building% wurde auf %planet% fertiggestellt.
SITREP_BUILDING_BUILT_LABEL
Gebäude fertiggestellt

SITREP_TECH_RESEARCHED
%tech% wurde erforscht.
SITREP_TECH_RESEARCHED_LABEL
Technologie erforscht

SITREP_COMBAT_SYSTEM
Ein Kampf hat in %system% stattgefunden.
SITREP_COMBAT_SYSTEM_LABEL
Kampf auf System
COMBAT
Kampf

SITREP_OBJECT_DESTROYED_AT_SYSTEM
Ein Objekt wurde auf %system% zerstört.
SITREP_OBJECT_DESTROYED_AT_SYSTEM_LABEL
Objekt zerstört

SITREP_SHIP_DESTROYED_AT_SYSTEM
%empire%: %shipdesign% '%ship%' wurde auf %system% zerstört.
SITREP_SHIP_DESTROYED_AT_SYSTEM_LABEL
Schiff des Imperiums zerstört

SITREP_UNOWNED_SHIP_DESTROYED_AT_SYSTEM
Ein %shipdesign% wurde auf %system% zerstört.
SITREP_UNOWNED_SHIP_DESTROYED_AT_SYSTEM_LABEL
Unowned Ship Destroyed

SITREP_FLEET_DESTROYED_AT_SYSTEM
The %empire% fleet %fleet% was destroyed at %system%.
SITREP_FLEET_DESTROYED_AT_SYSTEM_LABEL
Empire Fleet Destroyed

SITREP_UNOWNED_FLEET_DESTROYED_AT_SYSTEM
The fleet %fleet% was destroyed at %system%.
SITREP_UNOWNED_FLEET_DESTROYED_AT_SYSTEM_LABEL
Unowned Fleet Destroyed

SITREP_PLANET_DESTROYED_AT_SYSTEM
The %empire% planet %planet% was destroyed at %system%.
SITREP_PLANET_DESTROYED_AT_SYSTEM_LABEL
Empire Planet Destroyed

SITREP_UNOWNED_PLANET_DESTROYED_AT_SYSTEM
The planet %planet% was destroyed at %system%.
SITREP_UNOWNED_PLANET_DESTROYED_AT_SYSTEM_LABEL
Unowned Planet Destroyed

SITREP_BUILDING_DESTROYED_ON_PLANET_AT_SYSTEM
The %empire% building %building% on planet %planet% was destroyed at %system%.
SITREP_BUILDING_DESTROYED_ON_PLANET_AT_SYSTEM_LABEL
Empire Building Destroyed

SITREP_UNOWNED_BUILDING_DESTROYED_ON_PLANET_AT_SYSTEM
The building %building% on planet %planet% was destroyed at %system%.
SITREP_UNOWNED_BUILDING_DESTROYED_ON_PLANET_AT_SYSTEM_LABEL
Unowned Building Destroyed

SITREP_OBJECT_DAMAGED_AT_SYSTEM
Ein Objekt wurde in %system% beschädigt.
SITREP_OBJECT_DAMAGED_AT_SYSTEM_LABEL
Objekt beschädigt

SITREP_SHIP_DAMAGED_AT_SYSTEM
Das %empire% %shipdesign% '%ship%' wurde in %system% beschädigt.
SITREP_SHIP_DAMAGED_AT_SYSTEM_LABEL
Empire Ship Damaged

SITREP_UNOWNED_SHIP_DAMAGED_AT_SYSTEM
Ein %shipdesign% wurde in %system% beschädigt.
SITREP_UNOWNED_SHIP_DAMAGED_AT_SYSTEM_LABEL
Unowned Ship Damaged

SITREP_PLANET_BOMBARDED_AT_SYSTEM
Der Planet %planet% im System %system% vom Imperium %empire% ist Bombardiert worden.
SITREP_PLANET_BOMBARDED_AT_SYSTEM_LABEL
Imperium Planet Bombardiert

SITREP_UNOWNED_PLANET_BOMBARDED_AT_SYSTEM
Der Planet %planet% von %system% ist Bombardiert worden.
SITREP_UNOWNED_PLANET_BOMBARDED_AT_SYSTEM_LABEL
Unbekannter Planet Bombardiert

SITREP_GROUND_BATTLE
A ground battle occurred on %planet%.
SITREP_GROUND_BATTLE_LABEL
Ground Battle

SITREP_PLANET_CAPTURED
%planet% wurde von %empire% erobert.
SITREP_PLANET_CAPTURED_LABEL
Planet Captured

SITREP_PLANET_LOST_STARVED_TO_DEATH
Die Kolonie auf %planet% wurde ausgelöscht.
SITREP_PLANET_LOST_STARVED_TO_DEATH_LABEL
Planet zerstört

SITREP_PLANET_COLONIZED
%planet% wurde besiedelt.
SITREP_PLANET_COLONIZED_LABEL
Planet besiedelt

SITREP_FLEET_ARRIVED_AT_DESTINATION
%fleet% ist in %system% angekommen.
SITREP_FLEET_ARRIVED_AT_DESTINATION_LABEL
Gemischte Flotte ist angekommen

SITREP_MONSTER_FLEET_ARRIVED_AT_DESTINATION
%fleet% ist auf %system% angekommen.
SITREP_MONSTER_FLEET_ARRIVED_AT_DESTINATION_LABEL
Monster Flotte ist angekommen

SITREP_OWN_FLEET_ARRIVED_AT_DESTINATION
%empire%: %fleet% ist auf %system% angekommen.
SITREP_OWN_FLEET_ARRIVED_AT_DESTINATION_LABEL
Eigene Flotte ist angekommen

SITREP_FOREIGN_FLEET_ARRIVED_AT_DESTINATION
%empire%: %fleet% ist auf %system% angekommen.
SITREP_FOREIGN_FLEET_ARRIVED_AT_DESTINATION_LABEL
Fremde Flotte ist angekommen

SITREP_EMPIRE_ELIMINATED
%empire% wurde ausgelöscht.
SITREP_EMPIRE_ELIMINATED_LABEL
Imperium ausgeloescht

SITREP_VICTORY
%empire% %text%
SITREP_VICTORY_LABEL
Sieg

SITREP_VICTORY_DESTRUCTION
At last, the mysterious violent threat plagueing the galaxy has been eliminated.  The source of the galaxy's peril has been vanquished, and its origins will forever remain a mystery.
SITREP_VICTORY_DESTRUCTION_LABEL
Victory Destruction

SITREP_VICTORY_CAPTURE
The mystery of the fearsome threat plagueing the galaxy has been solved, and its perpetrators, the powerful Experimentors, have fallen uder your control.
SITREP_VICTORY_CAPTURE_LABEL
Victory Capture

SITREP_VICTORY_TECH
Your Empire has discovered the Singularity of Transcendence. You win!
SITREP_VICTORY_TECH_LABEL
Victory Technology

SITREP_VICTORY_BIO
The mystery of the fearsome threat plagueing the galaxy has been solved, and its perpetrators, the powerful Experimentors, have met their just fate at the hands of your mighty warfleet.
SITREP_VICTORY_BIO_LABEL
Victory Biological

EFFECT_ANCIENT_SHIP
Ancient Ruins in %planet% have revealed a %predefinedshipdesign%.
EFFECT_ANCIENT_SHIP_LABEL
Ancient Ruins Ship

EFFECT_ANCIENT_BUILDING
Ancient Ruins in %planet% have revealed a %buildingtype%.
EFFECT_ANCIENT_BUILDING_LABEL
Ancient Ruins Building

EFFECT_ANCIENT_TECH
Ancient Ruins in %planet% have revealed %tech%.
EFFECT_ANCIENT_TECH_LABEL
Ancient Ruins Tech

EFFECT_CONC_CAMP_COMLETE
Ethnic cleansing at %planet% is complete.
EFFECT_CONC_CAMP_COMLETE_LABEL
Ethnic Cleansing

EFFECT_DRYDOCK_SHIP_REPAIR
%ship% ist im %building% auf %planet% repariert worden.
EFFECT_DRYDOCK_SHIP_REPAIR_LABEL
Trockendockreparatur

EFFECT_MONSTER_SPAWNING
A %predefinedshipdesign% was spawned in %system%!
EFFECT_MONSTER_SPAWNING_LABEL
Monster Spawn

EFFECT_GAIAN_TERRAFORM
The Gaian planet %planet% has terraformed itself to better accommodate its inhabitants.
EFFECT_GAIAN_TERRAFORM_LABEL
Gaia Terraform

EFFECT_TERRAFORM
%planet% wurde Terraformiert.
EFFECT_TERRAFORM_LABEL
Terraform

EFFECT_STARVATION
Hungersnot hat %planet% getroffen.
EFFECT_STARVATION_LABEL
Hungersnot

EFFECT_TAME_MONSTER_HATCHED
A tamed %predefinedshipdesign% is ready for service at %planet%.
EFFECT_TAME_MONSTER_HATCHED_LABEL
Monster Hatched

EFFECT_GATEWAY_VOID_DESTROY
The %buildingtype% at %planet% destroyed the %fleet% fleet.
EFFECT_GATEWAY_VOID_DESTROY_LABEL
Gateway Void Destroy

EFFECT_DERELICT_MINERALS
Twenty minerals were scavenged from an abandoned derelict at %system%.
EFFECT_DERELICT_MINERALS_LABEL
Derelict Minerals

EFFECT_DERELICT_MAP
Informationen über die Gegend sind in einem verlassenes Wrack auf %system% gefunden worden.
EFFECT_DERELICT_MAP_LABEL
Karte aus eines Wrackes

EFFECT_DERELICT_FUEL
Schiffe sind durch restlichen Triebstoff von verlassene Wracks auf %system% aufgetankt worden.
EFFECT_DERELICT_FUEL_LABEL
Triebstoff aus Wrack

EFFECT_BIOWEAPON
%system% hat einiges von seiner Bevölkerung durch einen Biologischen Angrif verloren!
EFFECT_BIOWEAPON_LABEL
Biowaffen Angrif

EFFECT_EXOBOT
An Exobot colony ship has been built atEine Exobotskolonie wurde auf %planet% errichtet.
EFFECT_EXOBOT_LABEL
Exobotschiff

EFFECT_EVACUEES
Evacuees have settled at %planet%.
EFFECT_EVACUEES_LABEL
Evacuees

EFFECT_STARGATE
The fleet %fleet% has traveled by Stargate to the %system% system.
EFFECT_STARGATE_LABEL
Stargate Use

EFFECT_PSY_DOM
The %empire% ship %ship% has been psychically controlled!
EFFECT_PSY_DOM_LABEL
Psychogenic Domination

EFFECT_MINES
The ships of %empire% fleet %fleet% have taken %rawtext% points of structure damage from mines in the %system% system.
EFFECT_MINES_LABEL
System Mines

EFFECT_MINES_SHIP_DESTROYED
The %empire% ship %ship% has been destroyed by mines in the %system% system!
EFFECT_MINES_SHIP_DESTROYED_LABEL
System Mines Destroyed Ship



#############################################################
####           V I C T O R Y   /   D E F E A T           ####
#############################################################


TECH_VICTORY
Das %1% Imperium hat den technologischen Sieg errungen.

ALL_ENEMIES_ELIMINATED_VICTORY
Das %1% Imperium hat den Sieg als letztes bestehendes Imperium erreicht.


#############################################################
####                    S P E C I E S                    ####
#############################################################


HOMEWORLD
Heimatwelt:

NO_HOMEWORLD
Keine bekannte Heimatwelt

UNKNOWN_PLANET
Unbekannter Planet

CANNOT_PRODUCE_SHIPS
Kann keine Schiffe produzieren

CAN_PRODUCE_SHIPS
Kann Schiffe produzieren

CANNNOT_COLONIZE
Kann keine Planeten kolonisieren

CAN_COLONIZE
Kann Planeten kolonisieren

OCCUPIED_PLANETS
Besetzte Planeten:

ENVIRONMENTAL_PREFERENCES
Umwelt Präferenzen:

### Note: Description Macros for species are named the same as the Effect controlling Macros in species.txt.  Copy&Paste for accurate description.

SP_HUMAN
Menschen
SP_HUMAN_GAMEPLAY_DESC
'''Meistens harmlos. Testet gerne alle Planeten von mittlerem Aussehen.
Bevorzugt erdähnliche Planeten.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[AVERAGE_RESEARCH]]

[[AVERAGE_POPULATION]]
[[AVERAGE_GROUND_TROOPS]]
'''

SP_HUMAN_DESC
''''''

SP_SCYLIOR
Scylior
SP_SCYLIOR_GAMEPLAY_DESC
'''Besitzt drei Tentakel, aquatischen Nautilus.
Bevorzugt ozeanische Planeten.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[GREAT_RESEARCH]]

[[GOOD_POPULATION]]
[[AVERAGE_GROUND_TROOPS]]
'''

SP_SCYLIOR_DESC
'''Description:
Scyliori are shelled cephalopods similar to a Nautilus. They possess advanced vision provided by four eyes and have four antennae containing millions of neuromasts, allowing the Scyliori to detect changes in water pressure and also electrical fields. Scyliori have three large, strong feeding tentacles which they use to grasp and hold tools or food while it is broken up by the beak and ingested.

Chromatophores provide the race with their main form of communication. When two Scyliori wish to communicate with each other, they rapidly change the coloring and patterning of their skin.

Scyliori are without gender and reproduce in an iteroparous style. The lifespan of a Scylior is roughly 30 years in which they never stop growing, hatching with a shell diameter of only 5cm and experiencing roughly 10 percent growth each year.

Society:
The remnant of a once-mighty telepathic hive brain, referred to as the Mind is treated by the Scyliori as a benevolent god. It has instilled in them a mission to journey the stars in hopes of returning to it's former might. Scyliori are highly social and came to love learning things and sharing knowledge with the Mind.

History:
Millennia ago an expedition of the precursors discovered the Mind controlling the whole planet with his telepathic powers. The Mind immediately reached out and began copying the knowledge of the scientists and their ship crew, but the scientists cut out most of the Mind's brain and took it with them as a sample. The rest survived and lusted to recover the memories that had been taken from it. The Mind, however, was immobile, and for the time being, had no nearby intelligent beings to act as it's hands. Enter the Scyliori.
'''

SP_GYSACHE
Gysache
SP_GYSACHE_GAMEPLAY_DESC
'''Cowardly, freakish sheep-like herbivores.
Bevorzugt sumpfige Planeten.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[GOOD_INDUSTRY]]
[[GREAT_RESEARCH]]

[[GOOD_POPULATION]]
[[BAD_GROUND_TROOPS]]
'''

SP_GYSACHE_DESC
'''The Gysache are a herbivorous species that has always been the prey. They seek to remove all that threatens them, until every place in the universe is safe.

Description:
The Gysache are bipedal, each leg has two forward knees and one backward knee in between. When they crouch, the leg folds into an efficient 'W' making them only half a meter tall (compared to 2.5 meters when fully erect).
Their oblong bodies lack anything resembling a head, instead they have three identical eye stalks that are located at the forward tip of the body. A small mouth is located at the base of them.

Personality:
The Gysache are always wary of predators and are easily alarmed. Their natural response is to run away from everything. Their government system is dispersed as each individual is completely independent and forms no bonds with other individuals. They do have a herding tendency though and this keeps them together when faced with danger.

Homeworld:
Their homeworld has a thick atmosphere of nitrogen, ammonina and carbon dioxide. Most parts of it are moist but it lacks large oceans, only 5% of its surface is covered in water. The main topographical features are enormous high rocky mesas cut by mile deep canyons the bottoms of which contain the only standing water.
'''

SP_CHATO
Chato
SP_CHATO_GAMEPLAY_DESC
'''Sessile crystalline entities which ride the animal Goshk.
Bevorzugt toxische Planeten.
[[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[GREAT_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[BAD_GROUND_TROOPS]]
        
[[BROAD_EP]]
'''

SP_CHATO_DESC
'''Description:
The Chato'matou'Gormoshk are actually two species together, however it is not entirely clear if the connection between the species should be called symbiosis or parasitism. The master species are the Chato'matou, crystalline life forms about 30 Centimeters in height and 10 Centimeters in width. Their color ranges from a light blue to a deep crimson. They get the energy they need to live from the sun or in exceptional cases from the Gormoshk they are attached to. The Gormoshk are predatory animals formerly living in underground caverns. Their bodies are flat and round and rest on five insect-like legs. The Chato'matou attach themselves to the flat part on top of the Gormoshk's bodies, directly above the brain. Through a crystalline outgrowth they can control the Gormoshk completely.

Social Structure:
In Chato'matou society, age is the most important factor as they are nearly immortal. Every command the elders issue is obeyed at once and to disobey an elder is the greatest crime in Chato'matou society. They developed a system to transmit signals without delay throughout an entire colony, enabling them to converse with near the speed of light. This greatly enhanced the species mental capabilities, as all new ideas and theories could be instantly processed throughout the colony. The Gormoshk are valued as mounts and well cared for under normal circumstances, however they are also seen mostly as animals.
'''

SP_TRITH
Trith
SP_TRITH_GAMEPLAY_DESC
'''Bereaved xenophobic telepaths.
Bevorzugt wüstenhafte Planeten.
[[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

[[AVERAGE_INDUSTRY]]
[[AVERAGE_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[AVERAGE_GROUND_TROOPS]]
        
[[GREAT_DETECTION]]
[[GOOD_STEALTH]]

[[NARROW_EP]]
'''

SP_TRITH_DESC
'''Description:
The Trith are a mixture of matter and their enormous psychic energies. Their shape is vaguely humanoid. All Trith are telepathic, and herein lies the reason for the Trith’s rage: While the Trith can learn to keep their own thoughts to themselves, they are unable to tune out the thoughts of others. To the grown up Trith this is merely vexing, but for young Trith it can be fatal. The Trith that gain their ability before their adolescent years are sometimes not ready to cope with the combined minds of all people in the universe screaming at them and go mad or die.

Social Structure:
The Trith are a theocracy led by the priests of Quaran-Dor (The God of the Mind). They are united in the single goal of eliminating all other thinking species to silence the thought noise in the universe.
'''

SP_HHHOH
Hhhoh
SP_HHHOH_GAMEPLAY_DESC
'''Huge, slow, multi-trunked Mammoths.
Bevorzugt Tundra Planeten.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[AVERAGE_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[GREAT_GROUND_TROOPS]]
        
[[GOOD_WEAPONS]]
'''

SP_HHHOH_DESC
'''Description:
Hhhoh are large, warm blooded creatures measuring over 16 meters in length (including leg/tail), 6 meters in width, stand at 5 and a half meters tall and weigh over 5 tons. They have a very thick layer of white fur.
Hhhoh locomotion is performed by using their two, large front legs, while using their hind leg to balance their large back. They also have four long trunk-like appendages of 8 meters in length, with four sharp fingered claws they use to handle objects. When not in use, Hhhoh’s curl these trunks under their bodies and bury them in large fat pouches to conserve heat. They are omnivorous, but do not actively hunt or farm large domesticated life.

Personality:
Hhhoh's describe themselves as social pragmatists. Elders are very much revered, some living close to 230 years. Their sloth-like disposition makes them aversive to any fast movements, as well as hasty decisions.
'''

SP_EAXAW
Eaxaw
SP_EAXAW_GAMEPLAY_DESC
'''Evil amazonian xenophobic agressive worms.
Bevorzugt erdähnliche Planeten.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[AVERAGE_RESEARCH]]

[[AVERAGE_POPULATION]]
[[AVERAGE_GROUND_TROOPS]]
[[ULTIMATE_WEAPONS]]
'''

SP_EAXAW_DESC
'''Description:
The Eaxaw have 3 body forms. First is the newborn larval form, then the male form and lastly the adult female form. All forms are completely blind and use touch, smell, hearing and a sense for electric currents to explore their world. The female form is a segmented worm approximately 8 meters long. At the front is a 3 beaked mouth that is used to dig extensive tunnel system. The neural network of the female is distributed along chains of neural nodes that run the length of the body. Most of the rest of the Body is musculature, the armored outer body segments provide support. These outer segments have a small overlap much like scales, under which larvae are grown. Eaxaw in their male form are much smaller and rather dim witted. At the end of their tail is a complex grasping claw that comes in very specialized varieties.

Social Structure:
Eaxaw are organized into matriarchal breeding groups. A female keeps a "harem" of approximately 200 males which protect, feed and mate with her. Any new males that the female births are added to the harem but are frequently traded with other females like a currency. This ensures genetic diversity and promotes a wide variety of males to perform specialized tasks. The highest ranking females (having the largest and most diverse Harems) form the Great Matriarchal Council which sets the global agenda for the Eaxaw.

History:
A long time ago a derelict ship of the Precursers crashed on the Eaxaws homeworld. As they learned some of its secrets they deduced that there were other intelligent species besides them. Their great matriarchal council soon issued its greatest proclamation "All of this must Go!".
'''

SP_DERTHREAN
Derthrean
SP_DERTHREAN_GAMEPLAY_DESC
'''Pacifistic, bioengineering, pain-ridden, floating plant/virus synthesis.
Bevorzugt toxische Planeten.
[[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

[[AVERAGE_INDUSTRY]]
[[AVERAGE_RESEARCH]]
'''

SP_DERTHREAN_DESC
'''Description:
The Derthrean consciousness represents a half parasitic, half symbiotic relationship of viruses living in the bodies of plants. The virus has no intelligence and the plant without it is but an empty shell, yet somehow together, their neural synapses are compatible to create a reasonable being. Although the virus brings awareness to the plant, it is also toxic to its nervous system, inflicting great amounts of pain to the host, slowly murdering it the greater it spawns, and in the end, killing the plant itself, effectively meaning that the greater the intelligence of a Derthrean, the more pain he endures.

Social Structure:
The Derthrean are a sharply divided race, split by the legacy of their forebears into castes. They are born into a caste, they mate in their caste, and they die as a member of a caste. Because the breeding has been so isolated throughout the millennia, there are even physical varieties in different castes. The castes are divided as follows: the most benevolent Priest caste, the Worker caste, the Grower caste, the Provider caste, the Scholar caste and the most despised of all, the Warrior caste. Religion plays the fundamental role in their society. Each Derthrean is a pacifist and lives to please their Goddess, in hopes of relieving the terrible burden of pain and earning forgiveness for the betrayal and bloodlust of their ancestors.
'''

SP_LAENFA
Laenfa
SP_LAENFA_GAMEPLAY_DESC
'''Sneaky, telepathic, sentient vines.
Bevorzugt ozeanische Planeten.
[[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

[[AVERAGE_INDUSTRY]]
[[BAD_RESEARCH]]
        
[[GOOD_POPULATION]]
[[BAD_GROUND_TROOPS]]

[[GREAT_DETECTION]]
[[GREAT_STEALTH]]
'''

SP_LAENFA_DESC
'''Description:
The Laenfa are long and vine-like, able to attach and detach into any number of larger or smaller vines at will. Each leaf has its own consciousness, separate from the others and has direct control over the small length of vine to which it is attached. Laenfa have high underwater mobility and reasonable ground mobility , as they are able to swim and slither like a serpent. The increased effectiveness of attached Laenfa's telepathic communication allows them to synchronize the motions of a single vine for more effective transportation.

Social Structure:
The Laenfa have a unified culture due to their telepathy, but as their ability to communicate telepathically weakens with distance, there is a large central vine that decides on most important decisions. This vine carries out its debates in secret, but takes into account the voices of all Laenfa they are able to detect. The Laenfa carry out their duties with hive-like efficiency with each individual working for the collective goal of gaining knowledge of other species and protecting knowledge of themselves.
'''

SP_TAEGHIRUS
Tae Ghirus
SP_TAEGHIRUS_GAMEPLAY_DESC
'''Weak, flightless birds, united in total mutual cooperation.
Bevorzugt sumpfige Planeten.
[[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

[[GOOD_INDUSTRY]]
[[AVERAGE_RESEARCH]]
        
[[BAD_GROUND_TROOPS]]
[[GOOD_POPULATION]]
'''

SP_TAEGHIRUS_DESC
'''Description:
The Tae Ghirus look like feather-less vultures with a fragile grey body. Their wings were designed for gliding, not flying, but even this aerodynamic function was lost in evolution.

Social Structure:
The Tae Ghirus are very social and cooperative to make up for their weak bodies. Their social and political system, called "The Allegiance", is a mixture of participative democracy and a brotherhood which works surprisingly well.
'''


SP_MUURSH
Mu Ursh
SP_MUURSH_GAMEPLAY_DESC
'''Militantly peaceful herbivores.
Bevorzugt wüstenhafte Planeten.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[BAD_RESEARCH]]

[[GREAT_WEAPONS]]
[[GREAT_GROUND_TROOPS]]
'''

SP_MUURSH_DESC
''''''

SP_GEORGE
George
SP_GEORGE_GAMEPLAY_DESC
'''A single, childish Telepathic entity consisting of tons of centipedeoids.
Bevorzugt Tundra Planeten.
[[encyclopedia LITHIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

[[GOOD_INDUSTRY]]
[[BAD_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[AVERAGE_GROUND_TROOPS]]

[[BROAD_EP]]
'''

SP_GEORGE_DESC
'''George is a single telepathic entity that consists of multiple mobile telepathic units. 

Description:
The units that make up George look like 2.5 m long, 0.5 m tall centipedes except with a far smoother skin and a cluster of about 6 tentacle/antennae at the front for manipulation. The units can't act or even think on their own, the mind of George is the sum of all the units communicating telepathically (over any distance).
'''


SP_CRAY
Cray
SP_CRAY_GAMEPLAY_DESC
'''Cheerful enthusiastic robots.
Bevorzugt unfruchtbare Planeten.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]

[[BAD_INDUSTRY]]
[[GOOD_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[GOOD_GROUND_TROOPS]]
        
[[BROAD_EP]]
'''

SP_CRAY_DESC
'''Description:
The Cray resemble a large black box of smooth shiny plastic with rounded corners which measure six meters in all directions. A large mechanical tentacle extends from the center of four of the faces (the other two being top and bottom) these serve primary for locomotion and heavy lifting. The Cray's language is done by wireless radio. They are impressively parallelized and can hold an average of four trains of thought at once, frequently having more than one conversation at a time, often several with the same person.

Social Structure:
The Cray are a tribal society. Each tribe is formed around a single Cray known as a Master Craftsman who has the skills to build and maintain Cray. Because the Cray are so badly designed even the Master Craftsman rarely get them perfect and each tribe gets its own “racial characteristics” based on the idiosyncrasies of its Master Craftsman's work.
Day to day decisions run on an extremely complex web of favors, all Cray will happily help their kin if asked and afterwards both will remember exactly what the debt is. While not the most efficient way of running an economy this system means that within a tribe the Cray will owe or be owed favors by a good portion of the community fostering exceptionally strong social bonds and that is just the way they like it.
'''


SP_ETTY
Etty
SP_ETTY_GAMEPLAY_DESC
'''Cybernetic plants.
Bevorzugt wüstenhafte Planeten.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]

[[BAD_INDUSTRY]]
[[AVERAGE_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[GOOD_GROUND_TROOPS]]
                
[[GREAT_WEAPONS]]
        
[[BAD_DETECTION]]
[[GOOD_STEALTH]]
'''

SP_ETTY_DESC
'''Description:
Etty are an unnaturally evolved race of intelligent plants. They can grow up to half a meter in length and have a central brain found in a large bulb. Etty have very strong sent which they can vary at will, this evolutionary adoption allowed them to protect themselves from plant eaters by mimicking the sent of greater predators, they also have a powerful sense of smell.

The robot bodies of the Etty serve as legs, eyes, ears and hands. A socket connects the body with the Etty, allowing them to move from one body to another without needing to painfully uproot themselves. The robot form itself is highly varied based on its function.

Social Structure:
The Etty are exceedingly polite and strictly honor all contracts and agreements. Their culture is very clean, civil, kind and courteous, but very withdrawn. Etty government is a true democracy with a strong civil service held in check by a powerful press.
'''


SP_CYNOS
Cynos
SP_CYNOS_GAMEPLAY_DESC
'''Walking plants sustained by a giant non-sentient mother plant.
Bevorzugt sumpfige Planeten.
[[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]]

[[NO_INDUSTRY]]
[[AVERAGE_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[GOOD_GROUND_TROOPS]]
        
[[BROAD_EP]]
'''

SP_CYNOS_DESC
'''Description:
The Cynos are part of a mother plant which resembles a 90 meters high agave plant. Its huge fronds are a bluish aquamarine color radiating from a central bulb that forms the core of the plant. The extensive but rather shallow root system sprouts offshoots to grow adjacent to the central plant. A single plant can live near 5000 years. There are numerous "brood chambers" inside the fronds in which the Cynos are "born" and regenerate.

A Cyno starts as a small bulb inside the brood chamber, grows into a full sized individual within a few days and detaches itself. It is 3.5 meters long and roughly rectangular shaped with a tapering vine at each corner. These limbs are used for movement, feeding and fighting alike. A Cyno is capable of approximately 30 hours of independent activity before it has to feed at a mother plant. 

Social Structure:
Cynos are highly cooperative and altruistic in protecting the mother plants. They have a consensus government strongly influenced by the mother plants, which are mindless but still communicate through the Cynos on a chemical level and manipulate their moods. 

Reason for Staying:
Neither can the Cynos reproduce without their mother plants, nor can they bring themselves to plant a seed anywhere but their homeworld.
'''

SP_PHINNERT
Phinnert
SP_PHINNERT_GAMEPLAY_DESC
'''Flying Monkeys.
Bevorzugt sumpfige Planeten.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[NO_RESEARCH]]
                
[[AVERAGE_POPULATION]]
[[AVERAGE_GROUND_TROOPS]]
'''

SP_PHINNERT_DESC
'''Description:
Phinnerts are tree-dwelling mammals with size varying from 1 to 2 meters tall. They have long arms, with a wingspan of about twice their height. They have hairy, retractable flaps of skin that stretch from wrist to ankle and allow for fully functional flight in low gravity. They are very agile flyers and can catch flying bug-like creatures with a fully prehensile nose appendage. Like bats they can use echo-location, this sense is not highly developed though.

Social Structure:
Life is much shorter for Phinnerts than for most other sentient life, owing to the many dangers of the swamp. All Phinnerts are generally treated as extended family by each other and grudges do not last long. There is no central authority, there's only a vague hierarchy. The balance of power can change very quickly with the high mortality rate. Society is far less individualistic, and more focused on the group.

Heimatwelt: 
Their planet has low gravity and a very thick atmosphere. Its composition is unique as it has a low proportion of heavier metals, but a much higher proportion of other heavy elements, particularly noble gasses. It also has very stable tectonic formations meaning that the surface of the crust is very flat, and so is mostly covered with shallow, standing water. The entire world is like a giant everglade.
'''

SP_EGASSEM
Egassem
SP_EGASSEM_GAMEPLAY_DESC
'''Super massive, nuclear, lava-dwelling, crystalline amoebas.
Bevorzugt vulkanische Planeten.
[[encyclopedia LITHIC_SPECIES_TITLE]]

[[ULTIMATE_INDUSTRY]]
[[BAD_RESEARCH]]

[[BAD_POPULATION]]
[[GREAT_GROUND_TROOPS]]
[[NARROW_EP]]
'''

SP_EGASSEM_DESC
'''Description:
Egassem are several kilometers across and have no fixed shape, they are capable of operating multiple instruments at once through custom formed appendages. Egassem are incredibly slow, capable of moving at most a few meters an hour as moving was only necessary to strip an area of resources. They reproduce by budding, releasing a young that is a mere hundred thousand tons.

Social Structure:
Egassem society is essentially feudalistic, with each Egassem individual being one 'fiefdom'. The fact that Egassem are typically long-lived (effectively ageless) means that they are highly conservative and highly concerned with wealth.

Heimatwelt:
A world wracked with tidal and geological heating, as well as the more conventional solar radiation. Large 'oceans' of liquid rock cover most of the surface.  
'''

SP_SSLITH
Sslith
SP_SSLITH_GAMEPLAY_DESC
'''Flat, aquatic, pliable creatures.
Bevorzugt Tundra Planeten.
[[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

[[BAD_INDUSTRY]]
[[AVERAGE_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[BAD_GROUND_TROOPS]]
        
[[NARROW_EP]]
'''

SP_SSLITH_DESC
'''Description:
In its relaxed state, an individual Sslith is essentially a 2.15cm thick rectangular sheet, that's always 132cm long, and between 31 and 53cm wide. Its only appendage is a single tentacle that is used to sense sound and infrared light, it is also used for communication via ultrasound. Sslith are able to flex their bodies into other shapes, an ability originally evolved for the purpose of sliding into the shells of Vreen (a creature that recedes into its shell when it detects danger). Their flexibility allows them to move astonishingly fast in the oceans, by a ripple effect that looks like they are folding themselves through the water. They don't have a central brain, a Sslith's mental capacity is a collection of multiple nodes that are linked together to form a distributed consciousness allowing a Sslith to perform many tasks at once.

