# Age of Civilizations II
# @author ?ukasz Jakowski
# @since 14.05.2016 13:39

LANGUAGENAME = English

# Main Menu
Games = Games
Settings = Settings
About = About
ExitGame = Exit Game

Back = Back
Yes = Yes
No = No

Loading = Loading
LoadingMap = Loading Map
LoadingProvinces = Loading Provinces
LoadingGraphics = Loading Graphics
LoadingGameData = Loading Game Data
Version = VERSION

Help = Help
Tip = Tip

Contact = Contact
Rate = Rate

# Games Menu
LoadGame = Load Game
ContinueGame = Continue Game
NewGame = New Game
RandomGame = Random Game

Tutorial = Tutorial
StartTheTutorial = Start the Tutorial?

Achievements = Achievements
HallofFame = Hall of Fame
Leaderboards = Leaderboards
Statistics = Statistics

Shortcut = Shortcut

# New Game
StartGame = Start Game

Civilization = Civilization
Civilizations = Civilizations
ReleasableCivilizations = Releasable Civilizations
UpdateCivilizationName = Update Civilization Name
FillTheMap = Fill The Map
IfDisabledAllCivilizationsStartWithOnlyTheirCapitalProvince = If disabled, all Civilizations start with only their Capital Province

Earth = Earth
MapType = Map
SelectMapType = Select Map Type
SelectMapScale = Select Map Scale
Scale = Scale
ScaleOfMap = Scale of Map
DefaultScaleOfMap = Default Scale of Map
CenterX = Center {0}

Minimap = Minimap

SelectDifficultyLevel = Select Difficulty Level
DifficultyLevel = Difficulty Level
Difficulty = Difficulty

Beginner = Beginner
Normal = Normal
Hard = Hard
Extreme = Extreme
Legendary = Legendary

Fogofwar = Fog of War
Off = Off
TheWholeMapAndSoldiersAreVisibleAtAllTimes = The whole map and soldiers are visible at all times

GameSpeed = Game Speed

Classic = Classic
ProvinceOwnershipIsKnownButSoldiersCanOnlyBeSeenInAdjacentProvinces = Province ownership is known, but soldiers can only be seen in adjacent provinces

Discovery = Discovery
TheWorldIsCoveredByFogCivilizationsMustBeDiscoveredBeforeTheyCanBeInteractedWith = The world is covered by fog, Civilizations must be discovered before they can be interacted with

Undiscovered = Undiscovered
UndiscoveredProvince = Undiscovered Province
UndiscoveredCivilization = Undiscovered Civilization

RandomPlacement = Random Placement
PlacesCapitalsInRandomProvinces = Places Capitals in Random Provinces

ShuffleCivilizations = Shuffle Civilizations
SwapCivilizationsToRandomPlaces = Swap Civilizations To Random Places

RandomFill = Random Fill
RandomnlyFillsTheWorldWithDifferentCivilizations = Randomnly fills the world with different Civilizations
SandboxMode = Sandbox Mode
WinXGamesToUnlockSandboxMode = Win {0} Games to unlock Sandbox Mode
SpectatorMode = Spectator Mode
ObserveCivilizationsAndTheirStruggleForSupremacy = Observe Civilizations and their struggle for supremacy
EternalWar = Eternal War
NoneoftheseCivilizationshasthewordforPeaceintheirlanguage = None of these Civilizations has the word for "Peace" in their language
EveryoneAtWarWithEveryone = Everyone at War with Everyone
Random = Random

Menu = Menu
Options = Options
PLAY = PLAY
StartTheGame = Start The Game
Apply = Apply

PlayingTime = Playing time

Player = Player
Players = Players
AddPlayer = Add Player
AddaPlayerToTheGame = Add a player to the game

ClickOnTheMap = Click on the map to select a Civilization
ClickAprovinceOnTheMapToAddOrRemoveCivilization = Click a province on the map to add or remove Civilization
ClickAnywhereToContinue = Click anywhere to continue

ChooseScenario = Choose Scenario
LoadScenario = Load Scenario
RandomScenario = Random Scenario

SelectCivilization = Select Civilization
RandomCivilization = Random Civilization
SelectProvince = Select a Province
SelectProvinces = Select Provinces
SelectLandProvince = Select Land Province

AvailableCivilizations = Available Civilizations
SelectAvailableCivilizations = Select Available Civilizations
Enable = Enable
Enabled = Enabled
Disable = Disable
Disabled = Disabled
Active = Active
Update = Update
Updated = Updated

# Manage Diplomacy

ManageDiplomacy = Manage Diplomacy
ChangeDiplomaticRelationsBetweenCivilizations = Change Diplomatic Relations Between Civilizations


NewAlliance = New Alliance
CreateNewAlliance = Create new alliance
Alliance = Alliance
AllianceName = Alliance Name
Hierarchy = Hierarchy
Members = Members
Alliances = Alliances
MilitaryAlliances = Military Alliances
Headquarters = Headquarters
Formation = Formation

AlliedWith = Allied with

Optional = Optional

Wars = Wars
Relation = Relation
DiplomaticActions = Diplomatic Actions
Actions = Actions
Participation = Participation

ShowOpinions = Show Opinions
Opinions = Opinions
Opinion = Opinion
Relations = Relations

Pacts = Pacts

Vassal = Vassal
Vassals = Vassals
NoVassals = No Vassals
Lord = Lord
SelectVassal = Select Vassal
PlayAsAReleasedVassal = Play as a released Vassal
VassalOfAnotherCivilization = Vassal of another Civilization


DeclareWar = Declare War
DeclareWarOn = Declare War on
AWarCantBeDeclaredInFirstXTurns = A war can't be declared in first {0} turns

SendUltimatum = Send Ultimatum
Ultimatum = Ultimatum
OurRelationsNeedsToBeBelow = Our relations need to be below

DemandAnnexation = Demand Annexation
DemandsAnnexationOfOurTerritory = Demands Annexation of our territory
YouCanDemandAnAnnexationOnlyFromYourVassal = You can demand an Annexation only from your Vassal.
YouCanSendDemandsOnlyToALordOrYourVassal = You can send demands only to a Lord or your Vassal
DemandVassalization = Demand Vassalization
DemandVassalizationOfUs = Demand Vassalization of us
DemandProvinces = Demand Provinces
DemandsOurProvinces = Demands our Provinces
DemandLiberationOfVassal = Demand Liberation of Vassal

OrXUnitsWillInvade = or {0} units will invade
XUnitsAreReadyToAttackIfWeRefuseTheirOffer = {0} units are ready to attack if we refuse their offer

WeWillSignATruceUntilX = We will sign a Truce until {0}

RefusedToAcceptOurUltimatum = Refused to accept our Ultimatum
RefusedUltimatum = Refused Ultimatum
AcceptedOurUltimatum = Accepted our Ultimatum

Truce = Truce
Truces = Truces
HasATruceWith = Has a truce with
TruceWith = Truce with
TheTruceHasExpiredWith = The truce has expired with
WeHaveATruceUntil = We have a truce until

WhitePeace = White Peace
SueForPeace = Sue for Peace
PeaceNegotiations = Peace Negotiations

AlliesNotInWar = Allies not in War
CallToArms = Call to arms
Call = Call
CallAllies = Call Allies
CallAlly = Call Ally
Ally = Ally

EnemyAllies = Enemy Allies
Enemy = Enemy
Enemies = Enemies

NoAllies = No Allies
RequestHelpInTheWarAgainst = Request help in the war against
JoinAWarAgainst = Join a War against
DenyToJoinTheWar = Deny to join the war
XDeniedToJoinTheWar = {0} denied to join the war
XJoinedTheWar = {0} joined the war
JoinAWar = Join a War


WarPreparations = War Preparations
WarPreparationsAgainst = War Preparations against
PrepareForWar = Prepare for War
PrepareForTheWarAgainst = Prepare for the war against
PreparationTime = Preparation time
RequestWarPreparationsAgainst = Request war preparations against

AcceptedToJoinWarPreparationsAgainst = accepted to join war preparations against
RefusedToJoinWarPreparationsAgainst = refused to join war preparations against

OfferPeaceToThisCivilization = Offer Peace to this Civilization

OfferAlliance = Offer Alliance
DisolveAlliance = Dissolve Alliance
CivAWantsToJoinAlliance = {0} wants to join Alliance
SendProposal = Send Proposal
AllianceProposalAccepted = Alliance proposal accepted.
AllianceProposalWasRejected = Alliance proposal was rejected.
ProposalWasRejected = Proposal was rejected.
OurProposalWasAccepted = Our proposal was accepted.

