Translations
APPNAME
Created: 2008-01-07 13:42:54
Status: Not finished
Info: Common. Anyone can use these for basic buttons
BROWSE_BTN
Created: 2009-12-08 00:15:07
Status: Not finished
Info: Common. Anyone can use these for basic buttons
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APPNAME\n
FreeOrion\n
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BROWSE_BTN\n
Browse...\n
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OK\n
OK\n
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CANCEL\n
Annulla\n
\n
DONE\n
Fine\n
\n
CLOSE\n
Chiudi\n
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LOAD\n
Carica\n
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SAVE\n
Salva\n
\n
OPEN\n
Apri\n
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OR\n
o\n
\n
AND\n
e\n
\n
YES\n
Si\n
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NO\n
No\n
\n
NEW_GAME\n
Generazione dell'Universo e delle AI ...\n
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LOADING\n
Caricamento ...\n
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SERVER_TIMEOUT\n
Il server non risponde\n
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SERVER_LOST\n
La connessione col server è stata persa.\n
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SERVER_GAME_END\n
Il server ha inviato un segnale di fine-gioco. Ciao ciao.\n
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PLAYER_DISCONNECTED\n
Il giocatore %1% non è più connesso col server.\n
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PLAYER_DEFEATED\n
Sei stato sconfitto.\n
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PLAYER_VICTORIOUS\n
Hai vinto.\n
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EMPIRE\n
Impero\n
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EMPIRE_DEFEATED\n
L'impero %1% ha cessato di esistere.\n
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ALL\n
Tutti\n
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UNKNOWN_SYSTEM\n
Sistema Sconosciuto\n
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RENAME\n
Rinomina\n
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ENTER_NEW_NAME\n
Inserisci un nuovo nome\n
\n
UNKNOWN_VALUE_SYMBOL\n
?\n
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DEFENSE_BASE\n
Base Difensiva\n
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DEFENSE_BASE_DESCRIPTION\n
Una piattaforma di difesa orbitale che aiuta nella difesa del pianeta dove è posizionata.\n
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Attacco: 1\n
Difesa: 3\n
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COMMAND_LINE_USAGE\n
Utilizzo:\n
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COMMAND_LINE_DEFAULT\n
Default: \n
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OPTIONS_DB_HELP\n
Stampa questo messaggio di aiuto.\n
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OPTIONS_DB_GENERATE_CONFIG_XML\n
Uses all the settings from any existing config.xml file and those given on the command line to generate a config.xml file. This will overwrite the current config.xml file, if it exists.\n
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OPTIONS_DB_MUSIC_OFF\n
Disabilita la musica in gioco.\n
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OPTIONS_DB_BG_MUSIC\n
Scegli la busica di fondo.\n
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OPTIONS_DB_FULLSCREEN\n
Avvia il gioco in modalità tutto schermo.\n
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OPTIONS_DB_UI_CHAT_HIDE_INTERVAL\n
Time interval, in seconds, after which the multiplayer chat window will disappear if nothing is added to it. A value of 0 indicates that the window should never disappear.\n
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OPTIONS_DB_UI_CHAT_EDIT_HISTORY\n
The number of outgoing messages to keep in the chat edit box history.\n
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OPTIONS_DB_FORCE_EXTERNAL_SERVER\n
Force the client not to start a server, even when hosting a game on localhost, playing single player, etc.\n
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OPTIONS_DB_UI_MAIN_MENU_X\n
Posiziona l'immagine di sfondo del menù principale in mezzo allo schermo.\n
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OPTIONS_DB_UI_MAIN_MENU_Y\n
Posiziona l'immagine di sfondo del menù principale al lato dello schermo.\n
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OPTIONS_DB_APP_WIDTH\n
Scegli la risoluzione delloa parte orrizzontale dello schermo.\n
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OPTIONS_DB_APP_HEIGHT\n
Scegli la risoluzione delloa parte verticale dello schermo.\n
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OPTIONS_DB_COLOR_DEPTH\n
Scegli la profondità del colore.\n
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OPTIONS_DB_SHOW_FPS\n
Scegli se visualizzare gli FPS a schermo.\n
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OPTIONS_DB_LIMIT_FPS\n
Scelgi il limite massimo di FPS.\n
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OPTIONS_DB_MAX_FPS\n
Toggles FPS limit, if enabled. Limiting is toggled with limit-fps.\n
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OPTIONS_DB_UI_SOUND_ENABLED\n
Attiva o disattiva i suoni UI.\n
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OPTIONS_DB_UI_SOUND_VOLUME\n
Scelgi il volume dei suoni in gioco (0 to 255).\n
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OPTIONS_DB_UI_SOUND_BUTTON_ROLLOVER\n
Scegli il suono che viene usato quando passi sopra ad un pulsante col mouse.\n
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OPTIONS_DB_UI_SOUND_BUTTON_CLICK\n
Scegli il suono che viene usato quando clicchi col mouse su un pulsante.\n
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OPTIONS_DB_UI_SOUND_TURN_BUTTON_CLICK\n
Scegli il suono che viene usato quando finisci il turno.\n
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OPTIONS_DB_UI_SOUND_LIST_SELECT\n
Scegli il suono che viene usato quando selezioni un oggetto in una drop-list.\n
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OPTIONS_DB_UI_SOUND_ITEM_DROP\n
Scegli il suono che viene usato quando rilasci un oggetto trascinato.\n
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OPTIONS_DB_UI_SOUND_LIST_PULLDOWN\n
The sound file played when the list is opened in a drop-down list.\n
\n
OPTIONS_DB_UI_SOUND_TEXT_TYPING\n
The sound file played when the user types text.\n
\n
OPTIONS_DB_UI_SOUND_WINDOW_MAXIMIZE\n
The sound file played when a window is maximized.\n
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OPTIONS_DB_UI_SOUND_WINDOW_MINIMIZE\n
The sound file played when a window is minimized.\n
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OPTIONS_DB_UI_SOUND_WINDOW_CLOSE\n
The sound file played when a window is closed.\n
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OPTIONS_DB_UI_SOUND_ALERT\n
The sound file played when an error or illegal action occurs.\n
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OPTIONS_DB_UI_SOUND_PLANET_BUTTON_CLICK\n
The sound file played when a planet button is clicked.\n
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OPTIONS_DB_UI_SOUND_FLEET_BUTTON_ROLLOVER\n
The sound file played when mouse moves over a fleet button.\n
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OPTIONS_DB_UI_SOUND_FLEET_BUTTON_CLICK\n
The sound file played when a fleet button is clicked.\n
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OPTIONS_DB_UI_SOUND_SIDEPANEL_OPEN\n
The sound file played when the system side-panel is opened.\n
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OPTIONS_DB_UI_SOUND_FARMING_FOCUS\n
The sound file played when a farming focus button is clicked.\n
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OPTIONS_DB_UI_SOUND_INDUSTRY_FOCUS\n
The sound file played when an industry focus button is clicked.\n
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OPTIONS_DB_UI_SOUND_RESEARCH_FOCUS\n
The sound file played when a research focus button is clicked.\n
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OPTIONS_DB_UI_SOUND_MINING_FOCUS\n
The sound file played when a mining focus button is clicked.\n
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OPTIONS_DB_UI_SOUND_TRADE_FOCUS\n
The sound file played when a trade focus button is clicked.\n
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OPTIONS_DB_UI_SOUND_BALANCED_FOCUS\n
The sound file played when a balanced focus button is clicked.\n
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OPTIONS_DB_UI_FONT\n
Sets UI font resource file.\n
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OPTIONS_DB_UI_FONT_BOLD\n
Sets UI bold font resource file.\n
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OPTIONS_DB_UI_FONT_ITALIC\n
Sets UI bold font resource file.\n
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OPTIONS_DB_UI_FONT_BOLD_ITALIC\n
Sets UI bold font resource file.\n
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OPTIONS_DB_UI_FONT_SIZE\n
Sets UI font size.\n
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OPTIONS_DB_UI_TITLE_FONT\n
Sets UI title font resource file.\n
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OPTIONS_DB_UI_TITLE_FONT_SIZE\n
Sets UI title font size.\n
\n
OPTIONS_DB_UI_WND_COLOR\n
Sets UI window color.\n
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OPTIONS_DB_UI_TEXT_COLOR\n
Sets UI text color.\n
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OPTIONS_DB_UI_CTRL_COLOR\n
Sets UI control color.\n
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OPTIONS_DB_UI_CTRL_BORDER_COLOR\n
Sets UI control border color.\n
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OPTIONS_DB_UI_BUTTON_COLOR\n
Sets UI button color.\n
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OPTIONS_DB_UI_STATE_BUTTON_COLOR\n
Sets UI state button color.\n
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OPTIONS_DB_UI_SCROLL_TAB_COLOR\n