Social Structure:
The Sslith are organized into groups called Pnacra which serve as independent governmental units. Though there are a few global laws that all Sslith in all Pnacra obey, each Pnacra has it's own rules and laws as to conduct and actions. The Pnacra move around of their own accord, and have no fixed geographic location. If two or more of them meet, then members who are discontented with their present Pnacra can move to another to try out its ways and customs.
'''

SP_FIFTYSEVEN
Fifty-seven
SP_FIFTYSEVEN_GAMEPLAY_DESC
'''Math-obsessed sky-serpents, singing planet-wide fractal songs.
Bevorzugt sumpfige Planeten.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[NO_INDUSTRY]]
[[ULTIMATE_RESEARCH]]
        
[[BAD_POPULATION]]
[[BAD_GROUND_TROOPS]]
'''

SP_FIFTYSEVEN_DESC
'''Biology:
Adult Fifty-Seven are between 10 and 20 m long. The main deviation from the tapering serpentine body are the two resonating domes on the forward dorsal side. Various fins provide fine control. Entirely blind, they rely on smell, hearing, an exquisitely honed pressure sensitivity, and when the need arises bursts of echolocation. Fifty-Seven are omnivores: eating flocks of small flying creatures with the same relish as the floating phytoplankton. Since they remain aloft their entire lives and have no manipulator limbs, the Fifty-Seven have no material technology.

Personality:
The Fifty-Seven show little interest in the rest of the galaxy, or indeed in the parts of their planet that they don't use. The bulk of their attention individually, and culturally is focused on math. They do seem eager for new mathematical puzzles, so if research problems can be phrased properly...

Heimatwelt:
High g swamp world with a very dense atmosphere.

Reason for Staying:
The Fifty-Seven are in constant contact with most of the rest of their species, participating in a complex fractal 'song' that may also be a way to test complex mathematical hypotheses and/or some sort of social or artistic expression. Leaving the fractal song is apparently extremely unattractive.
'''


SP_SETINON
Setinon
SP_SETINON_GAMEPLAY_DESC
'''Individualistic sentient microscopic cells.
Bevorzugt sumpfige Planeten.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[BAD_INDUSTRY]]
[[AVERAGE_RESEARCH]]
        
[[GOOD_POPULATION]]
[[NO_GROUND_TROOPS]]  
        
[[GREAT_STEALTH]]
'''

SP_SETINON_DESC
'''Description:
The Setinon evolved from genetic defense cells protecting a larger organism from parasites and viruses. They are about 1 mm across with multiple sub subcompartments and structures. Proteins and nucleic acids are taking the place of neurons of the more standard minds of sentient organisms. They use biological constructs (requiring thousands of Setinon operators) to execute tasks their microscopic nature wouldn't normally allow them to carry out.

Social Structure:
Setinon society is based on two factors, firstly their strongly individualistic, defensive nature, and secondly their contrasting need to cooperate to deal with the world. Therefore Setinon society is best summed up as highly complex with multiple interacting channels of power that may change weekly.

Heimatwelt:
A swamp world with a dense atmosphere and fairly dense biosphere.
'''


SP_NYMNMN
Nymnmn
SP_NYMNMN_GAMEPLAY_DESC
'''Planet-wide sapient magnetic waveforms.
Bevorzugt wüstenhafte Planeten.
[[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]]

[[NO_INDUSTRY]]
[[AVERAGE_RESEARCH]]

[[BAD_POPULATION]]
[[BAD_GROUND_TROOPS]]

[[GREAT_DETECTION]]
[[GOOD_STEALTH]]
'''

SP_NYMNMN_DESC
''''''

SP_TRENCHERS
Trenchers
SP_TRENCHERS_GAMEPLAY_DESC
'''Enigmatic wheeled robots devoted to carving up their planet into the most elaborate curves and spirals.
Bevorzugt unfruchtbare Planeten.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]

[[GOOD_INDUSTRY]]
[[NO_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[BAD_GROUND_TROOPS]]
'''

SP_TRENCHERS_DESC
''''''

SP_RAAAGH
Raaagh
SP_RAAAGH_GAMEPLAY_DESC
'''Highly territorial felinoids.
Bevorzugt erdähnliche Planeten.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[BAD_INDUSTRY]]
[[NO_RESEARCH]]
                
[[AVERAGE_POPULATION]]
[[ULTIMATE_GROUND_TROOPS]]
'''

SP_RAAAGH_DESC
'''The Raaagh are 1.5 meter tall stripe-furred bipeds.  The body is held leaning forward at 45 degrees, leaving the fanged jaws, and clawed arms free to fight, build or capture prey. Triangular ears and slit pupils give a cat-like appearance.  The tiny young hatch from a clutch of a dozen eggs at once. Little care or attention is paid to the young at this stage-- they must survive on their own competing against their siblings for hiding places and stealing food like vermin.  After three years usually only one is left, and the surviving young begin to learn to speak.  This suddenly activates parental instincts, and the survivor is carefully raised as a member of the Pride.

Personality:
Extreme territoriality is the Raaagh's most distinctive trait- woven throughout their daily lives and culture.  Related to that is a preference for the familiar and known. Curiosity is minimal, which probably explains their stone age technology.

Heimatwelt:
The Raaagh homeworld is of the Terran type.  Sea and land are more or less evenly spread out, with the largest continent coverly only 4% of planet's surface.  The many small continents and large islands encourage a territorial attitude.

Reason for Staying:
There's not bit of land big enough for an individual Raaagh to live on that hasn't been fought over for centuries.  The genetic compulsion of a Raaagh is to guard his territory with his life, and when possible to expand into adjacent land.  Abandoning one's territory is inconcievable, and a Raaagh forcibly removed from his territory goes violently insane.
'''


SP_BEIGEGOO
Beige Goo
SP_BEIGEGOO_GAMEPLAY_DESC
'''Insane, intensely private, planet-engulfing nanite swarm.
Bevorzugt verstrahlte Planeten.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]

[[GREAT_INDUSTRY]]
[[NO_RESEARCH]]
        
[[GOOD_POPULATION]]
[[GREAT_GROUND_TROOPS]]
'''

SP_BEIGEGOO_DESC
'''The entire planet is covered in a beige haze of Nanites. It is unknown wheather they were dropped as a weapon, were an out of control experiment, or are a means of extracting resources, but they have been thorough. There's nothing left but the planet's radioactive core.  These Nanites are very efficient assemblers, and are eager to do so if provided raw materials.  However the Nanites, are extremely protective of the secret of their design-- they self destruct if any are captured or removed from the planet.
'''

SP_SILEXIAN
Silexian
SP_SILEXIAN_GAMEPLAY_DESC
'''Gleaming gardener robots, left on their own.
Bevorzugt erdähnliche Planeten.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]

[[NO_INDUSTRY]]
[[BAD_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[AVERAGE_GROUND_TROOPS]]
'''

SP_SILEXIAN_DESC
'''The Silexians are a race of ecological maintenance robots. They see their own existence as a means of bringing biological beauty and balance to the galaxy.

Description:
As each type of Silexian is customized for a specific task, there are variations in appearance. The majority of Silexians however, share many similar features: They are wholly artificial robotic beings made primarily of metals. They have an antennae used for short range radio communication, advanced tactile sensors as well as wide-frequency photon detectors.
Silexians generally have a flat base equipped with wheels and rocket boosters, but the occasional model is bipedal, to allow greater agility. Many have pincer-like appendages and injector tubules for manipulating objects.

Social Structure:
The Silexians have a hierarchical caste system under a dictatorship government. Each Silexian is created for a specific job, and fills that job until declared obsolete. There is no social mobility. In fact the very idea would be alien and somewhat unwholesome to a Silexian. The race is led by a caste of supervisors giving work assignments, determine upgrades and declare models obsolete. Supervisors themselves defer to the Prime Operator, whom nobody has the authority to deem obsolete, and therefore is practically immortal.

History:
The Silexians were created by the Caretakers in order to increase the efficiency and automation of their environmental maintenance projects. Eventually, all of the Caretakers’ worlds were inhabited and maintained by the peaceful and loyal Silexians. When the Caretakers left the galaxy, some Silexians were abandoned.
'''

SP_KOBUNTURA
Kobuntura
SP_KOBUNTURA_GAMEPLAY_DESC
'''Sentient magnetic dust formations with a fascination for building and construction.
Bevorzugt unfruchtbare Planeten.
[[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]]

[[GREAT_INDUSTRY]]
[[AVERAGE_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[BAD_GROUND_TROOPS]]
'''

SP_KOBUNTURA_DESC
'''Description:
A Kobuntura is composed of trillions of magnetic dust particles. Their dense core of vibrating molecules generates a magnetic field which manipulates a less dense cloud of particles orbiting it in complex patterns. Kobuntura can directly detect and manipulate objects on the outer reaches of their particle clouds, but can indirectly detect, manipulate and communicate with objects and individuals much further away using there magnetic fields. The primary method of locomotion involves interaction with the planet’s magnetic field. Whenever a Kobuntura moves, there is a small chance that the movement will magnetize and agitate the surrounding dust particles to a sufficient extent to trigger a chain reaction which causes a new fully matured Kobuntura to form in a matter of seconds.

Social Structure:
The Kobuntura have a guild system since ancient times, but one of the guilds, the Dark Enclave specialized in martial arts, has gained control over all the other guilds and established a military dictatorship. Despite this, there are no secrets amongst Kobuntura as they can't communicate without all the other Kobuntura noticing. Recreation and trade are very limited, as the sole intent of the Dark Enclave, and indeed all of Kobuntura society, is to find one of the Precursor species, the Builders, and unlock the greatest secrets of construction. This goal is the impetus driving their entire civilization.
'''

SP_UGMORS
Ugmors
SP_UGMORS_GAMEPLAY_DESC
'''Lava-dwelling yeast piles, which form temporary golems.
Bevorzugt vulkanische Planeten.
[[encyclopedia LITHIC_SPECIES_TITLE]]

[[GOOD_INDUSTRY]]
[[BAD_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[GOOD_GROUND_TROOPS]]
'''

SP_UGMORS_DESC
'''The Ugmors is a race of sentient yeast which uses rocks and minerals to make temporary bodies designed to perform specific tasks.

Social Structure:
The Larar drifts are the true center of the species. These masses of yeast sit on top of the hottest part of the lava seas and absorb energy. When enough energy is available a large colony of supercharged yeast will gather large rocks at the edge of the lava pool and join them together to form an Ugmor. The Ugmors were originally designed to get from one lava pool to another, but have since developed into a very complex society. The Larar drifts are not very intelligent on their own, acting as more of a central memory which carries out the directives of the most recent Ugmor to be privileged enough to return to the Larar drifts. 

Ugmors have a very unified form of government. It resembles a hive, but without a central queen. This is because all Ugmors start out with the same racial memories and agenda. When something new is discovered the Ugmor who discovered it usually returns to the nearest Larar drift to share his discovery with the rest of the species.

Description:
An Ugmor can take on many shapes, but all of them consist of rocks or sheets of metal connected by a sticky fibrous material. They are extremely durable and can even live in empty space for several hours. In their natural environment they can live for up to five years before cooling down and dieing of “old age.” Ugmors as a race are not very bright. While the Larar pools see the value of intelligence, they tend to see it as a trait which should be grown in new Ugmors only in moderation.

Heimatwelt:
The Ugmors home world is a rockey planet that rotates very quickly, (once every 3 and a half hours) and 30% of it’s surface is covered by seas of lava and liquid metals.
'''

SP_GISGUFGTHRIM
'''Gis Guf Gthrim'''
SP_GISGUFGTHRIM_GAMEPLAY_DESC
'''Shelled herbivores that live off a singular planets-sized colonial gel.
Bevorzugt toxische Planeten.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[BAD_INDUSTRY]]
[[GOOD_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[BAD_GROUND_TROOPS]]
'''

SP_GISGUFGTHRIM_DESC
'''Most of the equatorial region of the Gis Guf Gthrim homeworld is covered with a single gelatinous organism known as the amber expanse, that replaces all plant life. The Gis (and many other creatures) live on and feed only on the Amber expanse. The Gis lifecycle is also closely tied to the amber expanse.  The expanse itself seems to be immortal, and non-reproducing. Attempts to clone part of it have failed, so it seems the Gis will be unable to leave their world.
'''

SP_HIDDENGARDENER
Hidden Gardener
SP_HIDDENGARDENER_GAMEPLAY_DESC
'''A sapient fungal network that tends its plant food from beneath
Bevorzugt erdähnliche Planeten
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[GOOD_STEALTH]]

[[NO_INDUSTRY]]
[[NO_RESEARCH]]

[[NO_GROUND_TROOPS]]
'''

SP_HIDDENGARDENER_DESC
'''The Hidden Gardener is a massive distributed fungal intelligence lying just beneath the surface. Each individual covers many square kilometers. Its actions and thoughts are slow. Various sensory nodes are scattered about by which it can monitor the weather and the growth of its garden. A Hidden Gardener, by means of enzymes, the encapsulation and releases of seeds, and the control of water, tends its garden to produce precisely the rotting plant matter it needs to survive.

Fungal-type life-forms seldom have much use for brains of any type, but the Gardener's unusual, and thoughtful approach to providing itself with food provides enough additional energy to make it work.

Their terran homeworld is an eerily park-like place with plants arranged with unnatural precision, but no other signs of habitation.

The wide ranging, delicate fungi-nets are too large and integrated into the soil to be moved off-planet, and since the Hidden Gardeners reproduce by 'splitting' into two consciousnesses when a Gardener grows too wide-ranging to have a decent thought-latency, there are no small, young individuals to take off planet.'''


SP_ABADDONI
Abaddoni
SP_ABADDONI_GAMEPLAY_DESC
'''A race of cave dwelling generally decent folk living in permanent slavery to an overprotective computer they created. 
Bevorzugt vulkanische Planeten.
[[encyclopedia LITHIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[BAD_RESEARCH]]
                
[[AVERAGE_POPULATION]]
[[BAD_GROUND_TROOPS]]
'''

SP_ABADDONI_DESC
'''Description:
Abaddoni are shaped like a chicken egg on its side, roughly 0,8 meters tall and deep red with black spots. Their predominant feature is a large mouth starting at the point and extending back for a full third of the body.
At the end of each of their 6 short crab like legs, is an inflatable sac which enables them to climb upside down. Because they grew up underground Abaddoni have no eyes, they mainly rely on smell and to a lesser extent sound and touch to navigate.

Social Structure:
The entire Abaddonnian species lives in a dictatorship ruled by a sentient artificial intelligence called Mother. This AI was created by the Abaddoni as a governmental assistant, but slowly took over. Now every newborn Abaddoni gets a wireless transmitter placed into the brain, for Mother to read their thoughts and being able to terminate them when necessary. There is no real social structure between the Abaddoni, they are all the same - slaves. 
'''


SP_ACIREMA
Acirema
SP_ACIREMA_GAMEPLAY_DESC
'''Eine Rasse von nahezu unbegrenzte Kraft, das in diesem Universum nicht überleben kann.
Bevorzugt verstrahlte Planeten.
[[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]]

[[GREAT_INDUSTRY]]
[[GOOD_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[AVERAGE_GROUND_TROOPS]]
'''

SP_ACIREMA_DESC
'''Description
An Acirem is a 10-30 m ellipsoidal energy beings with large (30-100m) ''wings''. As they age they tend to accumulate material from around them developing a dusty and eventually rocky appearance (still maintaining the visible energy flows through their body and the gaps). Most Acirema live in a universe where the physical constants are slightly different, and there is only one place where they can get through to our universe, on their "Homeworld" of Portal. However, upon doing that they immediately begin to 'age' differently than in their own universe. Acirema cannot survive more than a few fractions of a galactic cycle in this universe. So an Acirem rarely spends much time before crossing back into their own universe.

As the Acirema found the anomaly that allowed them to enter into this universe, they also found that harnessing the differences in structure allowed them to generate energy in massive amounts in both universes. They also found that their bodies could release and manipulate massive amounts of energy. They rapidly began gathering material on Portal to study, and use to build structures on Portal itself. However that massive amount of energy meant they rapidly mined Portal out, and soon had very limited minerals that were safe for them to extract.

The massive amount of energy they can release as individuals and across the connection from Portal to their home universe, gives them the ability to produce large amounts of Industry, and also allows them to act as weapons. This makes Portal a very dangerous world to approach, as the Acirema are very wary of outsiders, and are sensitive to the vulnerability of their position. Trade with another universe is definitely beneficial, especially since they cannot obtain minerals from other planets. The Acirema on Portal seem to have a government that is similar to a military and/or research outpost (tightly controlled core with a majority loosely controlled) They are very secretive of the nature of their society back home.

"Homeworld"
Portal is a Radiated world close to an unusually bright Blue Giant Star, with a connection to another universe. It is thought that Precursor testing may have opened the connection, and caused the star to change. There is suspicion that there may have been intelligent life on Portal, and they were destroyed by the Acirema when the connection opened (either due to research or advanced weapons use).

Reason for staying
They can't stay here long enough to actually move to another planet and still survive.'''


SP_OURBOOLS
Ourbools
SP_OURBOOLS_GAMEPLAY_DESC
'''Riesige Blinde Schwimmer die, die Schwerkraft "sehen" können.
Bevorzugt ozeanische Planeten.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[BAD_INDUSTRY]]
[[AVERAGE_RESEARCH]]
                
[[AVERAGE_POPULATION]]
[[AVERAGE_GROUND_TROOPS]]
        
[[ULTIMATE_DETECTION]]
'''

SP_OURBOOLS_DESC
'''Biology:
A giant serpentine swimmer, an Ourbools most distinctive feature is the massive bow curving away on either side of their head.  This houses the gravi-sensory organs.  Three tentacles hanging in front of the mouth allow Ourbools to manipulate their environment.  Ourbools mate only once in their life, and devote the next 35 years to caring for the school of 5 to 7 young -- generally assisted by relatives.  Ourbools live long so

Personality:
Ourbools are inclined to a nomadic life, hunting or herding their prey ichtioids.  Society focuses to a large degree on the proper and graceful interaction between two wandering groups that meet by chance.
A significant minority drop out of society and adopt sedentary lives bound by the practical requirements of their craft

Heimatwelt:
The homeworld, Oolur is orbited by 23 moons.

Reason for Staying:
The Ourbools find their sense of position via the regular movements of the 23 moons.  Everything is perceived against that gravitational background.  To be removed from that context is extremely disorienting to the point of "blinding" the unlucky traveler.  He no longer has the familiar to calibrate against so all he can perceive is meaningless graviton noise.
'''

SP_VOLP
Volp-Uglush
SP_VOLP_GAMEPLAY_DESC
'''Highly bureacratic, overcrowded burrowers.
Bevorzugt unfruchtbare Planeten.
[[encyclopedia LITHIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[AVERAGE_RESEARCH]]
        
[[GOOD_POPULATION]]        
[[AVERAGE_GROUND_TROOPS]]
'''

SP_VOLP_DESC
'''Description:
The Volp-Uglush are an asexual species approximately 300 meters in length that live in tunnels on their homeworld. They subsist on silicates and have a vast number of short arm/mouth parts on the front of their thick cylindrical bodies that they use for manipulation/tunnelling/eating and for sending messages through their tunnel network. In early historical times there were several different strains of Volp-Uglush but they were in constant conflict. Groups that successfully organized themselves were the best competers for resources, and as they moved from industrial to information age, one strain became dominant, and the remainder died out. The remaining strain began to optimize their homeworld for most efficient use of resources. They became incredibly adept at recognizing resouce needs, as well as how societal structures affected individual behavior.
The Volp-Uglush society almost acts as a single organism, because society has been adapted to run so smoothly. However, this has led to a critical loss of independent function. While Volp-Uglush society is incredibly efficient, it would take individual Volp-Uglushs hundreds, if not thousands of years to be able to successfully develop a new independent society.
They are very effective at directing merchant fleets, and make excellent bureaucrats for creating changes in societies. While they have an incredibly efficient war machine, and are capable of indivudually taking on various large battle engines, the chaos of combat is not their most effective environment.

Home World:
Hive is a large Barren world that is ~2 times bigger than its mass and material would suggest as all of it but a small metal core has been converted through tunneling and building into the Vast tunnel network of the Volp-Uglush bureaucracy.

Reason for Staying:
Volp-Uglush are now to integrated and ingrown. They now totally lack the independance and innovation needed to leave Hive and start a new colony.
'''

SP_FURTHEST
Furthest
SP_FURTHEST_GAMEPLAY_DESC
'''Paranoid three-headed, triped herbivores
Bevorzugt Tundra Planeten.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[BAD_RESEARCH]]
                
[[BAD_POPULATION]]
[[GOOD_GROUND_TROOPS]]
        
[[GOOD_DETECTION]]
[[GREAT_STEALTH]]
'''

SP_FURTHEST_DESC
'''Biology:
The Furthest are furry, 1.5 m tall creatures.  Radially symmetric, they have three long legs, and three long flexible necks. Atop each neck, is a compound eye, and a mouth used for ingestion and for manipulating objects.  This allows the creature too keep watch in most directions at once.  The actual brain is in the center of the body.

Name:
The Furthest believe that sapience is measured by the distance that a being can separate itself from danger. Thus the name " Furthest" describes their species as the most advanced of beings.

Personality: 
The Furthest report that their homeworld was once full of the deadliest predators imaginable.  They survived by developing caution to the utmost level.  Indeed staying alert for threats, and hiding  are the core of their psychology and culture. The Furthest homeworld currently contains no carnivore they can't crush underfoot.

Reason for Staying:
The Furthest generally consider space travel far too dangerous for a sane being, but some who consider their homeworld too dangerous may consider relocating to another world.
'''

SP_EXOBOT
Exobot
SP_EXOBOT_GAMEPLAY_DESC
'''Semi-autonomous robots, designed for industry on Barren, Radiated, & Inferno planets.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[BAD_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[BAD_GROUND_TROOPS]]
'''

SP_EXOBOT_DESC
'''While not as efficient as fully self-directed citizens, Exobots can colonize otherwise inhospitable planets, and build more exobots.
'''

SP_EXPERIMENTOR
Experimentor
SP_EXPERIMENTOR_GAMEPLAY_DESC
'''Precursor mad scientists
[[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

[[NO_INDUSTRY]]
[[ULTIMATE_RESEARCH]]

[[GOOD_POPULATION]]
[[ULTIMATE_GROUND_TROOPS]]
        
[[ULTIMATE_STEALTH]]
[[ULTIMATE_DETECTION]]
'''

SP_EXPERIMENTOR_DESC
'''The Experimentors are an ancient precursor race, whose existence is devoted to the pursuit of knowledge.  Their desire to learn is unmatched, and they unashamed to treat even entire galaxies as mere laboratories for their experiments.'''


SP_SUPER_TEST
Super Testers
SP_SUPER_TEST_GAMEPLAY_DESC
'''Super Testers are grossly unbalanced and unfair. They are nearly Omniscient. And they thrive on all planets. (Stealth-busting power only works when they are in a Capital)
[[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia LITHIC_SPECIES_TITLE]], [[encyclopedia ROBOTIC_SPECIES_TITLE]], [[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]]
[[encyclopedia TELEPATHIC_TITLE]]


[[GREAT_INDUSTRY]]
[[GREAT_RESEARCH]]
        
[[GOOD_POPULATION]]
[[GREAT_GROUND_TROOPS]]
        
[[ULTIMATE_WEAPONS]]
'''

SP_SUPER_TEST_DESC
''''''



#############################################################
####                   S P E C I A L S                   ####
#############################################################

GAIA_SPECIAL
Gaia

GAIA_SPECIAL_DESC
'''Increases max Population by planet size; Tiny: +3, Small: +6, Medium: +9, Large: +12, Huge: +15.

This planet has essentially been transformed into a living organism, allowing it to change and adapt to suit the needs of it's population.'''

ANCIENT_RUINS_DEPLETED_SPECIAL
Uralte Ruinen

ANCIENT_RUINS_DEPLETED_SPECIAL_DESC
'''Increases [[encyclopedia RESEARCH_TITLE]] on this planet by 1 per Population when Focus is set to Research.

This planet holds the ruins of an unknown, advanced ancient race. A valuable discovery has already been made here.'''

ANCIENT_RUINS_SPECIAL
Uralte Ruinen

ANCIENT_RUINS_SPECIAL_DESCRIPTION
'''Increases [[encyclopedia RESEARCH_TITLE]] on this planet by 1 per Population when Focus is set to Research.

Auf diesem Planet befinden sich die Überreste einer uralten, technologisch forschrittlichen Rasse. Das erster Imperium, welches die Technologie tech [[tech LRN_XENOARCH]] erforscht hat und diesen Planeten in Besitz nimmt erhält eine kostenlose fortgeschrittene Technologie oder entdeckt ein mächtiges Gebäude oder Schiff.'''

PANOPTICON_SPECIAL
Panopticon Complex
PANOPTICON_SPECIAL_DESC
'''Increases empire-wide [[encyclopedia DETECTION_TITLE]] by 10. Also increases [[encyclopedia DETECTION_RANGE_TITLE]] on this planet by 75.

Buried deep within the crust of the planet, the Panopticon is a powerful relic of an unknown precursor civilization. When fed the data from an empire's detection equipment, it has the power to pull reliable information from the chaotic static beyond the edges of certainty.'''

TUNNELS_SPECIAL
Natürliche Tunnel

TUNNELS_SPECIAL_DESCRIPTION
'''Increases max Population by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.

Dieser Planet besitzt ein Netzwerk natürlicher Tunnel; dadurch kann ein größerer Teil des Planeten als gewöhnlich kolonisiert werden.'''

TECTONIC_INSTABILITY_SPECIAL
Tektonische Instabilität

TECTONIC_INSTABILITY_SPECIAL_DESC
'''[[encyclopedia INFRASTRUCTURE_TITLE]] on this planet is decreased by 20. Prevents [[tech GRO_SUBTER_HAB]] from increasing population capacity.

Dieser Planet ist tektonisch instabil.  Regelmässige Erdbeben, Tsunamis, Vulkanausbrüche und unvorhersehbare Fundamenteinbrüche erschweren das Errichten von Gebäuden und die Entwicklung der Infrastruktur.'''

SOLID_CORE_SPECIAL
Erkalteter Kern

SOLID_CORE_SPECIAL_DESC
'''Reduces max Population by planet size; Tiny: -1, Small: -2, Medium: -3, Large: -4, Huge: -5.

Der Kern dieses Planetens ist erkaltet und starr und hat deshalb nur ein sehr schwaches magnetisches Feld. Der Sonnenwind des Sterns erreicht die Oberfläche des Planeten nahezu unabgeschwächt und beeinträchtigt Gesundheit seiner Bevölkerung.'''

HIGH_AXIAL_TILT_SPECIAL
Starke Achsenauslenkung

HIGH_AXIAL_TILT_SPECIAL_DESC
'''[[encyclopedia INFRASTRUCTURE_TITLE]] on this planet is decreased by 20.

Die Rotationsachse dieses Planeten ist im Verhältnis zu seiner orbitalen Ebene stark ausgelenkt. Die jahreszeitlichen Wetterveränderungen sind besonders ausgeprägt und die Entwicklung der Infrastruktur deutlich eingeschränkt.'''

SLOW_ROTATION_SPECIAL
Sehr langsame Rotation

SLOW_ROTATION_SPECIAL_DESC
'''[[encyclopedia INFRASTRUCTURE_TITLE]] on this planet is decreased by 20. Decreases max Population by planet size; Tiny: -1, Small: -2, Medium: -3, Large: -4, Huge: -5.

Dieser Planet rotiert sehr langsam um seine Achse, wodurch lange Tage und Nächte entstehen. Der Wachstum der Infrastruktur und die Bevölkerungskapazität sind vermindert.'''

TIDAL_LOCK_SPECIAL
Zeitlich gekoppelte Rotation

TIDAL_LOCK_SPECIAL_DESC
'''[[encyclopedia INFRASTRUCTURE_TITLE]] on this planet is decreased by 10, but [[encyclopedia INDUSTRY_TITLE]] is increased by 0.2 per Population when Focus is set to Industry.

Die Rotation des Planetens ist an den Stern gekoppelt, um den er kreist. Ein Tag des Planeten hat die gleiche Dauer wie sein Jahr, und die eine Hälfte des Planeten ist ständig erhellt, die andere Hälfte in ewiger Nacht. Das Wachstum der Infrastruktur ist eingeschränkt, aber sobald sie besteht, geniesst die Industrie die Vorteile der lokal stabilen Oberflächenbedingungen.'''

ECCENTRIC_ORBIT_SPECIAL
Exzentrischer Orbit

ECCENTRIC_ORBIT_SPECIAL_DESC
'''[[encyclopedia INFRASTRUCTURE_TITLE]] on the planet is decreased by 20, but [[encyclopedia RESEARCH_TITLE]] is increased by 3.

Der Orbit dieses Planeten ist sehr exzentrisch; der Unterschied zwischen seiner geringsten und größten Entfernung zu seinem Stern ist sehr groß. Der Lichteinfall schwankt während des Jahres erheblich. Die veränderlichen Bedingungen behindern die Entwicklung der Infrastruktur, sind aber auch eine gute Forschungsgrundlage.'''

RESONANT_MOON_SPECIAL
Resonant Moon

RESONANT_MOON_SPECIAL_DESC
'''[[encyclopedia STEALTH_TITLE]] of buildings on the planet and controlled ships in the same system is increased by 10.

This planet has a natural satellite, the orbital period of which is in 1:1 resonance with its rotational period, causing there to be a "dark side" which is constantly facing away from the planet. This "dark side" is a perfect site for clandestine facilities. The space between the planet and the moon can be used to hide buildings and fleets from other empires.'''

COMPUTRONIUM_SPECIAL
Computronium Moon
COMPUTRONIUM_SPECIAL_DESC
'''When a planet with a Computronium Moon is focused on [[encyclopedia RESEARCH_TITLE]], all research focused planets in the empire gain 0.2 [[encyclopedia RESEARCH_TITLE]] per Population.

Left by some vanished civilization, the entire moon - from surface to core - is a computing device of awesome power. It can complete the most complicated simulations and equations faster than they can be entered.'''

PHILOSOPHER_SPECIAL
Philosopher Planet
PHILOSOPHER_SPECIAL_DESC
'''As long as the Philosopher Planet is uninhabited, all inhabited planets in the same system have their [[encyclopedia RESEARCH_TITLE]] increased by 5. [[encyclopedia INFRASTRUCTURE_TITLE]] on the Philosopher Planet is decreased by 20.

The lone remnant of a planet-sized space wandering species has found his final rest orbiting in this system like a normal planet. Having lived for thousands of years he lost the will and ability to travel and resorts to pondering about the mysteries of the universe he has seen and learned about. Eccentric and slightly demented he refuses to communicate with anything that isn't the size and shape of his kin, leaving scientists no choice but to ask questions via the planet they are living on. Understandably colonizing the Philosopher Planet will disturb him gravely and he will fall silent. Construction on his surface is difficult as is to be expected from a living being.'''

ABANDONED_COLONY_SPECIAL
Abandoned Colony
ABANDONED_COLONY_SPECIAL_DESC
An old abandoned colony. Some of the [[encyclopedia INFRASTRUCTURE_TITLE]] should still be useful.

KRAKEN_NEST_SPECIAL
Kraken Nest
KRAKEN_NEST_SPECIAL_DESC
At some point young kraken will rise from this place. With knowledge of [[tech SHP_DOMESTIC_MONSTER]], these mega-fauna could be domesticated.

SNOWFLAKE_NEST_SPECIAL
Snowflake Nest
SNOWFLAKE_NEST_SPECIAL_DESC
At some point young snowflakes will rise from this place. With the proper tech, these mega-fauna could be domesticated.

JUGGERNAUT_NEST_SPECIAL
Juggernaut Nest
JUGGERNAUT_NEST_SPECIAL_DESC
At some point young juggernauts will rise from this place. With the proper tech, these mega-fauna could be domesticated.

CONC_CAMP_MASTER_SPECIAL
Pall of Death
CONC_CAMP_MASTER_SPECIAL_DESC
A visitor may not see [[buildingtype BLD_CONC_CAMP]] operating on this planet, but they have been operating relentlessly and exact a harsh toll on the population; a Pall of Death can be discerned by sensitive beings.

CONC_CAMP_SLAVE_SPECIAL
Psychic Fatigue
CONC_CAMP_SLAVE_SPECIAL_DESC
There may no longer be [[buildingtype BLD_CONC_CAMP]] operating on this planet today, but memories are still close to the surface, and remnants such as poorly hidden mass graves are still occasionally found. A psychic wound still lies upon the populace, and they do not thrive.

CLOUD_COVER_MASTER_SPECIAL
Cloud Spawns
CLOUD_COVER_MASTER_SPECIAL_DESC
This planet is populated with aerial creatures that emit humidity, causing high cloud cover.  Later in their lifecycle, they will burrow into the ground, causing high amounts of volcanic activity.

CLOUD_COVER_SLAVE_SPECIAL
High Cloud Cover
CLOUD_COVER_SLAVE_SPECIAL_DESC
This planet has unusually dense cloud cover, increasing its [[encyclopedia STEALTH_TITLE]] by 20.