FormUnion = Form Union
Union = Union
Unions = Unions
AddUnion = Add Union
FormUnionWithCivA = Form Union with {0}
RefuseAUnionProposal = Refuse a union proposal.
RefuseProposal = Refuse proposal
XRefusedToFormUnion = {0} refused to form union.

Accept = Accept
AcceptOffer = Accept offer
Cancel = Cancel
Confirm = Confirm
Refuse = Refuse
Refused = Refused
Deny = Deny
Denied = Denied
Sent = Sent
DiplomatSent = Diplomat Sent
WithdrawTheDiplomat = Withdraw the Diplomat

OfferVassalization = Offer Vassalization
LiberateAVassal = Liberate a Vassal
Liberation = Liberation!
WeAreNotLongerAVassal = We are not longer a Vassal
VassalOfAnotherCivilization = Vassal of another Civilization
ReleaseAVassal = Release a Vassal
BecomeAVassalOf = Become a Vassal of {0}

TradeRequest = Trade Request
LikelihoodOfSuccess = Likelihood of success
Low = Low
Medium = Medium
High = High
Positive = Positive
Negative = Negative

ImproveRelations = Improve Relations
ImproveRelation = Improve Relation
ImprovingRelations = Improving Relations
ImprovingRelationsWith = Improving Relations with
ImprovingRelationsFrom = Improving Relations from
WeAreImprovingOurRelationsWith = We are improving our Relations with
ImproveDiplomaticRelations = Improve Diplomatic Relations
SendAnInsult = Send an Insult
DecreaseRelations = Decrease Relations
DecreaseRelation = Decrease Relation

FormDefensivePact = Form Defensive Pact 
DefensivePact = Defensive Pact
DefensivePacts = Defensive Pacts

MilitaryAccess = Military Access
AskForMilitaryAccess = Ask for Military Access
OfferMilitaryAccess = Offer Military Access
GiveMilitaryAccessToCivA = Give Military Access to {0}
GainMilitaryAccessToCivA = Gain Military Access to {0}

WeNoLongerHaveMilitaryAccessTo = We no longer have Military Access to
MilitaryAccessWillExpireInNextXTurnsTo = Military access will expire in next {0,choice,1#{0} Turn|1<{0,number,integer} Turns}

CivAWantsToHaveMilitaryAccessToOurTerritory = {0} wants to have Military Access to our territory

HaveMilitaryAccess = Have Military Access to
GivesMilitaryAccess = Gives Military Access

FormACoalitionAgainst = Form a Coalition Against

SupportRebels = Support Rebels
The [Conquered Civ] revolutionary movement has been unusually strong lately. Upon investigation you discover that [Other Civ] is funding rebels!
Revolt = A Revolt!
Rebels = Rebels

SendGift = Send Gift
Gift = Gift
AGiftFromCivA = A gift from {0}
SelectTheAmountOfMoneyToSend = Select the amount of money to send
SendGidtBack = Send gift back!
GiftSentBack = Gift sent back!
XRefusedToAcceptOurGift = {0} refused to accept our gift.

Independence = Independence
ProclaimIndependence = Proclaim Independence
ProclaimsIndependence = Proclaims Independence
GuaranteeIndependence = Guarantee Independence
GuaranteedIndependence = Guaranteed independence
GuaranteeTheirIndependence = Guarantee their independence
CivAWantsToGuaranteeOurIndependence = {0} wants to guarantee our independence

DeclarationOfIndependence = Declaration of Independence

WeNoLongerGuaranteeIndependenceOf = We no longer guarantee independence of
OurIndependenceIsNoLongerGuaranteedBy = Our independence is no longer guaranteed by

CustomizeAlliance = Customize Alliance
CustomizeRelations = Customize Relations

ColorOfAlliance = Color of Alliance
Color = Color
PickColor = Pick a color

SelectOnMap = Select on Map

AtWar = At War!
WeAreAtWar = We are at War!
WeAreAtWarWith = We are at war with
AtWarWith = At War with
War = War
ToTheBattle = To the battle!

CivAIsNowAtWarWithCivB = is now at war with
CivAHasMadePeaceWithCivB = has made peace with

CivAIsNowAMemberOf = is now a member of
CivAIsNoLongerAMemberOf = is no longer a member of

CivBIsNowAPuppetStateOfCivA = is now a puppet state of
CivBHasSwornFealtyToCivA = has sworn fealty to

HasSignedNonAggressionPactWith = Has signed Non-Aggression Pact with
SignNonAggressionPactWithCivA = Sign Non-Aggression Pact with {0}
SignDefensivePactWithCivA = Sign Defensive Pact with {0}

NonAggressionPact = Non-Aggression Pact
NonAggressionPacts = Non-Aggression Pacts
NonAggressionPactHasExpiredWith = Non-Aggression Pact has expired with
DefensivePactHasExpiredWith = Defensive Pact has expired with

CustomizePacts = Customize Non-Aggression Pacts
AddNewPact = Add New Non-Aggression Pact

NumberOfTurns = Number of turns
Turns = Turns
TurnsX = {0,choice,1#{0} Turn|1<{0,number,integer} Turns}
Expires = Expires

SortBy = Sort by
SortByName = Sort by name
SortByOpinions = Sort by opinions

# Civilizations List

ALL = ALL
AllCivilizations = All Civilizations

# In Game
Recruit = Recruit
ArmyRecruitmentWillTakeOneTurn = Army recruitment will take one turn.

RecruitInstantly = Recruit Instantly
RecruitArmyInstantly = Recruit Army Instantly
CostOfRecruitingWillBeDoubled = Cost of recruiting will be doubled.
ArmyWillBeRecruitedInstantly = Army will be recruited instantly

Conscript = Conscript

Disband = Disband
DisbandArmy = Disband Army

Move = Move
MoveUnits = Move Units
MoveTo = Move To

Migrate = Migrate
MigrateTo = Migrate to
NewLand = New land
YouCantMigrateUntilX = You can't migrate until {0}
MigrateToAnotherProvince = Migrate to another province

Abandon = Abandon
Abandoned = Abandoned
AbandonProvince = Abandon province

Units = Units
NoUnits = No units
PerUnit = per unit

Cost = Cost
CostOfMove = Cost of Move

Gold = Gold
GoldPerTurn = Gold per turn
Treasury = Treasury
TreasuryIsEmpty = Treasury is empty
CivilizationTreasury = Civilization Treasury
OpenTheViewOfYourCivilizationsBudget = Open budget view of your Civilization.

Build = Build
CostOfRecruit = Cost of Recruit
YouCantRecruitArmyInOccupiedProvince = You can't recruit an army in an occupied province.
OneUnitCostsXGold = One unit costs {0} gold

Loan = Loan
TakeLoan = Take Loan
LoanRepaid = Loan Repaid
Repay = Repay
RepayLoans = Repay Loans
LoanOffer = Loan Offer
YouCantHaveMoreThanXLoans = You can't have more than {0} loans
GiveSubsidies = Give Subsidies

Income = Income
ProvinceIncome = Province income
TotalIncome = Total Income
Taxation = Taxation
Taxes = Taxes
Production = Production
Expenses = Expenses
Administration = Administration
AdministrationCost = Administration Cost
Interest = Interest
TotalExpenses = Total Expenses

AndTheRest = and the rest

Research = Research
ResearchAgreement = Research Agreement
ResearchSpendings = Research Spendings
TechnologyLevelResearched = Technology level researched

Investments = Investments
InvestmentsSpendings = Investments Spendings
BuildYourEconomicPowerBySpendingGoldOnInvestments = Build your Economic power by spending gold on Investments
DevelopmentLevelAndEconomyWillBeIncreased = Must be kept at a minimum level. Development and Economy will be increased in each of your provinces.

BudgetSpendings = Budget Spendings
Goods = Goods
ConsumerGoods = Consumer Goods
GoodsSpendings = Goods Spendings

Spendings = Spendings
Budget = Budget
Balance = Balance

Inflation = Inflation
HighInflation = High Inflation
InflationH1 = When you have a large treasury, Gold starts to lose its value. This results in Inflation.
InflationH2 = Every turn, you will lose a certain amount of Gold to Inflation, until your treasury has receded below the Inflation threshold.

MovementPoints = Movement Points
NoMovementPoints = No movement points
NumberOfMovementPointsInThisTurn = Number of movement points in this turn
RequiredMovementPoints = Required movement points

DiplomacyPoints = Diplomacy Points

Happiness = Happiness
PeopleAreUnhappy = People are unhappy
LowerTaxesAndIncreaseSpendingOnGoods = Lower taxes and increase spending on goods.