Sets UI scroll tab color.\n
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OPTIONS_DB_UI_DROPDOWNLIST_INTERIOR_COLOR\n
Sets UI drop-down-list interior color.\n
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OPTIONS_DB_UI_DROPDOWNLIST_ARROW_COLOR\n
Sets UI drop-down-list arrow color.\n
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OPTIONS_DB_UI_EDIT_HILITE\n
Sets color of hilighting in UI edit controls.\n
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OPTIONS_DB_UI_EDIT_INTERIOR\n
Sets UI edit controls' interior color.\n
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OPTIONS_DB_UI_MULTIEDIT_INTERIOR\n
Sets UI multi-line edit controls' interior color.\n
\n
OPTIONS_DB_UI_STAT_INCREASE_COLOR\n
Sets the color of increased stats in the UI.\n
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OPTIONS_DB_UI_STAT_DECREASE_COLOR\n
Sets the color of decreased stats in the UI.\n
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OPTIONS_DB_UI_SIDEPANEL_COLOR\n
Sets the color of the side-panel.\n
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OPTIONS_DB_UI_WND_OUTER_BORDER_COLOR\n
Sets UI outer border color.\n
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OPTIONS_DB_UI_WND_BORDER_COLOR\n
Sets UI border color.\n
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OPTIONS_DB_UI_WND_INNER_BORDER_COLOR\n
Sets UI inner border color.\n
\n
OPTIONS_DB_UI_KNOWN_TECH\n
Sets color of known techs in the tech tree.\n
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OPTIONS_DB_UI_KNOWN_TECH_BORDER\n
Sets text and border color of known techs in the tech tree.\n
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OPTIONS_DB_UI_RESEARCHABLE_TECH\n
Sets color of researchable techs in the tech tree.\n
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OPTIONS_DB_UI_RESEARCHABLE_TECH_BORDER\n
Sets text and border color of researchable techs in the tech tree.\n
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OPTIONS_DB_UI_UNRESEARCHABLE_TECH\n
Sets color of unresearchable techs in the tech tree.\n
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OPTIONS_DB_UI_UNRESEARCHABLE_TECH_BORDER\n
Sets text and border color of unresearchable techs in the tech tree.\n
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OPTIONS_DB_UI_TECH_PROGRESS_BACKGROUND\n
Sets background color of progress bars in the tech tree.\n
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OPTIONS_DB_UI_TECH_PROGRESS\n
Sets color of progress bars in the tech tree.\n
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OPTIONS_DB_UI_SCROLL_WIDTH\n
Sets UI scroll width.\n
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OPTIONS_DB_UI_SYSTEM_ICON_SIZE\n
Sets size of system icons.\n
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OPTIONS_DB_UI_FLEET_BUTTON_SIZE\n
Sets size of fleet buttons (relative to system icon).\n
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OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_SIZE\n
Sets size of system selection indicator (relative to system icon).\n
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OPTIONS_DB_UI_TECH_CATEGORY_1\n
Sets color of the first category of techs defined in techs.xml.\n
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OPTIONS_DB_UI_TECH_CATEGORY_2\n
Sets color of the second category of techs defined in techs.xml.\n
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OPTIONS_DB_UI_TECH_CATEGORY_3\n
Sets color of the third category of techs defined in techs.xml.\n
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OPTIONS_DB_UI_TECH_CATEGORY_4\n
Sets color of the fourth category of techs defined in techs.xml.\n
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OPTIONS_DB_UI_TECH_CATEGORY_5\n
Sets color of the fifth category of techs defined in techs.xml.\n
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OPTIONS_DB_UI_TOOLTIP_DELAY\n
Sets UI tooltip popup delay, in ms.\n
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OPTIONS_DB_UI_MULTIPLE_FLEET_WINDOWS\n
If true, clicks on multiple fleet buttons will open multiple fleet windows at the same time. Otherwise, opening a fleet window will close any currently-open fleet window.\n
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OPTIONS_DB_UI_FLEET_AUTOSELECT\n
Auto-select the top fleet when a fleet window is opened. Consider using this flag if you use UI.multiple-fleet-windows.\n
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OPTIONS_DB_UI_WINDOW_QUICKCLOSE\n
Close open windows such as fleet windows and the system-view side panel when you right-click on the main map.\n
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OPTIONS_DB_GAMESETUP_STARS\n
The number of stars in the galaxy to be generated.\n
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OPTIONS_DB_GAMESETUP_GALAXY_SHAPE\n
The shape of the galaxy to be generated.\n
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OPTIONS_DB_GAMESETUP_GALAXY_AGE\n
The shape of the galaxy to be generated.\n
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OPTIONS_DB_GAMESETUP_PLANET_DENSITY\n
The number of planets per system in the galaxy to be generated.\n
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OPTIONS_DB_GAMESETUP_STARLANE_FREQUENCY\n
The number of starlanes in the galaxy to be generated.\n
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OPTIONS_DB_GAMESETUP_SPECIALS_FREQUENCY\n
The frequency of specials appearing in the galaxy to be generated.\n
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OPTIONS_DB_UI_TECH_LAYOUT_HORZ_SPACING\n
The horizontal spacing to be placed between techs in the tech screen, in multiples of the width of a single theory tech.\n
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OPTIONS_DB_UI_TECH_LAYOUT_VERT_SPACING\n
The vertical spacing to be placed between techs in the tech screen, in multiples of the height of a single theory tech.\n
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OPTIONS_DB_SAVE_DIR\n
The directory in which saved games are saved and from which they are loaded. Directory names are taken to be relative to the location of the executable.\n
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OPTIONS_DB_SETTINGS_DIR\n
Sets the root directory for the game resource files (settings and data files).\n
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OPTIONS_DB_LOG_LEVEL\n
Sets the level at or above which log messages will be output (levels in order of decreasing verbosity: DEBUG, INFO, NOTICE, WARN, ERROR, CRIT, ALERT, FATAL, EMERG)\n
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OPTIONS_DB_STRINGTABLE_FILENAME\n
Sets the language-specific string table filename.\n
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OPTIONS_DB_AUTOSAVE_SINGLE_PLAYER\n
If true, autosaves will occur during single-player games.\n
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OPTIONS_DB_AUTOSAVE_MULTIPLAYER\n
If true, autosaves will occur during multiplayer games.\n
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OPTIONS_DB_AUTOSAVE_TURNS\n
Sets the number of turns that should elapse between autosaves.\n
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OPTIONS_DB_AUTOSAVE_SAVES\n
Sets the number of autosaved games that should be kept.\n
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OPTIONS_DB_ENABLE_SDL_EVENT_THREAD\n
Enables creation of a thread dedicated to handling incoming SDL messages. This may make FreeOrion more or less responsive, depending on your system.\n
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OPTIONS_DB_MUSIC_VOLUME\n
The volume (0 to 255) at which music should be played.\n
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FILE_DLG_FILES\n
File(s):\n
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FILE_DLG_FILE_TYPES\n
Type(s):\n
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FILE_DLG_MALFORMED_FILENAME\n
Invalid file name.\n
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FILE_DLG_OVERWRITE_PROMPT\n
%1% exists.\n
Ok to overwrite it?\n
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FILE_DLG_INVALID_FILENAME\n
"%1%"\n
is an invalid file name.\n
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FILE_DLG_FILENAME_IS_A_DIRECTORY\n
"%1%"\n
is a directory.\n
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FILE_DLG_FILE_DOES_NOT_EXIST\n
File "%1%"\n
does not exist.\n
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FILE_DLG_DEVICE_IS_NOT_READY\n
Device is not ready.\n
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COLOR_DLG_NEW\n
New\n
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COLOR_DLG_OLD\n
Old\n
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COLOR_DLG_RED\n
R:\n
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COLOR_DLG_GREEN\n
G:\n
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COLOR_DLG_BLUE\n
B:\n
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COLOR_DLG_HUE\n
H:\n
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COLOR_DLG_SATURATION\n
S:\n
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COLOR_DLG_VALUE\n
V:\n
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COLOR_DLG_ALPHA\n
A:\n
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INTRO_WINDOW_TITLE\n
FreeOrion Main Menu\n
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INTRO_BTN_SINGLE_PLAYER\n
Single Player\n
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INTRO_BTN_MULTI_PLAYER\n
Multi Player\n
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INTRO_BTN_LOAD_GAME\n
Load Game\n
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INTRO_BTN_OPTIONS\n
Options\n
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INTRO_BTN_ABOUT\n
About\n
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INTRO_BTN_CREDITS\n
Credits\n
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INTRO_BTN_EXIT\n
Exit\n
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ERR_CONNECT_TIMED_OUT\n