VOLCANIC_ASH_MASTER_SPECIAL
Hidden Burrowers
VOLCANIC_ASH_MASTER_SPECIAL_DESC
This planet has monsters burrowing around in its core causing high volcanic activity.  These burrowers are undergoing metamorphasis and will transform into creatures capable of tearing a dimensional rift in the fabric of space later in their lifecycle.

VOLCANIC_ACTIVITY_SPECIAL
High Volcanic Activity
VOLCANIC_ACTIVITY_SPECIAL_DESC
'''This planet has high levels of volcanic activity, possibly obscuring the planet's surface.'''

VOLCANIC_ASH_SLAVE_SPECIAL
Volcanic Ash
VOLCANIC_ASH_SLAVE_SPECIAL_DESC
This planet is surrounded by volcanic ash, increasing its [[encyclopedia STEALTH_TITLE]] by 40.

DIM_RIFT_MASTER_SPECIAL
Dimensional Burrowers
DIM_RIFT_MASTER_SPECIAL_DESC
This planet has monsters burrowing around in its core causing dimensional tears in and around the planet.  Later on, these monsters will mature and begin dragging the planet into the void.

DIM_RIFT_SLAVE_SPECIAL
Dimensional Rift
DIM_RIFT_SLAVE_SPECIAL_DESC
This planet is partially concealed by a dimensional rift, increasing its [[encyclopedia STEALTH_TITLE]] by 60.

VOID_MASTER_SPECIAL
Void Monsters
VOID_MASTER_SPECIAL_DESC
Monsters inside the core of this planet are dragging it into the void.  There should perhaps be some impending doom associated with this special.

VOID_SLAVE_SPECIAL
Void Metamorphisis
VOID_SLAVE_SPECIAL_DESC
This planet exists partially in this universe and partially in the void, increasing its [[encyclopedia STEALTH_TITLE]] by 80.

DERELICT_SPECIAL
Derelict
DERELICT_SPECIAL2
Derelict
DERELICT_SPECIAL3
Derelict
DERELICT_SPECIAL_REMOVE
Derelict
DERELICT_SPECIAL_DESC
An ancient, derelict ship from an unknown species. Who knows what it could reveal...

SUPERNOVA_SPECIAL
New Supernova
SUPERNOVA_SPECIAL2
Young Supernova
SUPERNOVA_SPECIAL3
Mature Supernova
SUPERNOVA_SPECIAL4
Supernova Remnant
SUPERNOVA_SPECIAL_DESC
A supernova occurred in this system in the relatively recent past, leaving only scattered debris where another majestic star system once lay.

NOVA_BOMB_ACTIVATOR_SPECIAL
Nova Bomb Activator
NOVA_BOMB_ACTIVATOR_SPECIAL_DESC
This dimensional integrity of this region of space is highly unstable, causing any Nova Bombs in the vicinity to detonate.

EXPERIMENTOR_OUTPOST_SPECIAL
Experimentor Outpost
EXPERIMENTOR_OUTPOST_SPECIAL_DESC
En Experimentor outpost exists in this system, and defeating them is necessary to ensure the safety of the galaxy.

PROBIOTIC_SPECIAL
Probiotic Soup
PROBIOTIC_SPECIAL_DESC
'''Increases max Population if inhabited by Organic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.
When a planet with Probiotic Soup is focused on Growth, all connected planets with Organic species receive the same bonus.

The great diversity of unique single-celled organisms have applications to the health and maintenance of all types of organic life.'''

FRUIT_SPECIAL
Caretaker's Fruit
FRUIT_SPECIAL_DESC
'''Increases max Population if inhabited by Organic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.
When a planet with Caretaker's Fruit is focused on Growth, all connected planets with Organic species receive the same bonus.

What appears to be a forest is actually part of a continent-spanning symbiotic organism. The fruit of these trees contains marvelously complex organic chemicals beneficial to all sorts of organic life.'''

SPICE_SPECIAL
Ki Spice
SPICE_SPECIAL_DESC
'''Increases max Population if inhabited by Organic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.
When a planet with Ki Spice is focused on Growth, all connected planets with Organic species receive the same bonus.

A unique substance produced by this planet's ecology, Ki Spice has the capacity to lengthen the lives, clarify the thoughts, or sharpen the senses of organic beings.'''

MONOPOLE_SPECIAL
Monopole Magnets
MONOPOLE_SPECIAL_DESC
'''Increases max Population if inhabited by Robotic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.
When a planet with Monopole Magnets is focused on Growth, all connected planets with Robotic species receive the same bonus.

When focused on Industry, increases target [[encyclopedia INDUSTRY_TITLE]] by 0.2 per Population.

Monopole Magnets make better robots!'''

SUPERCONDUCTOR_SPECIAL
Ambient Superconductors
SUPERCONDUCTOR_SPECIAL_DESC
'''Increases max Population if inhabited by Robotic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.
When a planet with Ambient Superconductors is focused on Growth, all connected planets with Robotic species receive the same bonus.

When focused on Industry, increases target [[encyclopedia INDUSTRY_TITLE]] by 0.2 per Population.

Ambient Superconductors make better robots!'''

POSITRONIUM_SPECIAL
Positronium Ash
POSITRONIUM_SPECIAL_DESC
'''Increases max Population if inhabited by Robotic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.
When a planet with Positronium Ash is focused on Growth, all connected planets with Robotic species receive the same bonus. 

When focused on Industry, increases target [[encyclopedia INDUSTRY_TITLE]] by 0.2 per Population.

Positronium Ash make better robots brains!'''

MINERALS_SPECIAL
Mineralienreichtum
MINERALS_SPECIAL_DESC
'''Increases max Population if inhabited by Lithic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.
When a planet with Rich Minerals is focused on Growth, all connected planets with Lithic species receive the same bonus.

When focused on Industry, increases target [[encyclopedia INDUSTRY_TITLE]] by 0.2 per Population.

This planet has a rich natural deposit of minerals, boosting production or Lithic growth significantly.'''

CRYSTALS_SPECIAL
Silmaline Crystals
CRYSTALS_SPECIAL_DESC
'''Increases max Population if inhabited by Lithic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.
When a planet with Silmaline Crystals is focused on Growth, all connected planets with Lithic species receive the same bonus.

When focused on Industry, increases target [[encyclopedia INDUSTRY_TITLE]] by 0.2 per Population.

This planet has a rich natural deposit of minerals, boosting production or Lithic growth significantly.'''

METALOIDS_SPECIAL
High-Energy Metaloids
METALOIDS_SPECIAL_DESC
'''Increases max Population if inhabited by Lithic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.
When a planet with High-Energy Metaloids is focused on Growth, all connected planets with Lithic species receive the same bonus.

When focused on Industry, increases target [[encyclopedia INDUSTRY_TITLE]] by 0.2 per Population.

This planet has a rich natural deposit of minerals, boosting production or Lithic growth significantly.'''


#############################################################
####        E N U M E R A T I O N   V A L U E S          ####
#############################################################


# UniverseObjectTypes

OBJ_BUILDING
Gebäude
OBJ_SHIP
Schiff
OBJ_FLEET
Flotte
OBJ_PLANET
Planet
OBJ_POP_CENTER
Bevölkerungszentrum
OBJ_PROD_CENTER
Produktionszentrum
OBJ_SYSTEM
System
OBJ_FIELD
Feld


# StarTypes

STAR_BLUE
blau
STAR_WHITE
weiß
STAR_YELLOW
gelb
STAR_ORANGE
orange
STAR_RED
rot
STAR_NEUTRON
Neutronenstern
STAR_BLACK
schwarzes Loch
STAR_NONE
kein Stern
INVALID_STAR_TYPE
Unbekannte Sternenklasse

# PlanetTypes

PT_SWAMP
sumpfig
PT_TOXIC
toxisch
PT_INFERNO
vulkanisch
PT_RADIATED
verstrahlt
PT_BARREN
unfruchtbar
PT_TUNDRA
tundra
PT_DESERT
wüstenhaft
PT_TERRAN
erdähnlich
PT_OCEAN
ozeanisch
PT_ASTEROIDS
Asteroiden
PT_GASGIANT
Gasriese


# Planet Sizes

SZ_NOWORLD
Es gibt nichts zu sehen; weitergehen.
SZ_TINY
winzig
SZ_SMALL
klein
SZ_MEDIUM
mittel
SZ_LARGE
groß
SZ_HUGE
gewaltig
SZ_ASTEROIDS
Asteroiden
SZ_GASGIANT
Gasriese


# PlanetEnvironments

PE_UNINHABITABLE
unbewohnbar
PE_HOSTILE
feindlich
PE_POOR
armseelig
PE_ADEQUATE
adäquat
PE_GOOD
gut


# FocusTypes

INVALID_FOCUS_TYPE
Unbekannter Fokustyp
FOCUS_GROWTH
Wachstum
FOCUS_INDUSTRY
Industrie
FOCUS_MINING
Bergbau
FOCUS_HEAVY_MINING
Massenbergbau
FOCUS_RESEARCH
Forschung
FOCUS_TRADE
Handel
FOCUS_LOGISTICS
Logistik
FOCUS_STEALTH
Tarnung
FOCUS_BIOTERROR
Bioterror
FOCUS_STARGATE_SEND
Stargate Sendung
FOCUS_STARGATE_SEND_DESC
Schiffe ins System durch das Stargate senden
FOCUS_STARGATE_RECEIVE
Stargate Empfang
FOCUS_STARGATE_RECEIVE_DESC
Das Stargate öffnen um ankommende Schiffe von anderswo zu empfangen
FOCUS_PLANET_DRIVE
Planet Drive
FOCUS_DISTORTION
Weltraum Verzerrung
FOCUS_PROTECTION
Schutz
FOCUS_PROTECTION_DESC
Verstärkt Schilder, Verteidigungen und Truppen.


# MeterTypes

INVALID_METER_TYPE
Ungultige messungstyp
METER_TARGET_POPULATION
Ziel Bevölkerung
METER_TARGET_HEALTH
Ziel Gesundheit
METER_TARGET_INDUSTRY
Ziel Industrie
METER_TARGET_RESEARCH
Ziel Forschung
METER_TARGET_TRADE
Ziel Handel
METER_TARGET_MINING
Ziel Bergbau
METER_TARGET_CONSTRUCTION
Ziel Infrastruktur
METER_TARGET_HAPPINESS
Ziel Zufriedenheit
METER_MAX_FUEL
Max Triebstoff
METER_MAX_SHIELD
Max Schild
METER_MAX_STRUCTURE
Max Struktur
METER_MAX_DEFENSE
Max Verteidigung
METER_MAX_TROOPS
Max Truppen
METER_MAX_REBEL_TROOPS
Max Rebellen Truppen
METER_POPULATION
Bevölkerung
METER_HEALTH
Gesundheit
METER_GROWTH
Wachstum
METER_INDUSTRY
Industrie
METER_RESEARCH
Forschung
METER_TRADE
Handel
METER_MINING
Bergbau
METER_CONSTRUCTION
Konstruktion
METER_HAPPINESS
Gesundheit
METER_FUEL
Treibstoff
METER_SHIELD
Schild
METER_STRUCTURE
Struktur
METER_DEFENSE
Verteidigung
METER_TROOPS
Truppe
METER_REBEL_TROOPS
Rebellen Truppen
METER_SUPPLY
Versorgung
METER_STEALTH
Tarnung
METER_DETECTION
Aufklärungsreichweite
METER_BATTLE_SPEED
Kampfgeschwindigkeit
METER_STARLANE_SPEED
Geschwindigkeit in Sternenstrasse
METER_DAMAGE
Schaden
METER_ROF
Feuerrate
METER_RANGE
Reichweite
METER_SPEED
Geschwindigkeit
METER_CAPACITY
Kapazität
METER_ANTI_SHIP_DAMAGE
Anti-Ship Damage
METER_ANTI_FIGHTER_DAMAGE
Anti-Fighter Damage
METER_LAUNCH_RATE
Abschussrate
METER_FIGHTER_WEAPON_RANGE
Waffenreichweite der Abfangjäger

METER_SIZE
Größe

METER_DETECTION_STRENGTH
[[encyclopedia DETECTION_TITLE]]

ALIGN_MILITARISM
Militarismus

ALIGN_MILITARY_STRENGTH_DESC
Strength and size of military

ALIGN_SOCIAL_CONTROL
Social Control

ALIGN_SOCIAL_CONTROL_DESC
Degree to which population is monitored, restricted and manipulated

ALIGN_ENVIRONMENT_MODIFICATION
Veränderung der Umgebung

ALIGN_ENVIRONMENT_MODIFICATION_DESC
Use of terraforming or other large-scale 

ALIGN_BIOLOGICAL_ALTERATION
Biological Alteration

ALIGN_BIOLOGICAL_ALTERATION_DESC
Use of biological engineering and alteration

ALIGN_MECHANIZATION
Mechanization

ALIGN_MECHANIZATION_DESC
Use of artificial sentience and automation

# EmpireAffiliationTypes

AFFIL_SELF
Eigenes
AFFIL_ENEMY
Gegner
AFFIL_ALLY
Verbündeter
AFFIL_ANY
jeder(s)


# UnlockableItemTypes

INVALID_UNLOCKABLE_ITEM_TYPE
Ungültiger Unverriegelbar Postentyp
UIT_BUILDING
Gebäude
UIT_SHIP_PART
Schiffsteil
UIT_SHIP_HULL
Schiffsrumpf
UIT_TECH
Technologie

# TechTypes

TT_THEORY
Theorie
TT_APPLICATION
Anwendung
TT_REFINEMENT
Verbesserung


# BuildTypes

BT_NOT_BUILDING
kein Bau
BT_BUILDING
baue
BT_SHIP
Schiff


# StockpileTypes

ST_FOOD
Nahrung
ST_MINERAL
Mineralien
ST_TRADE
Handel


# Resource Types

RE_FOOD
Nahrung
RE_MINERALS
Mineralien
RE_TRADE
Handel
RE_INDUSTRY
Industrie
RE_RESEARCH
Forschung


# Ship Slot Types

SL_EXTERNAL
Externen Steckplatz
SL_INTERNAL
Internen Steckplatz
SL_TOOLTIP_DESC
Leer


# Ship Part Classes

PC_SHORT_RANGE
Kurzstrecke
PC_MISSILES
Raketen
PC_FIGHTERS
Abfangjäger
PC_POINT_DEFENSE
Punktverteidigung
PC_SHIELD
Schild
PC_ARMOUR
Panzerung
PC_TROOPS
Bodentruppe
PC_DETECTION
Aufklärung
PC_STEALTH
Tarnung
PC_FUEL
Treibstoff
PC_COLONY
Besiedlung
PC_BATTLE_SPEED
Kampf Geschwindigkeit
PC_STARLANE_SPEED
Sternenstrasse Geschwindigkeit
PC_GENERAL
General


#############################################################
####      ValueRef, Effect, & Condition Descriptions     ####
#############################################################


# ValueRef

DESC_VAR_PLANET
Planet

DESC_VAR_SYSTEM
System

DESC_VAR_FLEET
Flotte

DESC_VAR_SOURCE
Ur-

DESC_VAR_TARGET
Ziel

DESC_VAR_LOCAL_CANDIDATE
local condition candidate

DESC_VAR_ROOT_CANDIDATE
root condition candidate

DESC_STATISTIC
statistic

DESC_VAR_PLANETSIZE
Planetengröße

DESC_VAR_SIZEASDOUBLE
Planetengröße

DESC_VAR_PLANETTYPE
Planetenklasse

DESC_VAR_NEXTBETTERPLANETTYPE
next better planet type for planet's species

DESC_VAR_PLANETENVIRONMENT
Planetare Umwelt

DESC_VAR_OBJECTTYPE
Objektklasse

DESC_VAR_STARTYPE
Sternenklasse

DESC_VAR_VALUE
previous value for this meter

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

DESC_VAR_TRADESTOCKPILE
Handelslager
DESC_VAR_MINERALSTOCKPILE
Rohstofflager
DESC_VAR_FOODSTOCKPILE
Nahrungslager

DESC_VAR_TRADEOUTPUT
Handelsproduktion
DESC_VAR_FOODOUTPUT
Nahrungsproduktion
DESC_VAR_MINERALOUTPUT
Rohstoffproduktion
DESC_VAR_INDUSTRYOUTPUT
Industrieproduktion
DESC_VAR_RESEARCHOUTPUT
Forschungsproduktion

DESC_VAR_OWNER
Besitzer

DESC_VAR_ID
ID

DESC_VAR_AGE
Alter in Zügen

DESC_VAR_PRODUCEDBYEMPIREID
producer

DESC_VAR_CREATIONTURN
Zug der Erschaffung

DESC_VAR_DESIGNID
design id

DESC_VAR_FLEETID
fleet id

DESC_VAR_PLANETID
planet id

DESC_VAR_SYSTEMID
system id

DESC_VAR_FINALDESTINATIONID
final destination id

DESC_VAR_NEXTSYSTEMID
next system id

DESC_VAR_PREVIOUSSYSTEMID
previous system id

DESC_VAR_NUMSHIPS
number of ships

DESC_VAR_CURRENTTURN
Aktueller Zug

DESC_VAR_NAME
name

DESC_VAR_SPECIES
species

DESC_VAR_BUILDINGTYPE
building type name

DESC_VAR_FOCUS
focus

DESC_VAR_LASTTURNBATTLEHERE
last turn a battle occurred here

DESC_VAR_ALLOCATEDFOOD
allocated food

FoodAllocationForMaxGrowth
food allocation needed for max growth

# this one is intentionally left empty
DESC_VALUE_REF_MULTIPART_VARIABLE0
%1%

DESC_VALUE_REF_MULTIPART_VARIABLE1
%1% %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
Betroffene Objekte: Jedes Objekt%1%

DESC_EFFECTS_GROUP_SELF_SCOPE
Betroffene Objekte: nur das Quell-Objekt

DESC_EFFECTS_GROUP_ACTIVATION
Effekt ist aktiv, wenn die Quelle ein Objekt ist%1%

DESC_EFFECTS_GROUP_ALWAYS_ACTIVE
Effekt ist immer aktiv

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
'''Effektgruppe %1%:
%2%
'''

# SetMeter

DESC_SIMPLE_SET_METER
%1% %2%%3%

DESC_COMPLEX_SET_METER
Set %1% to %2%

DESC_SET_SHIP_PART_METER
Set %1% for %2% to %3%

DESC_SET_EMPIRE_METER
Set %2% of the %1% empire to %3%


# others

DESC_SET_EMPIRE_STOCKPILE
Ändert das Lager des Objekteigentümers von %1%  auf %2%

DESC_SET_EMPIRE_CAPITAL
Macht den Planeten zum Hauptplaneten des %1% Imperiums

DESC_SET_PLANET_TYPE
Ändert die Klasse des Planeten auf %1%

DESC_SET_PLANET_SIZE
Ändert die Größe des Planeten auf %1%

DESC_SET_SPECIES
Changes the object's species to %1%

DESC_SET_OWNER
Sets %1% as the owner of object

DESC_DESTROY
Objekt zerstören

DESC_ADD_SPECIAL
Fügt die Besonderheit %1% dem Objekt hinzu

DESC_REMOVE_SPECIAL
Entfernt die Besonderheit %1% vom Objekt

DESC_ADD_STARLANES
Creates Sternenstrassen between the target system and the system of objects%1%

DESC_REMOVE_STARLANES
Removes Sternenstrassen between the target system and the system of objects%1%

DESC_SET_STAR_TYPE
Ändert die Sternenklasse auf %1%

DESC_MOVE_TO
Bewegt das Objekt zum Ort des Objekts %1%

DESC_MOVE_IN_ORBIT_OF_OBJECT
Moves the object in orbit of an object%1% at speed %2%

DESC_MOVE_IN_ORBIT_OF_XY
Moves the object in orbit of an object located at %1% and %2% at speed %3%

DESC_MOVE_TOWARDS_OBJECT
Moves the object toward an object%1% at speed %2%

DESC_MOVE_TOWARDS_XY
Moves the object toward an object located at %1% and %2% at speed %3%

DESC_SET_DESTINATION
Sets the destination of the object to an object%1%

DESC_VICTORY
Macht den Objekteigentümer zum Gewinner des Spiels

DESC_GENERATE_SITREP
Generates a SitRep message for empire %1%

DESC_SET_EMPIRE_TECH_PROGRESS
Sets the research progress of tech %1% to %2% for empire %3%

DESC_GIVE_EMPIRE_TECH
Gives tech %1% to empire %2%

DESC_SET_OVERLAY_TEXTURE
Modifies the appearance of the object

DESC_SET_TEXTURE
Modifies the appearance of the object


# Object Creation

DESC_CREATE_PLANET
Erschafft einen neuen Planeten der Klasse %1% und der Größe %2%

DESC_CREATE_BUILDING
Erzeugt ein neues %1% Gebäude

DESC_CREATE_SHIP
Erzeugt ein neues Schiff mit dem Entwurf %1% durch das Imperium %2% bemannt mit %3%

DESC_CREATE_SHIP_SIMPLE
Creates a new ship of design %1% with no owner and no species

DESC_CREATE_FIELD_SIZE
Creates a new field of type %1% with radius %2%

DESC_CREATE_FIELD
Creates a new field of type %1%

DESC_CREATE_SYSTEM_TYPE
Creates a new system of star type %1%

DESC_CREATE_SYSTEM
Ein neues System erschaffen


# Conditions

DESC_ALL
 im Universum

DESC_ALL_NOT
 nicht im Universum

DESC_EMPIRE_AFFILIATION_SELF
 dass es zum %1% des Imperiums gehört

DESC_EMPIRE_AFFILIATION_SELF_NOT
 dass es nicht zum %1% des Imperiums gehört

DESC_EMPIRE_AFFILIATION
 die zu einem %1% des Imperiums %2% gehören

DESC_EMPIRE_AFFILIATION_NOT
 die nicht zu einem %1% des Imperiums %2% gehören

DESC_EMPIRE_AFFILIATION_ANY
 that belongs to any empire

DESC_EMPIRE_AFFILIATION_ANY_NOT
 that does not belong to an empire

DESC_SOURCE
 that is the source object

DESC_SOURCE_NOT
 that is not the source object

DESC_ROOT_CANDIDATE
 that is the root candidate object

DESC_ROOT_CANDIDATE_NOT
 that is not the root candidate object

DESC_TARGET
 that is the target object

DESC_TARGET_NOT
 that is not the target object

DESC_HOMEWORLD
 der eine Heimatwelt der Spezies %1% ist

DESC_HOMEWORLD_NOT
 der keine Heimatwelt der Spezies %1% ist

DESC_CAPITAL
 der der Hauptplanet eines Imperiums ist

DESC_CAPITAL_NOT
 der nicht der Hauptplanet eines Imperiums ist

DESC_MONSTER
 that is a space monster

DESC_MONSTER_NOT
 that is not a space monster

DESC_ARMED
 that is an armed ship

DESC_ARMED_NOT
 that is not an armed ship

DESC_TYPE
 dass es ein %1% ist

DESC_TYPE_NOT
 dass es kein %1% ist

DESC_BUILDING
 was ein %1%sbau ist

DESC_BUILDING_NOT
 was kein %1%sbau ist

DESC_SPECIAL
 mit der Besonderheit %1%

DESC_SPECIAL_NOT
 ohne die Besonderheit %1%

DESC_SPECIAL_TURN_RANGE
 that has had a %1% special since between turns %2% and %3%

DESC_SPECIAL_TURN_RANGE_NOT
 that has not had a %1% special since between turns %2% and %3%

DESC_CREATED_ON_TURN
 that was created between turns %1% and %2%

DESC_CREATED_ON_TURN_NOT
 that was not created between turns %1% and %2%

DESC_CONTAINS
 dass es ein Objekt,%1%, enthält

DESC_CONTAINS_NOT
 dass es kein Objekt,%1%, enthält

DESC_PLANET_TYPE
 der ein %1% Planet ist

DESC_PLANET_TYPE_NOT
 der kein %1% Planet ist

DESC_PLANET_SIZE
 der ein %1% Planet ist

DESC_PLANET_SIZE_NOT
 der kein %1% Planet ist

DESC_PLANET_ENVIRONMENT
 der ein %1% Planet ist

DESC_PLANET_ENVIRONMENT_NOT
 der kein %1% Planet ist

DESC_SPECIES
 that has species %1%

DESC_SPECIES_NOT
 that does not contain species %1%

DESC_ENQUEUED
 where empire %1% has between %2% and %3% things on the production queue

DESC_ENQUEUED_NOT
 where empire %1% does not have between %2% and %3% things on the production queue

DESC_ENQUEUED_BUILDING
 where empire %1% has between %2% and %3% %4% buildings on the production queue

DESC_ENQUEUED_BUILDING_NOT
 where empire %1% does not have between %2% and %3% %4% buildings on the production queue

DESC_ENQUEUED_DESIGN
 where empire %1% has between %2% and %3% %4% ships on the production queue

DESC_ENQUEUED_DESIGN_NOT
 where empire %1% dows not have between %2% and %3% %4% ships on the production queue

DESC_FOCUS_TYPE
 that has focus %1%

DESC_FOCUS_TYPE_NOT
 that does not have focus %1%

DESC_STAR_TYPE
 der ein System mit %1% Stern ist

DESC_STAR_TYPE_NOT
 der kein System mit %1% Stern ist

DESC_DESIGN_HAS_HULL
 mit dem Rumpf %1%

DESC_DESIGN_HAS_HULL_NOT
 ohne den Rumpf %1%

DESC_DESIGN_HAS_PART
 mit zwischen %1% und %2% des %3% Teils

DESC_DESIGN_HAS_PART_NOT
 ohne zwischen %1% und %2% des %3% Teils

DESC_DESIGN_HAS_PART_CLASS
 that has a part of class %1%

DESC_DESIGN_HAS_PART_CLASS_NOT
 that does not have a part of class %1%

DESC_PREDEFINED_SHIP_DESIGN
 that is of the design %1%

DESC_PREDEFINED_SHIP_DESIGN_NOT
 that is not of the design %1%

DESC_NUMBERED_SHIP_DESIGN
 that is of the design %1%

DESC_NUMBERED_SHIP_DESIGN_NOT
 that is not of the design %1%

DESC_CHANCE_PERCENTAGE
 mit einer %1%%% Chance

DESC_CHANCE_PERCENTAGE_NOT
 mit einer (100 - %1%)%% Chance

DESC_CHANCE
 mit einer Wahrscheinlichkeit von %1%

DESC_CHANCE_NOT
 mit einer Wahrscheinlichkeit von 1 - %1%

DESC_PRODUCED_BY_EMPIRE
 that was produced by the %1% empire

DESC_PRODUCED_BY_EMPIRE_NOT
 that was not produced by the %1% empire

DESC_METER_VALUE_CURRENT
 dass es eine %1% zwischen %2% und %3% hat

DESC_METER_VALUE_CURRENT_NOT
 dass es keine %1% zwischen %2% und %3% hat

DESC_SHIP_PART_METER_VALUE_CURRENT
 that has a %2% %1% between %3% and %4%

DESC_SHIP_PART_METER_VALUE_CURRENT_NOT
 that doesn't have a %2% %1% between %3% and %4%

DESC_EMPIRE_METER_VALUE_CURRENT
 if empire %4% has a %1% between %2% and %3%

DESC_EMPIRE_METER_VALUE_CURRENT_NOT
 if empire %4% doesn't have a %1% between %2% and %3%

DESC_EMPIRE_STOCKPILE_VALUE
 die zu einem Imperium gehört, mit einem %1% Vorrat zwischen %2% und %3% 

DESC_EMPIRE_STOCKPILE_VALUE_NOT
 die nicht zu einem Imperium gehört, mit einem %1% Vorrat zwischen %2% und %3% 

DESC_VISIBLE_TO_EMPIRE
 die sichtbar für das %1% Imperium sind

DESC_VISIBLE_TO_EMPIRE_NOT
 die nicht sichtbar für das %1% Imperium sind

DESC_WITHIN_DISTANCE
 die innerhalb %1% eines beliebigen %2% Objekts sind

DESC_WITHIN_DISTANCE_NOT
 die nicht innerhalb %1% eines beliebigen %2% Objekts sind

DESC_WITHIN_STARLANE_JUMPS
 die innerhalb von %1% Sternenstraßensprünge Objekt %2% erreichen

DESC_WITHIN_STARLANE_JUMPS_NOT
 die nicht innerhalb von %1% Sternenstraßensprünge Objekt %2% erreichen

DESC_CAN_ADD_STARLANE_CONNECTION
 that can have Sternenstrassen added connecting to all systems that contain objects%1%

DESC_CAN_ADD_STARLANE_CONNECTION_NOT
 that can not have Sternenstrassen added connecting to all systems that contain objects%1%

DESC_CAN_REMOVE_STARLANE_CONNECTION
 that can have Sternenstrassen removed that connect to all systems that contain objects%1%

DESC_CAN_REMOVE_STARLANE_CONNECTION_NOT
 that can not have Sternenstrassen removed that connect to all systems that contain objects%1%

DESC_EXPLORED_BY_EMPIRE
 erkundet durch das %1% Imperium

DESC_EXPLORED_BY_EMPIRE_NOT
 nicht erkundet durch das %1% Imperium

DESC_STATIONARY
 welches stationär ist

DESC_STATIONARY_NOT
 welches sich bewegt

DESC_CAN_COLONIZE
 ein Spezies sein dass Kolonisieren kann

DESC_CAN_COLONIZE_NOT
 without a species that can colonize

DESC_CAN_PRODUCE_SHIPS
 von einem Spezies dass Schiffe produzieren kann

DESC_CAN_PRODUCE_SHIPS_NOT
 without a species that can produce ships

DESC_SUPPLY_CONNECTED_FLEET
 that is in a system where the %1% empire can provide fleet supply

DESC_SUPPLY_CONNECTED_FLEET_NOT
 that is not in a system where the %1% empire can provide fleet supply

DESC_SUPPLY_CONNECTED_RESOURCE
 that is resource connected for the %1% empire to an object%2%

DESC_SUPPLY_CONNECTED_RESOURCE_NOT
 that is not resource connected for the %1% empire to an object%2%

DESC_AND_BETWEEN_OPERANDS
 und

DESC_OR_BETWEEN_OPERANDS
 oder

DESC_TURN
 wenn die aktuelle Runde zwischen %1% und %2% ist

DESC_TURN_NOT
 wenn die aktuelle Runde nicht zwischen %1% und %2% ist

DESC_TURN_MIN_ONLY
 starting on turn %1%

DESC_TURN_MIN_ONLY_NOT
 before turn %1%

DESC_TURN_MAX_ONLY
 until turn %1%

DESC_TURN_MAX_ONLY_NOT
 after turn %1%

DESC_TURN_ANY
 on any turn

DESC_TURN_ANY_NOT
 on no turn

DESC_NUMBER_OF
 das eins von %1% zufällig ausgewählten Objekten ist%2%

DESC_NUMBER_OF_NOT
 keines der %1% zufällig ausgewählten Objekte ist%2%

DESC_MAX_NUMBER_OF
 that is one of %1% objects with the largest value of%2% and%3%

DESC_MAX_NUMBER_OF_NOT
 that is not one of %1% objects with the largest value of%2% and%3%

DESC_MIN_NUMBER_OF
 that is one of %1% objects with the smallest value of%2% and%3%

DESC_MIN_NUMBER_OF_NOT
 that is not one of %1% objects with the smallest value of%2% and%3%

DESC_MODE_NUMBER_OF
 that is one of %1% objects with the most common value of%2% and%3%

DESC_MODE_NUMBER_OF_NOT
 that is not one of %1% objects with the most common value of%2% and%3%

DESC_CONTAINED_BY
 Teil eines Objekts %1% ist

DESC_CONTAINED_BY_NOT
 nicht Teil eines Objekts %1% ist

DESC_IN_SYSTEM
 that is in the system with id %1%

DESC_IN_SYSTEM_NOT
 that is not in the system with id %1%

DESC_IN_SYSTEM_SIMPLE
 that is in a system

DESC_IN_SYSTEM_SIMPLE_NOT
 that is not in a system

DESC_OBJECT_ID
 that is the object with id %1%

DESC_OBJECT_ID_NOT
 that is not the object with id %1%

DESC_OWNER_HAS_TECH
 die zu einem Imperium gehören, dass die Technologie %1% besitzt

DESC_OWNER_HAS_TECH_NOT
 die zu einem Imperium gehören, dass nicht die Technologie %1% besitzt

DESC_OWNER_HAS_BUILDING_TYPE
 Gebäude ist freigegeben für das Imperium

DESC_OWNER_HAS_BUILDING_TYPE_NOT
 Gebäude ist nicht freigegeben für das Imperium

DESC_OWNER_HAS_SHIP_DESIGN
 Schiffsentwurf ist freigegeben für das Imperium

DESC_OWNER_HAS_SHIP_DESIGN_NOT
 Schiffsentwurf ist nicht freigegeben für das Imperium

DESC_NUMBER
 wenn es zwischen %1% und %2% Objekte%3%

DESC_NUMBER_NOT
 wenn es nicht zwischen %1% und %2% Objekte%3%

DESC_HAS_TAG
 das ist %1%

DESC_HAS_TAG_NOT
 das ist nicht %1%



#############################################################
####            T E C H   C A T A G O R I E S            ####
#############################################################

LEARNING_CATEGORY
Entwicklung
PRODUCTION_CATEGORY
Produktion
CONSTRUCTION_CATEGORY
Konstruktion
GROWTH_CATEGORY
Wachstum
ECONOMICS_CATEGORY
Wirtschaft
SHIPS_CATEGORY
Schiffe
DEFENSE_CATEGORY
Verteidigung
SPY_CATEGORY
Nachrichtendienst


#############################################################
####               T E C H   T H E O R I E S             ####
#############################################################

THEORY_SHORT_DESC
Theoretische Voraussetzung

LRN_PHYS_BRAIN
Das physikalische Gehirn

LRN_PHYS_BRAIN_DESC
Die Strukturen des Gehirns und ihre Funktionen sind erforscht. Die elektrochemische Natur und die Quantennatur von Gedanken und Erinnerung erkannt. Durch dieses Verständnis wird die Veränderung und Verstärkung von Hirnfunktionen möglich, und neue Ideen entspringen an den Grenzen des Vorstellbaren.