Turn = Turn
CurrentDateAndTurnOfTheGame = Current date and turn of the game

NextTurn = Next Turn
EndYourTurn = End your turn
PerTurn = per turn
TurnIncrease = Turn Increase

ClickToPause = Click to pause
ClickToUnpause = Click to unpause
ClickToPauseTheGame = Click to pause the game
ClickToUnpauseTheGame = Click to unpause the game
DecreaseSpeed = Decrease speed
IncreaseSpeed = Increase speed
Speed = Speed

OrderOfMoves = Order of Moves

Battle = Battle
BattleOf = Battle of {0}
Victory = Victory
IsVictorious = {0} is Victorious
Defeat = Defeat

DiceRoll = Dice roll
XBonusForEachPointOfTheDifferenceBetweenBalueOfDices = +{0}% bonus for each point of the difference between value of the dice

Ok = Ok
Okay = Okay
Fine = Fine
Great = Great

Distance = Distance
DistanceFromCapital = Distance From Capital
DistanceBetweenBorders = Distance between borders

Strength = Strength
Casualties = Casualties
CivilianDeaths = Civilian Deaths
EconomicLosses = Economic Losses

Attackers = Attackers
Aggressors = Aggressors
Defenders = Defenders
Occupy = Occupy
Occupied = Occupied
OccupiedBy = Occupied by
OccupiedByX = Occupied by {0}
RightfulOwner = Rightful owner

OccupiedProvince = Occupied province
OccupiedProvinces = Occupied Provinces
Lost = Lost

Plunder = Plunder
PlunderOccupiedProvince = Plunder occupied province
Efficiency = Efficiency
OnlyOccupiedProvinceCanBePlundered = Only an occupied province can be plundered.

XInFavorOfAggressors = {0} in favor of Aggressors
XInFavorOfDefenders = {0} in favor of Defenders
XInFavourOfYourSide = {0} in favor of Your side
XInFavourOfEnemySide = {0} in favor of Enemy side

Balanced = Balanced

CurrentWars = Current Wars
NoWars = No Wars

Value_Thousand = K
Value_Million = M

Colonize = Colonize
Colonization = Colonization
ColonizationofWasteland = Colonization of Wasteland
ColonizationofWastelandProvinces = Colonization of Wasteland Provinces
NeutralProvinces = Neutral Provinces
ColonizationofNeutralProvinces = Colonization of Neutral Provinces
ColonizationDisable = Colonization Disabled

UncolonizedProvince = Uncolonized Province.
ThisProvinceCanNotBeColonized = This province cannot be colonized

YouMustBorderTheProvinceOrHaveAnArmyInNeighboringProvince = You must border the province or have an army in neighboring province

# Scenario names
ScenarioName = Scenario Name
Story = Story
Scenario = Scenario
Scenarios = Scenarios

Ravenfield540 = The World in 540
Ravenfield800 = The World in 800
Ravenfield1000 = The World in 1000
Ravenfield1300 = The World in 1300
Ravenfield1648 = The World in 1648
Ravenfield1735 = The World in 1735
Ravenfield1831 = The World in 1831
RavenfielderRebellion = Ravenfielder Rebellion
CavarInvasionRavenfield = Cavar's invasion of Ravenfield
draconiainvasion = Draconian Invasion
ModernWorld = Modern World
WorldWarII = World War II
ColdWar = Cold War

HolyRomanEmpire = Empire of Dacanium
HRE = The Empire
LeaveHRE = Leave EoD

Elector = High Duke
Electors = High Dukes
Prince = Duke
Princes = Dukes
Emperor = Emperor
MakeAnEmperor = Make an Emperor
MakeAnElector = Make a High Duke
ThisProvinceIsPartOfEmpire = This Province is part of Empire
IsNotAPrince = is not a Duke
IsTheEmperor = is the Emperor
IsAnElector = is a High Duke
IsAPrince = is a Duke
Authority = Authority
VoteFor = Vote for
VotesFor = Votes for

ImperialView = Imperial

# Other

Capital = Capital
AttackFromCapital = Attack from Capital
DefenseOfTheCapital = Defense of the Capital
AttackBonus = Attack Bonus
DefenseBonus = Defense Bonus
SetCapital = Set Capital

MoveCapital = Move Capital
MoveCapitalTo = Move Capital to
CapitalMoved = Capital Moved
SelectCapital = Select Capital
IsCapital = Is Capital
TheCapitalCityIsLost = The capital city is lost

City = City
Town = Town
Village = Village
Hamlet = Hamlet

# Settings Menu
Language = Language
SelectLanguage = Select Language
LanguageChanged = Language changed
TranslationKeys = Translation Keys
ProvinceSettings = Province settings
Landscape = Landscape
TurnsBetweenAutosave = Turns between autosave
ConfirmEndTurn = Confirm end turn
EndTurn = End Turn
ConfirmNoOrders = Confirm no orders
ShowOrderOfMoves = Show order of moves
GooglePlayAutoLogin = Google Play Auto Login
GameAnimation = Game animation
Defaults = Defaults

FontSize = Font size

Audio = Audio
MusicVolume = Music volume
EffectVolume = Effects volume
NowPlaying = Now playing

Graphics = Graphics
UIScale = UI Scale
Resolution = Resolution
Fullscreen = Fullscreen
Antialliasng = Antialiasing
VSync = V-sync
GameNeedsToBeRestartedToApplyTheChanges = Game needs to be restarted to apply the changes


# Province settings
FontSizeofArmy = Font size of army
ProvinceAlpha = Province Alpha
Alpha = Alpha
InnerBorders = Inner Borders
ShowAllFlagsInGame = Show all flags in game
Cities = Cities
NumberOfCities = Number Of Cities
ScaleOfCitiesNames = Scale of Cities' Names
NamesOfCivilizationsOverProvinces = Names of Civilizations over provinces
MinScaleofCivilizationsNames = Min scale of Civilizations names
CivilizationsNames = Civilizations Names
BorderColor = Border Color
AnimationTime = Animation Time
InvertXAxis = Invert X axis
InvertYAxis = Invert Y axis

# Flag
Flag = Flag
Flags = Flags
CustomizeFlag = Customize Flag
RandomFlag = Random flag

# Dialog
ExitTheGame = Exit the game?
PlayAs = Play as

SumbitOrders = Submit Orders?
NoOrders = You Haven't Done Anything, End Turn?

## Editors
GameEditor = Game Editor
Editor = Editor

Save = Save
Done = Done
SaveTheGame = Save Game
SavedGame = Saved Game
SaveYourProgress = Save Your Progress
Saving = Saving
Saved = Saved
Edit = Edit
Reset = Reset
Shift = Shift
Next = Next
Previous = Previous
Thanks = Thanks

GameOptions = Game Options
Surrender = Surrender
ExitToMainMenu = Exit To Main Menu
ExitGame = Exit Game
Close = Close
ReturnToGame = Return To Game
JustOneMoreTurnIPromise = Just one more turn! I promise!

Message = Message
TypeMessage = Type a message
MessageWillExpireIn = Message will expire in
TheMessageRequiresAResponse = The message requires a response

# Civilization
CivilizationEditor = Civilization Editor
CreateaCivilization = Create a Civilization
CreateNewCivilization = Create new Civilization
CreateaCity = Create a City

Author = Author
AuthorOfScenario = Author of Scenario
Tag = Tag

CivRank = Rank
CivScore = Score
Score = Score
RankScore = Rank Score
PopulationScore = Population Score
EconomicScore = Economic Score
MilitaryScore = Military Score
Prestige = Prestige
TotalScore = Total Score
Ranking = Ranking
CivilizationStrength = Civilization Strength

Province = Province
Provinces = Provinces
NeighboringProvinces = Neighboring provinces

ProvinceName = Province Name
ProvinceRegion = Province Region
ChooseAProvince = Choose a Province
NumberOfProvinces = Number of Provinces
ConqueredProvinces = Conquered Provinces
Conquering = Conquering
Level = Level

CivilizationSize = Civilization Size

Total = Total
Average = Average
Min = Min
Max = Max

WorldsPopulation = World's Population
MostPopulous = Most Populous
ArmySize = Army Size
ArmyPerCapita = Army Per Capita

CivWars = Wars
CivAllies = Allies
CivPacts = Pacts
CivVassals = Vassals

CitiesEditor = Cities Editor
CityName = City Name
CityLevel = Level of City
LargestCity = Largest City

CivilizationName = Civilization Name
CivilizationColor = Civilization Color
Name = Name

# Scenario Editor
ScenarioEditor = Scenario Editor
CreateaScenario = Create a Scenario
CreateNewScenario = Create new Scenario