Timed out while attempting to connect to server\n
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ERR_VERSION_MISMATCH\n
Cannot connect to server, because this client is using different versions of the following settings and/or source files: \n
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SCONNECT_WINDOW_TITLE\n
Connect to Server\n
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LAN_GAME_LABEL\n
Lan game at:\n
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INTERNET_GAME_LABEL\n
Internet game at:\n
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PLAYER_NAME_LABEL\n
Player name\n
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HOST_GAME_BN\n
Host a new game\n
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JOIN_GAME_BN\n
Join a game\n
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REFRESH_LIST_BN\n
Refresh list\n
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MPLOBBY_WINDOW_TITLE\n
Multiplayer Setup\n
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MPLOBBY_HOST_ABORTED_GAME\n
The host player has terminated this game setup.\n
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NEW_GAME_BN\n
New game\n
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LOAD_GAME_BN\n
Load game\n
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START_GAME_BN\n
Start game\n
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MULTIPLAYER_GAME_START_CONDITIONS\n
Unique empire names and colours required\n
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GSETUP_WINDOW_TITLE\n
Galaxy Setup\n
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GSETUP_GRAPHICS_FILES\n
Graphics Files\n
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GSETUP_EMPIRE_NAME\n
Empire Name\n
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GSETUP_EMPIRE_COLOR\n
Empire Color\n
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GSETUP_STARS\n
Stars\n
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GSETUP_SHAPE\n
Galaxy Shape\n
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GSETUP_AGE\n
Galaxy Age\n
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GSETUP_STARLANE_FREQ\n
Starlane Frequency\n
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GSETUP_PLANET_DENSITY\n
Planet Density\n
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GSETUP_SPECIALS_FREQ\n
Specials Frequency\n
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GSETUP_2ARM\n
Spiral, 2-arm\n
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GSETUP_3ARM\n
Spiral, 3-arm\n
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GSETUP_4ARM\n
Spiral, 4-arm\n
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GSETUP_CLUSTER\n
Cluster\n
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GSETUP_ELLIPTICAL\n
Elliptical\n
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GSETUP_IRREGULAR\n
Irregular\n
\n
GSETUP_RING\n
Ring\n
\n
GSETUP_NONE\n
None\n
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GSETUP_YOUNG\n
Young\n
\n
GSETUP_MATURE\n
Mature\n
\n
GSETUP_ANCIENT\n
Ancient\n
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GSETUP_FEW\n
Few\n
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GSETUP_SOME\n
Some\n
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GSETUP_SEVERAL\n
Several\n
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GSETUP_MANY\n
Many\n
\n
GSETUP_VERY_MANY\n
Very Many\n
\n
GSETUP_LOW\n
Low\n
\n
GSETUP_MEDIUM\n
Medium\n
\n
GSETUP_HIGH\n
High\n
\n
GSETUP_RARE\n
Rare\n
\n
GSETUP_UNCOMMON\n
Uncommon\n
\n
GSETUP_COMMON\n
Common\n
\n
GSETUP_ERR_NOEXIST\n
does not exist.\n
\n
ESELECT_WINDOW_TITLE\n
Empire Selection\n
\n
ESELECT_EMPIRE_NAME\n
Empire Name:\n
\n
LICENSE\n
License\n
\n
ABOUT_WINDOW_TITLE\n
About FreeOrion\n
\n
CREDITS\n
Credits\n
\n
VISION\n
Vision\n
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FREEORION_VISION\n
FreeOrion, an open-source game based on Master of Orion, is a turn-based game of epic space strategy that builds on the classic '4X' model by incorporating the nation-building elements of games such as Europa Universalis 2 and a versatile tactical combat engine. While its modular, open-source design allows for a significant degree of customization of the game engine and the story elements by the community, the FreeOrion team is dedicated to the construction of a living, breathing universe in a 'grand campaign' model. \n
\n
GAME_MENU_WINDOW_TITLE\n
Menu\n
\n
GAME_MENU_SAVE\n
Save Game\n
\n
GAME_MENU_LOAD\n
Load Game\n
\n
GAME_MENU_RESIGN\n
Resign\n
\n
GAME_MENU_SAVE_FILES\n
Save Game Files\n
\n
OPTIONS_TITLE\n
Options\n
\n
OPTIONS_AUTOSELECT_FLEET\n
Auto-select first fleet\n
\n
OPTIONS_MULTIPLE_FLEET_WNDS\n
Multiple fleet windows\n
\n
OPTIONS_QUICK_CLOSE_WNDS\n
Quick-close windows\n
\n
OPTIONS_MISC_UI\n
Miscellaneous UI Settings\n
\n
OPTIONS_SINGLEPLAYER\n
Single player\n
\n
OPTIONS_MULTIPLAYER\n
Mulitplayer\n
\n
OPTIONS_AUTOSAVE_TO_KEEP\n
Autosaves to keep\n
\n
OPTIONS_AUTOSAVE_TURNS_BETWEEN\n
Turns between autosaves\n
\n
OPTIONS_LANGUAGE\n
Language file\n
\n
OPTIONS_FONTS\n
Fonts\n
\n
OPTIONS_FONT_SIZES\n
Fonts Sizes\n
\n
OPTIONS_FONT_TEXT\n
Text\n
\n
OPTIONS_FONT_TITLE\n
Window titles\n
\n
OPTIONS_TECH_SPACING\n
Tech spacing\n
\n
OPTIONS_HORIZONTAL\n
Horizontal\n
\n
OPTIONS_VERTICAL\n
Vertical\n
\n
OPTIONS_TOOLTIP_DELAY\n
Tooltip delay (ms)\n
\n
OPTIONS_VIDEO_MODE\n
Video Mode\n
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OPTIONS_VIDEO_MODE_LIST_DESCRIPTION\n
Enables fullscreen mode, sets screen resolution, and sets bits per pixel in one step; set this to "Custom" to set width, height, and bits per pixel individually.\n
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OPTIONS_VIDEO_MODE_LIST_CUSTOM_OPTION\n
Custom\n
\n
OPTIONS_VIDEO_SETTINGS\n
Video Settings\n
\n
OPTIONS_APP_WIDTH\n
Width\n
\n
OPTIONS_APP_HEIGHT\n
Height\n
\n
OPTIONS_COLOR_DEPTH\n
Color bit-depth\n
\n
OPTIONS_FULLSCREEN\n
Fullscreen\n
\n
OPTIONS_SHOW_FPS\n
Show FPS\n
\n
OPTIONS_LIMIT_FPS\n
Limit FPS\n
\n
OPTIONS_MAX_FPS\n
Max FPS\n
\n
OPTIONS_CHAT\n
Chat\n
\n
OPTIONS_CHAT_HISTORY\n
Chat history\n
\n
OPTIONS_CHAT_HIDE\n
Chat-hide delay\n
\n
OPTIONS_MUSIC\n
Music\n
\n
OPTIONS_UI_SOUNDS\n
UI sounds\n
\n
OPTIONS_BACKGROUND_MUSIC\n
Music\n
\n
OPTIONS_SOUNDS\n
Sounds\n
\n
OPTIONS_SOUND_CLOSE\n
Close window\n
\n
OPTIONS_SOUND_MINIMIZE\n
Minimize window\n
\n
OPTIONS_SOUND_MAXIMIZE\n
Maximize window\n
\n
OPTIONS_SOUND_CLICK\n
Click\n
\n
OPTIONS_SOUND_ROLLOVER\n
Rollover\n
\n
OPTIONS_SOUND_FLEET_CLICK\n
Fleet Button Click\n
\n
OPTIONS_SOUND_FLEET_ROLLOVER\n
Fleet Button Rollover\n
\n
OPTIONS_SOUND_WINDOW\n
Window Sounds\n
\n
OPTIONS_SOUND_BUTTON\n
Button Sounds\n
\n
OPTIONS_SOUND_FLEET\n
Fleet Button Sounds\n
\n
OPTIONS_SOUND_ALERT\n
Alert\n
\n
OPTIONS_SOUND_TYPING\n
Typing\n
\n
OPTIONS_SOUND_TURN\n
Turn button click\n
\n
OPTIONS_SOUND_SIDEPANEL\n
Side-panel open\n
\n
OPTIONS_SOUND_PLANET\n
Planet click\n
\n
OPTIONS_SOUND_FOCUS\n
Focus Sounds\n
\n
OPTIONS_SOUND_BALANCED\n
Balanced focus\n
\n
OPTIONS_SOUND_FARMING\n
Farming focus\n
\n
OPTIONS_SOUND_INDUSTRY\n
Industry focus\n
\n
OPTIONS_SOUND_MINING\n
Mining focus\n
\n
OPTIONS_SOUND_RESEARCH\n
Research focus\n
\n
OPTIONS_SOUND_LIST\n
List sounds\n
\n
OPTIONS_SOUND_DROP\n
Item drop\n
\n
OPTIONS_SOUND_PULLDOWN\n
Drop-down list open\n
\n
OPTIONS_SOUND_SELECT\n
List select\n
\n
OPTIONS_GENERAL_COLORS\n
General\n
\n
OPTIONS_CONTROL_COLORS\n
UI Controls\n
\n
OPTIONS_FILL_COLOR\n
Fill\n
\n
OPTIONS_BORDER_COLOR\n
Border\n
\n
OPTIONS_TEXT_COLOR\n
Text\n
\n
OPTIONS_EDIT_COLORS\n
Edit Controls\n
\n
OPTIONS_HIGHLIGHT_COLOR\n
Selection highlighting\n
\n
OPTIONS_INTERIOR_COLOR\n
Interior\n
\n
OPTIONS_WINDOW_COLORS\n
Windows\n
\n
OPTIONS_INNER_BORDER_COLOR\n
Inner border\n
\n
OPTIONS_OUTER_BORDER_COLOR\n
Outer border\n
\n
OPTIONS_PAGE_VIDEO\n
Video\n
\n
OPTIONS_PAGE_AUDIO\n
Audio\n
\n
OPTIONS_PAGE_AUTOSAVE\n
Autosave\n
\n
OPTIONS_PAGE_UI\n
UI\n
\n
OPTIONS_PAGE_COLORS\n
Colors\n
\n
OPTIONS_PAGE_DIRECTORIES\n
Directories\n
\n
OPTIONS_TECH_COLORS\n
Techs\n
\n
OPTIONS_TEXT_AND_BORDER_COLOR\n
Text and Border\n
\n
OPTIONS_KNOWN_TECH_COLORS\n
Known techs\n
\n
OPTIONS_RESEARCHABLE_TECH_COLORS\n
Researchable techs\n
\n
OPTIONS_UNRESEARCHABLE_TECH_COLORS\n
Unresearchable techs\n
\n
OPTIONS_TECH_PROGRESS_COLORS\n
Research progress bars\n
\n
OPTIONS_PROGRESS_BAR_COLOR\n
Bar\n
\n
OPTIONS_PROGRESS_BACKGROUND_COLOR\n
Background\n
\n
OPTIONS_ANY_FILE\n
All files\n
\n
OPTIONS_FOLDER_SETTINGS\n
Resource Files\n
\n
OPTIONS_FOLDER_SAVE\n
Save files\n
\n
OPTIONS_LANGUAGE_FILE\n
Language files\n
\n
OPTIONS_VOLUME_AND_MUSIC\n
Volume And Music\n
\n
OPTIONS_MUSIC_FILE\n
Music files\n
\n
OPTIONS_SOUND_FILE\n
Sound files\n
\n
MAP_BTN_TURN_UPDATE\n
Turn\n
\n
MAP_INDICATOR_FPS\n
%1% FPS\n
\n
MAP_BTN_MENU\n
Menu\n
\n
MAP_BTN_SITREP\n
SitRep\n
\n
MAP_BTN_RESEARCH\n
Research\n
\n
MAP_BTN_PRODUCTION\n
Production\n
\n
SIDE_PANEL\n
Side Panel\n
\n
SP_SYSTEM_PRODUCTION\n
System Production\n
\n
PLANET_PANEL\n
Planet Panel\n
\n
PL_ASTEROID_BELT\n
Asteroid belt\n
\n
PL_UNINHABITED\n
Uninhabited\n
\n
PL_SIZE\n
Dimensione\n
\n
PL_COLONIZE\n
Colonizza\n
\n
PP_POPULATION_TOOLTIP\n
Population\n
Current: %1%\n
Next Turn: %2% (estimate)\n
Change: %3%\n
Maximum: %4%\n
\n
PP_HEALTH_TOOLTIP\n
Health\n
Current: %1%\n
Next Turn: %2% (estimate)\n
Change: %3%\n
Maximum: %4%\n
\n
RP_PRIMARY_FOCUS_TOOLTIP\n
Primary Focus: %1%\n
\n
RP_SECONDARY_FOCUS_TOOLTIP\n
Secondary Focus: %1%\n
\n
RP_FOOD_TOOLTIP\n
Food Production\n
Current: %1%\n
Next Turn: %2% (estimate)\n
Change: %3%\n
\n
RP_MINERALS_TOOLTIP\n
Minerals Production\n
Current: %1%\n
Next Turn: %2% (estimate)\n
Change: %3%\n
\n
RP_INDUSTRY_TOOLTIP\n
Industrial Output\n
Current: %1%\n
Next Turn: %2% (estimate)\n
Change: %3%\n
\n
RP_RESEARCH_TOOLTIP\n
Research Output\n
Current: %1%\n
Next Turn: %2% (estimate)\n
Change: %3%\n
\n
RP_TRADE_TOOLTIP\n
Trade Level\n
Current: %1%\n
Next Turn: %2% (estimate)\n
Change: %3%\n
\n
RP_CONSTRUCTION_TOOLTIP\n