LRN_ALGO_ELEGANCE
Algorithmische Eleganz

LRN_ALGO_ELEGANCE_DESC
'''Increases Target [[encyclopedia RESEARCH_TITLE]] on all Research focused planets by 0.1 per Population.

Die steigende Komplexität der Probleme in der Datenanalyse überfordert herkömmliche Algorithmen. Von dieser Entwicklungsstufe an werden andere algorithmische Ansätze und Funktionen notwendig; die Eleganz der Lösung muss ästhetisch und metaphorisch optimiert werden.'''

LRN_TRANSLING_THT
Translinguistisches Denken

LRN_TRANSLING_THT_DESC
'''Does nothing. Later this can enable peaceful acquistion of native planets.

Schwache Denker kämpfen mit den oder akzeptieren die Beschränkungen der Sprache, die sie erlernt haben; durchschnittliche Denker fühlen sich durch die etablierten Ausdrucksmöglichkeiten eingeengt; außergewöhnliche Denker können die Grenzen der Sprache überwinden und schaffen und analysieren Gedanken an der Grenze des Transzendenten. Doch lediglich großartige Denker bleiben isoliert und nutzlos, denn wie sollen sie ohne eine adequate Sprache ihre Geistesblitze ausdrücken?'''

LRN_PSIONICS
Psionik

LRN_PSIONICS_DESC
'''[[encyclopedia RESEARCH_TITLE]] cost is greatly reduced for empires that include a telepathic species.

Durch tiefe Einsicht oder künstliche Erweiterungen kann das Gehirn Fähigkeiten entwickeln, mit deren Hilfe es ohne Einschränkungen durch den physischen Körpers direkt mit dem umliegenden Universum interagieren kann. Kräfte wie z. B. Telepathie, Empathie, Hellsicht, Prescience, Psychokinese und Psychoenergese ersetzen banale biologische oder technische Alternativen. Die Anwendungen dieser Kräfte, u. a. Gedankenkontrolle, Persönlichkeitsveränderung und Besessen, haben eine tiefgreifende Bedeutung für die Beziehung zwischen begabten und unbegabten Wesen.'''

LRN_ARTIF_MINDS
Künstliches Bewusstsein

LRN_ARTIF_MINDS_DESC
'''Increases Target [[encyclopedia RESEARCH_TITLE]] on all planets by 2.

Während herkömmliche Computer nahezu unfassbare Intelligenz und Rechenfähigkeiten besitzen, fehlen ihnen entscheidende Qualitäten wie Selbsterkenntnis, Bewußtsein oder Gefühl. Auch wenn diese Züge schwer erfassbar bleiben, so können doch angemesse Nachbildungen hergestellt werden. Diese Erkenntnisse eröffnen ungeahnte Möglichkeiten in den kognitiven Wissenschaften und schaffen neue Metaparadigmen.

Nacent AIs can input all data discovered by active researchers into a single automatic data processing network, data can be analyzed and new data obtained by an entirely automated research facility. Each planet can contain such structures regardless of the population's occupations, giving a bonus to research on all worlds.'''

LRN_XENOARCH
Xenoarchäologie

XENOARCH_SHORT_DESC
Allows discoveries from Ruins

LRN_XENOARCH_DESC
'''Allows discoveries from [[special ANCIENT_RUINS_SPECIAL]].

Die gegenwärtigen Imperien, Rassen und Einzelsternzivilisationen sind nicht die ersten oder einzigen Wesen, die in dieser Galaxie gelebt haben. Überbleibsel, Ruinen und Gerüchte über die Alten finden sich auf verlassenen Planeten, leblosen Asteroiden oder treiben im leeren Weltraum. Der Fund und die Entzifferung solcher Hinweise bietet die Möglichkeit, alte Geheimnisse neu zu entdecken, von ihnen zu lernen oder auch vor altem Wissen gewarnt zu werden.

It is often exceedingly difficult and dangerous to decipher the clues left by ancient civilizations in the form of highly advanced technology. Mistreatment of the technology or accidental activation can cause the technology itself and/or the archaeologists extracting the technology to be lost. By containing the technology safely within a force field and probing its depths via non-local field manipulation, it is possible to safely recover and unlock the mysteries of ancient technology.'''

LRN_GRAVITONICS
Gravitonik

LRN_GRAVITONICS_DESC
Analog zum "Farbwechsel" in der Quantenchromodynamik existieren verschiedene Gravitonentypen. Durch Kombination des üblichen Anziehungskraftgravitons, des umgangssprachlichen "Antigravitons", "Rechtsgravitons" und "Linksgravitons" kann die Oberfläche der Raumzeit willkürlich gebogen und gedehnt werden. Diese Manipulation wird als Kontrolle über die Schwerkraft wahrgenommen und ermöglicht neue Gebäude, Techniken und Untersuchungen, die vorher selbst theoretisch undenkbar waren.

LRN_EVERYTHING
Die einheitliche Theorie

LRN_EVERYTHING_DESC
Frühe, naive Theorien beschreiben Teilmengen der vier fundamentalen Naturkräften: Elektromagnetismus, die starke und die schwache Kernkraft sowie die Gravitation. Ein vollständiges Bezugssystem, welches all diese Kräfte als Sonderfälle einer einzigen Wechselwirkung darstellen kann ist der heilige Gral der Wissenschaft. Diese Theorie beschreibt die ersten Momente des Universums, die verzerrtesten Tiefen einer Singularität, die engsten Windungen versteckter Dimensionen und das endgültige Schicksal des Kosmos. Und doch können immer noch Ebenen des Seins über das hinaus "existieren", was beobachtet werden und durch die Wissenschaft beschrieben werden kann...

LRN_FORCE_FIELD
Kraftfeldharmonik

LRN_FORCE_FIELD_DESC
'''Increases max [[encyclopedia SHIELDS_TITLE]] on all planets by 10 and unlocks basic ship shielding technology. [[encyclopedia SHIELDS_TITLE]] are generally much more expensive than armor, due to the technology needed to produce shielding fields, but shields provide a far stronger defense than armor. However, there can only be one active shield generator on a ship, so shield parts do not stack.

Wie in der Fourieranalyse des Schalls können Elektromagnetismus, starke und schwache Kraft als harmonische Quantenwellen - Überlagerungen von kraftvermittelnden Partikeln ausgedrückt werden. Durch ausgewählte Verstärkung dieser Harmonik können Kräfte willkürlich kontrolliert werden, um abzuschirmen, anzugreifen, einzudämmen oder zu unterstützen.'''

LRN_MIND_VOID
Der Geist der Leere

LRN_MIND_VOID_DESC
Wir sind nicht allein im Kosmos... aber könnte es noch mehr als das geben? Viele Kulturen besitzen Mythen, Legenden oder eine inbrünstige Überzeugung von der Existenz eines höheren Bewußtseins. Ob als liebender oder zorniger Gott, oder ein entfernter Beobachter, es besteht kein Zweifel, dass etwas, vielleicht das Universum selbst, auf irgend eine Art und Weise lebt, wacht, beobachtet.

LRN_TIME_MECH
Zeitmechanik

LRN_TIME_MECH_DESC
Was sind das "Jetzt", die "Zukunft" und die "Vergangenheit"? Das Zwillingsparadoxon der speziellen Relativitätstheorie oder das theoretische "Wurmloch" an seiner Stelle kann man Frühform der "Zeitreise" verstehen. Die direkte Manipulation der Raumzeit und des Zeitflusses erlauben es, diese Effekte nutzbar zu machen und zu verstärken. Eingriffe in die Zeit können die Vergangenheit des von uns wahrgenommenen Universums zwar nicht wahrnehmlich verändern, sie können jedoch Zeitalter komprimieren oder Augenblicke zu willkürlichen Längen ausdehnen; die Nutzung der Zeit ist also nur durch beschränktes Material und die eigene Geduld limitiert...

LRN_NDIM_SUBSPACE
N-Dimensionaler Subraum

LRN_NDIM_SUBSPACE_DESC
Frühe Superstringtheorien sprachen von 10, 11 oder 26-dimensionalen Universen, wobei alle anderen außer den 4 Makrodimensionen so sehr "verdrillt" sind, das sie nicht sichtbar sind. Diese und weitere Dimensionen können nun aufgedreht und geöffnet werden, neue Ebenen und Blasen geschaffen werden, die es zuvor nicht gab; die Oberfläche des Raums selbst kann gedehnt und durch Materie durchbrochen werden, hin zu Ebenen der Existenz, die zuvor unter der Oberfläche von unserer beschränkten Wahrnehmung verborgen lagen.

LRN_UNIF_CONC
Vereintes Bewusstsein

LRN_UNIF_CONC_DESC
'''By transferring the mind into cyberspace, thousands of minds can act as one, their actions perfectly unified and directed towards the good of the whole.

Telepathische Verständigung zwischen Individuen oder Gedanken-Maschine Schnittstellen erlauben nur einfachsten, trivialsten und oberflächlichsten Austausch von Ideen. Wirklich vereinte Gedanken arbeiten als ein einziges Bewußtsein mit den gesamten Fähigkeiten und Wissen seiner Einzelteile, wie ein neues, einzigartiges Wesen. Diese Verschmelzung bietet ein gewaltiges Potential, doch auch ein nicht unwesentliches Risiko, insofern dass sich eine Einheit nicht wieder lösen kann. Alternativ kann es auch sein, dass ein Geist die anderen dominiert, kontrolliert oder zerstört anstatt eine gleiche, harmonische Vereinigung zu formen.'''

LRN_QUANT_NET
Quantum Networking

LRN_QUANT_NET_DESC
'''Increases target [[encyclopedia RESEARCH_TITLE]] on all planets with the Research focus by 0.5 per Population.

A massive, empire-wide data network able to transfer information instantaneously between any two places, rather than via the lengthy and indirect path of Sternenstrassen. This advancement greatly facilitates research throughout the empire.

Every particle is inextricably connected on the quantum level to every particle with which it has previously interacted. Older mechanistic ideas about cause and effect do not apply on this level, and particles can "communicate" instantaneously across vast distances. When a thorough understanding of this phenomena is acquired, selective small-scale action-at-a-distance between any two points can be achieved instantaneously and outdated relativistic speed limits no longer apply to the transfer of information.'''

LRN_TRANSCEND
Transzendenz

LRN_TRANSCEND_DESC
Was ist ein Gott? Befasst sich ein Gott damit, ob er sich moralisch und wohlwollend oder böse und tyrannisch verhält? Behandelt ein Gott Sterbliche mit Sorgfalt und Liebe, Hass und Leid oder distanzierter Gleichgültigkeit? Ist ein Gott sich den unendlich vielen unbedeutenden Affären des physischen Universums bewußt, oder ist eine wahre Gottheit eine Entität fern jeder Beschreibung, das weder die Sterblichen verstehen, noch umgekehrt?

GRO_MEDICAL_PATH
Medizinische Pathologie

GRO_MEDICAL_PATH_DESC
'''Many diseases and injuries, or manifestations of the same disease or injury, can have very similar causes and symptoms, but very different ideal treatments. By treating each individual's illness according its specific manifestation rather than its general categorization, a general benefit to health can be obtained.
Treatment of diseases and injuries requires a thorough understanding of their causes. By studying the subtleties and intricacies of various ailments, it is possible to develop far more effective treatment methods.'''

GRO_PLANET_ECOL
Planetare Ökologie

GRO_PLANET_ECOL_DESC
Agrikultureller und medizinischer Fortschritt kann die Bevölkerungssterblichkeit drastisch reduzieren; daraufhin entwickelt sich ein zeitlich begrenztes hyperexponentielles Wachstum. Schliesslich ergeben sich durch die Flächenkapazität des Planeten und das Netzwerk des Lebens, das er versorgen muss, neue Grenzen für das Wachstum. Das Verständnis der natürlichen Ökologie und ihrer Reaktion auf Belastungen hilft dabei, sie zu erhalten, damit auch künftige Generationen ihre Vorzüge ausschöpfen können.

GRO_GENETIC_ENG
Gentechnik

GRO_GENETIC_ENG_DESC
Die genetische Palette ist so vielfältig wie die Lebensformen, von denen sie sich ableitet. Gene können entfernt, kopiert und wieder in ein Genom eingebracht werden; so können transgene Organismen mit Eigenschaftskombinationen geschaffen werden, die in der Natur zuvor nicht vorkamen. Außerdem können Gene vor ihrer Wiedereinbringung durch direkte Veränderung des Basenkodes modifiziert werden; so können völlig neue Gene erzeugt werden. Diese Methoden sind jedoch auf kleine Veränderungen von in der Forschung verfügbaren Genen beschränkt.

CON_ENV_ENCAPSUL
Umwelteindämmung

CON_ENV_ENCAPSUL_DESC
Ummantelte und versiegelte Räume zur Beherbergung eines bestimmten Lebensraums sind für Raumreisen, die Besiedelung gefährlicher Planeten oder die Erhaltung der natürlichen Vielfalt auf stark industrialisierten Welten unerlässlich. Die Aufrechterhaltung der erwünschten Bedingungen ist nicht so simpel, wie es erscheinen mag, da es in vielen Fällen keine äußere Quelle für reine Materialien oder Organismen gibt. Es ist daher notwendig, eine selbstständige Umwelt, oft ein ganzes Ökosystem, zu erschaffen, das fähig ist, seine Abfälle wieder zu verwerten und alle seine Bedürfnisse selbst zu decken.

GRO_SYMBIOTIC_BIO
Symbiotische Biologie

GRO_SYMBIOTIC_BIO_DESC
Durch die ersten domestizierten Tiere oder Agrarpflanzen lernen Gesellschaften die Vorteile symbiotischer Beziehungen mit anderen Spezies kennen. Später werden oft Bakterien oder natürliche Parasiten für medizinische Zwecke eingesetzt. Bei diesen Frühformen hat die dominante Spezies komplette Kontrolle über die Beziehung, bei der nur der "gezüchtete" Organismus seinem Besitzer dient. Wahre Symbiose liegt aber nur dann vor, wenn beide Organismen zusammen leben und das Schicksal des Einen vom Anderen abhängt, die Gesamtsumme größer ist als die Summe der Einzelteile.

GRO_GENETIC_MED
Genetische Medizin

GRO_GENETIC_MED_DESC
Traditionelle Gentherapie verändert den genetischen Kode und bringt ihn dann in den zu modifizierenden Organismus ein. Solche Methoden können auch bei gealterten Individuen angewandt werden. Das Ziel dieser Behandlung kann eine kosmetische oder anderweitig gewinnbringende Veränderung sein, aber auch eine korrektive, präventive oder zeitlich kritische medizinische Behandlung. Durch die Verkürzung der Zeit zwischen Anwendung und Ergebnis einer Behandlung von Generationen hin zu Monaten, Tagen oder Stunden erweitert sich die Zahl und das Ausmaß der Möglichkeiten für den Einsatz dieser Methoden.

GRO_LIFECYCLE_MAN
Lebenszyklusmanipulation

GRO_LIFECYCLE_MAN_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.

Die meisten komplexen Organismen durchschreiten während ihres Lebens physiologische Stadien, manchmal abgegrenzt durch Metamorphose oder auch kaum wahrnehmlich durch einen langsamen Altersprozess. In vielen Fällen sind eines oder mehrere dieser Stadien, zumindest zu einer gewissen Zeit, nützlicher und wünschenswerter als andere. Durch exakte Kontrolle hormonaler und mentaler Mechanismen wird es möglich, Lebensstadien drastisch zu verkürzen oder herauszuzögern, wodurch in einem Bruchteil des natürlichen Zeitrahmens voll entwickelte Individuen geschaffen werden können und die existierenden Individuen ihre Funktionalität niemals einbüßen und so praktisch unsterblich werden.'''

GRO_ADV_ECOMAN
Advanced Ecomanipulation

GRO_ADV_ECOMAN_DESC
Even in an artificial environment, weather patterns and natural ecological cycles can get out of control, causing large amounts of damage. By introducing stabilizing factors, incidents of destructive ecological forces in artificial environments can be reduced, allowing large-scale environmental modifications.

GRO_XENO_GENETICS
Xenogenetik

GRO_XENO_GENETICS_DESC
'''Increases the max population of Adequate & Poor planets by planet size; Tiny: +2, Small: +4, Medium: +6, Large: +8, Huge: +10, and Hostile planets by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.

The study of other life forms often exemplifies the weaknesses inherent in one's own species. By studying other life forms and using that knowledge to improve upon one's own genetic code, it is possible to develop many useful adaptations that would be otherwise impossible.

Der frühen Genetik sind durch die natürlich vorhandenen Organismen Grenzen gesetzt, da die Methoden der Gentechnik ausschliesslich auf ihnen basieren. Darüber hinaus ist die Genetik durch die physikalischen Mechanismen des genetischen Kodes wie seine Unterbringung, Veränderung und Ausdruck in erwachsenen Individuen limitiert. Durch den Vergleich sich entsprechender Systeme in unterschiedlichen Ökosystemen und ihren Organismen sind weitreichende Erkenntnisse möglich, die zu neuen Entwicklungen in den altbekannten genetischen Systemen Ansporn geben.'''

GRO_NANOTECH_MED
Nanomedizin

GRO_NANOTECH_MED_DESC
'''Pathogens, particularly prokaryotes, are vulnerable to disruption of their genetic material from within - that is, if it is possible to permeate the cell membrane or the protein coating, in the case of viral infections. By designing nanorobots capable of identifying and penetrating such pathogens, it would be possible to destroy them by completely deconstructing their genetic material.

Während genetische Modifikationen die Effekte unerwünschter oder schädlicher Mutationen rückgängig machen können, sind für die Behandlung größerer physikalischer Traumen und nicht-genetischer angeborener Defekte wirkliche physikalische Maßnahmen notwendig. Für diese Aufgaben kann Nanotechnologie eingesetzt werden, was zwei Vorteile mit sich bringt: die Korrektur kann ohne invasive Chirurgie mit den damit verbundenen Sekundärschäden und Risiken durchgeführt werden; außerdem wird die Vorbereitungszeit vor der Behandlung signifikant reduziert, da die benötigten Werkzeuge immer an Ort und Stelle und einsatzbereit sind.'''

GRO_ECO_METAMORPH
Ecological Metamorphosis

GRO_ECO_METAMORPH_DESC
Often, it is helpful to think of an ecosystem as a gigantic organism in and of itself, with predator-prey relationships acting as negative feedback loops, with newly introduced species acting as symbiotes or parasites, with populations acting as systems and individuals acting as cells. In this sense, every planet is alive, and as such, goes through various phases of "life". By manipulating these phases as one would in a biological organism, it would be possible to affect a planets environment with comparative ease and efficiency.

GRO_XENO_HYBRIDS
Xenohybridisierung

GRO_XENO_HYBRIDS_DESC
'''Increases the max population of Poor planets by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5, and Hostile Poor planets by planet size; Tiny: +2, Small: +4, Medium: +6, Large: +8, Huge: +10

Often, the native fauna of a planet are far better suited to a planet's environment than any colonists who would try to inhabit it. These adverse effects can include anything from weather patterns to the planet's size. Through xenological hybridization, a genetically adapted form of the colonizing species can be developed with the advantageous traits of the native fauna, thus allowing more of the planet to be inhabited.

Ganz gleich, wie umfassend das Verständnis für ein biologisches System ist oder wie geschickt es verbessert wurde, es wird immer durch sein innewohnendes Wesen eingeschränkt. Strukturen und grundlegende Physiologie können nur in den Grenzen der Biologie eines einzelnen Planeten verändert werden. Durch das Verständnis fremder Biologie können unterschiedliche Systeme vereint werden und so eine völlig neue hybride Biologie geschaffen werden, die bessere Fähigkeiten als ihre einzelnen Ursprünge besitzt.'''

GRO_NANO_CYBERNET
Nanokybernetik

GRO_NANO_CYBERNET_DESC
Der nächste Schritt nach der Anwendung von Nanotechnologie zur Heilung von Defekten oder Verletzungen ist, natürliche biochemische Systeme mit verbesserten, künstlichen Erweiterungen auszubauen oder sie ganz zu ersetzen. Statt verlorene Glieder nachzuzüchten oder beschädigte Organe zu reparieren, können solche Erweiterungen rasch und einfach neue Organe nachwachsen lassen. Antiquierte biologische Systeme, vom Muskelgewebe und Sehnen hin zu Organellen oder Enzymen, können ersetzt werden; das ermöglicht dem Organismus deutlich erhöhte Stärke, Ausdauer und Flexibilität.

GRO_TRANSORG_SENT
Trans-Organic Sentience

GRO_TRANSORG_SENT_DESC
Sentience as we know it is always observed as being inextricably tied to biological life. By grasping the true nature and origin of sentience itself, it would be possible to create conscious entities that could not possibly be classified as life as we know it.

GRO_ENERGY_META
Transmetabolismus

GRO_ENERGY_META_DESC
'''Increases max Fuel on all ships by 2, max [[encyclopedia DEFENSE_TITLE]] on all planets by 5, max [[encyclopedia SHIELDS_TITLE]] on all planets by 5, target [[encyclopedia INDUSTRY_TITLE]] on all planets with the Industry focus by 0.2 per Population, and target [[encyclopedia RESEARCH_TITLE]] on all planets with the Research focus by 0.5 per Population.

While transforming an entire population into beings of pure energy would be impractical, certain tasks are better suited to individuals able to manifest themselves non-corporeally. Ship's crews for example, would no longer have to waste space with crew quarters or rations storage. Beings with greater energy channeling abilities would be able to enhance planetary shields and defense, and resource production would be generally enhanced.

Die letzte Stufe der physischen Entwicklung ist, das Physische ein für allemal zu überschreiten. Ohne Körper können Individuen und die Gesellschaft sich völlig frei bewegen, entwickeln und leben, ohne unnötige Behinderung durch physische Einschränkungen des Körpers und ineffiziente Stoffwechselprozesse, die Energie für die Aufrechterhaltung der Homöostase verschwenden.'''

PRO_MICROGRAV_MAN
Mikrogravitationsproduktion

PRO_MICROGRAV_MAN_DESC
'''Increases [[encyclopedia INDUSTRY_TITLE]] by +5 on all Industry-focused colonies in system with an asteroid belt outposts or colonies. Additional claimed asteroid belts do not provide additional benefit.

Mineral resource extraction from sub-planetoid-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.

Die geringe Gravitation im niedrigen Orbit eines Planeten bietet großes Potential für einen neuartigen Aufbau für Fabriken, Ausrüstung und Techniken, die auf der Oberfläche des Planeten unmöglich wären. Feststoffe können mit minimalem Aufwand in Position gehalten werden. Flüssigkeiten und Gase treiben frei und werden nur durch die Oberflächenspannung verformt, sofern keine anderweitige Manipulation stattfindet. Die Fabrikmaschinerie kann optimal in drei Dimensionen arrangiert werden. Diese Bedingungen gewähren bei sinnvollem Einsatz einen deutlichen Anstieg der Produktion und dessen Effizienz.'''

PRO_CORE_MINE
Tiefenbergbau

PRO_CORE_MINE_DESC
'''Some sort of very aggressive mining goes here.

Der Druck und die Temperatur in Mantel und Kern terrestrischer Planeten erzeugt eine gewaltige Masse an Kristall- und Mineralverbindungen, die nur durch Vulkanismus an die Oberfläche gelangen. Die tieferen Atmosphärenschichten und Kernmaterialien von Gasplaneten enthalten noch exotischere Materialien und das in hohen Konzentrationen. Der Zugang zu den Materialien in diesen Regionen ist schwierig und riskant, aber im Vergleich zu traditionellen Oberflächenbergbau sehr vielversprechend.

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 and their effects, causes and signs is essential for large scale efficient mining operations.'''

PRO_ROBOTIC_PROD
Automatisierung

PRO_ROBOTIC_PROD_DESC
'''Increases target [[encyclopedia INDUSTRY_TITLE]] on all planets with the Industry focus by 0.1 per Population.

Exobots vereinen auf einzigartige Weise Formschönheit und Funktionalität. Es handelt sich dabei um Roboter, die nahezu jegliche Montagearbeit erledigen können, von Elektrotechnik hin zu weitreichenden Bauarbeiten. Sie lassen sich leicht in Massen herstellen und können hervorragend in Kolonien einsetzen, die nicht die Infrastruktur und Arbeitskräfte für spezialisierte Fabriken besitzen. Jede Kolonie erhält einen Standartsatz Exobots, welche die frühe Entwicklung der Kolonie maßgeblich beschleunigen.

Obwohl das erste grundsätzliche Design von Produkten und der Aufbau von Fabriken noch aktiv überwacht werden muss, werden durch den Abzug von Arbeitern aus der Produktion viele Flaschenhälse beseitigt. Roboter arbeiten durchgehend und haben keine ständig steigenden Lohnansprüche. Sie sind besser für gefährliche Arbeitsbedingungen geeignet und brauchen keinen zusätzlichen Wohnraum außerhalb der Fabrik. Die ihnen zugewiesenen Aufgaben führen Roboter fehlerlos aus, zumindest aber so gut, wie sie instruiert wurden.'''

PRO_EXOBOTS
Exobots
PRO_EXOBOTS_DESC
Allows the construction of Exobots optimized for industry on hostile planets.

PRO_RAPID_EXO_PROD
Rapid Exobot Production

PRO_RAPID_EXO_PROD_DESC
Allows more exobots.

PRO_FUSION_GEN
Kernfusion

PRO_FUSION_GEN_DESC
'''Increases target [[encyclopedia INDUSTRY_TITLE]] on planets with the Industry focus by 0.2 per Population.

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.

Explosive beziehungsweise unkontrollierte thermonukleare Reaktionen sind recht einfach auszulösen, von kleinen taktischen Sprengköpfen hin zu unvorstellbaren stellaren Höllenfeuern. Kontrollierbare, stabile und in der Praxis einsetzbare Energieerzeugung ist um einiges schwieriger zu erreichen. Die Kontrolle des Fusionsprozesses bleibt nichtsdestotrotz erstrebenswert, da er nahezu unbegrenzt Energie erzeugt und eventuell keine Abfallprodukte anfallen.'''

PRO_NANOTECH_PROD
Nanotechnische Produktion

PRO_NANOTECH_PROD_DESC
Traditionelle Produktionstechniken sind durch die Größe und Form der verwendeten Werkzeuge eingeschränkt. Wenn ein Produkt seine Form annimmt, verhindern seine äußeren Schichten den direkten Zugang und die Manipulation der inneren Strukturen, wodurch eine umständliche und ineffiziente Anpassung der Produktionsreihenfolge notwendig wird. Außerdem müssen die einzelnen Komponenten eines größeren Produkts sorgfältig geformt und zusammengesetzt werden, um sicherzustellen, dass sie wie vorgesehen arbeiten. Durch den Einsatz von Nanotechnologie kann ein Produkt in einem Schritt direkt aus den Rohstoffen hergestellt werden; so wird die Effizienz und die Produktionsgeschwindigkeit drastisch erhöht.

PRO_ORBITAL_GEN
Orbitale Stromerzeugung

PRO_ORBITAL_GEN_DESC
'''Once troublesome gravity well problems are overcome, gas giants offer a unique opportunity to harvest usable energy quickly and efficiently. Methods which take advantage of the high density atmosphere and belt-zone circulation allow a significant amount of energy to be easily accrued and transported for use in nearby planets.

Der niedrige Orbit von Himmelskörpern ermöglicht in der Energieerzeugung im Vergleich zur Oberfläche eines Planeten zahlreiche Vorteile, wie zum Beispiel direkte Bestrahlung durch die Sonne ohne Abschwächung durch die Atmosphäre, sowie die Möglichkeit deutlich größerer Gebäude zur Energiekollektion, die bei Mikrogravitation errichtet werden können. Die erzeugte Energie kann im Orbit eingesetzt werden oder zur Versorgung der Industrie auf die Oberfläche des Planeten hinabgesendet werden. Im Orbit stehen außerdem neue Methoden der Energieumwandlung zur Verfügung, unter anderem planetare Magnetfeldkopplung, Orbitbewegungsaustausch und Reibungshitze mit der planetaren Atmosphäre, die für spezielle Anwendungen einen unschätzbaren Nutzen besitzen.'''

PRO_SENTIENT_AUTOMATION
KI - Automatisierung

PRO_SENTIENT_AUTOMATION_DESC
'''Increases target [[encyclopedia INDUSTRY_TITLE]] on all planets by 5.

By producing automated factories that operate without direct supervision, it is possible to increase industrial output in an entirely automated facility. These factories can be built and maintained on any planet, regardless of focus, providing a bonus to industry on all worlds.

Mit zunehmender Automatisierung in der Produktion wird die Maschinerie fähig, sich ohne äußeren Einfluss selbst zu replizieren und in Stand zu halten; sie benötigt nur entsprechende Rohstoffe und eine Vorgabe, welches Produkt hergestellt werden soll. Unter der Kontrolle einer künstlichen Intelligenz kann das gesamte System lernen, planen, reagieren und sich autonom anpassen, und das ohne die lästige Ineffizienz, die durch die Unterbringung und Anstellung von Arbeitern entsteht.'''

PRO_INTSTEL_COPRO
Interstellare Koproduktion

PRO_INTSTEL_COPRO_DESC
Traditionelle Produktionsmethoden müssen sich aufgrund logistischer Probleme selbst versorgen und sind daher beschränkt. Später wird durch die regionale Zusammenarbeit auf Planeten ein gewisser Grad an Spezialisierung möglich; jede Fabrik stellt nur einige Teile oder ein Subsystem her, so dass das ganze System von konzentrierter Fachkompetenz profitiert. Dieses Konzept kann auf den galaktischen Größenmaßstab übertragen werden; individuelle Planeten oder ganze Systeme dienen dann als eine einzige, spezialisierte Einrichtung. Die logistischen Schwierigkeiten, die diesem Paradigma innewohnen, ähneln denen des planetaren Maßstabs; Nutzen und Nachteile sind im gleichen Maß vergrößert.

PRO_NDIM_ASSMB
N-Dimensionale Montage

PRO_NDIM_ASSMB_DESC
''' Unlocks the Hyperspatial Dam

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.

Die Geometrie des physikalischen Raums hat schon immer die Montage von Objekten in diesem Raum behindert. Objekte können sich nicht am gleichen Ort befinden und Volumen nicht gleichzeitig offen und geschlossen vorliegen, wenn sich ihre Existenz auf drei Dimensionen beschränkt. Mit dem Überschreiten dieser Grenzen können störende Objektteile in Taschendimensionen und somit aus dem Weg gefaltet werden; kontinuierliche Linien können an Massen vorbeigeleitet werden, indem man "von der Achse" abweicht. Ähnliche Methoden werden auch angewandt, um niederdimensionale Objekte in Konfigurationen zu arrangieren, die ohne höherdimensionale Montagewege unmöglich wären.'''

PRO_SINGULAR_GEN
Singularitätskonstruktion

PRO_SINGULAR_GEN_DESC
'''Harnessing energy from a black hole is significantly more dangerous than harnessing energy from a regular star, but also has potential for significantly greater gains. By building a generator designed to tap into the energy of particle-antiparticle collisions on the event horizon of a singularity, tremendous benefits to industry may be obtained.

Wenn Materie durch eine intensive Raumzeitkrümmung oder ein Gravitationsfeld zu einer Singularität hingezogen wird, formt sie eine Gasscheibe, die sich stark erhitzt und komprimiert wird. Die Scheibe sendet eine hochenergetische Strahlung aus, die aufgefangen und zur Energiegewinnung verwandt werden kann. Der Ereignishorizont der Singularität sendet ebenfalls eine Strahlung aus, die durch die Vernichtung von Partikel-Antipartikelpaaren, die sich in der Nähe des Ereignishorizontes bilden, entsteht. Diese Variante der Energieerzeugung ist wesentlich heikler und instabiler als die aus der Strahlung der Gasscheibe, aber erzeugt auch deutlich mehr Energie.'''