ExitScenarioEditor = Exit scenario editor

ManageCivilizations = Manage Civilizations

FormableCivilization = Formable Civilization
FormableCivilizations = Formable Civilizations
AddNewFormableCivilization = Add New Formable Civilization
FormCivilization = Form Civilization
Form = Form
Claimants = Claimants
FormX = Form {0}
XDoesNotExist = {0} does not exists
TodayPartOf = Today part of
CivilizationChangesToX = Civilization changes to {0}
FormableHelp0 = Set which Civilizations can create this Civilization
FormableHelp1 = Formable Civilizations are Civs that you can become if you own all provinces in their respectve region
IsNotAVassal = Is not a Vassal
AtPeace = At Peace
OwnsAllProvinces = Owns all provinces
HaveArmy = Have army
HaveACore = Have a Core
NumberOfUnits = Number of Units
NumberOfVassals = Number of Vassals
NumberOfAllies = Number of Allies
NumberOfWars = Number of Wars
NumberOfNeighbors = Number of Neighbors
Neighbors = Neighbors
PopulationOfCivilization = Population of Civilization
EconomyOfCivilization = Economy of Civilization
IaAtWar = Is at war
Allies = Allies
IsAVassal = Is a Vassal
IsAVassalOfCiv = Is a Vassal of Civilization
IsPartOfHRE = Is part of Empire of Dacanium

CenterToCivilization = Center to Civilization
CenterToProvince = Center to Province

EverySingleTimeRandomCiv = Every Single Time Random Civilization
AddCivilization = Add Civilization
AddNewCivilization = Add New Civilization
Remove = Remove
RemoveCivilization = Remove Civilization
Removed = Removed
Delete = Delete
Deleted = Deleted
Add = Add
Added = Added
AreYouSure = Are You Sure?

SelectCivilization = Select Civilization
AssignProvinces = Assign Provinces
ClickAProvinceOnTheMapToAssignProvinceToCivilization = Click a province on the map to assign province to Civilization
CustomizeWasteland = Customize Wasteland
SetWhichProvincesOfTheWorldAreWasteland = Set which provinces of the world are Wasteland
SelectRegions = Select Regions
SetWhichRegionsOfTheWorldAreWasteland = Set which regions of the world are Wasteland

ScenarioSettings = Scenario Settings
SetUpArmy = Set Up Army

StartingArmyInCapitals = Starting Army In Capitals
StartingPopulation = Starting Population
StartingEconomy = Starting Economy
StartingMoney = Starting Money
NeutralArmy = Neutral Army

Wasteland = Wasteland
Reverse = Reverse
Playable = Playable
PlayableProvinces = Playable Provinces
PlayableCivilizations = Playable Civilizations
WillTurnIntoAWasteland = Will turn into a Wasteland
WontBeAWastelandAnymore = Won't be a Wasteland anymore

Brush = Brush
Select = Select
DeselectAll = Deselect All
Undo = Undo

AddArmy = Add Army
RemoveArmy = Remove Army

SaveScenario = Save Scenario
DeleteSavedGame = Delete saved game?
GameSaved = Game Saved
GameWillBeSavedInNextTurn = Game will be saved in next turn
AllNotSavedProgressFromLastGameWillBeLostContinue = All progress not saved from the last game will be lost. Continue?

Event = Event
Events = Events
SetEvents = Set Events
AddNewEvent = Add new Event
EventTitle = Title
Recipient = Recipient
Repeatable = Repeatable
Triggers = Triggers
Trigger = Trigger
AddNewTrigger = Add new Trigger
PopUp = Pop-Up
ShowPopUp = Show pop-up
Picture = Picture
Description = Description
Outcomes = Outcomes
AddNewOutcome = Add new Outcome
SaveEvent = Save Event
NoDate = No Date
Condition = Condition
Conditions = Conditions
EditCondition = Edit Condition
AddNewCondition = Add new Condition

Since = Since
Until = Until

Decision = Decision
Decisions = Decisions
DecisionTaken = Decision taken
AddNewOutcome = Add new Outcome

TriggerAnotherEvent = Trigger Another Event
AIChance = AI Chance

Annexation = Annexation
FabricateClaim = Fabricate Claim
DismissClaim = Dismiss Claim
Controls = Controls


ChangeOwnerOfProvinces = Change Owner of Provinces
ControlledBy = Controlled by
CivIsControlledByAPlayer = Civilization is Controlled by a Player
NewOwner = New owner

RemoveCore = Remove Core
CreateAVassal = Create a Vassal
CreateAlliance = Create Alliance
JoinAlliance = Join Alliance
LeaveAlliance = Leave Alliance
KickFromAlliance = Kick from Alliance
CreateUnion = Join Union
SignNonAggresionPact = Sign Non-Aggresion Pact

ChangeIdeology = Change Ideology

UpdateRelation = Update Relation

UpdatePopulation = Update Population
UpdatePopulationPercentage = Update Population Percentage
UpdatePopulationOfCiv = Update Population of Civilization
UpdateEconomy = Update Economy
UpdateEconomyPercentage = Update Economy Percentage
UpdateEconomyOfCiv = Update Economy of Civilization
UpdateTechnologyLevel = Update Technology Level
UpdateDevelopmentLevel = Update Development Level

UpdateHappiness = Update Happiness
UpdateHappinessOfCivilization = Update Happiness of Civilization
HappinessOfCivilization = Happiness of Civilization
UpdateMoney = Update Money
UpdateMovementPoints = Update Movement Points
UpdateDiplomacyPoints = Update Diplomacy Points

UpdateWastelandProvinces = Update Wasteland Provinces

AND = AND
NOT = NOT
OR = OR

CivilizationExist = Civilization Exists
ControlsProvinces = Controls Provinces
EventChance = Event chance
IsWasteland = Is Wasteland
NeutralProvince = Neutral Province

NoData = No data
None = None

ServiceRibbon = Service Ribbon
ServiceRibbonEditor = Service Ribbon Editor
AddNewServiceRibbon = Add New Service Ribbon
AddNewOverlay = Add New Overlay
Position = Position
Width = Width
Height = Height
Reflected = Reflected

TranslationEditor = Translation Editor
CreateTranslation = Create Translation
Translation = Translation

# Ages
ChooseAgeofScenario = Choose Age of Scenario

BeforeE36 = Era of Myth
BeforeE36Late = Late 35th Era
E36Early = Early 36th Era
E36Late = Late 36th Era
E37Early = Early 37th Era
E37Late = Late 37th Era
E38Early = Early 38th Era
E38Late = Late 38th Era
E39Early = Early 39th Era
E39Late = Late 39th Era
E40Early = Early 40th Era
E40Late = Late 40th Era
E41Early = Early 41st Era
E41Late = Late 41st Era
E42Early = Early 42nd Era
E42Late = Late 42nd Era
BeyondE42 = 43rd Era

AgeofCivilizations		= Age of Civilizations
AgeofExpansion			= Age of Expansion
AgeofDarkness			= Age of Darkness
AgeofFeudalism 			= Age of Feudalism
AgeofDiscovery			= Age of Discovery
AgeofRevolution			= Age of Revolution
AgeofIndustrialisation	= Age of Industrialisation
AgeofImperialism		= Age of Imperialism
AgeofConflict			= Age of Conflict
AgeofBrinkmanship		= Age of Brinkmanship
AgeofInformation		= Age of Information
AgeofTomorrow			= Age of Tomorrow
#DawnEra 				= Dawn Era
#PreImperialEra 			= Pre-Imperial Era
#OctavianEra				= Early Imperial Era
#HaarnEra				= Late Imperial Era
#DarkEra					= Dark Ages
#MiddleEra				= Middle Ages
#ImperialEra				= Neo-Imperial Era
#ModernEra				= Modern Era
#GreatWarEra				= Great War Age
#AtomicEra				= Atomic Age
#InformationEra			= Information Age
#FutureEra				= Future Era
DawnEra 				= Dawn Era
PreImperialEra 			= Ancient Era
OctavianEra				= Early Classical Era
HaarnEra				= Late Classical Era
DarkEra					= Dark Ages
MiddleEra				= Middle Ages
ImperialEra				= Neo-Imperial Era
ModernEra				= Modern Era
GreatWarEra				= Great War Age
AtomicEra				= Atomic Age
InformationEra			= Information Age
FutureEra				= Future Era

Date = Date
Age = Age
Year = Year
# v BCE - Before Common Era
BeforeChrist = BCE
DateAndAgeOfScenario = Date and Age of Scenario
AYearOfScenario = A Year of Scenario

WelcomeInTheNewAge = Welcome to the new Age
GoldenAge = Golden Age
OurCivilizationIsInAGoldenAgeOf = Our Civilization is in a Golden Age of
GAProsperity = Prosperity
GAScience = Science
GAMilitary = Military