Infrastrutture di Costruzione\n
Corrente: %1%\n
Prossimo Turno: %2% (stimato)\n
Cambiamento: %3%\n
Massimo: %4%\n
\n
BP_INCOMPLETE_BUILDING_TOOLTIP\n
%1% (Incompleto)\n
\n
%2%\n
\n
BP_COMPLETE_BUILDING_TOOLTIP\n
%1%\n
\n
%2%\n
\n
SP_UNKNOWN_SYSTEM\n
Sistema Sconosciuto\n
\n
SP_SYSTEM_NAME\n
%1%\n
\n
SP_RENAME_PLANET\n
Rinomina Pianeta\n
\n
SP_ENTER_NEW_PLANET_NAME\n
Inserisci nuovo nome per il Pianeta\n
\n
SP_USE_DEPARTING_COLONY_SHIPS_QUESTION\n
All colony ships in this system have been\n
given orders to leave the system.\n
\n
Use one of the departing colony ships?\n
\n
FW_FLEET_AT\n
Sistema %1%\n
FW_FLEET_MOVING_TO\n
Movimento verso %1%, ETA %2%\n
\n
FW_FLEET_ETA_NEVER\n
Mai\n
\n
FW_FLEET_ETA_UNKNOWN\n
Sconosciuto\n
\n
FW_SHIP_CLASS\n
Classe della Nave \n
\n
FW_UNKNOWN_DESIGN_NAME\n
Sconosciuto\n
\n
FW_NEW_FLEET_NAME\n
Nuova Flotta\n
\n
FW_NEW_FLEET_LABEL\n
Nuova Flotta\n
\n
FW_EMPIRE_FLEETS\n
%1% Follte\n
\n
FW_HOME_FLEET\n
Flotta Madre\n
\n
FW_FOREIGN_FLEET\n
Flotta Straniera\n
\n
FW_FOREIGN_SHIP\n
Nave Straniera\n
\n
TECH_DISPLAY\n
Mostra\n
\n
TECH_NAVIGATION\n
Navigazione\n
\n
TECH_TOTAL_COST_STR\n
%1% RP / %2% Turni\n
\n
TECH_TURN_COST_STR\n
%1% RP / %2% Turni\n
\n
TECH_TURNS_LEFT_STR\n
%1% Turni\n
\n
TECH_TURNS_LEFT_NEVER\n
Mai\n
\n
TECH_DETAIL_TYPE_STR\n
%1% %2%\n
\n
TECH_DETAIL_DESCRIPTION_STR\n
%1%\n
\n
TECH_DETAIL_EFFECTS_STR\n
\n
\n
<u>Effects</u>\n
\n
%1%\n
\n
TECH_DETAIL_UNLOCKS_SECTION_STR\n
\n
\n
<u>Unlocks</u>\n
\n
\n
\n
TECH_DETAIL_UNLOCKED_ITEM_STR\n
%1%: %2%\n
\n
\n
TECH_WND_TECH_COMPLETED\n
COMPLETATO\n
\n
TECH_WND_TECH_QUEUED\n
In Coda\n
\n
TECH_WND_TECH_INCOMPLETE\n
Non Completo\n
\n
TECH_WND_TYPE_THEORIES\n
Teorie\n
\n
TECH_WND_TYPE_APPLICATIONS\n
Applicazioni\n
\n
TECH_WND_TYPE_REFINEMENTS\n
Raffinazioni\n
\n
TECH_WND_STATUS_COMPLETED\n
Completato\n
\n
TECH_WND_STATUS_RESEARCHABLE\n
Ricercabile\n
\n
TECH_WND_STATUS_UNRESEARCHABLE\n
Non ricercabile\n
\n
TECH_WND_REQUIRES\n
Richiede\n
\n
TECH_WND_UNLOCKS\n
Sbloccati\n
\n
PRODUCTION_INFO_TOTAL_PS_LABEL\n
Totale Punti Disponibili\n
\n
PRODUCTION_INFO_WASTED_PS_LABEL\n
Punti sprecati\n
\n
PRODUCTION_INFO_PROJECTS_IN_PROGRESS_LABEL\n
Progetti in Avanzamento\n
\n
PRODUCTION_INFO_PS_TO_UNDERFUNDED_PROJECTS_LABEL\n
Progetti non Finanziati\n
\n
PRODUCTION_INFO_PROJECTS_IN_QUEUE_LABEL\n
Progetti in Coda\n
\n
RESEARCH_WND_TITLE\n
Ricerca\n
\n
RESEARCH_INFO_PANEL_TITLE\n
Ricerca\n
\n
RESEARCH_INFO_RP\n
RP\n
\n
PRODUCTION_WND_BUILD_ITEMS_TITLE\n
Oggetti Costruibili\n
\n
PRODUCTION_WND_CATEGORY_BT_BUILDING\n
Edifici\n
\n
PRODUCTION_WND_CATEGORY_BT_SHIP\n
Navi\n
\n
PRODUCTION_WND_CATEGORY_BT_ORBITAL\n
Oggetti Orbitali\n
\n
PRODUCTION_WND_AVAILABILITY_AVAILABLE\n
Disponibile\n
\n
PRODUCTION_WND_AVAILABILITY_UNAVAILABLE\n
Non disponibile\n
\n
PRODUCTION_TOTAL_COST_STR\n
%1% PP / %2% Turni\n
\n
PRODUCTION_TURN_COST_STR\n
%1% PP / %2% Turni\n
\n
PRODUCTION_TURNS_LEFT_STR\n
%1% Turni Mancanti\n
\n
PRODUCTION_TURNS_LEFT_NEVER\n
Mai\n
\n
PRODUCTION_DETAIL_BUILDING_DESCRIPTION_STR\n
%1%\n
\n
PRODUCTION_DETAIL_BUILDING_DESCRIPTION_STR_WITH_EFFECTS\n
%1%\n
\n
<u>Effects</u>\n
\n
%2%\n
\n
PRODUCTION_DETAIL_SHIP_DESCRIPTION_STR\n
%1%\n
\n
Attacco: %2%\n
Difesa: %3%\n
Velocità: %4%\n
\n
PRODUCTION_DETAIL_NUMBER_TO_BUILD\n
Quantità\n
\n
PRODUCTION_DETAIL_ADD_TO_QUEUE\n
Aggiungi alla coda\n
\n
PRODUCTION_DETAIL_CENTER_ON_BUILD\n
Centra sulla costruzione\n
\n
PRODUCTION_WND_TITLE\n
Produzione\n
\n
PRODUCTION_INFO_PANEL_TITLE\n
Produzione\n
\n
PRODUCTION_INFO_PP\n
PP\n
\n
PRODUCTION_QUEUE_MULTIPLES\n
%1%x \n
\n
COMBAT_WINDOW_TITLE\n
Finestra Combattimento\n
\n
COMBAT_BATTLE\n
Combattimento: \n
\n
COMBAT_SYSTEM\n
Sistema %1%\n
\n
COMBAT_MILITARY_SHIPS\n
Navi Militari\n
\n
COMBAT_CIVILIAN_SHIPS\n
Navi Civili\n
\n
COMBAT_PLANETS\n
Pianeti\n
\n
COMBAT_REMAINING\n
Remaining\n
\n
COMBAT_RETREATED\n
Ritirato\n
\n
COMBAT_DESTROYED\n
Distrutto!\n
\n
COMBAT_DEFENSELESS\n
Senza difese!\n
\n
COMBAT_LOST\n
Perso!\n
\n
TURN_PROGRESS_WND\n
Avanzamento del Turno\n
\n
TURN_PROGRESS_PHASE_FLEET_MOVEMENT\n
Movimento Foltte...\n
\n
TURN_PROGRESS_PHASE_COMBAT\n
Risoluzione Combattimento...\n
\n
TURN_PROGRESS_PHASE_EMPIRE_GROWTH\n
Produzione e Crescita ..\n
\n
TURN_PROGRESS_PHASE_WAITING\n
Completamento turni degli altri giocatori...\n
\n
TURN_PROGRESS_PHASE_ORDERS\n
Eseguendo gli Ordini...\n
\n
TURN_PROGRESS_PHASE_DOWNLOADING\n
Completamento Turno ...\n
\n
SITREP_PANEL_TITLE\n
Rapporti Situazione\n
\n
SITREP_BASE_BUILT\n
%planet% ha completato una base difensiva.\n
\n
SITREP_SHIP_BUILT\n
%ship% è stata prodotta su %system% system.\n
\n
SITREP_BUILDING_BUILT\n
%building% è stato costruito su %planet%.\n
\n
SITREP_TECH_RESEARCHED\n
%tech% è stato ricercato.\n
\n
SITREP_COMBAT_SYSTEM_WON\n
Combattimento su %system%. Abbiamo vinto!\n
\n
SITREP_COMBAT_SYSTEM_LOST\n
Combattimento su %system%. Siamo stati sconfitti!\n
\n
SITREP_COMBAT_SYSTEM_NO_VICTOR\n
A combat has taken place in %system%. The encounter was inconclusive.\n
\n
SITREP_PLANET_LOST_STARVED_TO_DEATH\n
The entire population of %planet% has starved to death. The planet is lost!\n
\n
SITREP_PLANET_COLONIZED\n
%planet% has been colonized in the %system% system.\n
\n
SITREP_FLEET_ARRIVED_AT_DESTINATION\n
%fleet% has arrived at the %system% system and awaits further orders.\n
\n
HOMEWORLD_SPECIAL\n
Pianeta Madre\n
\n
HOMEWORLD_SPECIAL_DESCRIPTION\n
This planet is the birthplace of your race; you know how to get the most out of it, gaining bonuses to virtually all planetary stats.\n
\n
STARVATION_SPECIAL\n
Starvation\n
\n
STARVATION_SPECIAL_DESCRIPTION\n
This planet is starving! The people will not do anything as well as they normally do, except produce nutrients.\n
\n
ANCIENT_RUINS_SPECIAL\n
Ancient Ruins\n
\n
ANCIENT_RUINS_SPECIAL_DESCRIPTION\n
This planet holds the ruins of an advanced ancient race, who have been forgotten in the history books, giving a bonus to research.\n
\n
MINERALS_SPECIAL\n
Mineral Rich\n
\n
MINERALS_SPECIAL_DESCRIPTION\n
This planet has a rich natural deposit of minerals, boosting mining and trade.\n
\n
TUNNELS_SPECIAL\n
Natural Tunnels\n
\n
TUNNELS_SPECIAL_DESCRIPTION\n
This planet has a network of naturally formed tunnels, enabling a much larger portion of the planet to be easily colonised.\n
\n
TECHTONIC_INSTABILITY_SPECIAL\n
Techtonically Unstable\n
\n
TECHTONIC_INSTABILITY_SPECIAL_DESC\n
This planet is techtonically unstable. Frequent earthquakes, tsunamis, volcanic eruptions or unpredictable support below foundations make construction and general infrastructure development difficult.\n
\n
SOLID_CORE_SPECIAL\n
Solid Core\n
\n
SOLID_CORE_SPECIAL_DESC\n
This planet's core has solidifed, and it has a very weak magnetic field. The star's solar wind reaches the surface relatively unfiltered, damaging health and limiting food production.\n
\n
HIGH_AXIAL_TILT_SPECIAL\n
High Axial Tilt\n
\n
HIGH_AXIAL_TILT_SPECIAL_DESC\n
This planet's rotational axis is highly tilted relative to its orbital plane. Seasonal weather variations are particularly extreme and infrastructure development is significantly impeded.\n
\n
SLOW_ROTATION_SPECIAL\n
Very Slow Rotation\n
\n
SLOW_ROTATION_SPECIAL_DESC\n
This planet rotates about its axis very slowly, causing very long days and nights. Infrastructure growth, food production and population capacity are reduced.\n
\n
TIDAL_LOCK_SPECIAL\n
Tidally Locked Rotation\n
\n
TIDAL_LOCK_SPECIAL_DESC\n
This planet is tidally locked with the star it orbits. Its day and year are the same duration, and one half of the planet is perpetually day, the other perpetually night. Infrastructure growth is hampered, though once established, industrial capacity benefits from the locally stable surface conditions.\n
\n
ECCENTRIC_ORBIT_SPECIAL\n
Orbita Eccentrica\n
\n
ECCENTRIC_ORBIT_SPECIAL_DESC\n
This planet's orbit is very eccentric. It has a large distance between its closest and farthest approaches to its star. Total insolation varies significantly throughout the year. The varied conditions inhibit infrastructure development, but provide a beneficial platform for research.\n
\n
OBJ_BUILDING\n
Edificio\n
\n
OBJ_SHIP\n
Nave\n
\n
OBJ_FLEET\n
Flotta\n
\n
OBJ_PLANET\n
Pianeta\n
\n
OBJ_POP_CENTER\n
Centro Popolazione\n
\n
OBJ_PROD_CENTER\n
Centro di Produzione\n
\n
OBJ_SYSTEM\n
Sistema\n
\n
STAR_BLUE\n
Blu\n
\n
STAR_WHITE\n
Bianco\n
\n
STAR_YELLOW\n
Giallo\n
\n
STAR_ORANGE\n
Arancione\n
\n
STAR_RED\n
Rosso\n
\n
STAR_NEUTRON\n
Neutronico\n
\n
STAR_BLACK\n
Buco Nero\n
\n
PT_SWAMP\n
Paludoso\n
\n
PT_TOXIC\n
Tossico\n
\n
PT_INFERNO\n
Inferno\n
\n
PT_RADIATED\n
Radiattivo\n
\n
PT_BARREN\n
Sterile\n
\n
PT_TUNDRA\n
Tundra\n
\n
PT_DESERT\n
Deserto\n
\n
PT_TERRAN\n
Terrestre\n
\n
PT_OCEAN\n
Oceano\n
\n
PT_GAIA\n
Gaia\n
\n
PT_ASTEROIDS\n
Asteroidi\n
\n
PT_GASGIANT\n
Gigante Gassoso\n
\n
SZ_NOWORLD\n
Nessun Pianeta.\n
\n
SZ_TINY\n
Piccolissimo\n
\n
SZ_SMALL\n
Piccolo\n
\n
SZ_MEDIUM\n
Medio\n
\n
SZ_LARGE\n
Grande\n
\n
SZ_HUGE\n
Enorme\n
\n
SZ_ASTEROIDS\n
Asteroidi\n
\n
SZ_GASGIANT\n
Gigante Gassoso\n
\n
PE_UNINHABITABLE\n
Inabitabile\n
\n
PE_TERRIBLE\n
Terribile\n
\n
PE_ADEQUATE\n
Adeguato\n
\n
PE_SUPERB\n
Superbo\n
\n
PE_OPTIMAL\n
Ottimale\n
\n
FOCUS_UNKNOWN\n
Sconosciuto\n
\n
FOCUS_BALANCED\n
Bilanciato\n
\n
FOCUS_FARMING\n
Agricoltura\n
\n
FOCUS_INDUSTRY\n
Industria\n
\n
FOCUS_MINING\n
mining\n
\n
FOCUS_RESEARCH\n
Ricerca\n
\n
FOCUS_TRADE\n
Commercio\n
\n
METER_POPULATION\n
Popolazione\n
\n
METER_FARMING\n
Agricoltura\n
\n
METER_INDUSTRY\n
Industria\n
\n
METER_RESEARCH\n
Ricerca\n
\n
METER_TRADE\n
Commercio\n
\n
METER_MINING\n
Raccolta Minerali\n
\n
METER_CONSTRUCTION\n
Costruzione\n
\n
METER_HEALTH\n
Salute\n
\n
AFFIL_SELF\n
self\n
\n
AFFIL_ENEMY\n
Nemico\n
\n
AFFIL_ALLY\n
Alleato\n
\n
UIT_BUILDING\n
Edificio\n
\n
UIT_SHIP_COMPONENT\n
Componente della Nave\n
\n
TT_THEORY\n
Teoria\n
\n
TT_APPLICATION\n
Applicazione\n
\n
TT_REFINEMENT\n
Raffinazione\n
\n
BT_NOT_BUILDING\n
Nessun Edificio\n
\n
BT_BUILDING\n
Edificio\n
\n
BT_SHIP\n
Nave\n
\n
BT_ORBITAL\n