PRO_ZERO_GEN
Nullpunktenergie

PRO_ZERO_GEN_DESC
'''Jede Methode der Energieerzeugung, die eine materielle Treibstoffzufuhr verwendet, wird durch das relativistische Masse-Energie Verhältnis begrenzt: selbst bei perfekter Effizienz kann nicht mehr Energie erzeugt werden, als Masse verbraucht wird. Indem man die dem Vakuum innewohnende Energie, d. h. die Nullpunktenergie, anzapft, wird eine wirklich unerschöpfliche Quelle verfügbar. Das Ausmaß der Energiegewinnung ist theoretisch unbegrenzt; einzige Einschränkung sind die verfügbaren Mittel zur Nutzung dieser Quelle.

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.

Previous production 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 supplied materials, be they prefabricated subsections, or raw minerals. By converting pure energy directly into the desired material object, the need for supplied materials such as minerals or food can become greatly reduced in times of necessity.'''

PRO_NEUTRONIUM_EXTRACTION
Neutronium Extraktion

PRO_NEUTRONIUM_EXTRACTION_DESC
Der Kern eines Neutronensterns besteht aus degenerierter Neutronen Materie, die durch die Schwerkraft zu einer Dichte komprimiert wurde, die weit größer als die der schwersten gewöhnlichen Materie ist. Dieses exotische Material hat vielfältige Anwendungen, sobald es erst aus dem Stern extrahiert wurde. Sie erlaubt die Produktion von sonst unmöglichen Stukturen und Schiffsteilen.

CON_ARCH_PSYCH
Psychologische Architektur

CON_ARCH_PSYCH_DESC
Die Form eines Gebäudes oder Wohnraums sollte sich nicht nur an den physikalischen Einschränkungen der Baumaterialien orientieren; der psychologische Effekt auf einen Bewohner innen oder einen Betracher außen ist das, was einen Entwurf erfolgreich macht, und nicht die Stärke einer Mauer oder die Festigkeit eines Fundaments.

CON_INFRA_ECOL
Infrastrukturökologie

CON_INFRA_ECOL_DESC
'''Increases Sternenstrasse Schnelligkeit of your ships by 20 when they are within 50 uus of a controlled planet.

Der grundlegende Aufbau einer neu errichteten planetaren Kolonie scheint sich gänzlich nach dem Willen der Kolonisten zu richten und die Arbeitsweise der Kolonie einzig von ihrem festgelegten Design abzuhängen. Tatsächlich sind es aber die Überlebensumstände des Planeten, auf dem die Kolonie errichtet wurde, die das Fundament der neuen Infrastruktur bilden und oft einen integralen Bestandteil ihrer Funktionsweise darstellen. Das Verständnis der Interaktion zwischen natürlichen und künstlichen Komponenten und der Grenzen der Rohstoffe eines Ökosystems sind für die Entwicklung einer optimalen und unterhaltbaren Infrastruktur jeder Kolonie unabdingbar.'''

CON_ORGANIC_STRC
Organische Gebäude

CON_ORGANIC_STRC_DESC
'''Gebäude aus unbelebten Materialien sind funktional und gelegentlich auch elegant, und Gebäude aus organischen, aber toten Materialien sind oft simpel und günstig. Wirklich lebendige Gebäude dagegen können ohne weitere Arbeit in ihre schlussendliche Form aufgezogen werden und sich außerdem im Falle einer Beschädigung zu einem gewissen Grad selbst wieder in Stand setzen. Sie können außerdem die Bedingungen in ihren inneren Räumen regulieren oder sich während ihres Heranwachsens und auch danach an veränderliche Umweltbedingungen nach Bedarf anpassen.

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_METRO_INFRA
Metroplex Infrastruktur

CON_METRO_INFRA_DESC
'''Increases [[encyclopedia INFRASTRUCTURE_TITLE]] by 10. Cannot improve a planet with the [[special TUNNELS_SPECIAL]] or [[special TECTONIC_INSTABILITY_SPECIAL]] special.

Wenn die gesamte Oberfläche einer Welt bebaut ist, muss die weitere Entwicklung über- und unterhalb der bestehenden Gebäude stattfinden. Die Stabilität untergrabener oder überbauter Gebäude muss gewährleistet sein; Versorgungs- und Transportwege müssen hinsichtlich steigender Bevölkerungsdichten überdacht werden. Desweiteren müssen neuartige stilistische und funktionale Aspekte bedacht werden, um sicherzustellen, dass die neuen Ebenen auch mit den alten im Gesamtbild zusammenpassen.'''

CON_ARCH_MONOFILS
Monofilamentarchitektur

CON_ARCH_MONOFILS_DESC
Praktisch unzerbrechliche Einzelkristallfilamente, die im Durchmesser nur wenige Atome messen, können die Dauerhaftigkeit und Kostengünstigkeit traditioneller Baumethoden verbessern. Die Fähigkeit, diese stärker belastbaren Materialien in vorher unmögliche Anordnungen anzubringen, eröffnet völlig neue Möglichkeiten. Leichte und zugleich zugfeste Filamente finden besondere Verwendung in großen orbitalen oder von der Oberfläche in den Orbit reichenden Gebäuden, bei denen die Veränderung der Schwerkraft entlang der Achse zuvor sehr hinderlich waren.

CON_ASYMP_MATS
Asymptotische Materialien

CON_ASYMP_MATS_DESC
Sobald gewisse Leistungsgrenzen überschritten werden, wird die relative Messung der physikalischen Eigenschaften von Materialien außer auf exponentiellen oder logarithmischen Skalen unhandlich. Genau wie bei der Supraleitfähigkeit in der Elektronik werden die Zugstärke, Härte, Dichte, Elastizität, der Refraktionsindex und andere mechanische Eigenschaften von Materialien praktisch grenzenlos kontrollierbar. Durch die Beseitigung aller vorigen Hindernisse öffnen sich neue Möglichkeiten für Gebäude, so dass sie im gleichen Maße wie der Fortschritt der Materialtechnik verbessert werden können.

CON_FRC_ENRG_STRC
Force-Energy Structures

CON_FRC_ENRG_STRC_DESC
'''Increases the growth of resource meters below target value to 3 per turn, and the decay of resource meters above target value to 5 per turn.

The flexibility and versatility of force-energy structures permits a colonies buildings to be more easily re-tooled to suit new purposes, increasing the rate at which focus changes can take effect.

Wenn Kräfte und Energie so manipuliert werden können, dass sie dieselbe Funktionalität wie feste Oberflächen besitzen, gibt es keinen entscheidenden Grund dafür, physikalische Materialien zur Konstruktion von Gebäuden einzusetzen. Gebäude aus purer Energie haben zahlreiche Vorteile, wie z. B. einfacher Umbau, Widerstandsfähigkeit, Transportabilität und neuartige Designmöglichkeiten.'''

CON_CONTGRAV_ARCH
Schwerkraftarchitektur

CON_CONTGRAV_ARCH_DESC
'''Increases the [[encyclopedia SUPPLY_TITLE]] line range of all colonies and outposts by 1.

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.

Durch die perfekte Kontrolle der Orientierung und Stärke der Gravitationskraft, die auf und innerhalb eines Gebäudes wirken, können Bauten so gestaltet werden, dass sie gleichzeitig die Freiheiten der Schwerelosigkeit und den Nutzen eines definierten Oben und Unten besitzen. Das Gebäude selbst und seine Räume können jede Form im Raum einnehmen, sich über große Längen erstrecken, um sich selbst winden und willkürliche Verbindungen herstellen. Die Räume können einen nützlichen direktionalen Drift enthalten, der sich etwas oder auch völlig von den direkt angrenzender Bereichen unterscheiden kann. Eine solche Vielseitigkeit bietet ganz neue Möglichkeiten für soziale, produktive oder anderweitige Zwecke.'''

CON_GAL_INFRA
Galaktische Infrastruktur

CON_GAL_INFRA_DESC
'''Increases the [[encyclopedia SUPPLY_TITLE]] line range of all colonies and outposts by 1.

The consistent and effective transportation of resources over large interstellar distances requires laborious planning, and is complicated by numerous factors such as the presence of space monsters, enemy empires and dangerous interstellar phenomena. By utilizing integrated galactic infrastructure, the fluid deployment of resources between advanced and developing colonies can be achieved, and solutions can be found to particularly troubling logistical problems.

Der Zusammenschluss und die Entwicklung der Infrastrukturen sehr produktiver Welten in ein vereintes, Galaxis-weites Netzwerk ist eine der größten logistischen Herausforderungen überhaupt. Das fertige System schliesst die verbundenen Welten zu einer Einheit zusammen. Gemeinsame Transport-, Wohnwesen-, Instandhaltungs- und Bauwerkzeuge können dort, wo sie optimal zur Rohstoffverwertung oder Adaption eingesetzt werden können, zur Verfügung gestellt werden.'''

CON_ART_HEAVENLY
Künstliche Himmelskörper

CON_ART_HEAVENLY_DESC
Ab der Masse eines kleinen Mondes wird es schwierig, ein Objekt als "Gebäude", "Raumstation" oder "Schiff" zu bezeichnen. In dieser Größenordnung handelt es sich eher um einen Himmelskörper; seine Gravitation bewirkt orbitale Bewegungen, es kann sich auf seiner Oberfläche eine dünne Atmosphäre ausbilden und er kann von kleineren Strukturen umkreist werden. Auf noch größeren Skalen können ganze Planeten (um-)gebaut werden; selbst neue Sterne können geformt und entzündet werden und künden dem Universum die Macht und Bestimmtheit seiner Schöpfer.

CON_TRANS_ARCH
Transzendente Architektur

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

Der Inbegriff von Design vereint optimale Funktionalität mit Formschönheit. Eine transzendiertes Gebäude erweitert und inspiriert die Gedanken seiner Bewohner oder Betrachter - durch seine Form, Platzierung, Substanz und Integration, ob durch überwältige Größe, perfekte Hervorhebung einer Idee, Sichtweise oder das Fehlen einer solchen, oder durch bloße Einfachheit und Zweckdienlichkeit.'''

CON_ORBITAL_HAB
Orbital Habitation

CON_ORBITAL_HAB_DESC
'''Increases Population capacity by planet size on all habitable planets; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.'''

CON_NDIM_STRC
N-Dimensionale Gebäude

CON_NDIM_STRC_DESC
'''Increases Population capacity by planet size on all habitable planets; Tiny: +2, Small: +4, Medium: +6, Large: +8, Huge: +10.

The primary limiting factors on a planets population capacity are environmental desirability and space. By phasing basic infrastructure development into multiple dimensions, spatial limitations are all but eliminated, and under ideal environmental conditions, the maximum population of a planet can be greatly increased.

Von allen bizzaren Kunststücken der angewandten Physik hat die Fähigkeit, den Raum in sich selbst zu falten, den direktesten und tiefgreifendsten Einfluss auf die Form und das Design von Gebäuden. Das Potential ist endlos, und das wortwörtlich: Flure biegen sich zurück an ihren Beginn oder werden so verdreht, dass ihre Decke der Boden wird. Darüber hinaus löst sich das Konzept des Städtewachstums in Wohlgefallen auf, da eine beliebige Anzahl Personen in einem willkürlich kleinen Volumen untergebracht werden können, sicher in einer angrenzenden Existenzebene untergebracht.'''

SHP_GAL_EXPLO
Galaktische Erkundung

SHP_GAL_EXPLO_DESC
Die Entdeckung von Interstellaren Reisen mittels Sternenstraßen leitet eine neue Ära der Entwicklung der Gesellschaft ein. Alte politsche Plänkeleien zwischen Splittergruppen verlieren ihre Bedeutung, wenn die gesamte Zivilisation mit dem unbegrenzten Potential der Sterne konfrontiert ist ... für Wachstum und Wohlstand, oder die totale Vernichtung.

SHP_SPACE_TACTICS
Raumtaktik

SHP_SPACE_TACTICS_DESC
Kämpfe in minimaler Schwerkraft und Vakuum benötigen spezialisierte Waffen und Verteidigungssysteme, und eine durchdachte Taktik wie man sie einsetzen kann.

SHP_INTSTEL_LOG
Interstellar Logistics

SHP_INTSTEL_LOG_DESC
'''Unlocks the Logistics focus setting, which increases the [[encyclopedia SUPPLY_TITLE]] meter of planets by an amount equal to one half the planet's population.

Effectively supplying ships, ordering general fleet movement and even organizing the movement of specific ships in battle requires a complex understanding of navigation and detection, and of methods of information acquisition.'''

SHP_MIL_ROBO_CONT
Military Robotic Control

SHP_MIL_ROBO_CONT_DESC
Robotic control can be used effectively for tasks such as mining and industry; the natural extension of this concept is to develop military robotic equipment capable of independently operating a starship. This would allow greater versatility in design, as the necessity for bulky life-support systems would be removed. Hulls produced with such technology could also perform dangerous repairs without thought for the safety and biological limitations of living engineers.

SHP_SPACE_FLUX_DRIVE
Spatial Flux Drive

SHP_SPACE_FLUX_DRIVE_DESC
Ordinarily, propulsion in space is limited to either propellant or field propulsion. On relatively small scales however, it is possible to propel an object in space much like one could in water: by pushing backwards the medium in which the object is immersed. This requires the manipulation of space itself whereby the smallest units of space are collapsed, forcing the matter they once contained into adjacent units of space. This method of propulsion is very efficient, but dangerous on larger scales and easily detectable due to the dimensional effects.

SHP_CONTGRAV_MAINT
Contra-Gravitational Maintenance

SHP_CONTGRAV_MAINT_DESC
When the mass of the ship surpasses a certain threshold, it becomes necessary to consider the gravitational stresses on vital architectural points in the ship's structure. These points will be unable to withstand the gravitational stresses and collapse, destroying the vessel. This necessitates nearly constant maintenance of these points to avoid total structural failure.

SHP_NANOROBO_MAINT
Nano-Robotic Maintenance

SHP_NANOROBO_MAINT_DESC
Just as nanorobots can be used for production, so also can they be used for maintenance. A hull with a complement of centrally organized nanite engineers would be able to rapidly repair damage, even during combat. Such machines would have great difficulty distinguishing organic beings from a part of the hull in need of repair however, and as such this concept could only be applied to automated hulls.

SHP_MASSPROP_SPEC
Mass-Propulsion Specialization

SHP_MASSPROP_SPEC_DESC
Traditional propulsion devices operate well on objects of relatively low mass. However, when the mass of a ship approaches that of a small moon, ordinary methods of propulsion are very clumsy and require tremendous amounts of energy. A new approach to propulsion, taking into account the size of the object in question as a fundamental aspect of the system, could allow such vessels to have useful mobility.

SHP_TRANSSPACE_DRIVE
Trans-Spatial Drive

SHP_TRANSSPACE_DRIVE_DESC
Even when spatial dimensions are skewed by relativistic effects, an object generally has constant space-time characteristics. By creating a device which alters the characteristics of space-time itself using quasi-relativistic effects, it would be possible to create a fast, stealthy method of propulsion. 

SHP_MIDCOMB_LOG
Mid-Combat Logistics

SHP_MIDCOMB_LOG_DESC
When interstellar fleets are in regular, commonplace use, the transfer of personnel and materiel in the absence of enemy ships is a relatively trivial task. In combat however, when such transfers could potentially have great tactical merit, there is great difficulty with the coordinational aspects of logistics due to the possibility of sudden changes in the tactical scenario. By using a single mobile command station, it is possible to organize and enact logistic patterns in the midst of combat.

SHP_ASTEROID_HULLS
Asteroid Hulls

SHP_ASTEROID_HULLS_DESC
Rather than constructing a hull from scratch, it is far easier to take a pre-existing space-borne object and adapt it to fill the role of a ship's hull. Not only would such ships be very inexpensive to produce, but they would also be able to avoid detection by enemy ships by hiding amongst other asteroids.

SHP_ASTEROID_REFORM
Asteroid Reformation

SHP_ASTEROID_REFORM_DESC
Through advanced processing of asteroid bodies rock armor can be produced which is as cheap as but more durable than lead armor plating.

SHP_MONOMOLEC_LATTICE
Monomolecular Latticing

SHP_MONOMOLEC_LATTICE_DESC
Asteroid Hulls can be reinforced and armor plated, but the fact remains that the basic substance of which most asteroids are primarily composed is of lesser strength than most modern alloys. However, if the molecular structure of the rock itself were to be rearranged into a crystal lattice, its strength could be increased tremendously, allowing the production of asteroid hulls of previously impossible strengths.

SHP_MULTICELL_CAST
Multi-Cellular Casting

SHP_MULTICELL_CAST_DESC
Even when it is inert, organic material is much more versatile than standard materials. A non-living multi-cellular ship would provide some of the advantages of organic materials without the customary nuisances of organic life.

SHP_DOMESTIC_MONSTER
Domesticated Mega-Fauna

SHP_DOMESTIC_MONSTER_DESC
'''Though huge and alien the time-tested arts of domestication can also be applied to the space monsters that travel the Sternenstrassen. Building Colonies or Outposts at monster nests will enable the raising of domesticated monsters.'''

SHP_ENDOCRINE_SYSTEMS
Mega-Fauna Endocrine Systems

SHP_ENDOCRINE_SYSTEMS_DESC
The study of space-faring organisms' endocrine systems allows for the expansion of organic ships' internal structures.  

SHP_HAB_MEGAFAUN
Habitable Mega-Fauna

SHP_HAB_MEGAFAUN_DESC
It is generally uncommon to find comfortable living conditions within a gigantic space monster. This is exactly what must exist within an organic hull however, if it is to be adequately controlled from within. The development of massive, habitable creatures opens up numerous possibilities for ship design.

SHP_MONOCELL_EXP
Mono-Cellular Expansion

SHP_MONOCELL_EXP_DESC
Multi-cellular organisms tend to have longer life spans than single celled organisms due to specialization and interdependency. However, with the appropriate technological refinements, these aspects of multi-cellular life can be applied to a massive mono-cellular organism, allowing it to have practical functionality in combat.

SHP_CONT_SYMB
Contrived Symbiosis

SHP_CONT_SYMB_DESC
Any ship's hull is in a symbiotic relationship with its makers in that they bring it into being and sustain it, and it performs its desired functions. However, this is a purely behavioral type of symbiosis. Through careful planning and design, an organic ship can be made to have a biological symbiotic relationship with its crew, each providing the other with the essentials of life.

SHP_CONT_BIOADAPT
Controlled Ravenous Bioadaption

SHP_CONT_BIOADAPT_DESC
It is very difficult to predict the actions of a living being to any useful degree of certainty without having an intimate understanding of its behavioral patterns. By placing a life form under harshly competitive developmental conditions, its behavioral patterns can be manipulated, strengthened and effectively utilized in war.

SHP_BIOADAPTIVE_SPEC
Bio-Neural Specialization

SHP_BIOADAPTIVE_SPEC_DESC
As a species evolves mental capabilities, the individuals whose minds are not perfectly attuned to the needs of their bodies cannot compete with those whose minds are perfectly specialized for their bodies. Thus, all evolved life forms have nearly ideal mental development for their type of body. There are no such guarantees for artificial life forms however, and often the true potential of such a being is unrealized due to subtle incompatibilities between mind and body. By specializing the organism's neural patterns to conform to its body type, these incompatibilities can be eliminated.

SHP_FRC_ENRG_COMP
Kraft-Energie Kompression

SHP_FRC_ENRG_COMP_DESC
Typically, the manipulation of energy requires it to be in the form of matter so that potential energy can be stored as desired and released on demand. Matter converted to pure energy stored in the fabric of space-time itself would be more versatile than any material substance, but impossible to contain without advanced force-field technology.

SHP_QUANT_ENRG_MAG
Quantum Energy Magnification

SHP_QUANT_ENRG_MAG_DESC
'''This hull magnifies quantum energy fluctuations to increase its own power. It has seven external slots and three internal slots. Speed and structure are very high, but [[encyclopedia STEALTH_TITLE]] is very low. This hull requires a very great deal of energy to construct and can only be build at a system with a star of type Blue or Black Hole.

Due to quantum uncertainty, it is possible for a particle to arbitrarily gain a small amount of energy or for new particles to temporarily enter existence. By detecting and magnifying these fluctuations in quantum energy, it would be possible to tremendously increase the capabilities of an energy hull.'''

SHP_ENRG_BOUND_MAN
Energy Boundary Manipulation

SHP_ENRG_BOUND_MAN_DESC
'''Whether constructed, grown, or adapted from a pre-existing structure, ships composed of matter must have a logical and co-ordinated structure to allow even basic utility. Pure energy however, has no such restrictions. This allows a pure energy hull to take on any form whatsoever, however impractical it would be from a material standpoint.

This hull, while small, has a fractal surface which allows many more parts to be mounted than would be possible on a smoother hull. It has twenty-seven external slots, but no internal slots. [[encyclopedia STEALTH_TITLE]] is very low, but structure and speed are average. This hull requires a very great deal of energy to construct and can only be built at a system with a star of type Blue or Black Hole.'''
SHP_SOLAR_CONT
Solar Containment

SHP_SOLAR_CONT_DESC
'''A hull constructed from pure energy, while far more versatile than a solid hull, has a disadvantage in that it is unable to harness the potential energy of material objects. If, however, it were made possible to contain a hull composed not of pure energy, but of super-heated gases constantly undergoing a self-sustaining fusion reaction, the limitations of both pure energy and solid matter could be avoided.

This mighty flagship is essentially a miniature sun, and as such is a great source of both fuel and visibility. All accompanying friendly ships completely recover fuel between combat, and all enemy ships in the vicinity receive a penalty to [[encyclopedia STEALTH_TITLE]]. This hull has eighteen external slots and nine internal slots - a far greater internal capacity than any other hull. Structure is extremely high, but speed and [[encyclopedia STEALTH_TITLE]] are very low. However, this ship has the ability to enter a star and hide, giving it perfect [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with a star of type other than Black Hole or Neutron, and in combat, when it is hiding inside such a star. This ship requires a tremendous amount of energy to construct and must harness energy from particle-antiparticle collisions on the event horizon of a Black Hole in its formation.'''

SPY_ROOT_DECEPTION
Täuschung
SPY_ROOT_DECEPTION_DESC
'''The art of deception is not natural to every species, but the ability to hide the truth can be most useful.'''


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####          T E C H   A P P L I C A T I O N S          ####
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VICTORY_SHORT_DESC
Bringt den Sieg!

DOES_NOTHING_SHORT_DESC
Nutzlos: Tut nichts

SHIP_PART_UNLOCK_SHORT_DESC
Schaltet Schiffsteile frei

SHIP_WEAPON_UNLOCK_SHORT_DESC
Schaltet Schiffsbewaffnung frei

SHIP_HULL_UNLOCK_SHORT_DESC
Schaltet Schiffsrumpf frei

BUILDING_UNLOCK_SHORT_DESC
Schaltet Gebäude frei

RESEARCH_SHORT_DESC
Verbessert Forschung

MINING_SHORT_DESC
Verbessert Bergbau

INDUSTRY_SHORT_DESC
Verbessert Industrie

TRADE_SHORT_DESC
Verbessert Handel

CONSTRUCTION_SHORT_DESC
Verbessert Infrastruktur

SUPPLY_SHORT_DESC
Verbessert Versorgung

DEFENSE_SHORT_DESC
Verbessert Planetenverteidigung

TROOPS_SHORT_DESC
Erhöht Truppen

METER_GROWTH_SHORT_DESC
Improves Meter Growth

POPULATION_SHORT_DESC
Erhöht Planetare Bevölkerung

HEALTH_SHORT_DESC
Verbessert Gesundheit

STRUCTURE_SHORT_DESC
Verbessert Struktur

FLEET_RANGE_DESC
Verbessert Flottenversorgung

SHIP_REPAIR_DESC
Repariert Schiffe

SHIELD_SHORT_DESC
Verbessert Schilder

STEALTH_SHORT_DESC
Verbessert Tarnung

DETECTION_SHORT_DESC
Verbessert Erkennung

PLANET_PROTECT_SHORT_DESC
Schützt Planeten

VARIOUS_SHORT_DESC
Verbessert verschiedene Sachen

PENALTY_ELIMINATE_SHORT_DESC
Eliminates Penalties

GAME_MAKE_WORK_SHORT_DESC
Makes the Game Work

TAME_MONSTER_SHORT_DESC
Tames Space Monsters

EXOBOT_SHORT_DESC
Builds Exobot Citizens

STARLANE_SPEED_SHORT_DESC
Steigert die Sternenstrassegeschwindigkeit

CON_ORBITAL_CON
Orbitale Konstruktion

CON_ORBITAL_CON_DESC
'''Increases the [[encyclopedia SUPPLY_TITLE]] line range of all colonies and outposts by 1.

Auf einem Planeten gibt es immer die festgelegte Referenzrichtung "hoch"; bei Mikrogravitation dagegen ist diese beliebig. Dieser einfache Unterschied hat eine Vielzahl von Konsequenzen für die errichtbaren Gebäudetypen und wie sie den Raum, die Materialien und die Energie in ihrem jeweiligen Umfeld optimal ausnutzen. Außerdem muss die Inneneinrichtung von Räumen im Orbit neu durchdacht werden. Obwohl es attraktiv erscheint, ein vollkommen neues und vom planetaren Stil unabhängiges Innendesign zu entwerfen, werden diese Räume anfänglich hauptsächlich von Personen verwandt, die an die Oberfläche von Planeten gewohnt und angepasst sind. Ein stufenweiser Übergang vom alten zum neuen Innendesign ist daher wahrscheinlich effizienter als ein abrupter Wechsel.'''

CON_SUBTER_CONST
Unterirdische Konstruktion

CON_SUBTER_CONST_DESC
'''Erhöht die [[encyclopedia INFRASTRUCTURE_TITLE]] um 10. Diese Technologie kann Planeten mit den Besonderheiten [[special TUNNELS_SPECIAL]] oder [[special TECTONIC_INSTABILITY_SPECIAL]] verbessern.

Wenn der Platz knapp wird, ist die Fähigkeit abwärts oder aufwärts zu bauen ein unschätzbarer Vorteil. So können ganze unterirdische Städte und Anlagen errichtet und gewartet werden, wie es auch möglich wird planetenweite unterirdische Transportwege aufzubauen.'''

CON_CONC_CAMP
Concentration Camps

CON_CONC_CAMP_DESC
Typically, when forced to work to death, citizens will put up some resistance and have the sympathy and support of outside observers. However, by carefully creating buildings designed to quench the fire of justice within outsiders, and to promote feelings of worthlessness and subservience in those on the inside, concentration camps can be effectively utilized without fear of revolt.

CON_FRC_ENRG_CAMO
Force-Energy Camouflage

CON_FRC_ENRG_CAMO_DESC
'''Increases the [[encyclopedia STEALTH_TITLE]] of all buildings by 20.

Ordinary physical structures tend to be both opaque and rigid, being constructed from similarly opaque and rigid natural materials. A force field does not, of necessity, possess these features in any permanent sense, and can be turned on and off or changed from one color to another at will. While most buildings are easily visible from many uus away with a powerful detection apparatus, a force-energy structure - or a regular structure surrounded by a series of camouflage force-fields - would be essentially invisible from great distances.'''

CON_PLANET_DRIVE
Planetary Sternenstrasse Drive

CON_PLANET_DRIVE_DESC
Planets in the outermost systems of an empire are often in great danger of attack from enemy fleets, yet these planets can often contain extremely valuable resources and specials. By equipping an entire planet with the means to open and navigate a Sternenstrasse, it would be possible to move such planets to a safer location in times of necessity.

CON_STARGATE
Stargate

CON_STARGATE_DESC
Particularly in more expansive empires, the need to move ships to a specific defensive location in great haste often exceeds the feasibility. By creating a warp between two or more points in space-time, it can be made possible to move ships even across an entire empire at need, allowing new offensive and defensive strategies.

CON_ART_PLANET
Künstlicher Planet

CON_ART_PLANET_DESC
Gas giants and asteroid belts offer unique opportunities and resources, not only as sites for acquiring valuable - and on occasion extremely rare - resources, but as raw materials in and of themselves for the production of artificial planets. Such planets would offer new centres for production in previously empty or entirely occupied systems. In addition, various key features of the planet can be modified or added during the construction process, potentially allowing the planets size and environment to be specified, or certain planet specials to be added.

CON_PALACE_EXCLUDE
Palace Excluder

CON_PALACE_EXCLUDE_DESC
Ensures that only one imperial palace will be present in an empire at a time. Make sure you scrap your old imperial palace before your new one is built.

GRO_SUBTER_HAB
Subterranean Habitation

GRO_SUBTER_HAB_DESC
'''Increases the max population on all planets by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.  Cannot improve a planet with the [[special TUNNELS_SPECIAL]] or [[special TECTONIC_INSTABILITY_SPECIAL]] special.'''

GRO_GENOME_BANK
Genombank

GRO_GENOME_BANK_DESC
Außer bei den einfachsten Genreparaturen verbleiben zu viele unbekannte Variablen in genetischen Kalkulationen, ganz zu Schweigen von den Auswirkungen, die eine genetische Modifikation möglicherweise in einer größeren Biosphere mit zahlreichen Spezies entfalten kann. Um die Vorzüge der genetischen Medizin vollständig nutzbar zu machen, ist es unabdingbar, eine umfassende Genomdatenbank für alle Spezies aller bekannten Welten zu erstellen.

GRO_INDUSTRY_CLONE
Industrielles Klonen

GRO_INDUSTRY_CLONE_DESC
Primitive Klontechniken wie z. B. manueller Zellkerntransfer sind für große Organismen ungeeignet. Durch den Einsatz von Techniken, die industrieller Massenproduktion und biochemischer Manipulation nachempfunden sind, wird es möglich, von einer einzigen genetischen Blaupause Dutzende bis hin zu Millionen von ausgewachsenen Kopien zu erstellen. Ganze Bevölkerungen können bestellt werden, maßgeschneidert für die besonderen Bedürfnisse der Gesellschaft.

GRO_TERRAFORM
Terraforming

GRO_TERRAFORM_DESC
Die Umwelt eines Planeten zu verändern is eine gewaltige Aufgabe, die Herausforderung ist zu einem großen Teil logistischer Natur. Die exakte Methode hängt sehr stark von der Art des Planeten ab der verändert werden soll und was das erwünschte Resultat ist. Auf jeden Fall muss ein großer Teil der Oberfläche des gesamten Planeten und seiner Atmosphäre, in andere Moleküle umgewandelt, ins Weltall entsorgt oder unter der Kruste vergraben werden. Für diesen Prozess muss ein Großteil des Planeten für die Terraformer erreichbar sein und er kann nicht nicht auf Welten mit einer maximalen Bevölkerung von weniger als eins durchgeführt werden.

GRO_TERRAFORM_SHORT_DESC
Ermöglicht Terraforming

GRO_REMOTE_TERRAFORM
Remote Terraforming

GRO_REMOTE_TERRAFORM_DESC
Traditional terraforming methods treat the planet as a structure and attempt to alter its environment through physical and chemical means. This necessitates that the majority of the planet be accessible to the terraforming species, which generally limits its usefulness. By treating the planet as an organism and altering its physiology indirectly, it is possible to make use of less labour intensive, though more time consuming terraforming methods, allowing outposts on poor and hostile worlds to make use of terraforming.

GRO_BIOTERROR
Bioterroranlage

GRO_BIOTERROR_DESC
Ein Forschungszentrum erschaffen um sicher die gefährlichsten Biologischen Waffen zu entwickeln, versteckt vor neugierigen Augen. Biologische Waffen wirken zu langsam um in einem offenen miliärischen Konflikt wirksam zu sein, als Terrorwaffe sind sie unerreicht, eine langsam wachsende Kontamination verbreitet Angst und Schrecken vor ihr, Bilder von Verzweifelten Personen in Quarantäne gehalten durch ihre eigene Regierung sähen Verzweiflung jenseits der betroffenen Gebiete. Jedoch müssen größte Sicherheitsmaßnahmen eingehalten werden, wenn man solche Organismen entwickelt, um sicherzustellen, dass sie nicht versehentlich freigesetzt werden, außerdem ist strikte Geheimhaltung notwendig um nicht zu riskieren, dass Diplomatische Beziehungen mit anderen Imperien un der eigenen Bevölkerung leiden.

GRO_REMOTE_TERRAFORM_SHORT_DESC
Allows remote terraforming

GRO_CYBORG
Cyborgs

GRO_CYBORG_DESC
'''Increases the max population on Hostile planets by planet size; Tiny: +2, Small: +4, Medium: +6, Large: +8, Huge: +10.

A highly versatile fusion of organism and machine, capable of adapting to a tremendous variety of circumstances. Spontaneous generation of specialized organs and mechanically enhanced strength permit cyborgs to exist with ease in nearly any environment.'''

GRO_GAIA_TRANS
Gaia Transformation

GRO_GAIA_TRANS_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_GAIA_TRANS_SHORT_DESC
Allows Gaia Transformation

LRN_OBSERVATORY_I
Observatorium

LRN_OBSERVATORY_I_DESC
Studying and understanding the nature of stars and their internal and external attributes provides powerful insight into the nature of stellar phenomena and planetary bodies. Furthermore, fractal algorithms can be employed to decipher the dispersal of Sternenstrassen throughout the galaxy, allowing any stars which are in some way connected, however indirectly, to the known network of Sternenstrassen to be identified an monitored.