Bonus = Bonus

DaysX = {0,choice,0#{0} days|1#{0} day|1<{0,number,integer} days}
MonthsX = {0,choice,1#{0} month|1<{0,number,integer} months}
YearsX = {0,choice,1#{0} year|1<{0,number,integer} years}

January = January
February = February
March = March
April = April
May = May
June = June
July = July
September = August
August = September
October = October
November = November
December = December

##January = Winter's Rise
##February = Winter's Peak
##March = Winter's Fall
##April = Spring's Rise
##May = Spring's Peak
##June = Spring's Fall
##July = Summer's Rise
##September = Summer's Peak
##August = Summer's Fall
##October = Autumn's Rise
##November = Autumn's Peak
##December = Autumn's Fall

# Editor
World = World

MapEditor = Map Editor
EditMap = Edit a Map
EditTerrainTypes = Edit Terrain Types
EditConnectionsAndProvinces = Edit Connections And Provinces
UpdateProvinceData = Update Province Data
Lines = Lines
EditSeaProvinces = Edit Sea Provinces
ContinentsEditor = Subcontinents Editor

ArmyPositionEditor = Army Position Editor
PortPositionEditor = Port Position Editor
ConvertToAnotherScale = Convert To Another Scale
SeaArmyBoxesEditor = Sea Army Boxes Editor
AddNewBox = Add New Box
OptimizationRegionsEditor = Optimization Regions Editor
WastelandMapsEditor = Wasteland Maps Editor
AddNewWastelandMap = Add New Wasteland Map
WastelandMap = Wasteland Map
EditProvinceBackground = Edit Province Background

SuggestedCivilizations = Suggested Civilizations
GenerateSuggestedCivilizations = Generate Suggested Civilizations
BasedOnAllScenarios = Based on all scenarios
GeneratePreDefinedBorders = Generate Predefined Borders
GenerateSeaRoutes = Generate Sea Routes

ShowValues = Show Values
ShowHideColorPicker = Show/Hide Color Picker
Hide = Hide

GameCivilizations = Game Civilizations

PackageName = Package Name

PalletCivColors = Palette of Civilization Colors
SetsOfTheColorsForCivilizations = Sets of the colors for Civilizations
DefaultSetOfCivilizationsColorsInAScenario = Default set of Civilizations colors in a Scenario
NumberOfColors = Number of Colors
PalletCivColorsPackages = Palette of Civilization Colors Packages
PalletsOfColors = Palettes of Colors
DefaultColors = Default Colors
Colors = Colors
DiplomacyColorsPackages = Diplomacy Colors Packages

ReligionEditor = Religion Editor
Religion = Religion
AddNewReligion = Add New Religion
ReligionName = Religion Name

RandomAlliancesNamesPackages = Random Alliances Names Packages
RandomAllianceName = Random alliance name
CreateNewBundleOfWords = Create New Bundle of Words
AddNewWord = Add New Word
Word = Word
Bundle = Bundle

Download = Download
DownloadMore = Download More
Share = Share
SuccessfullyShared = Successfully Shared
AlreadyShared = Already Shared

# Continents
ContinentsPackages = World Continents Packages
CreateNewPackage = Create a New Package
AddNewContinent = Add New Continent
CreateNewContinent = Create New Continent
ContinentName = Continent Name
Continent = Subcontinent
Continents = Subcontinents

Africa = Africa
Asia = Asia
Europe = Europe
Oceania = Oceania
NorthAmerica = North America
SouthAmerica = South America
Antarctica = Antarctica
Ocean = Ocean


Eurasia = Eurasia
Americas = Americas
MiddleEast = Middle East

Region = Region
Regions = Regions
RegionsEditor = Regions Editor

RegionsPackages = Regions Packages
AddNewRegion = Add New Region
CreateNewRegion = Create New Region
RegionName = Region Name

Galia = Gaul
Iberia = Iberia
WestMediterranean = West Mediterranean
EastMediterranean = East Mediterranean
SouthMediterranean = South Mediterranean
AdriaticCoast = Adriatic Coast
Anatolia = Anatolia
FertileCrescent = Fertile Crescent
Arabia = Arabia
Germania = Germania
SouthGermania = South Germania
Benelux = Benelux
BritishIsles = British Isles
NorthIslands = North Islands
WestScandinavia = West Scandinavia
EastScandinavia = East Scandinavia
Baltics = Baltics
Dacia = Dacia
EasternEurope = Eastern Europe
CentralEurope = Central Europe
Karelia = Karelia
Rus = Rus
Caucasus = Caucasus
Siberia = Siberia
Kamchatka = Kamchatka
Crimea = Crimea
EasternSteppes = Eastern Steppes
WesternSteppes = Western Steppes
EasternIslands = Eastern Islands
NorthChina = North China
SouthChina = South China
Xinjiang = Xinjiang
CentralAsia = Central Asia
Persia = Persia
India = India
SoutheastAsia = Southeast Asia
Indonesia = Indonesia
Australia = Australia
Mauretania = Mauretania
LowerNile = Lower Nile
UpperNile = Upper Nile
SaharaDesert = Sahara Desert
WestAfricanCoast = West African Coast
GoldCoast = Gold Coast
CentralAfrica = Central Africa
HornOfAfrica = Horn of Africa
EastAfrica = East Africa
InnerAfrica = Inner Africa
SouthAtlanticCoast = South Atlantic Coast
CapeOfGoodHope = Cape of Good Hope
Madagascar = Madagascar
NorthernTerritories = Northern Territories
Quebec = Quebec
GreatLakes = Great Lakes
GreatPlains = Great Plains
PacificNorthwest = Pacific Northwest
California = California
AtlanticSeaboard = Atlantic Seaboard
CentralAmerica = Central America
Caribbean = Caribbean
GranColombia = Gran Colombia
NorthAmazonas = North Amazonas
SouthAmazonas = South Amazonas
Andes = Andes
SouthernPeninsula = Southern Peninsula
Brazil = Brazil

# Map Modes
MapMode = Map Mode
MapModes = Map Modes
MoreMapViews = More Map Views

Political = Political
Population = Population
PercentageOfPopulation = Percentage of Population
PercentageOfProvinces = Percentage of Provinces
ProvincePopulation = Province Population
ProvincePopulation = Province Population
RecruitablePopulation = Recruitable population
Economy = Economy
EconomyOfProvince = Economy of province
Unemployment = Unemployment
Diplomacy = Diplomacy
OpenTheDiplomacyView = Open Diplomacy view
Army = Army
History = History

Supplies = Supplies
ProvinceIsNotSupplied = Province is not supplied

Fortifications = Fortifications
Ports = Ports
WatchTowers = Watch Towers

Revolution = Revolution
RevolutionaryRisk = Revolutionary Risk
Unrest = Unrest

RevolutionaryMovement = Revolutionary Movement
RevolutionaryMovements = Revolutionary Movements
NoMovements = No Movements
SelectMovement = Select Movement

OpenCivilizationView = Open Civilization View
CloseCivilizationView = Close Civilization View
OpenCloseCivilizationInformationsView = Open/Close the Civilization Informations View

GrowthRate = Growth Rate
GrowthRateEditor = Growth Rate Editor
ProvinceGrowthRate = Province Growth Rate
AverageGrowthRateOfProvinces = Average Growth Rate of provinces
AverageGrowthRate = Average Growth Rate

Technology = Technology
TechnologyLevel = Technology Level
TechnologyLevels = Technology Levels
NextLevel = Next Level
ResearchProgress = Research progress
Progress = Progress

Development = Development
DevelopmentLevel = Development Level
AverageDevelopment = Average Development
AverageDevelopmentLevel = Average Development Level
BaseDevelopmentLevel = Base Development Level

DevelopmentLevelIn = Development Level in {0}

Tech1 = All Civilizations have Levels of Technology which represents how advanced they are.
Tech2 = Technology Level is raised by spending money on Research.
Tech3 = Researching Technology Level will increase your Development Level, which affects the economy of your provinces.
Tech4 = Higher Development Level means better economy and more income from your provinces.
Tech5 = Development Level can't be higher than Technology Level of Civilization

ProvinceValue = Province Value
BaseProvinceValue = Base Province Value
BaseValue = Base Value

Core = Core
Cores = Cores
NoCores = No cores
ConsideredAsItsCoreProvinceSince = Considered as its core province since {0}
CoreIsALegitimatePartOfCivilization = Core is a legitimate part of Civilization.
XOfPopulationIsRequiredToGetACore = {0}% of population is required to get a core
CoreConstruction = Core Construction
AddCore = Add Core

SetUpCores = Set Up Cores and Population
ClickAprovinceOnTheMapToAddOrRemoveCore = Click a province on the map to add or remove Core

Nationalities = Nationalities
EthnicGroups = Ethnic Groups
Demography = Demography
DemographyOfProvince = Demography of Province
Census = Census

Graph = Graph
GraphMode = Graph Mode

# Terrain Types
Terrain = Terrain
TerrainType = Type of Terrain
TerrainTypesEditor = Terrain Types Editor
AddNewTerrain = Add New Terrain
TerrainTypeName = Terrain Type Name

DefenseModifier = Defense bonus

Military = Military
MilitaryUpkeep = Military Upkeep
MilitarySpendings = Military Spendings
MilitaryUpkeepH1 = Arrange your army in highly developed provinces to reduce the cost of troop maintenance.