Orbitale\n
\n
ST_FOOD\n
Cibo\n
\n
ST_MINERAL\n
Minerali\n
\n
ST_TRADE\n
Commercio\n
\n
DESC_VAR_PLANET\n
Pianeta\n
\n
DESC_VAR_SYSTEM\n
Sistema\n
\n
DESC_VAR_SOURCE\n
Risorsa\n
\n
DESC_VAR_TARGET\n
Obbiettivo\n
\n
DESC_VAR_PLANETSIZE\n
Dimensione del Pianeta\n
\n
DESC_VAR_PLANETTYPE\n
Tipologia del Pianeta\n
\n
DESC_VAR_PLANETENVIRONMENT\n
Ambiente del Pianeta\n
\n
DESC_VAR_OBJECTTYPE\n
Tipologia dell'Oggetto\n
\n
DESC_VAR_STARTYPE\n
Tipologia della Stella\n
\n
DESC_VAR_PRIMARYFOCUS\n
Focus Primario\n
\n
DESC_VAR_SECONDARYFOCUS\n
Focus Secondario\n
\n
DESC_VAR_CURRENTFARMING\n
Agricoltura Corrente\n
\n
DESC_VAR_MAXFARMING\n
Agricoltura Massima\n
\n
DESC_VAR_CURRENTINDUSTRY\n
Industria Corrente\n
\n
DESC_VAR_MAXINDUSTRY\n
Industria Massima\n
\n
DESC_VAR_CURRENTRESEARCH\n
Ricerca Corrente\n
\n
DESC_VAR_MAXRESEARCH\n
Ricerca Massima\n
\n
DESC_VAR_CURRENTTRADE\n
Commercio Corrente\n
\n
DESC_VAR_MAXTRADE\n
Commercio Mssimo\n
\n
DESC_VAR_CURRENTMINING\n
Estrazione Corrente\n
\n
DESC_VAR_MAXMINING\n
Estrazione Massima\n
\n
DESC_VAR_CURRENTCONSTRUCTION\n
Costruzione Corrente\n
\n
DESC_VAR_MAXCONSTRUCTION\n
Costruzione Massima\n
\n
DESC_VAR_CURRENTHEALTH\n
Salute Corrente\n
\n
DESC_VAR_MAXHEALTH\n
Massima Salute\n
\n
DESC_VAR_CURRENTPOPULATION\n
Popolazione Corrente\n
\n
DESC_VAR_MAXPOPULATION\n
Popolazione Massima\n
\n
DESC_VAR_TRADESTOCKPILE\n
Scorte Commerciali\n
\n
DESC_VAR_MINERALSTOCKPILE\n
Scorte di Minerali\n
\n
DESC_VAR_FOODSTOCKPILE\n
Scorte di Cibo\n
\n
DESC_VAR_TRADEPRODUCTION\n
Produzione di Commercio\n
\n
DESC_VAR_FOODPRODUCTION\n
Produzione di Cibo\n
\n
DESC_VAR_MINERALPRODUCTION\n
Produzione Mineraria\n
\n
DESC_VAR_INDUSTRYPRODUCTION\n
Produzione dell'Industria\n
\n
DESC_VAR_RESEARCHPRODUCTION\n
Produzione della Ricerca\n
\n
DESC_VAR_OWNER\n
owner\n
\n
DESC_VAR_ID\n
ID\n
\n
DESC_VAR_AGE\n
age in turns\n
\n
DESC_VAR_CREATIONTURN\n
turn of creation\n
\n
DESC_VAR_CURRENTTURN\n
the current turn\n
\n
DESC_VALUE_REF_MULTIPART_VARIABLE0\n
%1%\n
\n
DESC_VALUE_REF_MULTIPART_VARIABLE1\n
%1%'s %2%\n
\n
DESC_VALUE_REF_MULTIPART_VARIABLE2\n
%1%'s %2%'s %3%\n
\n
DESC_VALUE_REF_MULTIPART_VARIABLE3\n
%1%'s %2%'s %3%'s %4%\n
\n
DESC_VALUE_REF_MULTIPART_VARIABLE4\n
%1%'s %2%'s %3%'s %4%'s %5%\n
\n
DESC_VALUE_REF_MULTIPART_VARIABLE5\n
%1%'s %2%'s %3%'s %4%'s %5%'s %6%\n
\n
DESC_VALUE_REF_MULTIPART_VARIABLE6\n
%1%'s %2%'s %3%'s %4%'s %5%'s %6%'s %7%\n
\n
DESC_EFFECTS_GROUP_SCOPE\n
Objects affected: Any object%1%\n
\n
DESC_EFFECTS_GROUP_SELF_SCOPE\n
Objects affected: Source object only\n
\n
DESC_EFFECTS_GROUP_ACTIVATION\n
Effect is active if the source is an object%1%\n
\n
DESC_EFFECTS_GROUP_ALWAYS_ACTIVE\n
Effect is always active\n
\n
DESC_EFFECTS_GROUP_SCOPE_DESC\n
%1%\n
\n
\n
DESC_EFFECTS_GROUP_ACTIVATION_DESC\n
%1%\n
\n
\n
DESC_EFFECTS_GROUP_EFFECT_DESC\n
%1%\n
\n
\n
DESC_EFFECTS_GROUP_EFFECTS_GROUP_DESC\n
%1%\n
\n
\n
DESC_EFFECTS_GROUP_NUMBERED_EFFECTS_GROUP_DESC\n
Effects group %1%:\n
%2%\n
\n
\n
DESC_SIMPLE_SET_METER_MAX\n
Max %1% %2%%3%\n
\n
DESC_SIMPLE_SET_METER_CURRENT\n
Current %1% %2%%3%\n
\n
DESC_COMPLEX_SET_METER_MAX\n
Set max %1% to %2%\n
\n
DESC_COMPLEX_SET_METER_CURRENT\n
Set current %1% to %2%\n
\n
DESC_SET_EMPIRE_STOCKPILE\n
Sets the stockpile of %1% of the object's owner to %2%\n
\n
DESC_SET_PLANET_TYPE\n
Changes the planet's type to %1%\n
\n
DESC_SET_PLANET_SIZE\n
Changes the planet's size to %1%\n
\n
DESC_ADD_OWNER\n
Adds ownership by empire %1% to object\n
\n
DESC_REMOVE_OWNER\n
Removes ownership by empire %1% from object\n
\n
DESC_DESTROY\n
Destroys object\n
\n
DESC_ADD_SPECIAL\n
Attaches %1% special to object\n
\n
DESC_REMOVE_SPECIAL\n
Removes %1% special from object\n
\n
DESC_SET_STAR_TYPE\n
Changes the star's type to %1%\n
\n
DESC_TECH_AND_ITEMS_AFFECTED\n
%1% and all the items it unlocks\n
\n
DESC_ITEMS_ONLY_AFFECTED\n
the items unlocked by the %1% tech\n
\n
DESC_SET_TECH_AVAIL\n
Makes %1% available to empire %2%\n
\n
DESC_SET_TECH_UNAVAIL\n
Makes %1% unavailable to empire %2%\n
\n
DESC_ALL\n
Universo\n
\n
DESC_EMPIRE_AFFILIATION_SELF\n
that belongs to %1% empire\n
\n
DESC_EMPIRE_AFFILIATION_SELF_NOT\n
that does not belong to %1% empire\n
\n
DESC_EMPIRE_AFFILIATION_SELF_EXCLUSIVE\n
that belongs only to %1% empire\n
\n
DESC_EMPIRE_AFFILIATION_SELF_EXCLUSIVE_NOT\n
that does not belong only to %1% empire\n
\n
DESC_EMPIRE_AFFILIATION\n
that belongs to an %1% of %2% empire\n
\n
DESC_EMPIRE_AFFILIATION_NOT\n
that does not belong to an %1% of %2% empire\n
\n
DESC_EMPIRE_AFFILIATION_EXCLUSIVE\n
that belongs only to an %1% of %2% empire\n
\n
DESC_EMPIRE_AFFILIATION_EXCLUSIVE_NOT\n
that does not belong only to an %1% of %2% empire\n
\n
DESC_SELF\n
that is the source object\n
\n
DESC_SELF_NOT\n
that is not the source object\n
\n
DESC_TYPE\n
that is a %1%\n
\n
DESC_TYPE_NOT\n
that is not a %1%\n
\n
DESC_BUILDING\n
that contains a %1% building\n
\n
DESC_BUILDING_NOT\n
that does't contain a %1% building\n
\n
DESC_SPECIAL\n
that has a %1% special\n
\n
DESC_SPECIAL_NOT\n
that doesn't have a %1% special\n
\n
DESC_CONTAINS\n
that contains an object%1%\n
\n
DESC_CONTAINS_NOT\n
that doesn't contain an object%1%\n
\n
DESC_PLANET_TYPE\n
that is a %1% planet\n
\n
DESC_PLANET_TYPE_NOT\n
that is not a %1% planet\n
\n
DESC_PLANET_SIZE\n
that is a %1% planet\n
\n
DESC_PLANET_SIZE_NOT\n
that is not a %1% planet\n
\n
DESC_PLANET_ENVIRONMENT\n
that is a %1% planet\n
\n
DESC_PLANET_ENVIRONMENT_NOT\n
that is not a %1% planet\n
\n
DESC_FOCUS_TYPE_PRIMARY\n
that has primary focus %1%\n
\n
DESC_FOCUS_TYPE_PRIMARY_NOT\n
that doesn't have primary focus %1%\n
\n
DESC_FOCUS_TYPE_SECONDARY\n
that has secondary focus %1%\n
\n
DESC_FOCUS_TYPE_SECONDARY_NOT\n
that doesn't have secondary focus %1%\n
\n
DESC_STAR_TYPE\n
that is a system with a %1% star\n
\n
DESC_STAR_TYPE_NOT\n
that is not a system with a %1% star\n
\n
DESC_CHANCE_PERCENTAGE\n
on a %1%%% chance\n
\n
DESC_CHANCE_PERCENTAGE_NOT\n
on a (100 - %1%)%% chance\n
\n
DESC_CHANCE\n
with a probability of %1%\n
\n
DESC_CHANCE_NOT\n
with a probability of 1 - %1%\n
\n
DESC_METER_VALUE_MAX\n
that has a max %1% between %2% and %3%\n
\n
DESC_METER_VALUE_MAX_NOT\n
that doesn't have a max %1% between %2% and %3%\n
\n
DESC_METER_VALUE_CURRENT\n
that has a current %1% between %2% and %3%\n
\n
DESC_METER_VALUE_CURRENT_NOT\n
that doesn't have a current %1% between %2% and %3%\n
\n
DESC_EMPIRE_STOCKPILE_VALUE\n
that belongs to an empire with a %1% stockpile between %2% and %3%\n
\n
DESC_EMPIRE_STOCKPILE_VALUE_NOT\n
that doesn't belong to an empire with a %1% stockpile between %2% and %3%\n
\n
DESC_VISIBLE_TO_SINGLE_EMPIRE\n
that is visible to the %1% empire\n
\n
DESC_VISIBLE_TO_SINGLE_EMPIRE_NOT\n
that is not visible to the %1% empire\n
\n
DESC_VISIBLE_TO_EMPIRES\n
that is visible to one of the %1% empires\n
\n
DESC_VISIBLE_TO_EMPIRES_NOT\n
that is not visible to one of the %1% empires\n
\n
DESC_WITHIN_DISTANCE\n
that is within %1% of any object%2%\n
\n
DESC_WITHIN_DISTANCE_NOT\n
that is not within %1% of any object%2%\n
\n
DESC_WITHIN_STARLANE_JUMPS\n
that is within %1% starlane jumps of any object%2%\n
\n
DESC_WITHIN_STARLANE_JUMPS_NOT\n
that is not within %1% starlane jumps of any object%2%\n
\n
DESC_AND_BETWEEN_OPERANDS\n
e\n
\n
DESC_OR_BETWEEN_OPERANDS\n
o\n
\n
DESC_TURN\n
when the current turn is between %1% and %2%\n
\n
DESC_TURN_NOT\n
when the current turn is not between %1% and %2%\n
\n
DESC_NUMBER_OF\n
that is one of %1% objects%2%\n
\n
DESC_NUMBER_OF_NOT\n
that is not one of %1% objects%2%\n
\n
DESC_CONTAINED_BY\n
that is contained by an object%1%\n
\n
DESC_CONTAINED_BY_NOT\n
that is not contained by an object%1%\n
\n
DESC_OWNER_HAS_TECH\n
that belongs to an empire that has the tech %1%\n
\n
DESC_OWNER_HAS_TECH_NOT\n
that does not belong to an empire that has the tech %1%\n
\n
DESC_NUMBER\n
if there are between %1% and %2% objects%3%\n
\n
DESC_NUMBER_NOT\n
if there are not between %1% and %2% objects%3%\n
\n
LEARNING_CATEGORY\n
Apprendimento\n
\n
PRODUCTION_CATEGORY\n
Produzione\n
\n
CONSTRUCTION_CATEGORY\n
Costruzioni\n
\n
GROWTH_CATEGORY\n
Crescita\n
\n
ECONOMICS_CATEGORY\n
Economia\n
\n
THEORY_SHORT_DESC\n
Theoretical Prerequisite\n
\n
LRN_PHYS_BRAIN\n
The Physical Brain\n
\n
LRN_PHYS_BRAIN_DESC\n
The stuctures and their functions in the brain are determined. The electrochemical and quantum nature of thought and memory are exposed. With understanding, alteration and augmentation of brain functions becomes possible, and new ideas are spawned at the frontiers of thought, its expression, and its replacement.\n
\n
LRN_ALGO_ELEGANCE\n
Algorithmic Elegance\n
\n
LRN_ALGO_ELEGANCE_DESC\n
With greater and greater difficulty of data analysis problems, traditional measures of algorithm performance become less useful due to the limitations of irreducible complexity. At this stage, other measures of algorithm form and function become significant; aesthetically and metaphorically, the elegance of the solution must be optimized.\n
\n
LRN_GAL_EXPLO\n
Galactic Exploration\n
\n
LRN_GAL_EXPLO_DESC\n
The discovery of interstellar travel via starlanes ushers in a new era of development of society. Old political squabbles between minor factions become insignificant when the entire civilization is faced with the limitless potential of the stars... for growth and prosperity, or utter destruction.\n
\n
LRN_TRANSLING_THT\n
Translinguistics\n
\n
LRN_TRANSLING_THT_DESC\n
Lesser minds struggle with, or accept the confines of the language they have learned. Adequate minds reach and feel constrained by the concepts they are given ways to express. Truely great minds break free of the bounds of language, forming and analyzing thoughts that verge on the transcendental. But merely great minds are left isolated and futile, for without language to express thoughts, how can they share their insights?\n
\n
LRN_PSIONICS\n
Psionics\n
\n
LRN_PSIONICS_DESC\n