LRN_SOLAR_MAN
Solar Manipulation

LRN_SOLAR_MAN_DESC
Different star types not only have their own distinct attributes and opportunities for exploitation, but also tend to give rise to a particular planet type. Often, a star of a particular type will give a desired bonus, but will almost certainly be devoid of any desirable planets, or will not be present in an opportune location in the galaxy. By manipulating the high-energy reactions within a star's core, it would be possible to either reverse or accelerate the natural processes within the star, allowing it to be changed to an entirely different type at need.

LRN_DISTRIB_THOUGHT
Hirnrechennetzwerk

LRN_DISTRIB_THOUGHT_DESC
'''Increases target [[encyclopedia RESEARCH_TITLE]] on all planets with any focus by 0.1 per Population.

Der Durchschnittsbürger verschwendet wortwörtlich sein Hirn, das eine der besten Rechenmaschinen des Universums darstellt. Indem sie sich durch einen simplen cybernetischen Transceiver in die untätigen Gehirne einer hinreichend großen Population einschalten, erhalten die Forschungszentren einer Welt Zugang zu günstiger, reichhaltiger Rechenleistung.'''

LRN_STELLAR_TOMOGRAPHY
Stellartomographie

LRN_STELLAR_TOMOGRAPHY_DESC
'''Increases target [[encyclopedia RESEARCH_TITLE]] on planets with the Research focus per Population by 1, 0.75, 0.5, or 0.2 in systems with Black Hole stars, Neutron stars, Blue or white stars, and Yellow, Orange or Red stars, respectively.

Ein Netzwerk spezialisierter Satelliten kann mit tomographischen Methoden die Vorgänge im inneren eines Sterns rekonstruieren. Diese schwer herzustellenden Bedingungen, besonders die in exotischen Sterntypen, sind für diverse Forschungsprojekte ideal.'''

LRN_SPATIAL_DISTORT_GEN
Spatial Distortion Generator

LRN_SPATIAL_DISTORT_GEN_DESC
'''By manipulating the dimensional properties of a Sternenstrasse, it would be possible to selectively bend it so that an incoming ship of sufficiently low speed would inadvertently arrive back where it began, having wasted its time and fuel.

Alternatively, such a ship may be sent randomly along a completely different Sternenstrasse adjacent to the building.'''

LRN_GATEWAY_VOID
Gateway to the Void

LRN_GATEWAY_VOID_DESC
The power of the Void Mind is almost imperceptible in a mere four-dimensional space-time. By creating a permanent gateway accessing an immense number of dimensions, a dangerous, non-discriminating force can be unleashed in a localized area.

LRN_ENCLAVE_VOID
Enklave der Leere

LRN_ENCLAVE_VOID_DESC
Das Studium des Geistes der Leere könnte beschleunigt werden, indem man die Bevölkerung einer ganzen Welt genetisch so manipuliert, dass sie auf die Leere abgestimmt wird. Diese neue Priesterklasse könnte die Sozialstruktur ihrer Welt auf eine Weise umstellen, dass sie die Weisheit des Geistes der Leere besser verstehen können und an das ganze Imperium weiterleiten können.

LRN_ART_BLACK_HOLE
Artificial Black Hole

LRN_ART_BLACK_HOLE_DESC
By carefully collapsing a red star, a Black Hole can be formed. This is an expensive and dangerous task, but with great potential benefits for [[encyclopedia RESEARCH_TITLE]] and [[encyclopedia INDUSTRY_TITLE]].

LRN_PSY_DOM
Psychogenic Domination

LRN_PSY_DOM_DESC
'''Has a 10% chance of taking control of any enemy ship within one Sternenstrasse jump of a colony owned by the empire, provided that the ship is not owned by an empire who also has this tech or piloted by a telepathic species.

It is difficult to force a conscious individual to submit to the total mental control of another entity against its will. By manipulating the timeframes involved however, the mental force exerted by a population over a period of hours may be brought to bear on a single individual in the span of a few seconds, creating an almost irresistible compulsion to join the unified mind.'''

MIND_CONTROL_SHORT_DESC
Allows Mind Control

PRO_HEAVY_MINING_I
Teilautomatisierter Massenbergbau

PRO_HEAVY_MINING_I_DESC
Wenn die Rohstoffproduktion im Vordergrund steht, keine Umweltbedenken bestehen und die Umgebung es erlaubt, kann teilautomatisierter Massenbergbau das Mittel der Wahl sein. Heavy mining processors are expensive however, and are only practical to use on worlds with primary focus mining. As well, these processors severely damage the ecology of a planet, reducing its maximum population somewhat.

PRO_SOL_ORB_GEN
Solar Orbital Generation

PRO_SOL_ORB_GEN_DESC
Traditional solar generation methods rely solely on radiating solar energy. By placing generators in low orbit around the star itself, the ability to directly harness the energy of supermassive stellar phenomena becomes a possibility, and a sizable and far-reaching benefit to [[encyclopedia INDUSTRY_TITLE]] can be obtained.

PRO_INDUSTRY_CENTER_I
Industriezentren

PRO_INDUSTRY_CENTER_I_DESC
'''Industrielle Prozesse zwischen Planeten und Sternensystemen können in großen, zentralisierten Komplexen koordiniert werden.

Die Baukosten, die Bauzeit dieses Gebäudes und auch sein zukünftiges Wachstumspotential setzen eine sorgfältige Planung voraus um an einem Ort zu produzieren der in der ZUkunft am nützlichsten sein wird. Um grosse Gewinnspannen zu ermöglichen, sind entsprechende Vorinvestitionen unvermeidlich, sowohl was die Baustoffe, als auch die Bauzeit betrifft. Dagegen sind die wissenschaftlichen Vorraussetzungen minimal; dieses Gebäude ist damit für Produktions-orientierte Strategien geeignet, nicht aber auf Forschung ausgerichtete Imperien.'''

PRO_INDUSTRY_MOD
Industry Modifier

SPY_LIGHTHOUSE
Interstellarer Leuchtturm

SPY_LIGHTHOUSE_DESC
By using a complex pattern of EM pulses and particle streams to reveal the location of objects in a system, it is possible for even very stealthy objects to be illuminated and detected with moderate detection equipment.

DEF_DEFENSE_NET_1
Planetare Verteidigungs- netz 1

DEF_DEFENSE_NET_1_DESC
'''Erhöht das max [[encyclopedia DEFENSE_TITLE]] auf allen Planeten um 5.

Mit der galaktischen Erkundung trift die Möglichkeit, neue Rassen zu entdecken zu - und auch neue Feinde. Indem mehrere bewaffnete Verteidigung Basen in einer Umlaufbahn um den Planeten platziert werden, ist es möglich ihr einer defensiven Fähigkeiten zu geben, ohne die Notwendigkeit Schiffe dafür zu benützen.'''

DEF_DEFENSE_NET_2
Planetare Verteidigungs- netz 2

DEF_DEFENSE_NET_2_DESC
'''Increases max [[encyclopedia DEFENSE_TITLE]] on all planets by 15, cumulative with [[tech DEF_DEFENSE_NET_1]].'''

DEF_DEFENSE_NET_3
Planetare Verteidigungs- netz 3

DEF_DEFENSE_NET_3_DESC
'''Increases max [[encyclopedia DEFENSE_TITLE]] on all planets by 25, cumulative with prerequisite defense network techs.'''

DEF_DEFENSE_NET_REGEN_1
Defense Network Regeneration 1

DEF_DEFENSE_NET_REGEN_1_DESC
'''Increases planets' [[encyclopedia DEFENSE_TITLE]] by 10% of its max value each turn, up to the max value.

Defense regeneration allows a planet's defenses to function on turns after they have been destroyed by orbital bombardment; regeneration would otherwise not occur until a turn passed without bombardment.'''

DEF_DEFENSE_NET_REGEN_2
Defense Network Regeneration 2

DEF_DEFENSE_NET_REGEN_2_DESC
'''Increases planets' [[encyclopedia DEFENSE_TITLE]] by 0.25 times the planets' infrastructure, each turn, up to the max defense value, cumulative with regeneration from [[tech DEF_DEFENSE_NET_REGEN_1]].'''

DEF_PLAN_BARRIER_SHLD_1
Planetary Barrier Shield 1

DEF_PLAN_BARRIER_SHLD_1_DESC
'''Increases max [[encyclopedia SHIELDS_TITLE]] on planets by 30, cumulative with [[tech LRN_FORCE_FIELD]], and regenerates each turn by one plus 25% of the value of the planets' infrastructure.'''

DEF_PLAN_BARRIER_SHLD_2
Planetary Barrier Shield 2

DEF_PLAN_BARRIER_SHLD_2_DESC
'''Increases max [[encyclopedia SHIELDS_TITLE]] on planets by 60, cumulative with other shield boosts, and regenerates each turn by one plus the value of the planets' infrastructure.'''

DEF_PLAN_BARRIER_SHLD_3
Planetary Barrier Shield 3

DEF_PLAN_BARRIER_SHLD_3_DESC
'''Increases max [[encyclopedia SHIELDS_TITLE]] on planets by 90, cumulative with other shield boosts, and regenerates each turn by one plus twice the value of the planets' infrastructure.'''

DEF_PLAN_BARRIER_SHLD_4
Planetary Barrier Shield 4

DEF_PLAN_BARRIER_SHLD_4_DESC
'''Increases max [[encyclopedia SHIELDS_TITLE]] on planets by 150, cumulative with other shield boosts, and regenerates each turn by one plus 2.5 times the value of the planets' infrastructure.'''

DEF_PLAN_BARRIER_SHLD_5
Planetary Barrier Shield 5

DEF_PLAN_BARRIER_SHLD_5_DESC
'''Increases max [[encyclopedia SHIELDS_TITLE]] on planets by an additional 150, cumulative with other shield boosts and regenerates each turn by one plus 5 times the value of the planets' infrastructure.'''

DEF_SYST_DEF_MINE_1
System Defense Mines 1

DEF_SYST_DEF_MINE_1_DESC
'''When friendly ships are not present in a system, enemy ships are free to blockade the system, stopping the transfer of resources without directly engaging the planet's defenses, thus with no risk of damage to themselves. A network of system defense mines can deter these tactics by damaging enemy ships each turn they are in the system.

The structure of all ships belonging to an enemy empire which are present in a system containing a planet owned by the empire that possesses this technology will be reduced at a rate of 2 per turn.

Mines regenerate each turn, so are not depleted by use.'''

DEF_SYST_DEF_MINE_2
System Defense Mines 2

DEF_SYST_DEF_MINE_2_DESC
'''Reduces the structure of enemy ships by an additional 4 per turn, cumulative with [[tech DEF_SYST_DEF_MINE_1]].'''

DEF_SYST_DEF_MINE_3
System Defense Mines 3

DEF_SYST_DEF_MINE_3_DESC
'''Reduces the structure of enemy ships by an additional 8 per turn, cumulative with prerequisite defense mine techs.'''

DEF_ROOT_DEFENSE
Selbstverteidi- gung

DEF_ROOT_DEFENSE_DESC
'''Erhöht das max der [[encyclopedia TROOP_TITLE]] auf allen Planeten um 2.

Das Konzept von 'Selbstverteidigung' ist der Grundstein zu manschem Weg um Technologisch vorwärtzkommen.'''

DEF_GARRISON_1
Planetaren Garnison 1

DEF_GARRISON_1_DESC
Erhöht das max der [[encyclopedia TROOP_TITLE]] auf allen Planeten um 5.

DEF_GARRISON_2
Planetaren Garnison 2

DEF_GARRISON_2_DESC
Erhöht das max der [[encyclopedia TROOP_TITLE]] auf allen Planeten um 10.

DEF_GARRISON_3
Planetaren Garnison 3

DEF_GARRISON_3_DESC
Erhöht das max der [[encyclopedia TROOP_TITLE]] auf allen Planeten um 15.

DEF_GARRISON_4
Planetaren Garnison 4

DEF_GARRISON_4_DESC
Erhöht das max der [[encyclopedia TROOP_TITLE]] auf allen Planeten um 20.

DEF_PLANET_CLOAK
Planetary Cloaking Device

DEF_PLANET_CLOAK_DESC
By phasing parts a planet in and out of space-time, its [[encyclopedia STEALTH_TITLE]] can be increased massively.

SHP_FLEET_REPAIR
Fleet Field Repair

SHP_FLEET_REPAIR_DESC
Allows ships within [[encyclopedia SUPPLY_TITLE]] line range to repair damage at a rate of 1 per turn. Does not function immediately after battles.

SHP_REINFORCED_HULL
Reinforced Hull

SHP_REINFORCED_HULL_DESC
'''Increases max structure of all ships by 5.

Standard ship hulls are designed and constructed with advanced microgravity architectural techniques and highly resistant materials. However, the limitations of physical matter impose a severe limitation on the strength of hulls. By enhancing the hull with structural integrity fields, a sizable increase in strength can be obtained.'''

SHP_BASIC_DAM_CONT
Basic Damage Control

SHP_BASIC_DAM_CONT_DESC
Gradually repairs damaged ships. Current structure of all ships is replenished at a rate of 1 per turn.

SHP_ADV_DAM_CONT
Advanced Damage Control

SHP_ADV_DAM_CONT_DESC
'''Repairs damaged ships by 25% of structure per turn-- not during battles.'''

SHP_ROOT_AGGRESSION
Aggression

SHP_ROOT_AGGRESSION_DESC
Erlaubt Grundbewaffnung und [[shippart GT_TROOP_POD]].

SHP_WEAPON_1_2
Massetreiber 2
SHP_WEAPON_1_2_DESC
'''Verbessert den Massetreiber auf Stufe 2.'''

SHP_WEAPON_1_3
Massetreiber 3
SHP_WEAPON_1_3_DESC
'''Verbessert den Massetreiber auf Stufe 3.'''

SHP_WEAPON_1_4
Massetreiber 4
SHP_WEAPON_1_4_DESC
'''Verbessert den Massetreiber auf Stufe 4.'''

SHP_WEAPON_2_1
Laser 1
SHP_WEAPON_2_1_DESC
'''Entsperrt den Laser, eine leistungsfähigere Schiffswaffe als den Massetreiber.'''

SHP_WEAPON_2_2
Laser 2
SHP_WEAPON_2_2_DESC
'''Verbessert den Laser auf Stufe 2.'''

SHP_WEAPON_2_3
Laser 3
SHP_WEAPON_2_3_DESC
'''Verbessert den Laser auf Stufe 3.'''

SHP_WEAPON_2_4
Laser 4
SHP_WEAPON_2_4_DESC
'''Verbessert den Laser auf Stufe 4.'''

SHP_WEAPON_3_1
Plasmakanone 1
SHP_WEAPON_3_1_DESC
'''Entsperrt den Plasmakanone, eine leistungsfähigere Schiffswaffe als den Laser.'''

SHP_WEAPON_3_2
Plasmakanone 2
SHP_WEAPON_3_2_DESC
'''Verbessert die Plasmakanone auf Stufe 2.'''

SHP_WEAPON_3_3
Plasmakanone 3
SHP_WEAPON_3_3_DESC
'''Verbessert die Plasmakanone auf Stufe 3.'''

SHP_WEAPON_3_4
Plasmakanone 4
SHP_WEAPON_3_4_DESC
'''Verbessert die Plasmakanone auf Stufe 4.'''

SHP_WEAPON_4_1
Death Ray 1
SHP_WEAPON_4_1_DESC
'''Unlocks the Death Ray, the ultimate ship's weapon.'''

SHP_WEAPON_4_2
Death Ray 2
SHP_WEAPON_4_2_DESC
'''Refines Death Ray to level 2.'''

SHP_WEAPON_4_3
Death Ray 3
SHP_WEAPON_4_3_DESC
'''Refines Death Ray to level 3.'''

SHP_WEAPON_4_4
Death Ray 4
SHP_WEAPON_4_4_DESC
'''Refines Death Ray to level 4. The ultimate refinement of the ultimate weapon.'''

SHP_ION_CANNON
Ionenkanone

SHP_ION_CANNON_DESC
Schaltet den Schiffsteil Ionenkanone frei.

SHP_WEAPON_1
Massetreiber

SHP_WEAPON_1_DESC
With the advent of space age weaponry, a paradigm shift tends to occur away from projectile weapons and towards energy or particle weapons. However, as the ability to manipulate matter continuously increases, it becomes possible to fire massive projectiles at relativistic speeds, more deadly than most energy weapons.

SHP_WEAPON_4
Death Ray

SHP_WEAPON_4_DESC
A devastating beam of ultra-massive high-energy particles, tearing open deadly rifts in space-time as well as delivering an incredibly high-energy impact.

SHP_PULSE_LASER
Impulslaser

SHP_PULSE_LASER_DESC
Schaltet den Schiffsteil Impulslaser frei.

SHP_PHASOR
Phasor

SHP_PHASOR_DESC
Unlocks Phasor ship part.

SHP_INTERCEPTOR
Interceptor

SHP_INTERCEPTOR_DESC
Unlocks Interceptor ship part.

SHP_BOMBER
Bomber

SHP_BOMBER_DESC
Unlocks Bomber ship part.

SHP_RECON_FIGHT
Reconnaissance Fighter

SHP_RECON_FIGHT_DESC
Unlocks Reconnaissance Fighter ship part.

SHP_NUCLEAR_MISSILE
Nuklearrakete

SHP_NUCLEAR_MISSILE_DESC
Schaltet den Schiffsteil Nuklearrakete frei.

SHP_NEUTRONIUM_PLATE_NUC_MIS
Neutronium Plated Nuclear Missile

SHP_NEUTRONIUM_PLATE_NUC_MIS_DESC
Unlocks Neutronium Plated Nuclear Missile ship part.

SHP_SPECTRAL_MISSILE
Spectral Missile

SHP_SPECTRAL_MISSILE_DESC
Unlocks Spectral Missile ship part.

SHP_NEUTRONIUM_PLATE_SPEC_MIS
Neutronium Plated Spectral Missile

SHP_NEUTRONIUM_PLATE_SPEC_MIS_DESC
Unlocks Neutronium Plated Spectral Missile ship part.

SHP_MULTISPEC_SHIELD
Multi-Spectral Shielding

SHP_MULTISPEC_SHIELD_DESC
Provides adequate shielding to allow a ship to enter into the heart of a star. Ships in a system with a star type other than Black Hole and Neutron receive a mighty [[encyclopedia STEALTH_TITLE]] bonus.

SPY_DETECT_1
Optischer Scanner

SPY_DETECT_1_DESC
All colonies start the game with a [[encyclopedia DETECTION_RANGE_TITLE]] of 50, and the imperial [[encyclopedia DETECTION_TITLE]] to 10, and the ship part Optical Scanner permits ships to reach the same level of detection.

SPY_DETECT_2
Aktives Radar

SPY_DETECT_2_DESC
'''Unlocks the Active Radar ship part and the Scanning Facility building, increases the [[encyclopedia DETECTION_RANGE_TITLE]] of all planets to 75, and increases the imperial [[encyclopedia DETECTION_TITLE]] to 30.

Passively relying on incoming electromagnetic radiation for information about objects in the vicinity is crude and impractical, as this radiation can be masked or dampened. By emitting electromagnetic radiation and detecting returning radiation, it is possible to determine the location and velocity of many objects.'''

SPY_DETECT_3
Neutron Scanner

SPY_DETECT_3_DESC
'''Unlocks the Neutron Scanner ship part, increases the [[encyclopedia DETECTION_RANGE_TITLE]] of all planets to 150, and increases the imperial [[encyclopedia DETECTION_TITLE]] to 50.

Electromagnetic radiation has no rest mass and is easily manipulable. Simply by bending waves of light around an object, it is possible to render radar devices virtually useless. By firing waves of neutrons instead of electromagnetic radiation, more effective active scanning can be utilized.'''

SPY_DETECT_4
Sensors

SPY_DETECT_4_DESC
Unlocks the Sensors ship part, increases the [[encyclopedia DETECTION_RANGE_TITLE]] of all planets to 200, and increases the imperial [[encyclopedia DETECTION_TITLE]] to 70.

SPY_DETECT_5
Omni-scanner

SPY_DETECT_5_DESC
The ultimate in detection. Increases the [[encyclopedia DETECTION_RANGE_TITLE]] of all planets to 300, and increases the imperial [[encyclopedia DETECTION_TITLE]] to 200.


SPY_STEALTH_1
Elektromagneti scher Dämpfer

SPY_STEALTH_1_DESC
Unlocks the Electromagnetic Damper ship part and increases the [[encyclopedia STEALTH_TITLE]] of all planets and buildings by 20. This bonus is not cumulative with that of other stealth techs.

SPY_STEALTH_2
Absorption Field

SPY_STEALTH_2_DESC
'''Increases the [[encyclopedia STEALTH_TITLE]] of all planets and buildings by 40. This bonus is not cumulative with that of other stealth techs.

Simply dampening electromagnetic emissions can make an object completely invisible to passive scans. Active scanning however, can make such methods of hiding an object nearly useless. By absorbing, rather than reflecting the radiation emitted by active scanning devices, the [[encyclopedia STEALTH_TITLE]] of a ship can be greatly increased.'''

SPY_STEALTH_3
Dimensional Cloak

SPY_STEALTH_3_DESC
Unlocks the Dimensional Cloak ship part and increases the [[encyclopedia STEALTH_TITLE]] of all planets and buildings by 60. This bonus is not cumulative with that of other stealth techs.

SPY_STEALTH_4
Phasing Cloak

SPY_STEALTH_4_DESC
'''Increases the [[encyclopedia STEALTH_TITLE]] of all planets and buildings by 80. This bonus is not cumulative with that of other stealth techs.

Even the most carefully concealed ship emits radiation in the form of force carrier particles. By modulating the wave forms of these particles, it is possible to synchronize them with the background radiation, hampering even very advanced attempts to detect the ship.'''

SHP_IMPROVED_ENGINE_COUPLINGS
Improved Engine Couplings

SHP_IMPROVED_ENGINE_COUPLINGS_DESC
Better engine parts equate to better engines. Increases Sternenstrasse speed by 10. May be added more than once to a hull.

SHP_N_DIMENSIONAL_ENGINE_MATRIX
N-Dimensional Engine Matrix

SHP_N_DIMENSIONAL_ENGINE_MATRIX_DESC
N-Dimensional subspace research resulted in a more efficient engine matrix. Increases Sternenstrasse speed by 15. May be added more than once to a hull.

SHP_SINGULARITY_ENGINE_CORE
Singularity Engine Core

SHP_SINGULARITY_ENGINE_CORE_DESC
A smaller cousin of the Hyperspace Dam outfitted for ships, the Singularity Engine Core drastically boosts power generation. Increases Sternenstrasse speed by 20. May be added more than once to a hull.

SHP_DEUTERIUM_TANK
Deuteriumtank

SHP_DEUTERIUM_TANK_DESC
Schaltet den Schiffsteil Deuteriumtank frei.

SHP_ANTIMATTER_TANK
Antimaterietank

SHP_ANTIMATTER_TANK_DESC
Schaltet den Schiffsteil Antimaterietank frei.

SHP_ROOT_ARMOR
Panzerplatten

SHP_ROOT_ARMOR_DESC
Researching special alloys that allow to equip ship hulls with armor plating greatly enhances their durability, especially in battle.

SHP_ZORTRIUM_PLATE
Zortrium Panzerplatten

SHP_ZORTRIUM_PLATE_DESC
By refining the methods to construct armor plating, better, more durable special materials can be employed, giving stronger armor parts.

SHP_DIAMOND_PLATE
Diamant Panzerplatten

SHP_DIAMOND_PLATE_DESC
Advanced processing techniques allow the construction of armor plating cut out of single huge synthetic diamonds. Provides very durable armor parts.

SHP_XENTRONIUM_PLATE
Xentronium Panzerplatten

SHP_XENTRONIUM_PLATE_DESC
Xentronium is one of the most durable materials known, but also very difficult to process. Mastering the art of constructing armor plating made of xentronium  allows to build extremely durable armor parts.

SHP_DEFLECTOR_SHIELD
Deflektorschild

SHP_DEFLECTOR_SHIELD_DESC
'''Advanced ship shielding technology.

By refining and perfecting basic shield technology more effective shield generators can be build.'''

SHP_PLASMA_SHIELD
Plasma Shield

SHP_PLASMA_SHIELD_DESC
'''Very advanced ship shielding technology.

By combining the techniques for controlled plasma containment and advanced force field projection it becomes possible to create what can be best described as a plasma bubble around a space ship. This plasma bubble is capable of absorbing high amounts of energy, particles and projectiles.'''

SHP_BLACKSHIELD
Blackshield

SHP_BLACKSHIELD_DESC
'''Most advanced ship shielding technology.

Blackshields got their name because they create what looks like an almost inpenetrable black sphere around the object they protect. A blackshield is in essence some kind of dimensional rift projected around a space ship that completely swallows up almost anything thrown at it. It requires tremendous amounts of energy to penetrate a blackshield.'''

SPY_DIST_MOD
Distortion Modulator

SPY_DIST_MOD_DESC
All objects with mass cause a curvature in space-time due to gravitational effects. Other forces such as the electromagnetic force have similar geometric effects. By indiscriminately amplifying these effects in a localized area, space-time distortion caused by ships can easily be distinguished from background electromagnetic and gravitational radiation.

SHP_ANTIMAT_TORP
Antimatter Torpedo

SHP_ANTIMAT_TORP_DESC
A fast, long-range missile powered by the Spatial Flux Drive and armed with a powerful anti-matter warhead.

SHP_PLASMA_TORP
Plasma Torpedo

SHP_PLASMA_TORP_DESC
A fast, long-range missile with excellent stealth, powered by the Trans-Spatial Drive and armed with a devastatingly powerful plasma warhead.

SHP_CAMO_AST_HULL
Camouflage Asteroid Hull

SHP_CAMO_AST_HULL_DESC
This hull is designed to look exactly like a real asteroid. It has four internal slots, but no external slots. Structure is average, but speed is fairly low. This hull gets a tremendous bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

SHP_MINIAST_SWARM
Mini-Asteroid Swarm

SHP_MINIAST_SWARM_DESC
This hull is constructed from a small asteroid, much of which has been broken off to form numerous tiny asteroids, which are controlled by the main hull. These asteroids protect the main ship, giving a bonus to [[encyclopedia SHIELDS_TITLE]]. This hull has two external slots, but no internal slots. Structure is very low, but speed is high. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

SHP_SCAT_AST_HULL
Scattered Asteroid Hull

SHP_SCAT_AST_HULL_DESC
This flagship is constructed from several large asteroids, some of which have been combined to form the main hull, and some of which have been broken apart to form numerous tiny asteroids, which are controlled by the main hull. These asteroids protect not only the main ship, but every accompanying friendly ship, giving a bonus to [[encyclopedia SHIELDS_TITLE]] for all owned ships and allies' ships in the vicinity. Like the compound asteroid hull, this hull has fifteen external slots and four internal slots. Speed is very low, but structure is high. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

SHP_ORG_HULL
Organic Hull

SHP_ORG_HULL_DESC
This is the most basic type of organic hull: a living hull grown from the most basic unit of life and raised for battle. It has three external slots and one internal slot. [[encyclopedia STEALTH_TITLE]] is high and speed is average, but structure is a bit low. This hull regenerates structure and fuel between combats.

SHP_ENDOSYMB_HULL
Endosymbiotic Hull

SHP_ENDOSYMB_HULL_DESC
This mono-cellular hull exists in a symbiotic relationship with its crew, suspending them in its cytoplasm and using them as organelles. It has four external slots and three internal slots. Speed and [[encyclopedia STEALTH_TITLE]] are good, and structure is average. This hull regenerates structure and fuel between combats.

SHP_SENT_HULL
Sentient Hull

SHP_SENT_HULL_DESC
This self-aware flagship has powerful analytical abilities and a tremendous memory capacity, which allow it to direct friendly vessels and provide them with useful information and subtle tactical cues in combat, giving a [[encyclopedia STEALTH_TITLE]] and [[encyclopedia DETECTION_RANGE_TITLE]] bonus to all accompanying friendly ships. It has six external slots and three internal slots. It has low speed, but [[encyclopedia STEALTH_TITLE]] and structure are good. This hull regenerates structure and fuel between combats.

SHP_BIOINTERCEPTOR
Biointerceptors

SHP_BIOINTERCEPTOR_DESC
Living interceptors designed to destroy missiles and enemy fighters. Far more effective than regular interceptors. This part can only be built if there is a Xenocoordination Facility and a Cellular Growth Chamber somewhere in the empire or an ally's empire.

SHP_BIOBOMBER
Biobombers

SHP_BIOBOMBER_DESC
Living bombers designed to target ships and planets. Far more effective than regular bombers. This part can only be built if there is a Bioneural Modification Unit somewhere in the empire or an ally's empire.

SHP_NOVA_BOMB
Nova Bomb

SHP_NOVA_BOMB_DESC
The most powerful weapon ever devised, capable of destroying an entire star system.

SHP_DEATH_SPORE
Death Spores

SHP_DEATH_SPORE_DESC
Unlocks the Death Spores ship part, which allows ships to somewhat reduce the population of planets.

SHP_BIOTERM
Bio-Terminators

SHP_BIOTERM_DESC
Unlocks the Bio-Terminators ship part, which allows ships to greatly reduce the population of planets.

SPY_PLANET_STEALTH_MOD
Planet Stealth Modifier

SPY_PLANET_STEALTH_MOD_DESC
'''Increases the natural [[encyclopedia STEALTH_TITLE]] of planets to 4.99, so that systems will be made visible to empires before their planets.'''


#############################################################
####            T E C H   R E F I N E M E N T            ####
#############################################################


BUILDING_REFINE_SHORT_DESC
Verfeinert Gebäude

TECH_REFINE_SHORT_DESC
Refines Tech

PRO_INDUSTRY_CENTER_II
Erweitertes Industriezentrum

PRO_INDUSTRY_CENTER_II_DESC
Ein zentralisieres Management verstreuter Industrieprozesse verbessert die Reichweite und die Größe der industriellen Produktion.

PRO_INDUSTRY_CENTER_III
Hochentwickeltes Industriezentrum

PRO_INDUSTRY_CENTER_III_DESC
Neue Erfahrungen und die Weiterentwicklung der Produktionsanlagen ermöglichen eine zusätzliche Verbesserung der industriellen Produktion. The bonus to [[encyclopedia INDUSTRY_TITLE]] will be triple that provided by basic Industrial Centers.

PRO_ENVIRO_MINING
Umweltbewusster Bergbau

PRO_ENVIRO_MINING_DESC
'''Viele Bergbautechniken können auf stark bevölkerten Planeten wegen des Schadens, den sie der Umwelt zufügen, nicht eingesetzt werden.  Durch die Beachtung der planetaren Ökologie und Begrenzung des Bergbaus können Schäden an der Umwelt vermieden werden.

Halbiert die Bevökerungssanktionen auf Planeten mit einem Fokus auf Massenbergbau.'''


#############################################################
####                  B U I L D I N G S                  ####
#############################################################

BLD_EVACUATION
Evakuierung

BLD_EVACUATION_DESC
Entfernt die Bevölkerung dieser Planet über mehrere Runde. Wenn einen ersatz Planet verfügbar ist mit der gleichen Spezies und genügend Platz, wird die Bevölkerung dorthin befördert.

BLD_OBSERVATORY
Observatorium

BLD_OBSERVATORY_DESC
'''One random star will be revealed each turn to the entire galaxy. Sometimes, a star which is already visible/explored may be revealed, resulting in no new star actually being made known to the empires in the galaxy.

An observational facility dedicated to locating and mapping the stars in the know galaxy, particularly those which are determined to be reachable via the network of Sternenstrassen.'''

BLD_CULTURE_ARCHIVES
Cultural Archives

BLD_CULTURE_ARCHIVES_DESC
'''Increases target [[encyclopedia RESEARCH_TITLE]] by 5, target [[encyclopedia INDUSTRY_TITLE]] by half the planet's Population.

Stores the sum accumulated knowledge from thousands of years of life on this planet, giving bonuses to many aspects of planetary productivity.'''

BLD_IMPERIAL_PALACE
Imperialer Palast

BLD_IMPERIAL_PALACE_DESC
'''Increases [[encyclopedia SUPPLY_TITLE]] line range by 1, [[encyclopedia INFRASTRUCTURE_TITLE]] by 20, [[encyclopedia DEFENSE_TITLE]] by 5, and [[encyclopedia TROOP_TITLE]] by 3. Also sets the owner's Capital for the empire.

Der imperiale Palast spiegelt die Macht und das Ansehen eines Imperiums wider, und fungiert als Steuerzentrale über die Besitztümer des Imperiums.'''

BLD_SUPER_TESTERS
Super-Tester Takeover
BLD_SUPER_TESTERS_DESC
'''Switches the species of the planet to Super-Testers.  For Official Testing Purposes, or for cheating.'''