MovementCostModifier = Movement Cost
PopulationGrowthModifier = Population Growth
EconomyGrowthModifier = Economy Growth
BuildCostModifier = Build Cost

Plains = Plains
Hills = Hills
Mountain = Mountain
Mountains = Mountains
Desert = Desert
Semidesert = Semidesert
Forest = Forest
Jungle = Jungle
Drylands = Drylands
Marsh = Marsh
Steppes = Steppes
Savanna = Savanna
Taiga = Taiga
Tundra = Tundra
Sea = Sea
Lake = Lake

LandProvince = Land Province
LandProvinces = Land Provinces
SeaProvince = Sea Province
SeaProvinces = Sea Provinces
ClosedSeaLake = Closed Sea/Lake

# Buildings

Buildings = Buildings

BuildingBuiltIn = Building built in

Castle = Castle
Fortress = Fortress
Bastion = Bastion
Fort = Fort
HidesTheArmyFromTheSightOfViewOfWatchTower = Hides the army from the sight of view of the Watch Tower.

BuildCastle = Build a Castle
BuildCastleIn = Build Castle in
BuildFortress = Build a Fortress
BuildFortressIn = Build Fortress in

WatchTower = Watch Tower
BuildWatchTower = Build Watch Tower
BuildWatchTowerIn = Build Watch Tower in
AllowsToSeeTheArmyInNeighboringProvinces = Allows to see the armies in neighboring provinces.

Port = Port
BuildPort = Build Port
BuildPortIn = Build Port in
NoAccessToTheSea = No access to the Sea
AllowsYourArmyGoToTheSea = Allows your army go to the sea.

IndFarm = Individual Farm
SmFarm = Small Farm
IrrFarm = Irrigated Farm
ColFarm = Collective Farm
MecFarm = Mechanized Farm
AutFarm = Automated Farm

BuildFarm = Build a Farm
BuildFarmIn = Build Farm in

Library = Library
BuildLibraryIn = Build Library in
University = School
BuildUniversityIn = Build School in
ResearchLab = University
BuildResearchLabIn = Build University in
ResearchPerTurnForEveryXPeopleInProvince = Research per turn for every {0} people in province.

Armoury = Armoury
BuildArmouryIn = Build Armoury in
ReducesTheCostOfRecruitmentPerUnitByOneGold = Reduces the cost of recruitment per unit by one gold.

Workshop = Workshop
BuildWorkshopIn = Build Workshop in

SupplyCamp = Supply Camp
BuildSupplyCampIn = Build Supply Camp in

Construct = Construct
ConstructionWillTakeXurns = Construction will take {0,choice,1#{0} turn|1<{0,number,integer} turns}
InConstruction = In construction

Built = Built
Destroy = Destroy

Level = Level

DefenseBonus = Defense Bonus

Maintenance = Maintenance

Festival = Festival
OrganizeAFestivalIn = Organize a festival in
FestivalIsOver = Festival is over

Invest = Invest
InvestIn = Invest in

Government = Government
Governments = Governments

Civilize = Civilize
Civilized = Civilized
Uncivilized = Uncivilized
UncivilizedTypeOfGovernment = Uncivilized Type of Government
ChangeTypeOfGovernment = Change type of Government
ChangeTypeOfGovernmentTo = Change type of Government to
WhatIsAGovernmentAnyway = What is a government anyway???
RequiredTechnologyLevel = Required Technology Level

Democracy = Democracy
Monarchy = Monarchy
Republic = Republic
Communism = Communism
Socialism = Socialism
Fascism = Fascism
Horde = Horde
Tribal = Tribal
CityState = City State
WallGuard = Wall Guards
Empire = Imperial Core
ImperialProvince = Imperial Province
Kaal = Kaal
ElvFascism = Elvonin Fascism

AcceptableTaxation = Acceptable Taxation
IncomeTaxation = Income Taxation
IncomeProduction = Income Production
ResearchCost = Research Cost

# Files
Path = Path
IconName = Icon Name
ImageName = Image Name

Error = Error
MissingFile = Missing File

Lines = Lines
AddNewStyle = Add New Style
Repeat = Repeat
Flip = Flip
Moveable = Movable

# Help
Wiki = Wiki
Open = Open

Cheat = Cheat
UnknownCommand = Unknown command

WelcomeToTheTutorial = Welcome to the tutorial!

t0 = Age of Civilizations II is a turn-based grand strategy wargame that is simple to learn yet hard to master.
t1 = Your objective is to use military tactics and cunning diplomacy to either unify the world, or conquer it.
t2 = Will the world bleed out or bow before you? The choice is yours..

HoverAnElementToGetMoreInformations = Hover over an element to get more information

t3 = Orders are submitted before each round.
t4 = The number of orders you can submit during each round is limited by your Movement Points for that round.
t5 = After orders are submitted, civilizations execute actions in turn order, which is randomized at the start of each round.
t6 = Transparent provinces are neutral. Provinces with color belong to other Civilizations. Striped provinces are occupied.
t6a = Cities are drawn in the provinces with the largest population of all of the Civilization's provinces. These provinces are key provinces.

cw0 = Your wars and the war score
cw1 = Diplomacy points are used for most of the diplomacy actions

CapitalOfYourCivilization = Capital of your Civilization
t7 = The capital is the most important province of Civilization. It's the heart of your Civilization.
t8 = Capitals have a Defensive bonus: +{0}% and an Offensive bonus: +{1}%.

m0 = All of the messages

s1 = You can scale the map, to go back to the standard scale click fast two times.

b0 = Bottom panel
InformationAboutSelectedProvince = Information about selected province
EndTurnOrContinue = End Turn or Continue

b1 = Owner of selected province
b2 = Cores are constructed automatically if a province is not occupied
b3 = Each terrain type has different bonuses

g0 = Growth rate of population in this province
g1 = You can increase the growth of a province by building a farm

ha0 = Happy people will be more likely to pay taxes
ha1 = Organize a festival in the province to increase happiness

u0 = Population of province
u0a = A province is home to thousands of people.
u0b = Each person in a province belongs to a nationality

chPr = Choose a province which belongs to your Civilization.

a0 = Action menu shows up after you select a province which belongs to your civilization.
a1 = Move units from one province to another.
a1a = Construction of a port allows you to go into sea areas.
a2 = Recruit units from the selected province.
a2a = This costs gold and is limited by the population of the province.
a2b = Recruiting from a province reduces its population and economy.
a3 = More options
a3a = Construct buildings in the selected province.
a3a2 = You can construct buildings in selected province in the More menu
a3b = Recruit army instantly with doubled cost of recruitment.
a3c = Disband units from the selected province.
a4 = Set units to Move towards a faraway province over multiple turns

q0 = Quest!

r0 = Choose a province which belongs to your civilization and recruit new units.
r1 = Recruit some new units.
r2 = Number of units to recruit.

n0 = Choose a province which belongs to you and move units to a neighboring province.
n0a = You can also move your army to a sea area if you have a port in the province.
n1 = Move units to the neighboring province.
n2 = Number of units to move.
n3 = Choose a neighboring province to move your army to
n3a = or choose a province again to confirm a Move.

tx0 = In the Budget view you can manage your Incomes and Expenses.

in0 = All provinces have income from Taxation and Production.
in1 = Taxation income from each province is based on population, happiness in province and Technology Level of your Civilization.
in2 = Production income from each province is based on economy points, development level of province, and workforce.

tx = All types of government have their own maximum value of an acceptable level of Taxes.
txa = You can raise the level of taxes to have a higher income per turn, but be careful, happiness will decrease or increase in all of your provinces every turn, based on your Taxes level.

hAdm0 = All provinces have Administrative costs.
hAdministrationCost = The farther your province is from the Captial, the higher cost it will take to keep it.
hAdministrationCost2 = Faraway provinces may even be a drain on your economy. To make it worthwhile, either develop the province to make it profitable, or create a Vassal Civ.

d0 = Change view to Diplomacy view.
d0a = Back to Political view.

d1 = In the Diplomacy view, you can engage in diplomatic actions between Civilizations.
d2 = To do this choose a province which belongs to another Civilization.

d3 = Information about selected Civilization.
d4 = Diplomatic relations of selected Civilization.
d5 = Diplomatic actions.