Though deep introspection or artificial enhancement, the brain may develop abilites to directly interact with the universe around it, bypassing the limitations of a physical body. Powers such as telepathy, empathy, clairvoyance, prescience, psychokinesis and psychoenergetics replace or surpass mundane biological or technological alternatives. Applications of these powers, including mind control, personality alteration and possesion have profound implications for the relationship between talented and untalted beings.\n
\n
LRN_ARTIF_MINDS\n
Artificial Minds\n
\n
LRN_ARTIF_MINDS_DESC\n
While traditional computers have nearly unfathomable intelligence and computational abilities, they lack the essential qualities of self-awareness, consciousness or sentience. With the development of true artificial minds, these qualities may be synthesized, modified and altered. These investigations open new avenues of research into cognitive sciences and novel metaparadigms.\n
\n
LRN_XENOARCH\n
Xenoarchaeology\n
\n
LRN_XENOARCH_DESC\n
The contemporary empires, races and single-star civilizations are not the first or only beings to have lived in this galaxy. Remains, ruins and rumours of the ancients may be found on deserted planets and lifeless asteroids, or drifting in open space. Finding and decyphering such clues holds great potential to reveal secrets, teach lessons, or give warnings of ancient knowledge.\n
\n
LRN_GRAVITONICS\n
Gravitonics\n
\n
LRN_GRAVITONICS_DESC\n
Analagous to the "colour charge" of quantum chromodynamics, there are several types of graviton. With the common attractive-force graviton, the colloqiual "anti-graviton", "right-graviton" and "left-graviton" may be combined to bend and flex the surface of spacetime arbitrarily. This manipulation is percieved as control of the force of gravity, permitting structures, craft and investigations previously impossible, even theoretically.\n
\n
LRN_EVERYTHING\n
Theory of Everything\n
\n
LRN_EVERYTHING_DESC\n
Early, naive theories describe subsets of the four fundamental forces of nature: electromagnetism, the strong and weak nuclear forces, and gravity. A complete framework expressing all forces as special cases of a single interaction represents a holy grail of science. This theory describes the earliest moments of the universe, the most distorted depths of a singularity, the tightest windings of hidden dimensions and the final fate of the cosmos. Yet still, there may "exist" layers of existence beyond what can be observed and described by science...\n
\n
LRN_FORCE_FIELD\n
Force-Field Harmonics\n
\n
LRN_FORCE_FIELD_DESC\n
Like Fourier analysis of sound, electromagnetism, strong and weak forces may be expressed as harmonic quantum standing-wave superpositions of force-carrier particles. By selectively amplifying these harmonics, forces may be arbitrarily controlled to shield, attack, contain or support.\n
\n
LRN_MIND_VOID\n
Mind of the Void\n
\n
LRN_MIND_VOID_DESC\n
We are not alone in the cosmos... but why should the search be so limited? Many cultures have myths, legends or fervent belief in a higher consciousness. Whether a loving or malevolent God, or a detatched observer, it is clear that something, perhaps the universe itself on some level, is alive, aware, watching.\n
\n
LRN_TIME_MECH\n
Temporal Mechanics\n
\n
LRN_TIME_MECH_DESC\n
What are "now", "future" and "past"? The twin paradox of special relativity, or the theoretical "wormhole" in its place, suggest early forms of "time travel". Direct manipulation of spacetime and temporal flux permit these effects to be harnessed and magnified. Temporal incursions cannot perceptibly alter the past of the universe that we perceive. They can, however, compress ages or extend moments to arbitrary durations, to uses limited only by the material supplies provided, and our own patience...\n
\n
LRN_NDIM_SUBSPACE\n
N-Dimensional Subspace\n
\n
LRN_NDIM_SUBSPACE_DESC\n
Early superstring theorists spoke of 10, 11 or 26 dimensional universes, with all but the 4 macrodimensions "curled up" so tightly as to be unseen. These and other dimensions may now be uncurled and opened, and the very surface of space itself stretched and pierced by shifting matter to or from levels of existance previously hidden below the surface of our limited perception, or creating layers or bubbles where none existed before.\n
\n
LRN_UNIF_CONC\n
Unified Consciousness\n
\n
LRN_UNIF_CONC_DESC\n
Telepathic communication between individuals or mind-machine interfaces only permit the most basic, trivial and surface exchanges of thought and ideas. Truely joined minds function as a single consciousness, with the summed faculties and knowledge of its constituent parts, and acting as a new unique entity. This has great potential, but also significant risk, in that the union may not seek its own destruction, which is necessary for the original minds to be regained. Alternatively, one of the minds may dominate the other, controlling or destroying the other, rather than forming an equal, harmonious union.\n
\n
LRN_TRANSCEND\n
Singularity of Transcendence\n
\n
LRN_TRANSCEND_DESC\n
What is godhood? Is a god concerned with whether it is moral and benevolent or evil and tyrannical? Does a god treat mortals with care and love, hatred and suffering or detached indifference? Does a god even remain aware of the infintitely miniscule affairs of the physical universe, or is true godhood of a form beyond description, of which inability to comprehend by mortals applies equally in the other direction?\n
\n
GRO_PLANET_ECOL\n
Planetary Ecology\n
\n
GRO_PLANET_ECOL_DESC\n
Agriculture and medical science can drastically increase survivability, causing population growth to become hyperexponential, for a time. Eventually, new limits to growth arise in the carrying capacity of a planet, and the interconnected web of life that supports it. Understanding natural ecology and its interaction to stresses permits the system to be sustained, and its benefits reaped for generations to come.\n
\n
GRO_GENETIC_ENG\n
Genetic Engineering\n
\n
GRO_GENETIC_ENG_DESC\n
The palette of genetics is as varied as the forms of life from which it borrows. Genes may be removed, copied and reinserted into genomes to create transgenic organisms with combinations of traits not existant or possible in nature. As well, genes may be altered prior to reinsertion, by altering the base codes directly, allowing entirely new genes to be created. Techniques are limited, however, to small modifications of existing genes that are available for study.\n
\n
GRO_MEDICAL_PATH\n
Medical Pathology\n
\n
GRO_MEDICAL_PATH_DESC\n
Treatment of diseases and injuries requires thorough understanding of their causes. \n
\n
GRO_INDUSTY_FARM\n
Industrial Farming\n
\n
GRO_INDUSTY_FARM_DESC\n
Traditional, simple farming methods are sufficient for small, locally self-sufficient populations without significant limits on available space or time. With greater specialization of more advanced socieites, however, fewer farmers must feed many more workers from much greater distances away, including even interstellar food shipment for fledgling colonies. Hydroponics, automation, fertilization, pest control and altered illumination growth cycles become necessary. Successful use of these tools requires understanding of their function, interactions, costs and low-level mechanims.\n
\n
GRO_ENV_ENCAPSUL\n
Environmenal Encapsulation\n
\n
GRO_ENV_ENCAPSUL_DESC\n
Covered, surrounded and sealed pockets of a particular environment are essential for space travel, colonization of hazardous planets and preservation of natural diversity on heavily industrialized worlds. Maintaining the desired conditions is not as trivial as it may seem however, as in many cases there is no external source of pure and clean materials or organisms available. Rather, it is necessary to create a self-sufficient and sustainable environment, often an entire ecology, capable of recycling and reusing its wastes to supply everything it needs and consumes.\n
\n
GRO_SYMBIOTIC_BIO\n
Symbotic Biology\n
\n
GRO_SYMBIOTIC_BIO_DESC\n
From the first domesticated animals or agricultural plants, societies discover the benefits of symbiotic relationships with other species. Later, bacteria or natural parasites are often used for medical purposes. In these early forms, however, the dominant species is (ideally) in complete control of the relationship, with the "farmed" organism existing only to server its owner. True symbiosis only occurs when both organisms exist and prosper together, each aiding and depending on the other to mutual benefit, the combination greater than the sum of the parts alone.\n
\n
GRO_GENETIC_MED\n
Genetic Medicine\n
\n
GRO_GENETIC_MED_DESC\n
Traditional Genetic Engineering alters genetic codes and then implements or raises the modified organism. Similar techniques may be applied to already matured individuals. The goals of these treatments may be cosmetic or enhancing modifications, or corrective, preventative or time-critical medical treatments. Reducing the delay between alteration and results from generations to months, days or hours has a corresponding increase in the range and power of possible alterations.\n
\n
GRO_LIFECYCLE_MAN\n
Lifecycle Manipulation\n
\n
GRO_LIFECYCLE_MAN_DESC\n
Most complex organisms have progress through physiological stages during a lifetime, whether distinctly separated by metamorphises, or blurred by continuous slow aging. In many cases, one or more of these stages are, at least at a given time, more useful and desirable than others. By delicate control of hormonal or mental mechanisms, it becomes possible to drastically speed or slow each stage, permitting fully developed and functional individuals to be produced in a fraction of the natural timeframe, and for those individuals to remain functional indefinitely, becoming effectively immortal.\n
\n
GRO_XENO_GENETICS\n
Xenological Genetics\n
\n
GRO_XENO_GENETICS_DESC\n