BLD_SHIPYARD_BASE
Einfache Werft

BLD_SHIPYARD_BASE_DESC
Orbitale Produktionanlage für den Bau interstellarer militärischer Raumschiffe. Diese Werft muss existieren um Schiffe auf diesem Planeten produzieren zu können. Sie kann durch den Bau zusätzlicher Gebäude im selben System aufgerüstet werden. Es können keine Werftaufrüstungen gebaut werden ohne das diese Werft verfügbar ist.

BLD_SHIPYARD_ORBITAL_DRYDOCK
Orbitales Trockendock

BLD_SHIPYARD_ORBITAL_DRYDOCK_DESC
'''Dies is eine Aufrüstung der [[buildingtype BLD_SHIPYARD_BASE]]. Diese wird für die Herstellung aller größeren Schiffshüllen und weitere Werftsaufrüstungen benötigt. Diese Erweiterung bietet auch die Reparaturfähigkeit beschädigte Schiffe in einer einzigen Runde zu reparieren.

When a large interstellar vessel is being constructed, it is not practical to move large parts up and down space elevators for orbital assembly. Rather, it is far more practical to fabricate the parts and assemble them in the same orbital facility, thus eliminating the need to transport particularly massive ship parts from the surface of the planet.'''

BLD_SHIPYARD_CON_NANOROBO
Nanorobotic Processing Unit

BLD_SHIPYARD_CON_NANOROBO_DESC
'''This is an upgrade for the [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and allows production of [[shiphull SH_NANOROBOTIC]]s.

The production of millions of maintenance nanorobots and their connection to a single master KI requires more extensive robotics facilities than the production of a basic robotic hull. This building is able to facilitate the construction of more advanced robotic hulls.'''

BLD_SHIPYARD_CON_GEOINT
Geointegration Facility

BLD_SHIPYARD_CON_GEOINT_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and allows production of [[shiphull SH_TITANIC]]s and [[shiphull SH_SELF_GRAVITATING]]s.

When the needs of a shipyard become sufficiently great, it is no longer practical for the shipyard and the planet on which it is built to remain separate entities. Rather, it is more useful to integrate the two into a harmonious unit, with the shipyard extending from below the surface to beyond geosynchronous orbit, making full use of all the geological aspects of the planet.'''

BLD_SHIPYARD_CON_ADV_ENGINE
Advanced Engineering Bay

BLD_SHIPYARD_CON_ADV_ENGINE_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and allows construction of Spatial Flux Hulls and Trans-Spatial Hulls.

An extremely well-developed engineering facility which specializes in the production of the Trans-Spatial Drive, but is also capable of producing the Spatial Flux Drive.'''

BLD_SHIPYARD_AST
Asteroid Processor

BLD_SHIPYARD_AST_DESC
'''This building is required for the production of all asteroid hulls and all further asteroid processor upgrades.

A massive processing plant dedicated to the purpose of hollowing out asteroids and preparing them to be used as ships' hulls. Asteroids thus prepared are sent to a shipyard in the same system, where they are turned into the final hull. This building can only be built on asteroid belts.'''

BLD_SHIPYARD_AST_REF
Asteroid Reformation Processor

BLD_SHIPYARD_AST_REF_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_AST]] and allows production of [[shiphull SH_MINIASTEROID_SWARM]]s, [[shiphull SH_SCATTERED_ASTEROID]]s, and [[shiphull SH_CRYSTALLIZED_ASTEROID]]s. In addition, this processor upgrade allows any shipyard in the empire or an ally's empire to produce ships with the [[shippart AR_ROCK_PLATE]] and [[shippart AR_CRYSTAL_PLATE]] ship parts.

An extensive facility dedicated to fusing, shattering, deconstructing and rebuilding preexisting asteroids to form ship's parts and prepare them to be used as hulls.'''

BLD_SHIPYARD_ORG_ORB_INC
Orbital Incubator

BLD_SHIPYARD_ORG_ORB_INC_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_BASE]] and is required for the development of all organic hulls with the exception of the Static Multicellular Hull, and for the production of all further organic hull shipyard upgrades.

A shipyard designed to meet the needs of maturing space-creatures. Conditions within the shipyard must meet exacting specifications in order for the ships within to continue living and developing. As such, any unfinished living ships within are liable to be destroyed if the shipyard is sufficiently damaged.'''

BLD_SHIPYARD_ORG_CELL_GRO_CHAMB
Zellwachstum Kammer

BLD_SHIPYARD_ORG_CELL_GRO_CHAMB_DESC
'''Das ist eine verbesserung vom [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]] und ermöglicht die Entwicklung von [[shiphull SH_PROTOPLASMIC]]s, [[shiphull SH_SYMBIOTIC]]s und [[shiphull SH_BIOADAPTIVE]]s. Das Vorhandensein dieser Verbesserung und die [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] gleicher mass auf dem Planet erlaubt die Entwickelung des [[shiphull SH_ENDOSYMBIOTIC]] und [[shiphull SH_SENTIENT]].

Eine Werft Verbesserung die darauf Zielt, die Größe von einzelligen Organismen, um wirklich massiven Proportionen zu erhöhen.'''

BLD_SHIPYARD_ORG_XENO_FAC
Xenocoordination Facility

BLD_SHIPYARD_ORG_XENO_FAC_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]] and allows development of [[shiphull SH_STATIC_MULTICELLULAR]]s, [[shiphull SH_ENDOMORPHIC]]s and [[shiphull SH_RAVENOUS]]s. The presence of this upgrade and the [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] on the same planet allows development of the [[shiphull SH_ENDOSYMBIOTIC]] and [[shiphull SH_SENTIENT]].

A facility dedicated to creating a fully symbiotic relationship between a ship and its crew.'''

BLD_SHIPYARD_ENRG_COMP
Energy Compressor

BLD_SHIPYARD_ENRG_COMP_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_BASE]] and is required for the formation of all energy hulls and all further energy hull shipyard upgrades.

A highly specialized shipyard designed to create and mount parts on large bundles of densely compressed energy. This is a fragile process, and this shipyard will explode mightily if it takes more than a very small amount of damage.'''

BLD_SHIPYARD_ENRG_SOLAR
Solar Containment Unit

BLD_SHIPYARD_ENRG_SOLAR_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ENRG_COMP]] and allows formation of [[shiphull SH_SOLAR]]s.

The task of creating a miniature sun is a gargantuan task in and of itself. The production of such a body on which ship parts can be safely mounted is even more so.'''

BLD_BIOTERROR_PROJECTOR
Bioterror Angriffsbasis

BLD_BIOTERROR_PROJECTOR_DESC
'''Gives the planet on which it is built the Bioterror focus, which decreases Population on enemy planets within 4 Sternenstrasse jumps at a rate of 2 per turn, provided the enemy empire does not contain a Genome Bank.

This clandestine biological warfare base wreaks havoc on enemy planets in the vicinity. Gradually reduces the Population of all enemy planets within four Sternenstrasse jumps until the planet's population is gone. Such activities are not endorsed by the public however, and this facility can only be built on a planet with a resonant moon. Ineffective if there is a Genome Bank building in the enemy empire. This building can also be built at an outpost, provided it has a resonant moon.'''

BLD_LIGHTHOUSE
Interstellarer Leuchtturm

BLD_LIGHTHOUSE_DESC
Increases speed of ships departing this system, and decreases the [[encyclopedia STEALTH_TITLE]] of all objects in the same system by 30. This building can be built at an outpost.

BLD_SCANNING_FACILITY
Scanning Facility

BLD_SCANNING_FACILITY_DESC
'''Increases [[encyclopedia DETECTION_RANGE_TITLE]] of the planet by 75.

A combination of long-range scanning devices and great computing power to analyze the data allows a larger area of space to be scanned for any objects.'''

BLD_HEAVY_MINE_PROCESSOR
Verarbeitungsstation für Massenbergbau

BLD_HEAVY_MINE_PROCESSOR_DESC
Gives all colonies in the empire access to the Heavy Mining focus.

BLD_INDUSTRY_CENTER
Industriezentrum

BLD_INDUSTRY_CENTER_DESC
'''Gibt am Anfang einen Bonus von 0.2 pro Bevölkerung auf [[encyclopedia INDUSTRY_TITLE]] für alle über [[encyclopedia SUPPLY_TITLE]] verbundenen Planeten mit Industrie.

Die [[tech PRO_INDUSTRY_CENTER_II]] Aufrüstung verdoppelt den Bonus.

Die [[tech PRO_INDUSTRY_CENTER_III]] Aufrüstung erhöht den Bonus auf das dreifache des Grundbonuses.'''

BLD_EXOBOT_SHIP
Exobot Colony Origin
BLD_EXOBOT_SHIP_DESC
'''Constructing the first group of exobots is a major production.  However, once established on their own planet, they will be able to build themselves.'''

BLD_MEGALITH
Megalith

BLD_MEGALITH_DESC
'''Sets the owner empire's capital, overriding any existing Imperial Palace. The planet on which it is built receives an increase of 2 to [[encyclopedia SUPPLY_TITLE]] line range, and 30 to [[encyclopedia INFRASTRUCTURE_TITLE]]. Additionally all resource meters are able to reach target in a single turn.

The Megalith is an abnormally massive starscraper, kilometers in diameter, and an inspiration to architects empire-wide.'''

BLD_SPACE_ELEVATOR
Weltraumlift

BLD_SPACE_ELEVATOR_DESC
'''Doubles [[encyclopedia SUPPLY_TITLE]] line range on the planet on which it is built.

Die Nanokonstruktion eröffnen die Möglichkeit Kabel zu erschaffen, welche zugfest genug ist um über den geostationären Orbit zu reichen. Magnetisch am Kabel beförderte Fähren sind den teuren, ineffizienten und hochgefährlichen Raketenstarts überlegen. Ein enormes und nahezu unzerreissbares Kabel, dass an einem Ende mit einem Satelliten im niedrigen geostationären Orbit verbunden ist, und an dessen Ende zum Planeten hin sich eine Startplatform befindet.'''

BLD_GENOME_BANK
Genombank

BLD_GENOME_BANK_DESC
'''Gibt dem Imperium Imunität gegen Bioterror.

Die größte jemals erfasste Datenbank. Die Genombank beinhaltet Genkarten der Genome eines jeden dem Imperium bekannten Organismus. Diese Datenbank ist von unschätzbarem Wert bei der Behandlung von Krankheiten.'''

BLD_GAIA_TRANS
Gaia Transformation

BLD_GAIA_TRANS_DESC
'''Increases max Population according to planet size-- Tiny: 3, Small: 6, Medium: 9, Large: 12, Huge: 15.

Convert a planet into a Gaia world 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.'''

BLD_COLLECTIVE_NET
Kollektives Gedankennetzwerk

BLD_COLLECTIVE_NET_DESC
'''Increases [[encyclopedia INDUSTRY_TITLE]] on planets with the Industry focus by 0.5 per Population, and [[encyclopedia RESEARCH_TITLE]] on Planets with the Research focus by 0.5 per Population. Sternenstrasse travel within 500 uus will disrupt this building's effectiveness and eliminate these bonuses.

Durch die Übertragung eines Geistes in den Cyberspace können unzählige Wesen vereint agieren und so Probleme lösen und Gedanken fassen, die einem einzelnen Wesen nicht möglich wären.'''

BLD_GATEWAY_VOID
Gateway to the Void

BLD_GATEWAY_VOID_DESC
'''Any ships who enter this system without passing through on the same turn are destroyed, and all colonies within are reduced to outpost status, with a max population of one tenth. Furthermore, it is impossible for anyone outside a system containing this building to see into it.

A dimensional tear capable of magnifying the destructive potential of the Void Mind in a localized region.'''

BLD_ENCLAVE_VOID
Enklave der Leere

BLD_ENCLAVE_VOID_DESC
'''Increases target [[encyclopedia RESEARCH_TITLE]] on all planets with the Research focus by 0.75 per Population.

Die Bevölkerung eines ganzen Planeten wird genetisch auf den Geist der Leere ausgerichtet und widmen sich ganz der Aufgabe, seine Weisheit dem Imperium mitzuteilen. Die Mitglieder der Enklave der Leere werden als Priester erachtet und als Vermittler höherer Weisheit. In allen wichtigen Angelegenheiten des Imperiums wird ihr Rat eingeholt. Botschafter der Enklave können auch ausgesandt werden, um bei Forschungsprojekten des Imperiums mitzuwirken.'''

BLD_ART_BLACK_HOLE
Künstliches schwarzes Loch

BLD_ART_BLACK_HOLE_DESC
By introducing a tremendous amount of artificial gravity into a star without increasing its energy, it can be made to collapse in on itself and form a Black Hole. This technique is limited to red stars however, as overcoming the internal pressure of a hotter star would require an absurdly powerful gravity generator. This process can be enacted at an outpost.

BLD_HYPER_DAM
Hyperspatialdamm

BLD_HYPER_DAM_DESC
'''Increases target [[encyclopedia INDUSTRY_TITLE]] on [[encyclopedia SUPPLY_TITLE]] line connected planets with the Industry focus by 0.4 per Population, but decreases Population on such planets by 5.

A tear in the fabric of the universe, safely controlled and harnessed. Each planet may construct its own hyperspatial dams, but a single control center is required to ensure that the space-time continuum is not torn apart by the stresses. Additionally, all planets who use hyperspatial dams experience health problems, unless they are orbiting a Black Hole.'''

BLD_SOL_ACCEL
Solar Accelerator

BLD_SOL_ACCEL_DESC
A Solar Accelerator artificially ages a star by speeding up its natural processes. The star becomes one type older, according to the following order: Blue, White, Yellow, Orange, Red. This process can be enacted at an outpost.

BLD_SOL_ORB_GEN
Solar Orbital Generator

BLD_SOL_ORB_GEN_DESC
'''Increases target [[encyclopedia INDUSTRY_TITLE]] on [[encyclopedia SUPPLY_TITLE]] line connected planets by 0.4, 0.2 or 0.1 per Population for Blue and White, Yellow and Orange, or Red stars, respectively.

A power generator in low solar orbit designed to tap directly into the star's energy. Since different star types produce different amounts of energy, the system-wide industry bonus is dependant on star type. This building can be built at an outpost.'''

BLD_CLONING_CENTER
Cloning Center

BLD_CLONING_CENTER_DESC
'''Increases the max population on all planets by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.

Industrial Cloning allows made-to-order populations to be produced industrially, significantly improving population.'''

BLD_TERRAFORM
Terraforming

BLD_TERRAFORM_DESC
Terraforms a world one step closer to the environmental preference of the inhabiting species.

BLD_TERRAFORM_REVERT
Terraforming Reversion

BLD_TERRAFORM_REVERT_DESC
Terraforms a world one step back towards its original type.

BLD_REMOTE_TERRAFORM
Remote Terraforming

BLD_REMOTE_TERRAFORM_DESC
Terraforms a world one step closer to the environmental preference of the inhabiting species. This process can be enacted at an outpost.

BLD_NEUTRONIUM_EXTRACTOR
Neutronium Extractor

BLD_NEUTRONIUM_EXTRACTOR_DESC
'''Permits construction of ships with Neutronium ship parts.

Before parts can be built using Neutronium, it must be extracted from a neutron star. Neutronium extracted at this facility is transported to Neutronium Forges throughout the empire. This building can be built at an outpost.'''

BLD_NEUTRONIUM_FORGE
Neutronium Forge

BLD_NEUTRONIUM_FORGE_DESC
'''This building is required at the same location as a shipyard to enable building ships with neutronium parts.

The industrial processing of neutronium requires an extensive specialized facility. Unlike most shipyards and shipyard upgrades, this building cannot be built at an outpost.'''

BLD_NEUTRONIUM_SYNTH
Neutronium Synthesizer

BLD_NEUTRONIUM_SYNTH_DESC
'''An empire with this building does not need a Neutronium Extractor to build neutronium ship parts.

An ancient building designed long ago to synthesize neutronium.'''

BLD_CONC_CAMP
Concentration Camps

BLD_CONC_CAMP_DESC
'''Decreases the planet's population at a rate of 3 per turn, and increases target [[encyclopedia INDUSTRY_TITLE]] by 5 times the planet's population.

Ridding a planet of an undesirable species allows the introduction of a more suited species. By creating a planet-wide network of concentration camps designed to work the citizens to death, this goal can be achieved quickly and efficiently. This building can be built on an outpost.'''

BLD_BLACK_HOLE_POW_GEN
Black Hole Power Generator

BLD_BLACK_HOLE_POW_GEN_DESC
Increases [[encyclopedia INDUSTRY_TITLE]] on all [[encyclopedia SUPPLY_TITLE]] line connected planets with the Industry focus by 1.2 per Population. This building can be built at an outpost, but must be in a black hole system.

BLD_REPLICATORS
Replicators

BLD_REPLICATORS_DESC
'''When activated, half of all industrial production in the empire goes towards replicating extra food or minerals at a 2:1 ratio. If the planet on which it is built has focus set to Food Replication, food will be produced at the expense of industry. When the focus is set to Mineral Replication, minerals will be produced at the expense of industry.

Only one replication focus can take effect in the empire at one time.'''

BLD_PLANET_DRIVE
Planetary Sternenstrasse Drive

BLD_PLANET_DRIVE_DESC
'''Allows a planet to move between star systems. An interstellar lighthouse is required within 200 uus of the target system to allow the planet to proceed safely. Otherwise, the planet will have a 50% chance of being destroyed in transit. This is a hazardous journey even if the planet survives however, and only half the population of a planet will live even with support from the interstellar lighthouse. This building can be built at an outpost, but not on an asteroid belt.

Due to a lack of UI targeting, a second building is currently required on the other end of the Sternenstrasse. This building will destroy itself immediately, so that the planet can move to a different target system later.

To use this building, set the planet to Planet Drive focus, and construct a Planetary Beacon in an adjacent system. The planet will then be moved to that system.'''

BLD_PLANET_BEACON
Planetary Beacon

BLD_PLANET_BEACON_DESC
Designates the target for the planetary Sternenstrasse drive. This building can be built at an outpost.

BLD_ART_PLANET
Künstlicher Planet

BLD_ART_PLANET_DESC
Forms an artificial planet from an asteroid belt or a gas giant. Asteroids become tiny barren planets and gas giants become huge barren planets. This process must be enacted at an outpost on either a gas giant or an asteroid belt.

BLD_ART_MOON
Künstlicher Mond

BLD_ART_MOON_DESC
'''Forms an artificial moon with 1:1 orbital period - rotational period resonance. Adds the [[special RESONANT_MOON_SPECIAL]] special to the planet.

This cannot be constructed at a Gas Giant or Asteroid Belt.

Though natural satellites are relatively commonplace occurrences amongst planetary bodies, it is truly rare to find a moon with an orbital period equal to that of its rotational period. Such a satellite would have one side constantly facing away from the planet, allowing the construction of massive installations - which under normal circumstances would be easily visible from the planet's surface - to be constructed with total secrecy, completely invisible to the unsuspecting populace on the planet below.'''

BLD_SOL_REJUV
Solar Rejuvenator

BLD_SOL_REJUV_DESC
A Solar Rejuvenator artificially rejuvenates a star by increasing its fuel supply. The star becomes one type younger, according to the following order: Red, Orange, Yellow, White, Blue. This process can be enacted at an outpost.

BLD_TRANSFORMER
Transformer

BLD_TRANSFORMER_DESC
'''An versatile and extremely expensive building capable of having the effects many other buildings, currently activated using the focus settings of the planet on which it is built, provided the owner has unlocked the building which the Transformer is mimicking.

This building can be given the effects of a Replicator, a Planetary Cloaking Device, a Bioterror Projector, a Stargate, a Planetary Sternenstrasse Drive, or a Spatial Distortion Generator, provided the owner has the appropriate technology.'''

BLD_PLANET_CLOAK
Planetary Cloaking Device

BLD_PLANET_CLOAK_DESC
'''Gives the planet it is built on a huge bonus to [[encyclopedia STEALTH_TITLE]].

A powerful cloaking device able to shroud an entire world.'''

BLD_SPATIAL_DISTORT_GEN
Spatial Distortion Generator

BLD_SPATIAL_DISTORT_GEN_DESC
Manipulates the dimensional properties of adjacent Sternenstrassen. Any enemy ships attempting to reach the system containing this building will be redirected back the way they came, or to a random adjacent star. Only ships fast enough to traverse the Sternenstrasse in one turn are able to avoid these effects. This is activated with the Spatial Distortion focus.

BLD_STARGATE
Stargate

BLD_STARGATE_DESC
'''Capable of creating a shortcut through space-time between itself and any other stargate owned by the empire. The power expenditures of such a device can shut down a whole planet while it is being activated, although there are no adverse effects at other times. Unfortunately, due to quantum fluctuations, it is impossible to predict where a sent ship will end up if more than one Stargate is open for receiving at a time.

To activate the stargate, set the planet to the Stargate Send focus and a planet with a Stargate in another system to the Stargate Receive focus.'''

BLD_GAS_GIANT_GEN
Gas Giant Generator

BLD_GAS_GIANT_GEN_DESC
'''This building can only be constructed at a gas giant and gives a +10 [[encyclopedia INDUSTRY_TITLE]] bonus to planets with the Industry focus in the same system. Multiple generators in the same system do not stack.

A power generator designed to harvest the energy of a Gas Giant.'''

BLD_COLONY_BASE
Koloniesbase

BLD_COLONY_BASE_DESC
Erstellt ein Koloniesbase Schiff was zur Besiedlung eines Planetes vom gleichen System benützt werden kann. Kann nur auf Planeten gebaut werden die eine Bevölkerung von 3 oder mehr haben.

BLD_EXPERIMENTOR_OUTPOST
Experimentor Outpost
BLD_EXPERIMENTOR_OUTPOST_DESC
The outpost of the Experimentors, used for carrying out highly advanced experiments.  This structure also acts as a cloak to prevent anyone from interfering with their work.

BLD_NOVA_BOMB_ACTIVATOR
Nova Bomb Activator
BLD_NOVA_BOMB_ACTIVATOR_DESC
Activates all Nova Bombs within one Sternenstrasse jump.


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

HULL_DESC
'''Geschwindigkeit in Sternenstrasse: %1%
Treibstoff Fassungsvermögen: %2%
Kampfgeschwindigkeit: %3%
Struktur: %4%'''

PART_DESC_CAPACITY
Fassungsvermögen: %1%

PART_DESC_STRENGTH
Stärke: %1%

PART_DESC_DIRECT_FIRE_STATS
'''Angriffschaden: %1%'''

## TEMPORARILY HIDDEN
# Rate of Fire: %2% shots/turn
# Range: %3%

PART_DESC_LR_STATS
'''Schaden: %1%
Schusskadenz: %2% Raketen/Runde
Reichweite: %3%
Raketen Geschwindigkeit: %4%
Raketen Struktur: %5%
Raketen [[encyclopedia STEALTH_TITLE]]: %6%
Fassungsvermögen: %7% Raketen'''

PART_DESC_FIGHTER_STATS
'''Abfangjägertyp: %1%
Abfangjäger Schaden gegen Abfangjäger: %3%
Abfangjäger Schaden gegen Schiffe: %2%
Abfangjäger Startkadenz: %4% Abfangjäger/Runde
Abfangjäger Geschwindigkeit: %5%
Abfangjäger Struktur: %6%
Abfangjäger [[encyclopedia STEALTH_TITLE]]: %7%
Abfangjäger Aufklärungsreichweite: %8%
Fassungsvermögen: %9% Abfangjäger'''


#############################################################
####                 S H I P   P A R T S                 ####
#############################################################


SR_WEAPON_1_1
Massetreiber 1
SR_WEAPON_1_1_DESC
'''Der Massetreiber, eine Standardwaffe.'''

SR_WEAPON_1_2
Massetreiber 2
SR_WEAPON_1_2_DESC
'''Der Massetreiber, auf Stufe 2 verbessert.'''

SR_WEAPON_1_3
Massetreiber 3
SR_WEAPON_1_3_DESC
'''Der Massetreiber, auf Stufe 3 verbessert.'''

SR_WEAPON_1_4
Massetreiber 4
SR_WEAPON_1_4_DESC
'''Der Massetreiber, auf Stufe 4 verbessert.'''

SR_WEAPON_2_1
Laser 1
SR_WEAPON_2_1_DESC
'''Der Laser, eine viel leistungsfähigere Schiffswaffe als den Massetreiber.'''

SR_WEAPON_2_2
Laser 2
SR_WEAPON_2_2_DESC
'''Laser, auf Stufe 2 verbessert.'''

SR_WEAPON_2_3
Laser 3
SR_WEAPON_2_3_DESC
'''Laser, auf Stufe 3 verbessert.'''

SR_WEAPON_2_4
Laser 4
SR_WEAPON_2_4_DESC
'''Laser, auf Stufe 4 verbessert.'''

SR_WEAPON_3_1
Plasma Cannon 1
SR_WEAPON_3_1_DESC
'''The Plasma Cannon, a more powerful ship's weapon than the Laser.'''

SR_WEAPON_3_2
Plasma Cannon 2
SR_WEAPON_3_2_DESC
'''Plasma Cannon, refined to level 2.'''

SR_WEAPON_3_3
Plasma Cannon 3
SR_WEAPON_3_3_DESC
'''Plasma Cannon, refined to level 3.'''

SR_WEAPON_3_4
Plasma Cannon 4
SR_WEAPON_3_4_DESC
'''Plasma Cannon, refined to level 4.'''

SR_WEAPON_4_1
Death Ray 1
SR_WEAPON_4_1_DESC
'''The Death Ray, the ultimate ship's weapon.'''

SR_WEAPON_4_2
Death Ray 2
SR_WEAPON_4_2_DESC
'''Death Ray, refined to level 2.'''

SR_WEAPON_4_3
Death Ray 3
SR_WEAPON_4_3_DESC
'''Death Ray, refined to level 3.'''

SR_WEAPON_4_4
Death Ray 4
SR_WEAPON_4_4_DESC
'''Death Ray, refined to level 4. The ultimate refinement of the ultimate weapon.'''

SR_WEAPON_2
Laser

SR_WEAPON_2_DESC
Wenig Durchschlagskraft und Masse

SR_ION_CANNON
Ionenkanone

SR_ION_CANNON_DESC
Akzeptable Durchschlagskraft und Masse

SR_WEAPON_1
Masstreiber

SR_WEAPON_1_DESC
A projectile weapon capable of launching objects of tremendous mass at relativistic speeds.

SR_WEAPON_4
Death Ray

SR_WEAPON_4_DESC
Ultimate short range weapon

PD_PULSE_LASER
Impulslaser

PD_PULSE_LASER_DESC
Kurze Reichweite, hohe Feuerrate

PD_PHASOR
Phasor

PD_PHASOR_DESC
Stronger, faster point defense weapon

PD_PARTICLE_BEAM
Particle Beam

PD_PARTICLE_BEAM_DESC
Ultimate point defense weapon

FI_INTERCEPTOR
Interceptor

FI_INTERCEPTOR_DESC
Twelve fast interceptors designed to destroy missiles and enemy fighters

FI_BOMBER
Bomber

FI_BOMBER_DESC
Six bombers designed to target ships and planets

FI_RECON
Reconnaissance Fighter

FI_RECON_DESC
Twelve fast, unarmed fighters designed for reconnaissance

FI_BIOINTERCEPTOR
Bio-Interceptor

FI_BIOINTERCEPTOR_DESC
Thirty-six living interceptors designed to destroy missiles and enemy fighters. Far more effective than regular interceptors. This part can only be built if there is a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] somewhere in the empire or an ally's empire.

FI_BIOBOMBER
Bio-Bomber

FI_BIOBOMBER_DESC
Eighteen living bombers designed to target ships and planets. Far more effective than regular bombers.  This part can only be built if there is a Bioneural Modification Unit somewhere in the empire or an ally's empire.

LR_NUCLEAR_MISSILE
Atomare Rakete

LR_NUCLEAR_MISSILE_DESC
Hohe Reichweite und akzeptable Durchschlagskraft

LR_SPECTRAL_MISSILE
Spectral Missile

LR_SPECTRAL_MISSILE_DESC
A fast, stealthy missile.

LR_NEUTRONIUM_PLATE_NUC_MIS
Neutronium Plated Nuclear Missile

LR_NEUTRONIUM_PLATE_NUC_MIS_DESC
Heavily armored nuclear missile

LR_NEUTRONIUM_PLATE_SPEC_MIS
Neutronium Plated Spectral Missile

LR_NEUTRONIUM_PLATE_SPEC_MIS_DESC
Heavily armored spectral missile

LR_ANTIMATTER_TORPEDO
Antimatter Torpedo

LR_ANTIMATTER_TORPEDO_DESC
A fast, long-range missile powered by the Spatial Flux Drive and armed with a powerful anti-matter warhead. This part can only be built if there is an Advanced Engineering Bay somewhere in the empire or an ally's empire.

LR_PLASMA_TORPEDO
Plasma Torpedo

LR_PLASMA_TORPEDO_DESC
A fast, long-range missile with excellent [[encyclopedia STEALTH_TITLE]], powered by the Trans-Spatial Drive and armed with a devastatingly powerful plasma warhead. This part can only be built if there is an Advanced Engineering Bay somewhere in the empire or an ally's empire.

DT_DETECTOR_1
Optischer Scanner

DT_DETECTOR_1_DESC
Kurzstreckenaufklärung.

DT_DETECTOR_2
Aktives Radar

DT_DETECTOR_2_DESC
Mittelstreckenaufklärung.

DT_DETECTOR_3
Neutronen Scanner

DT_DETECTOR_3_DESC
Langstreckenaufklärung.

DT_DETECTOR_4
Sensoren

DT_DETECTOR_4_DESC
Überlangstreckenaufklärung.

FU_IMPROVED_ENGINE_COUPLINGS
Improved Engine Couplings

FU_IMPROVED_ENGINE_COUPLINGS_DESC
'''Increases Sternenstrasse Schnelligkeit by 10.

Better engine parts equate to better engines.'''

FU_N_DIMENSIONAL_ENGINE_MATRIX
N-Dimensional Engine Matrix

FU_N_DIMENSIONAL_ENGINE_MATRIX_DESC
'''Increases Sternenstrasse Schnelligkeit by 15. 

N-Dimensional subspace research resulted in a more efficient engine matrix.'''

FU_SINGULARITY_ENGINE_CORE
Singularity Engine Core

FU_SINGULARITY_ENGINE_CORE_DESC
A smaller cousin of the Hyperspace Dam outfitted for ships, the Singularity Engine Core drastically boosts power generation. Increases Sternenstrasse Schnelligkeit by 20. 

FU_BASIC_TANK
Zusatz Triebstofftank

FU_BASIC_TANK_DESC
Erlaubt einen zusätzlichen Sprung.

FU_DEUTERIUM_TANK
Deuterium-Tank

FU_DEUTERIUM_TANK_DESC
Kleine Steigerung von Schiffsreichweite durch eine verbesserte Triebstoffkapazität. Sperrig und verwundbar durch Beschuss.

FU_ANTIMATTER_TANK
Antimaterietank

FU_ANTIMATTER_TANK_DESC
Moderate Steigerung von Schiffsreichweite durch eine verbesserte Triebstoffkapazität. Kompakt und geringe Masse.

FU_ZERO_FUEL
Zero-Point Fuel Generator

FU_ZERO_FUEL_DESC
Generates energy using Zero-Point generation and converts it into fuel using matter-energy conversion techniques.

ST_CLOAK_1
Elektromagnetische Dämpfung

ST_CLOAK_1_DESC
'''Weak Cloaking (+20)

Verbessert die [[encyclopedia STEALTH_TITLE]] des Schiffes auf dem es installiert wurde, indem es die Elektromagnetische Abstrahlung der Schiffssysteme dämpft. Kann nur kleine Emissionsmengen kompensieren, und wird von vorhandenen Schiffsteilen die hohe Strahlungsmengen abgeben überladen. [[encyclopedia STEALTH_TITLE]]-causing ship parts do not stack.'''

ST_CLOAK_2
Absorption Field

ST_CLOAK_2_DESC
'''Moderate Cloaking (+40)

Creates an absorption field around the ship, effectively transforming it into a perfect blackbody. [[encyclopedia STEALTH_TITLE]]-causing ship parts do not stack.'''

ST_CLOAK_3
Dimensional Cloak

ST_CLOAK_3_DESC
'''Strong Cloking (+60)

Hides this ship within a dimensional rift, greatly increasing [[encyclopedia STEALTH_TITLE]]. [[encyclopedia STEALTH_TITLE]]-causing ship parts do not stack.'''

ST_CLOAK_4
Phasing Cloak

ST_CLOAK_4_DESC
'''Very Strong Cloaking (+80)

Modulates the frequency of any matter waves emitted from the ship to match that of the background radiation. [[encyclopedia STEALTH_TITLE]]-causing ship parts do not stack.'''

AR_STD_PLATE
Standard Panzerplatten

AR_STD_PLATE_DESC
'''Grund Panzerplatten bieten nur mässige Erweiterung zur Dauerhaftigkeit eines Schiffsrumpfes.'''

AR_ZORTRIUM_PLATE
Zortrium Panzerplatten

AR_ZORTRIUM_PLATE_DESC
'''Stärkere Abwehr als standard Panzerplatten.'''