EndOfTutorial = End of tutorial!
Finish = Finish

hGoods = Goods affects the growth of your population.
hGoods2 = Allocating more budget to it will increase the growth rate of your citizens.
hGoods3 = Must be kept at a minimum of {0}% for continued growth.
hGoods4 = Otherwise your population will shrink and hungry citizens become angry citizens..

GoodLuck = Good luck!

NextElections = Next elections

More = More
Decrees = Decrees
Timeline = Timeline
Stats = Stats
Duration = Duration
SupplyLine = Supply Line
SupplyLines = Supply Lines

ContinuousRendering = Continuous Rendering

VictoryConditions = Victory Conditions
VictoryPoints = Victory Points
Domination = Domination
AnnihilateAllOfYourEnemies = Annihilate all of your enemies
XOfAllProvines = {0}% of all provinces
ControlXOfAllProvines = Control {0}% of all provinces
ControlProvinces = Control Provinces

PeaceTreaty = Peace Treaty
SignPeaceTreaty = Sign Peace Treaty
PeaceOffer = Peace Offer
WarLeader = War leader
MakeDemands = Make Demands
SendDemands = Send Demands
Demands = Demands
ListOfDemands = List of Demands
TakeAll = Take All
GoTo = Go To

AnInsultFrom = An Insult From

TurnsLimit = Turns Limit
NoThanks = No, Thanks

TransferControl = Transfer Control
TransferControlOverProvince = Transfer control over province
TakeControlOverOccupiedProvince = Take control over occupied province

WarWeariness = War Weariness
WarWearinessH1 = War Weariness is a measure of your citizens losing their enthusiasm for conflict.
WarWearinessH2 = As you fight wars, WW will slowly rise. War Weariness naturally shrinks when you're not at war.
WarWearinessH3 = If War Weariness gets too high, your Civ will suffer consequences such as increased military upkeep, revolt risk, and reduced happiness.

ScrambleFor = Scramble for {0}
InvasionOf = Invasion of {0}
AttackOn = Attack on {0}
ProvincePlundered = Province Plundered

Stability = Stability
ProvinceStability = Province Stability
LowStability = Low Stability
AssimilateTheProvincesToIncreaseStability = Assimilate the provinces to increase stability.
IncomeOfProvinceIsReducedDueToLowStability = Income of province is reduced due to low stability.

Assimilate = Assimilate
PromoteOurTraditionsAndCulturesInThisProvince = Promote our traditions and cultures in this province.
APercentageOfTheLocalsWillConvertToOurNationality = A percentage of the locals will convert to our nationality.
ProvinceStabilityWillBeIncreased = Province stability will be increased.

OurPopulationIsAMinority = Our population is a minority.

TheProcessOfAssimilationHasComeToAnEnd = The process of assimilation has come to an end.
InvestmentInTheProvinceIsOver = Investment in the province is over.
TheDiplomatEndedImprovingRelationsBetweenOurCivilizations = The diplomat ended improving relations between our Civilizations

CivXRevolutionaryMovementHasBeenUnusuallyStrongately =  {0}: Revolutionary movement has been unusually strong lately.

Others = Others
WarReparations = War Reparations
WarReparationsRepaid = War Reparations Repaid
Tribute = Tribute

ArmyStarvesToDeath = Army starves to death
LostControlOverProvince = Lost control over province

DefensivePosition = Defensive Position
Accepted = Accepted

WaitingForResponse = Waiting for response

ConstructedBuildings = Constructed Buildings
RecruitedArmy = Recruited Army

MasterVolume = Master Volume

ShowNextPlayerTurnView = Show Next Player Turn View

SuspendDiplomaticRelations = Suspend diplomatic relations
DiplomaticRelationsAreSuspended = Diplomatic relations are suspended
EmbassyClosed = Embassy Closed
EmbassyReopen = Embassy Reopen

Disease = Disease
Diseases = Diseases
DiseasesDeathRate = Diseases Death Rate
Plague = Plague
Plagues = Plagues
Deaths = Deaths
OutbreakOfDisease = Outbreak of Disease

BlackDeath = Black Death
Smallpox = Smallpox
Measles = Measles
Tuberculosis = Tuberculosis
Dysentery = Dysentery
YellowFever = Yellow Fever
Influenza = Influenza
Scurvy = Scurvy
Cancer = Cancer
RekovFever = Rekovan Fever

Continue = Continue
Load = Load

DemandMilitaryAccess = Demand Military Access

GreatPower = Great Power
LibertyDesire = Liberty Desire

FriendlyCivilizations = Friendly Civilizations

TechnologyPoints = Technology points
PointsX = {0,choice,0#{0} points|1#{0} point|1<{0,number,integer} points}
PointsLeft = Points Left
AddPoint = Add point

AddNewLeader = Add New Leader
Leader = Leader
Leaders = Leaders
Born = Created

YouMustBorderWithCivilization = You must border with Civilization
CityHasBeenFounded = {0} has been founded

TheCapitalCityHasRecentlyBeenMoved = The capital city has recently been moved
ColonizationCost = Colonization Cost
NewColony = New Colony

RevokeGuarantee = Revoke Guarantee
DissolveUnion = Dissolve Union
UnionHasBeenDissolved = Union has been dissolved

Loans = Loans

Spy = Spy
SendSpy = Send Spy
WantsYourProvinces = Wants Your Provinces

NuclearReactor = Nuclear Reactor
NuclearWeapon = Nuclear Weapon
Nuke = Nuke

Paused = Paused
Unpaused = Unpaused
CustomCursor = Custom Cursor

Wonder = Wonder
Wonders = Wonders
ControlWonders = Control Wonders

YouHaveBeenDefeated = You have been defeated

# Achievements
# 1

CaptureXCivilization = Capture {0,choice,1#{0} Civilization|1<{0,number,integer} Civilizations}

FirstConquest = First Conquest
Occupation = Occupation
TheSmallConqueror = The Small Conqueror
GreatConqueror = Great Conqueror
InvaderByVocation = Invader by vocation
Enslavement = Enslavement
WorldDomination = World Domination
InvasionFromSpace = Invasion from space

# 2 

StayInTheGameForXHours = Stay in the game for {0} hours.

ThisIsJustTheBeginning = This is just the beginning
ILikeIt = I like it
Fan = Fan
SectOfFans = Sect of Fans
RobotFan = Robot fan
RiseOfTheMachines = Rise of the Machines

# 3

CreateXVassals = Create {0} vassals

Submission = Submission
ToDominate = To dominate
FeudalFragmentation = Feudal fragmentation
Vassalizator = Vassalizator

# 4

CreateXUnions = Create {0} unions

Conspiracy = Conspiracy
Union = Union
ImpeccablePower = Impeccable power
AmongYourOwn = Among your own
UnitedTogether = united together

# 5

CreateXAlliances = Create {0} alliances

Preparation = Preparation
TogetherWeAreStronger = Together we are stronger
GreatAlliance = Great Alliance
Session = Session
RoundTable = Round Table

# 6

AdoptTypeOfGovernment = Adopt type of Government

# 7

BuildXBuildings = Build {0,choice,1#{0} building|1<{0,number,integer} buildings}

LayTheFoundation = Lay the foundation
Sandbox = Sandbox
Builder = Builder
AssistantSuperintendent = Assistant superintendent
Foreman = Foreman
Worker = Worker
GoldenHands = Golden Hands
Almighty = Almighty

# 8 

BuildXFarms = Build {0} Farms

SmallFood = Small food
Farmers = Farmers
Hectares = Hectares
NationalEconomy = National Economy

# 9

CreateXRecruits = Create {0} Recruits

Recruit2 = Recruit
Military = Military
CommanderInChief = Commander in Chief
Legions = Legions
ArmyWithImplants = Army with implants

# 10

CollectXGold = Collect {0} gold

FirstSavings = First savings
BankEmployee = Bank Employee
MineWorker = Mine Worker
Magnat = Magnat
Goldmine = Goldmine
TreasureHunter = Treasure Hunter

# 11

CaptureXProvinces = Capture {0} provinces

InitialDiscoveries = Initial discoveries
Extension = Extension
Provincial = Provincial
Elder = Elder
Prince = Duke
King = King
TheEmperor = The Emperor
LordOfTheWorld = Lord of the World

# 12

WinXTimesInWars = Win {0,choice,1#{0} time|1<{0,number,integer} times} in wars

TheFirstWar = The First War
NoviceWarrior = Novice Warrior
OnlyWar = Only war
Annihilator = Annihilator