Early genetics is limited by the available samples of naturally occuring organims on which to base its modifications. As well, these modifications are restricted within the limits of the physical mechanisms of genetic code storage, alteration and expression in developed individuals. By investigating the equivalent systems in entirely different ecosystems and organisms, great insights or revalations may be reached, spurring new developments in more familiar genetic systems.\n
\n
GRO_NANOTECH_MED\n
Nanotech Medicine\n
\n
GRO_NANOTECH_MED_DESC\n
While genetic alteration can repair or undo the effects of harmful or undesired mutations or correct biochemical imbalances, treating major physical trauma and non-genetic congenital defects requires actual physical corretive measures. Nanotechnology may be used to accomplish these tasks, with two important advantages: Correction may be done without invasive surguries and associated secondary damage and risks, and treatment reaction time is greatly reduced, as the tools to do the job are always in place and ready to function.\n
\n
GRO_ORBIT_FARMING\n
Orbital Farming\n
\n
GRO_ORBIT_FARMING_DESC\n
The primary energy source for food production in most societies is solar radiation. Bound to a planet, farms have very limited access to this energy, due to the comparatively small solid angle subtended by the planet's surface, and surface farming must also compete with other land uses. By moving food production to orbital installations, continuous access to solar energy is gained, and any undesired spectral filtration by planetary atmospheres is eliminated. Food production may be increased dramatically.\n
\n
GRO_INDUSRY_CLONE\n
Industrial Cloning\n
\n
GRO_INDUSRY_CLONE_DESC\n
Primitive manual nuclear transfer cloning techniques are little more than novelties for large organisms. By applying techniques similar to industrial mass production or biochemical process engineering, it becomes possible to generate dozens, or millions, of full-grown copies of a single genetic blueprint. Populations may be made to order, tailored to meet the specific needs of society.\n
\n
GRO_XENO_HYBRIDS\n
Xenological Hybridization\n
\n
GRO_XENO_HYBRIDS_DESC\n
Regardless of how well understood, or how adeptly improved, a biological system is limited by its inheirent nature. Structures and basic physiology can only be altered so far within the confines of a single planet's biology. With understanding of other biologies, however, the disparate systems may be fused, forming an entirely new hybrid biology, with potential abilities and traits greater than those of any of its parts.\n
\n
GRO_NANO_CYBERNET\n
Nanotech Cybernetics\n
\n
GRO_NANO_CYBERNET_DESC\n
After applying nanotechnology to internally correct defects or injuries, the next step is to augment or replace natural biochemical systems with superior artificial replacements. Rather than merely regrowing lost limbs or repairing damaged organs, augments are able to quickly grow new ones to suit their needs at any time. Antiquated biological systems, from muscle tissue and tendons, down to organelles or enzymes may also be replaced, affording greatly increased strength, endurance and flexibility.\n
\n
GRO_ENERGY_META\n
Pure-Energy Metabolism\n
\n
GRO_ENERGY_META_DESC\n
The ultimate stage of physical development is to transcend the physical altogether. Without bodies, individuals and society may move, grow and exist freely, unhindered by unecessary physical limitations and inefficient metabolic processes that waste energy supporting homeostasis.\n
\n
PRO_MICROGRAV_MAN\n
Microgravity Manufacturing\n
\n
PRO_MICROGRAV_MAN_DESC\n
The microgravity of low planetary orbit offers great potential for novel manufaturing facility designs, equipment and techniques not possible on planet surfaces. Solids may be held in place with minimal support. Liquids and gases float freely, shaped only by surface tension, unless otherwise manipulated. Factory equipment may be arranged optimally in three dimensions. These conditions permit great increases in efficiency and productivity, if properly exploited.\n
\n
PRO_PLANET_GEOL\n
Planetary Geology\n
\n
PRO_PLANET_GEOL_DESC\n
Useful minerals are created throughout the volume of a planet, under various exacting chemical and thermodynamic conditions, including aqueous surface sedimentation, crushing core differentiation and mid-depth metamorphosis. After creation processes such as plate techtonics, vulcanism and deep convection currents are equally important in determining the final location and form of these extractable resources. Understanding these processes, their effects, causes and signs is essential for large scale efficient mining operations.\n
\n
PRO_ROBOTIC_PROD\n
Robotic Production\n
\n
PRO_ROBOTIC_PROD_DESC\n
Although high level initial design and initial facility setup still require active supervision, the elimination of operators from the actual production process eliminates many bottlenecks. Robots work continuously, without perpetual demands for greater economic compensation. Robots have much greater tolerance for hazardous environmental conditions in the factory, and do not require additional habitable space off-site. Robots perform their assigned tasks flawlessly, or at least as well as they are instructed.\n
\n
PRO_FUSION_GEN\n
Fusion Generation\n
\n
PRO_FUSION_GEN_DESC\n
Explosive or uncontrolled thermonuclear reactions are comparatively simple to cause at scales ranging from small tactical warheads to supergiant stellar furnaces. Controllable, stable and practical power generation from the reaction is somewhat more difficult. The process remains attractive, however, due to the near-limitless supply of fuel and potential for emissions-free operation.\n
\n
PRO_NANOTECH_PROD\n
Nanotech Production\n
\n
PRO_NANOTECH_PROD_DESC\n
Traditional production techniques are fundamentally limited by the size and form of the tools it employs. As a product takes form, its outer layers may prevent direct access and manipulation of the inner structure, requiring inconvenient and inefficient adjustment to the order of assembly. Further, the components of a larger product must be carefully formed and assembled to exacting specifications to ensure they will function as intended when combined. By using nanotechnology to form a complete product in one step, directly from the stock materials, these limitations can be bypassed, dramatically improving efficiency and production speed.\n
\n
PRO_ORBITAL_GEN\n
Orbital Generation\n
\n
PRO_ORBITAL_GEN_DESC\n
Low orbit of planetary bodies provides numerous benefits for power generation compared to planetary surfaces. Direct exposure to nearby solar radiation without atmospheric attenuation, and the orders of magnitude larger structures that may be assembled in microgravity to collect it are significant advantages. The resulting power may be used in orbit, or may be beamed to the planet to support surface industry. As well, new mechanisms of energy conversion become available in orbit, including planetary magnetic field coupling, orbital momentum exchange, and frictional heating with planetary atmospheres, which are uniquely beneficial for specialized applications.\n
\n
PRO_SENTIENT_AUTOMATION\n
Sentient Automation\n
\n
PRO_SENTIENT_AUTOMATION_DESC\n
As equipment becomes increasingly automated, it becomes capable of fully replicating and maintaining itself without outside support, other than its required raw materials and a requested, or suggested, final product to produce. When controlled by an artificial mind, the entire system can learn, plan, react, and adapt autonomously, and can do so without the cumbersome inefficiencies traditionally required to house and employ workers.\n
\n
PRO_FRC_FLD_ASSMB\n
Force-Field Assembly\n
\n
PRO_FRC_FLD_ASSMB_DESC\n
Whether effected through artificial means, or psychokinesis, or a combination thereof, remote manipulation represents a revolutionary improvement in assembly techniques. At nanoscopic scales, fully controlled chemical reactions and custom assembled molecules become almost trivial. At larger scales, up to and including manipulation of celestial bodies, locally reactionless and non-contact force impartion permit previously impossible non-destructive testing, and are particularly suited to manipulation within an enclosed or covered region, without compromising isolation seals, nor removing masses of previously obstructing matter.\n
\n
PRO_INTSTEL_COPRO\n
Interstellar Co-Production\n
\n
PRO_INTSTEL_COPRO_DESC\n
Traditional means of production are limited by the necessity of self-sufficiency due to transportation and other logistical problems. Later planetary regional cooperation permits some degree of specialization and co-operation, with each facility producing only a few parts or subsystems, and the whole system benefitting from concentrated expertize and economy of scale. Expanding this concept several orders of magnitude, it may adapted to a galactic scale, with individual planets or entire systems functioning in the role of the single specialized facility. The logistical difficulties inherent in this paradigm are also similar to those of the earlier iteration, and are scaled up to the same degree as the potential benefits.\n
\n
PRO_NDIM_ASSMB\n
N-Dimensional Assembly\n
\n
PRO_NDIM_ASSMB_DESC\n
The geometry of physical space has always been a major impediment to the assembly of objects within that space. Objects cannot be colocated, and volumes cannot be simultaneously enclosed and open if their existance is restricted to a mere three dimensions. Moving beyond this limitation, parts of objects can be folded out of the way in a pocket dimensions, and continguous lines may be passed around other masses by going "off-axis". Similar mechanisms are also used to assemble lower-dimensional objects in configurations that would be impossible without higher-dimensional pathways.\n
\n
PRO_SINGULAR_GEN\n
Singularity Generation\n
\n