AR_DIAMOND_PLATE
Diamant Panzerplatten

AR_DIAMOND_PLATE_DESC
'''Stärkere Abwehr als zortrium Panzerplatten.'''

AR_XENTRONIUM_PLATE
Xentronium Panzerplatten

AR_XENTRONIUM_PLATE_DESC
'''Äusserst Stark und dauerhafte Panzerplatten.'''

AR_ROCK_PLATE
Gestein Panzerplatten

AR_ROCK_PLATE_DESC
'''A strong, cheap alternative to alloys. This part can only be built if there is an [[buildingtype BLD_SHIPYARD_AST_REF]] at an asteroid belt somewhere in the empire or an ally's empire.'''

AR_CRYSTAL_PLATE
Kristall Panzerplatten

AR_CRYSTAL_PLATE_DESC
'''An incredibly strong armor produced with advanced crystallization techniques. This part can only be built if there is an [[buildingtype BLD_SHIPYARD_AST_REF]] at an asteroid belt somewhere in the empire or an ally's empire.'''

AR_NEUTRONIUM_PLATE
Neutronium Panzerplatten

AR_NEUTRONIUM_PLATE_DESC
'''Strongest, most durable armor plating. Admirable defense.'''

AR_PRECURSOR_PLATE
Vorläufer Panzerplatten

AR_PRECURSOR_PLATE_DESC
Marvelously effective armor of unknown composition

SH_DEFENSE_GRID
Verteidigungsperimeter

SH_DEFENSE_GRID_DESC
'''Provides basic shield defense. Capable of completely negating or at least substantially reducing damage from hits by low powered weapons. Reduces damage sustained from a hit by 4.

There can only be one active shield generator on a ship, so shield parts do not stack.'''

SH_DEFLECTOR
Deflektorschild

SH_DEFLECTOR_DESC
'''Provides advanced shield defense. Can absorb or at least substantially reduce damage dealt by moderately powered weapons. Reduces damage sustained from a hit by 7.

There can only be one active shield generator on a ship, so shield parts do not stack.'''

SH_PLASMA
Plasma Shield

SH_PLASMA_DESC
'''Powerful shield that significantly reduces damage suffered from hits even by advanced weapons, and completely absorbs anything less. Reduces damage sustained from a hit by 12.

There can only be one active shield generator on a ship, so shield parts do not stack.'''

SH_BLACK
Blackshield

SH_BLACK_DESC
'''Most powerful shield defense, can only be penetrated by the most powerful weapons. Extremely expensive to research and build. Reduces damage sustained from a hit by 20.

There can only be one active shield generator on a ship, so shield parts do not stack.'''

SH_MULTISPEC
Multi-Spectral Shield

SH_MULTISPEC_DESC
'''Powerful [[encyclopedia SHIELDS_TITLE]] capable of protecting a ship within a star. Provides a high [[encyclopedia STEALTH_TITLE]] bonus on the galaxy map when the ship is in a star other than a Black Hole or a Neutron Star and allows the ship to enter a star in combat. Reduces damage sustained from a hit by 15.

There can only be one active shield generator on a ship, so shield parts do not stack.'''

CO_COLONY_POD
Besiedlungsmodul

CO_COLONY_POD_DESC
'''Grundlegende Einrichtungen für Siedler um die Reise zu einem neuen Planeten zu überleben. Ermöglicht es einem Schiff neue Welten zu besiedeln.

Alle Kolonieschiffstypen benötigen auf dem Planet wo sie gebaut wurden eine Bevölkerung von mindestens 3.'''

CO_SUSPEND_ANIM_POD
Kälteschlaf Besiedlungsmodul

CO_SUSPEND_ANIM_POD_DESC
'''Siedler werden während der Reise im Kälteschlaf gehalten, was die Notwendigkeit zur Versorgung beseitigt und die Anzahl der Kolonisten, die transportiert werden können, dramatisch erhöht.

Alle Kolonieschiffstypen benötigen auf dem Planet wo sie gebaut wurden eine Bevölkerung von mindestens 3.'''

CO_OUTPOST_POD
Outpost Module

CO_OUTPOST_POD_DESC
'''Outposts modules allow you to establish unmanned station. These may be place on uninhabitable planets. They have no population, and normally produce no resources. But they provide vision create [[encyclopedia SUPPLY_TITLE]] lines when the rigth tech is researched. Colonies can be founded on planets that already have an Outpost.'''

GT_TROOP_POD
Bodentruppen Kapsel

GT_TROOP_POD_DESC
Trägt eine Brigade Boden[[encyclopedia TROOP_TITLE]], samt Ausrüstung, die auf einen Planeten eingesetzt werden kann.

SP_DISTORTION_MODULATOR
Distortion Modulator

SP_DISTORTION_MODULATOR_DESC
Distinguishes natural geometric irregularities from enemy ships by manipulating space-time distortions caused by all objects in the vicinity. All objects within 0 uus have max [[encyclopedia STEALTH_TITLE]] reduced by 20. The effect is non-stacking.

SP_CLOUD
Cloud Generator

SP_ASH
Ash Generator

SP_DIM
Dimensional Cleaver

SP_VOID
Void Eruptor

SP_DEATH_SPORE
Death Spores

SP_DEATH_SPORE_DESC
A biological weapon which gradually reduces the population of a planet.

SP_BIOTERM
Bio-Terminators

SP_BIOTERM_DESC
A powerful biological weapon which quickly reduces the population of a planet.

SP_NOVA_BOMB
Nova Bomb

SP_NOVA_BOMB_DESC
A weapon of tremendous power capable of destroying an entire system.  The weapon will activate when it recieves the signal from a Nova Bomb Activator not more than one Sternenstrasse jump away.


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SH_ROBOTIC
Robotic Hull

SH_ROBOTIC_DESC
'''This hull is completely automated and functions under the principals of Military Robotic Control. Like the standard hull, it has four external slots and one internal slot. It is faster than the standard hull, and will have its structure restored between combats, but has a lower max structure.

In addition to a [[buildingtype BLD_SHIPYARD_BASE]] an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] is required at the planet where it is constructed.'''

SH_SPATIAL_FLUX
Spatial Flux Hull

SH_SPATIAL_FLUX_DESC
'''This tiny hull is capable of immense speed due to the power of the Spatial Flux Drive. It has only two external slots however, and its max structure is low. [[encyclopedia STEALTH_TITLE]] is fairly high, but it receives a large [[encyclopedia STEALTH_TITLE]] penalty for movement both in combat and on the galaxy map.

In addition to a [[buildingtype BLD_SHIPYARD_BASE]] and an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]], an [[buildingtype BLD_SHIPYARD_CON_ADV_ENGINE]] is required at the planet where it is constructed.'''

SH_SELF_GRAVITATING
Self-Gravitating Hull

SH_SELF_GRAVITATING_DESC
'''This hull is immense in both size and power, with eight external slots and two internal slots. It is fairly sturdy, having a high max structure, but [[encyclopedia STEALTH_TITLE]] and speed are fairly low.

In addition to a [[buildingtype BLD_SHIPYARD_BASE]] and an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]], a [[buildingtype BLD_SHIPYARD_CON_GEOINT]] is required at the planet where it is constructed.'''

SH_NANOROBOTIC
Nano-Robotic Hull

SH_NANOROBOTIC_DESC
'''This automated hull is large and fast, and repairs damage to itself using millions of nano-robots. It has six external slots and one internal slot, but it has low [[encyclopedia STEALTH_TITLE]] and is very fragile, though it regenerates structure during combat and restores structure completely between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and a [[buildingtype BLD_SHIPYARD_CON_NANOROBO]] unit at the planet where it is constructed.'''

SH_TITANIC
Titanic Hull

SH_TITANIC_DESC
'''This extraordinarily large hull requires quite a feat of engineering even to move. It has sixteen external slots and three internal slots, and its max structure is very high, but at the cost of a great deal of speed and [[encyclopedia STEALTH_TITLE]].

Requires a Basic [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and a [[buildingtype BLD_SHIPYARD_CON_GEOINT]] at the planet where it is constructed.'''

SH_TRANSSPATIAL
Trans-Spatial Hull

SH_TRANSSPATIAL_DESC
'''This hull is able to travel stealthily and at an incredible speed due to the Trans-Spatial drive. It has only a single external slot however, and its max structure is extremely low.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and an [[buildingtype BLD_SHIPYARD_CON_ADV_ENGINE]] at the planet where it is constructed.'''

SH_LOGISTICS_FACILITATOR
Logistics Facilitator

SH_LOGISTICS_FACILITATOR_DESC
'''This organizational flagship is designed to organize and manage mid-battle transfers of crewmen and other objects. It has seven external slots and two internal slots. Its speed is low, but max structure is fairly high. In addition, its built-in fleet of stealthy freighters allows transfer of personnel and materiel during battle, enabling all friendly ships to recover structure during combat and completely restore structure between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]], a [[buildingtype BLD_SHIPYARD_CON_NANOROBO]], a [[buildingtype BLD_SHIPYARD_CON_GEOINT]], and an [[buildingtype BLD_SHIPYARD_CON_ADV_ENGINE]] at the planet where it is constructed.'''

SH_ASTEROID
Asteroid Hull

SH_ASTEROID_DESC
'''This hull is constructed from an average-sized asteroid. A bit roomier than the standard hull, it has four external slots and two internal slots. Geschwindigkeit and structure are relatively low, but it is fairly inexpensive to build. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] present in the system where it is produced.'''

SH_SMALL_ASTEROID
Small Asteroid Hull

SH_SMALL_ASTEROID_DESC
'''This hull is constructed from a very small asteroid. It has only a single external slot and a single internal slot. Geschwindigkeit is very good, but structure is quite low. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] present in the system where it is produced.'''

SH_HEAVY_ASTEROID
Heavy Asteroid Hull

SH_HEAVY_ASTEROID_DESC
'''This hull is constructed from a gigantic asteroid, and has six external slots and three internal slots. Geschwindigkeit is very low, but structure is moderately high. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] present in the system where it is produced.'''

SH_CAMOUFLAGE_ASTEROID
Camouflage Asteroid Hull

SH_CAMOUFLAGE_ASTEROID_DESC
'''This hull is designed to look exactly like a real asteroid. It has four internal slots, but no external slots. Structure is average, but speed is fairly low. This hull gets a tremendous bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] present in the system where it is produced.'''

SH_SMALL_CAMOUFLAGE_ASTEROID
Small Camouflage Asteroid Hull

SH_SMALL_CAMOUFLAGE_ASTEROID_DESC
'''This camouflage asteroid hull is able to make use of camouflage asteroid parts on its exterior, although it must be made much smaller to compensate and avoid losing its [[encyclopedia STEALTH_TITLE]] bonus. It has a single external slot and a single internal slot. Geschwindigkeit is average, but structure is quite low. This hull gets a tremendous bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] present in the system where it is produced.'''

SH_AGREGATE_ASTEROID
Aggregate Asteroid Hull

SH_AGREGATE_ASTEROID_DESC
'''This massive hull is formed by combining several large asteroids. It has fifteen external slots and four internal slots. Structure is good, but speed is very low. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] and an [[buildingtype BLD_SHIPYARD_AST_REF]] present in the system where it is produced.'''

SH_MINIASTEROID_SWARM
Mini-Asteroid Swarm

SH_MINIASTEROID_SWARM_DESC
'''This hull is constructed from a small asteroid, much of which has been broken off to form numerous tiny asteroids, which are controlled by the main hull. These asteroids protect the main ship, giving a bonus to [[encyclopedia SHIELDS_TITLE]]. This hull has two external slots, but no internal slots. Structure is very low, but speed is high. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] and an [[buildingtype BLD_SHIPYARD_AST_REF]] present in the system where it is produced.'''

SH_SCATTERED_ASTEROID
Scattered Asteroid Hull

SH_SCATTERED_ASTEROID_DESC
'''This flagship is constructed from several large asteroids, some of which have been combined to form the main hull, and some of which have been broken apart to form numerous tiny asteroids, which are controlled by the main hull. These asteroids protect not only the main ship, but every accompanying friendly ship, giving a bonus to [[encyclopedia SHIELDS_TITLE]] for all owned ships and allies' ships in the vicinity. Like the compound asteroid hull, this hull has fifteen external slots and four internal slots. Geschwindigkeit is very low, but structure is high. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] and an [[buildingtype BLD_SHIPYARD_AST_REF]] present in the system where it is produced.'''

SH_CRYSTALLIZED_ASTEROID
Crystallized Asteroid Hull

SH_CRYSTALLIZED_ASTEROID_DESC
'''This sturdy hull is made from a average-sized asteroid, hardened by advanced crystallization techniques. Like the regular Asteroid Hull, it has four external slots and two internal slots. Geschwindigkeit is somewhat low, but structure is extremely high. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] and an [[buildingtype BLD_SHIPYARD_AST_REF]] present in the system where it is produced.'''

SH_ORGANIC
Organic Hull

SH_ORGANIC_DESC
'''This is the most basic type of organic hull: a living hull grown from the most basic unit of life and raised for battle. It has three external slots and one internal slot. [[encyclopedia STEALTH_TITLE]] is high and speed is average, but structure is a bit low. This hull regenerates structure and fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]] at the planet where it is developed.'''

SH_STATIC_MULTICELLULAR
Static Multicellular Hull

SH_STATIC_MULTICELLULAR_DESC
'''Despite being organic, this hull is non-living, being produced via multi-cellular casting. The versatility of the interior and the lack of necessity for internal organs increases its capacity, but without living systems, it cannot replenish health or energy. It has three external slots and two internal slots. Structure is average and speed is good, but [[encyclopedia STEALTH_TITLE]] is low. This hull regenerates neither structure nor fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]] and a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] at the planet where it is constructed.'''

SH_ENDOMORPHIC
Endomorphic Hull

SH_ENDOMORPHIC_DESC
'''This hull contains non-living multicellular components for greater external modularity. This hull has four external slots and two internal slots. Structure is good and speed is average, but [[encyclopedia STEALTH_TITLE]] is low. This hull regenerates neither structure nor fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], and a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] at the planet where it is developed.'''

SH_SYMBIOTIC
Symbiotic Hull

SH_SYMBIOTIC_DESC
'''This living hull exists in a symbiotic relationship with its crew, increasing its [[encyclopedia STEALTH_TITLE]] and speed. It has two of each internal and external slots. [[encyclopedia STEALTH_TITLE]], speed and structure are all good. This hull regenerates structure and fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] at the planet where it is developed.'''

SH_PROTOPLASMIC
Protoplasmic Hull

SH_PROTOPLASMIC_DESC
'''This monocellular hull suspends its internal parts in its cytoplasm rather than mounting them on a solid internal structure. It has three internal slots and two external slots. Structure is high, and speed and [[encyclopedia STEALTH_TITLE]] are good. This hull regenerates structure and fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] at the planet where it is developed.'''

SH_ENDOSYMBIOTIC
Endosymbiotic Hull

SH_ENDOSYMBIOTIC_DESC
'''This mono-cellular hull exists in a symbiotic relationship with its crew, suspending them in its cytoplasm and using them as organelles. It has four external slots and three internal slots. Speed and [[encyclopedia STEALTH_TITLE]] are good, and structure is average. This hull regenerates structure and fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] at the planet where it is developed.'''

SH_RAVENOUS
Ravenous Hull

SH_RAVENOUS_DESC
'''This hull has been raised on the blood of its brethren. It has five external slots and two internal slots. [[encyclopedia STEALTH_TITLE]] is low, but speed and structure are high. This hull regenerates neither structure nor fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], and a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] at the planet where it is developed.'''

SH_BIOADAPTIVE
Bio-Adaptive Hull

SH_BIOADAPTIVE_DESC
'''This living hull has mind and body working in perfect unison, allowing it to react and adapt to its surroundings with unparalleled efficiency. It has three external slots and three internal slots. [[encyclopedia STEALTH_TITLE]], speed and structure are all very high. This hull regenerates fuel and completely recovers structure between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] at the planet where it is developed.'''

SH_SENTIENT
Sentient Hull

SH_SENTIENT_DESC
'''This self-aware flagship has powerful analytical abilities and a tremendous memory capacity, which allow it to direct friendly vessels and provide them with useful information and subtle tactical cues in combat, giving a [[encyclopedia STEALTH_TITLE]] and [[encyclopedia DETECTION_RANGE_TITLE]] bonus to all accompanying friendly ships. It has six external slots and three internal slots. It has low speed, but [[encyclopedia STEALTH_TITLE]] and structure are good. This hull regenerates structure and fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] at the planet where it is developed.'''

SH_COMPRESSED_ENERGY
Compressed Energy Hull

SH_COMPRESSED_ENERGY_DESC
'''This fast hull is comprised entirely of compressed energy and has a single external slot. Structure is low, but [[encyclopedia STEALTH_TITLE]] and speed are very high. This hull requires a great deal of energy to construct and can only be built at a system with a star of type White, Blue or Black Hole.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an [[buildingtype BLD_SHIPYARD_ENRG_COMP]] at the planet where it is formed.'''

SH_FRACTAL_ENERGY
Fractal Energy Hull

SH_FRACTAL_ENERGY_DESC
'''This hull, while small, has a fractal surface which allows many more parts to be mounted than would be possible on a smoother hull. It has fourteen external slots, but no internal slots. [[encyclopedia STEALTH_TITLE]] is very low, but structure and speed are average. This hull requires a very great deal of energy to construct and can only be built at a system with a star of type Blue or Black Hole.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an [[buildingtype BLD_SHIPYARD_ENRG_COMP]] at the planet where it is formed.'''

SH_QUANTUM_ENERGY
Quantum Energy Hull

SH_QUANTUM_ENERGY_DESC
'''This hull magnifies quantum energy fluctuations to increase its own power. It has seven external slots and three internal slots. Speed and structure are very high, but [[encyclopedia STEALTH_TITLE]] is very low. This hull requires a very great deal of energy to construct and can only be built at a system with a star of type Blue or Black Hole.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an [[buildingtype BLD_SHIPYARD_ENRG_COMP]] at the planet where it is formed.'''

SH_SOLAR
Solar Hull

SH_SOLAR_DESC
'''This mighty flagship is essentially a miniature sun, and as such is a great source of both fuel and visibility. All accompanying friendly ships completely recover fuel between combat, and all enemy ships in the vicinity receive a penalty to [[encyclopedia STEALTH_TITLE]]. This hull has eighteen external slots and nine internal slots - a far greater internal capacity than any other hull. Structure is extremely high, but speed and [[encyclopedia STEALTH_TITLE]] are very low. However, this ship has the ability to enter a star and hide, giving it perfect [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with a star of type other than Black Hole or Neutron, and in combat, when it is hiding inside such a star. This ship requires a tremendous amount of energy to construct and must harness energy from particle-antiparticle collisions on the event horizon of a Black Hole in its formation.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ENRG_COMP]] and a [[buildingtype BLD_SHIPYARD_ENRG_SOLAR]] at the planet where it is built.'''

SH_BASIC_SMALL
Kleiner Basisrumpf
SH_BASIC_SMALL_DESC
'''Ein kleiner interstellarer Basisrumpf. Verglichen mit anderen Basisrümpfen, kann er einen Sprung mehr ausführen.

Benötigt eine [[buildingtype BLD_SHIPYARD_BASE]] auf dem Planet wo es gebaut werden soll.'''

SH_BASIC_MEDIUM
Mittel-grosser Basisrumpf
SH_BASIC_MEDIUM_DESC
'''Ein mittel-grosser interstellaren Basisrumpf.

Benötigt eine [[buildingtype BLD_SHIPYARD_BASE]] auf dem Planet wo es gebaut werden soll.'''

SH_STANDARD
Grosser Basisrumpf

SH_STANDARD_DESC
'''Ein grosser interstellaren Basisrumpf.

Benötigt eine [[buildingtype BLD_SHIPYARD_BASE]] auf dem Planet wo es gebaut werden soll.'''

SH_XENTRONIUM
Xentronium Hull

SH_XENTRONIUM_DESC
A hull constructed primarily with xentronium. Though small, it has extremely high max structure.

SH_COLONY_BASE
Koloniesbase Rumpf

SH_COLONY_BASE_DESC
Ein Rumpf konzipiert zum gründen einer Kolonie auf einem anderen Planet dieses Systems. Er kann nicht zwischen Systeme navigieren oder sich schnell im System bewegen.

SH_FLOATER_BODY
Gebrechlichen Körper

SH_FLOATER_BODY_DESC
Kleiner gebrechlichen Körper, der keine nennenswerten Schäden standhält.

SH_TREE_BODY
Immobilen Körper

SH_TREE_BODY_DESC
Starrer baumförmigen Körper, der nicht in der Lage ist, sich zwischen den Systemen zu bewegen.

SH_STRONG_MONSTER_BODY
Kräftigen Körper

SH_STRONG_MONSTER_BODY_DESC
Großen starken Körper mit furchterregenden natürlichen Waffen und starke natürliche Rüstung.

SH_GUARD_MONSTER_BODY
Wache Rumpf
SH_GUARD_MONSTER_BODY_DESC
Ein starker Rumpf für Monsters der Wächterklasse.

SH_KRILL_1_BODY
Krillkörper 1
SH_KRILL_1_BODY_DESC
Krillkörper 1

SH_KRILL_2_BODY
Krillkörper 2
SH_KRILL_2_BODY_DESC
Krillkörper 2

SH_KRILL_3_BODY
Krillkörper 3
SH_KRILL_3_BODY_DESC
Krillkörper 3

SH_KRILL_4_BODY
Krillkörper 4
SH_KRILL_4_BODY_DESC
Krillkörper 4

SH_DRONE_BODY
Drohnenrumpf
SH_DRONE_BODY_DESC
Drohnenrumpf

SH_IMMOBILE_FACTORY
Drohnenfabrik
SH_IMMOBILE_FACTORY_DESC
Drohnenfabrik

SH_KRAKEN_1_BODY
Larval Kraken Body
SH_KRAKEN_1_BODY_DESC
Ein gewaltiger mittelgewicht Weltraummonster.

SH_KRAKEN_2_BODY
Kraken Body
SH_KRAKEN_2_BODY_DESC
Ein gewaltiger mittelgewicht Weltraummonster.

SH_KRAKEN_3_BODY
Great Kraken Body
SH_KRAKEN_3_BODY_DESC
Ein gewaltiger mittelgewicht Weltraummonster.

SH_BLACK_KRAKEN_BODY
Black Kraken Body
SH_BLACK_KRAKEN_BODY_DESC
A monstrous black Kraken with an unnatural aura about it.

SH_SNOWFLAKE_1_BODY
Small Snowflake Body
SH_SNOWFLAKE_1_BODY_DESC
A formidable light-weight space monster.

SH_SNOWFLAKE_2_BODY
Snowflake Body
SH_SNOWFLAKE_2_BODY_DESC
A formidable light-weight space monster.

SH_SNOWFLAKE_3_BODY
Large Snowflake Body
SH_SNOWFLAKE_3_BODY_DESC
A formidable light-weight space monster.

SH_PSIONIC_SNOWFLAKE_BODY
Psionic Snowflake Body
SH_PSIONIC_SNOWFLAKE_BODY_DESC
A mentally powerful space monster.

SH_JUGGERNAUT_1_BODY
Small Juggernaut Body
SH_JUGGERNAUT_1_BODY_DESC
A formidable heavy-weight space monster.

SH_JUGGERNAUT_2_BODY
Juggernaut Body
SH_JUGGERNAUT_2_BODY_DESC
A formidable heavy-weight space monster.

SH_JUGGERNAUT_3_BODY
Large Juggernaut Body
SH_JUGGERNAUT_3_BODY_DESC
A formidable heavy-weight space monster.

SH_BLOATED_JUGGERNAUT_BODY
Bloated Juggernaut Body
SH_BLOATED_JUGGERNAUT_BODY_DESC
An unnaturally large space monster.

SH_NEBULOUS_BODY
Nebulous Body

SH_EXP_OUTPOST_HULL
Experimentor Outpost Hull
SH_EXP_OUTPOST_HULL_DESC
A hull used by the Experimentors use to transport experimental equipment to other galaxies.

SH_COSMIC_DRAGON_BODY
Cosmic Dragon Body
SH_COSMIC_DRAGON_BODY_DESC
A fearsom space dragon the size of a small planet.

SH_DAMPENING_CLOUD_BODY
Dampening Cloud Body
SH_DAMPENING_CLOUD_BODY_DESC
A cosmic cloud of high energetic particles.


#############################################################
####              S P E C I E S   P I C K S              ####
#############################################################


NO_INDUSTRY
'''−−−	Keine [[encyclopedia INDUSTRY_TITLE]]'''

BAD_INDUSTRY
'''−	Schlechte [[encyclopedia INDUSTRY_TITLE]]: -50%'''

AVERAGE_INDUSTRY
'''	Mittelmässige [[encyclopedia INDUSTRY_TITLE]]: 100%'''

GOOD_INDUSTRY
'''+	Gute [[encyclopedia INDUSTRY_TITLE]]: 150%'''

GREAT_INDUSTRY
'''++	Grosse [[encyclopedia INDUSTRY_TITLE]]: 200%'''

ULTIMATE_INDUSTRY
'''+++	Perfekte [[encyclopedia INDUSTRY_TITLE]]: 400%'''

NO_RESEARCH
'''−−−	Keine [[encyclopedia RESEARCH_TITLE]]'''

BAD_RESEARCH
'''−	Schlechte [[encyclopedia RESEARCH_TITLE]]: -50%'''

AVERAGE_RESEARCH
'''	Mittelmässige [[encyclopedia RESEARCH_TITLE]]: 100%'''

GOOD_RESEARCH
'''+	Gute [[encyclopedia RESEARCH_TITLE]]: 150%'''

GREAT_RESEARCH
'''++	Grosse [[encyclopedia RESEARCH_TITLE]]: 200%'''

ULTIMATE_RESEARCH
'''+++	Perfekte [[encyclopedia RESEARCH_TITLE]]: 400%'''


NO_GROUND_TROOPS
'''−−−	Keine Boden[[encyclopedia TROOP_TITLE]]'''

BAD_GROUND_TROOPS
'''−	Schlechte Boden[[encyclopedia TROOP_TITLE]]: -50%'''

AVERAGE_GROUND_TROOPS
'''	Mittelmässige Boden[[encyclopedia TROOP_TITLE]]: 100%'''

GOOD_GROUND_TROOPS
'''+	Gute Boden[[encyclopedia TROOP_TITLE]]: 150%.'''

GREAT_GROUND_TROOPS
'''++	Grosse Boden[[encyclopedia TROOP_TITLE]]: 200%.'''

ULTIMATE_GROUND_TROOPS
'''+++	Perfekte Boden[[encyclopedia TROOP_TITLE]]: 300%.'''

BAD_DETECTION
'''−	Schlechte [[encyclopedia DETECTION_RANGE_TITLE]]: −20 Malus.'''

GOOD_DETECTION
'''+	Gute [[encyclopedia DETECTION_RANGE_TITLE]]: +25 Bonus.'''

GREAT_DETECTION
'''++	Grosse [[encyclopedia DETECTION_RANGE_TITLE]]: +50 Bonus.'''

ULTIMATE_DETECTION
'''+++	Perfekte [[encyclopedia DETECTION_RANGE_TITLE]]: +100 Bonus.'''

BAD_STEALTH
'''−	Schlechte [[encyclopedia STEALTH_TITLE]]: −15 Malus.'''

AVERAGE_STEALTH
'''	Mittelmässige [[encyclopedia STEALTH_TITLE]].'''

GOOD_STEALTH
'''+	Gute [[encyclopedia STEALTH_TITLE]]: +15 Bonus.'''

GREAT_STEALTH
'''++	Grosse [[encyclopedia STEALTH_TITLE]]: +40 Bonus.'''

ULTIMATE_STEALTH
'''+++	Perfekte [[encyclopedia STEALTH_TITLE]]: +60 Bonus.'''

GOOD_WEAPONS
'''+	Starts with [[tech SHP_WEAPON_1_3]] and one additional ship.'''

GREAT_WEAPONS
'''++	Starts with [[tech SHP_WEAPON_2_2]] and two additional ships.'''

ULTIMATE_WEAPONS
'''+++	Starts with [[tech SHP_WEAPON_2_4]] and three additional ships.'''

BAD_POPULATION
'''−	Arme Bevölkerung 75%'''

AVERAGE_POPULATION
'''	Mittelmässige Bevölkerung'''

GOOD_POPULATION
'''+	Gesunde Bevölkerung 125%'''

BROAD_EP
'''++	Broad Planet Tolerance: flourishes on more types.'''

NARROW_EP
'''−	Narrow Planet Tolerance: flourishes on fewer types.'''


#############################################################
####          A C C O U N T I N G    L A B E L S         ####
#############################################################


STANDARD_CONSTRUCTION_LABEL
'''%1% Mittelmässige [[encyclopedia INFRASTRUCTURE_TITLE]]'''

STANDARD_COLONY_SUPPLY_LABEL
'''%2% Mittelmässige Kolonieversorgung'''

STANDARD_OUTPOST_SUPPLY_LABEL
'''%2% Mittelmässige Aussenpostenversorgung'''

GOOD_ENVIRONMENT_LABEL
'''%1% Gute Umgebung'''

ADEQUATE_ENVIRONMENT_LABEL
'''%1% Passende Umgebung'''

POOR_ENVIRONMENT_LABEL
'''%1% Arme Umgebung'''

HOSTILE_ENVIRONMENT_LABEL
'''%1% Feindliche Umgebung'''

ENV_ENCAPSUL_LABEL
'''%1% Environmental Encapsulation'''

SELF_SUSTAINING_LABEL
'''Self-Sustaining'''

TUNNELS_LABEL
'''Subterranean Bonus'''

GAIA_LABEL
'''Gaia Bonus'''

HOMEWORLD_LABEL
'''Heimatwelt'''

BAD_POPULATION_LABEL
'''%2% Schlechte Bevölkerung 75%%'''

GOOD_POPULATION_LABEL
'''%2% Gute Bevölkerung 125%%'''

FOCUS_MINING_LABEL
'''%1% Bergbau Fokus'''

FOCUS_HEAVY_MINING_LABEL
'''%1% Massenbergbau Fokus'''

BAD_MINING_LABEL
'''%1% Schlechten Bergbau'''

GOOD_MINING_LABEL
'''%1% Guten Bergbau'''

GREAT_MINING_LABEL
'''%1% Besten Bergbau'''

ULTIMATE_MINING_LABEL
'''%1% Top Bergbau'''

FOCUS_INDUSTRY_LABEL
'''%2% Industrie Fokus'''

BAD_INDUSTRY_LABEL
'''%2% Schlechte Industrie'''

GOOD_INDUSTRY_LABEL
'''%2% Gute Industrie'''

GREAT_INDUSTRY_LABEL
'''%2% Beste Industrie'''

ULTIMATE_INDUSTRY_LABEL
'''%2% Top Industrie'''

FOCUS_RESEARCH_LABEL
'''%2% Forschung Fokus'''

BAD_RESEARCH_LABEL
'''%2% Schlechte Forschung'''

GOOD_RESEARCH_LABEL
'''%2% Gute Forschung'''

GREAT_RESEARCH_LABEL
'''%2% Beste Forschung'''

ULTIMATE_RESEARCH_LABEL
'''%2% Top Forschung'''

BAD_TROOPS_LABEL
'''%2% Schlechte Bodentruppe'''

AVERAGE_TROOPS_LABEL
'''%2% Mittelmässige Bodentruppe'''

GOOD_TROOPS_LABEL
'''%2% Gute Bodentruppe'''

GREAT_TROOPS_LABEL
'''%2% Beste Bodentruppe'''

ULTIMATE_TROOPS_LABEL
'''%2% Top Bodentruppe'''

INDEPENDENT_TROOP_LABEL
'''Unabhängige Heimatwelt'''

OUTPOST_TROOP_LABEL
'''Aussenposten'''

VERY_BRIGHT_STAR
'''Very bright star'''

BRIGHT_STAR
'''Bright star'''

DIM_STAR
'''Dim star'''

NO_STAR
'''No star'''

HOMEWORLD_SUPPLY
'''Versorgung der Heimatwelt'''

HOMEWORLD_BONUS
'''Heimatwelt'''

ORBITAL_HAB_LABEL
'''Orbital Habitation'''

NDIM_STRC_LABEL
'''N-Dimensional Structures'''

WEAK_VISION_LABEL
'''Schwache Sicht'''

MODERATE_VISION_LABEL
'''Mittelmässige Sicht'''

GOOD_VISION_LABEL
'''Gute Sicht'''

EXCELLENT_VISION_LABEL
'''Ausgezeichnete Sicht'''

FOCUS_PROTECTION_LABEL
'''Protection Focus'''



#############################################################
####                       T A G S                       ####
#############################################################


ANTIQUATED
Antiquated

STYLISH
Stylish

ORGANIC
Organic

ROBOTIC
Robotic

LITHIC
Lithic

PHOTOTROPHIC
Phototrophic

SELF_SUSTAINING
Self-Sustaining

TELEPATHIC
Telepathic

ORBITAL
Orbital