PRO_SINGULAR_GEN_DESC\n
As matter is drawn towards a singularity by the intense spacetime curvature, or gravitational field, the matter forms an accretion disk and is greatly compressed and heated. High energy radiation emitted from the disk may be captured and harnessed for power generation. The event horizon of the singularity itself also emits radiation do to annihilation of virtual particle-antiparticle pairs that form in its vicinity. This method of power generation is significantly more delicate and unstable than that with the accretion disk method, but can produce even greater output as well.\n
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PRO_MATENG_REPLIC\n
Replication\n
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PRO_MATENG_REPLIC_DESC\n
Previous iterations of assembly techniques were essentially ways to avoid or remove particularly vexing problems with manipulation of matter. None of these techniques fundamentally changed the basic method however, which was to assemble larger objects out of smaller parts, be they prefabricated subsections, or individual atoms. By converting pure energy directly into the desired material object, eliminating the need for precursor parts or supplied materials, the ultimate level of flexible and efficient assembly is achieved.\n
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PRO_ZERO_GEN\n
Zero-Point Generation\n
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PRO_ZERO_GEN_DESC\n
Any power generation mechanism that involves a material fuel supply is limited by the relativistic mass-energy relationship: no more energy can be produced than equivalent mass consumed, even with perfect efficiency. By tapping the inherent energy of the vacuum, or zero-point energy, an effectively infinite source is made available. The rate, or power, of this extraction is also theoretically unbounded, with limits only in the available means to collect and use the output.\n
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CON_ORBITAL_CON\n
Orbital Construction\n
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CON_ORBITAL_CON_DESC\n
On a planet, there is always a fixed reference direction: "up". Microgravity is effectively isotropic. This single difference has a multitude of consequences for the types of structures that can be built, and which of those forms is the optimal use of space, materials and energy in each environment. As well, the interior configuration of spaces in orbit must be rethought. However, while it is appealing to attempt to completely revolutionize interior design in a paradigm completely independent of the styles used on planet surfraces, the practical use of these spaces will be initial primarily by those who are used to, and adapated for, those planet surfaces. Rather than a complete break from older styles, a gradual transition may be more effective.\n
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CON_ARCH_PSYCH\n
Architectural Psychology\n
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CON_ARCH_PSYCH_DESC\n
The form of a structure or inhabited space is not merely guided by the physical limitations of the materials from which it is constructed. Psychological effects on the inhabitants within, or observers outside can have a far greater influence on the success of a design than the strength of a wall or sturdiness of a foundation.\n
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CON_INFRA_ECOL\n
Ecologia delle Infrastrutture\n
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CON_INFRA_ECOL_DESC\n
The basic infrastructure of an established planetary colony may seem to be created entirely by the colonizers, and to function only according to their designs. In reality, however, the ecology of the planet on which it is built is the foundation and support mechanism for the added infrastructure, and often forms an integral part of its function. Understanding the interaction between natural and artificial components, and the limits of the resources an ecological system can provide are essential to the development of an optimal and sustainable infrastructure for any colony.\n
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CON_ORGANIC_STRC\n
Strutture Organiche\n
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CON_ORGANIC_STRC_DESC\n
Buildings formed of inanitmate minerals are functional and occasionally elegant, and those of harvested but dead organics are often simple and inexpensive. Actual living structures, however, can be grown into their final shape with no additional labour, as well effect some degree of self-repair when damaged. They may also naturally self-regulate their internal environments, or potentially adapt to varied or changing surroundings as necessary, during or after their initial growth.\n
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CON_METRO_INFRA\n
Infrastruttura Metroplex\n
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CON_METRO_INFRA_DESC\n
When the entire surface of a world is covered, continued development must occur above and below pre-existing construction. Care must be taken to ensure the stability of the undercut or overshadowed structures are not damaged, and transportation and supply routes must be rethought to support vastly increased population densities. Furthermore, novel stylistic and functional issues must be considered, to ensure that the newer levels, and the combined whole, are worth inhabiting.\n
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CON_TRANS_STRC\n
Strutture di Trasformazione\n
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CON_TRANS_STRC_DESC\n
A shutter functions as both a solid wall and open window, according to the desire of its user. A room may be refurnished to serve an entirely new purpose, within the limits of the space available. This concept may also be extended to the actual form and structure of an entire building or city, whether mechanical or organic. Eliminating the need for demolition and rebulding permits much greater infrastructure flexibility and efficiency. Single or isolated structures may also serve many purposes simultaneously, that would previously have required much larger and elaborate fixed designs.\n
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CON_ARCH_MONOFILS\n
Monofilamento Architetturale\n
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CON_ARCH_MONOFILS_DESC\n
Essentially unbreakable and merely a few atoms in diamater, single-crystal filaments have many uses in improving traditional structure designs in durability and economy of construction. The capacity to suspend or stress other materials in previously impossible configurations also permits a wholly new designs. Low weight and high strength filaments are of particular use in large-scale orbital or surface to orbit spanning structures, where variations in gravity across lengths were previously very prohibative.\n
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CON_SELFGRAV_STRC\n
Strutture Auto-Gravitazionali\n
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CON_SELFGRAV_STRC_DESC\n
As orbital construction grows ever larger in scale, eventually the mass of a single installation is sufficient to appreciably self-gravitate. Where previously the microgravity environment was fundamental, designs must be rethought again, just as they were when originally moving surface activity into orbit. Rather than expanding endlessly in efficient regular patterns, the natural curved shapes of planetary bodies begins to emerge in artificial bodies as well. Advantages over surface construction are retained, however, as the artifical mass is designed and built with its purpose in mind.\n
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CON_ASYMP_MATS\n
Materiali Asimpotici\n
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CON_ASYMP_MATS_DESC\n
Once certain thresholds of performance are passed, measuring the physical properties of materials for relative comparison becomes impractical in any terms other than orders of magnitude or logarithmic scales. Much like superconductivity in electronics, the tensile strength, toughness, density, elasticity, refractory index and other mechanical properties of materials may be controlled with effectively no limits. With all previously significant limitations removed, structure designs are further unhindered, and may extend or change by similar order of magnitude scales.\n
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CON_STRC_INT_FLDS\n
Scudi di integrità Strutturale\n
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CON_STRC_INT_FLDS_DESC\n
Advanced materials and architecture can greatly extend the practical size of rigid structures. Eventually however, the stresses placed on load-bearing matter approach the magnitude of the strong nuclear force which holds atomic nuclei together, at which point alternative sources of support become essential. Projected energy support fields may serve this purose, and replacing or augmenting fixed supports in this manner allows a drastic r
LOAD
Created: 2009-11-15 00:28:45
Status: Not finished
Info: Common. Anyone can use these for basic buttons
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SAVE
Created: 2007-10-24 20:34:03
Status: Not finished
Info: Common. Anyone can use these for basic buttons
OR
Created: 2007-10-24 20:34:04
Status: Not finished
Info: Common. Anyone can use these for basic buttons
YES
Created: 2007-10-27 22:04:07
Status: Not finished
Info: Common. Anyone can use these for basic buttons
NO
Created: 2007-10-27 22:04:09
Status: Not finished
Info: Common. Anyone can use these for basic buttons
LOADING
Created: 2007-10-27 22:04:18
Status: Not finished
Info: Status Update Messages.
SERVER_TIMEOUT
Created: 2007-10-27 22:04:29
Status: Not finished
Info: Status Update Messages.
SERVER_LOST
Created: 2007-10-27 22:04:47
Status: Not finished
Info: Status Update Messages.