# 13

ConcludeXNonAggressionPacts = Conclude {0} non-aggression pacts

NotYourOwn = Not Your Own
Impatiens = Impatiens
Disdainful = Disdainful
FearOfTheLight = Fear of the Light
AllergyToWar = Allergy to war

# 14

TakeFirstLoans =  Take first loans

INeedGold = I need gold

# 15

ListenToAllTracks = Listen to all tracks

GoodHearing = Good Hearing

AIAggressiveness = AI Aggressiveness

MinArmyRequiredToAttack = Minimum army required to attack

QuickActionDisabled = Quick Actions mode disabled.
CannotBuild = Cannot build, province not controlled.
QuickActionMode = Quick Action mode

font = rbold.ttf
fontArmy = rbold.ttf
font2 = rbold.ttf
charset = 	 !"#%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]_abcdefghijklmnopqrstuvwxyz{|}ÁÂÃÄÅÇÈÉÊËÍÎÏÐÑÓÔÖØÚÜÝáâãäåçèéêëíîïðñóôöøúüýČčĘęĞğıŁłŃńŇňŚśŞşŠšŹźŻżŽȘșʿ‘’﻿�þąčęėįųūÞĄČĘĖĮŠŲŪōŌ

##
zuan1648_t = The Diamond Empire: Situation
zuan1648_d = Since the collapse of the Jade Empire in 324 B.F.R., the Diamond Empire has utterly dominated the Zuan lands for almost 2,000 years, now reaching new heights under the century-old Yin dynasty. The Diamond Empire is the most populous country in the known world, with a population of 240 million and one third of the world's production. However, it is not invulnerable; the Qah'sanni hordes, helped by ongoing clashes within the Empire's provinces, invaded the Diamond Empire in 1633, killing around 30 million people and sacking the former capital, Zuancheng. To the northeast, Mahaarim elves are launching increasingly frequent raids on the Red Wall, while in the southeast, Asakahima is slowly uniting its numerous daimyo into the Tosu shogunate. 
zuan1648_o1 = To the mechanics!
zuan16482_t = The Diamond Empire: Mechanics
zuan16482_d = The Diamond Empire is different from all other countries in 1648 - to balance the Empire, it is split into ten provinces: Yucheng (capital), Zuancheng, Fei, Min, Ba, Rulin, Shenzhang, Xi Ma, Jin and Liang. These provinces have their own income and army, but give some of their money to Yucheng. If an enemy conquers the province, it is permanently lost. They are also not guaranteed to be loyal to Yucheng, and may unexpectedly rebel. 
zuan16482_o1 = Enough!
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## 1st event of the Highest Sun scenario - Kaleva Ha'arn's death
kingdomsun1_t = The King is Dead!
kingdomsun1_d = The king of Rekov, Kaleva IV Ha'arn, has died today at the age of 93. Over the last 50 years, Kaleva IV worked hard to build an empire to rival that of the Augustians, using Dacanian tactics adapted to the Rekovan jungles and unified army structure to conquer Aymora, Sayntaga, Belhar, parts of Kansaira and Xapaloto. At its peak, his army was rumored to number 500,000. But now, the future of the Kingdom of the Western Sun becomes uncertain, with separatists rapidly growing in strength and displacing Rekovan provincial governments. It took fifty years for the Western Sun to shine, it may take less than one for it to suddenly go dark...
kingdomsun1_o1 = Make a sacrifice to Malkor!
## 2nd event of the above scenario - Sayntaga leaves Rekov!
kingdomsun2_t = Sayntaga Quits the Mess!
kingdomsun2_d = Recently, we received reports that King Kaleva of Rekov, the leader who slaughtered a quarter of our population for his invasion of Xapaloto, has finally died. With that, our final step towards liberation is complete. Their governor here is now a pile of ashes, their councillors are drowning as we speak, and their army will soon be impaled in our capital. If they try to reconquer our land, we will turn every other kingdom against them, and make Rekov a distant memory!
kingdomsun2_o1 = Get out, and stay out!
## Rekov's response to the above
kingdomsun2a_t = Contact Lost with Sayntaga!
kingdomsun2a_d = The wretched separatists of Sayntaga have dared to break free of our hold, and most of our army there has defected to their side! Unfortunately, they haven't seen the real might of the Western Sun! Our remaining soldiers are dealing sweet revenge for their mistake, as long as the menace doesn't take them!
kingdomsun2a_o1 = They'll know what hell sounds like!
## 3rd event of HS - collapse of Kansaria
kingdomsun3_t = Kansaira Collapses!
kingdomsun3_d = In the wake of Sayntaga's seccession and Rekov's brutal measures to make them suffer, our people have lost hope in our provincial government. The last governor resigned two months ago, and the Rekovan army is nowhere to be seen. Local rebels have overrun all of our major cities and declared their own states. Kansaira's story is over...
kingdomsun3_o1 = We will return...
## 4th event of HS - Belhar leaves Rekov
kingdomsun4_t = Rekovan Armies Evacuate from Belhar!
kingdomsun4_d = The 20,000 remaining in the Belhar Legion are now leaving Belhar to deal with ongoing unrest in Sayntaga and Kansaira. Well... since this means Rekov no longer has a garrison... we're pretty much as good as independent.
kingdomsun4_o1 = Hail the new Belhar!
## 5th event of HS - Northern Uprisings
kingdomsun5_t = Northern Provinces Rebel!
kingdomsun5_d = Our Arazan and Aymoran generals are reporting massive rebel movements in the northern Kingdom. Govenor Elthanna is rumored to have declared himself King of Arazania in the midst of our fraying authority, and the Second Ennitheran Brotherhood has taken control of Ennithera's government. We are finally forced to admit the possible end of the Kingdom of the Western Sun.
kingdomsun5_o1 = How long will this continue?
## 6th event of HS - Fall of the Kingdom
kingdomsun6_t = The Dream is Over
kingdomsun6_d = We, the Rekovans, aimed high to build our rightful empire. Over fifty years of constant blood and sweat, we conquered the lands of our brother Maedarians, and united them into something to rival the Augustians who once ruled us. Now, that dream is over. All our former subjects are now independent, our economy is ruined, our armies shatered, and our population completely rebellious. The dream of the Western Sun, realized by the great Kaleva Ha'arn... is over. Yet not vanished into the depths of history.
kingdomsun6_o1 = Rekov will never die!
## 7th event of HS - temporally before the 4th event
kingdomsun7_t = Western Sayntaga Rebels!
kingdomsun7_d = The continued intervention by the Rekovans is already taking its toll on us. One tenth of our population is dead, but our lords still seem more loyal to Rekov than to us. They've decided to show that by declaring independence, which we can do little about with the manpower we expended to fight off hardened loyalist remnants. The King, Alvaro de Baltona is missing as well, definitely not a good sign for our seemingly upbeat independence...
kingdomsun7_o1 = Zanus be damned!

## Full-featured, event-filled scenarios, from 1830 to the modern day ##

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## Events exist from 1880 to 1900

#############################
## Transcontinental Railway##
#############################

## Beginning of the Transcontinental Railway (1881)
1880tc1_t = Transcontinental Railway Construction Begins!
1880tc1_d = The future of rail transport is here, with the proud beginning of the Transcontinental Railway! The Railway will be the fastest of its kind, and luxurious to a level to put the best hotels to shame! Today, on the 11th of April 1881, the first spikes of the rail that will carry this wonder of mankind are being laid as we speak in the Rekov Central station!

## THE END ##

1880end_t = End of the Scenario
1880end_d = You have now played to the year 1900 (1,210 turns at 100% speed), from this point on there will be no more events. If aggresiveness is set to 0%, no more wars will happen, and territory will no longer change for the rest of the game. To continue the event chain, switch to the 1900 scenario.

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## The Dacanian Powderkeg ##

## THE END ##

1900end_t = End of the Scenario
1900end_d = You have now played to the year 1910 (730 turns at 100% speed), from this point on there will be no more events. If aggresiveness is set to 0%, no more wars will happen, and territory will no longer change for the rest of the game. To continue the event chain, switch to the 1910 scenario.
1900end_o1 = The game continues...

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## The World Flows Red ##

## THE END ##

1910end_t = End of the Scenario
1910end_d = You have now played to the year 1920 (730 turns at 100% speed), from this point on there will be no more events. If aggresiveness is set to 0%, no more wars will happen, and territory will no longer change for the rest of the game. To continue the event chain, switch to the 1920 scenario.
1910end_o1 = The game continues...

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## Illusions of Peace ##

## THE END ##

1920end_t = End of the Scenario
1920end_d = You have now played to the year 1936 (1,168 turns at 100% speed), from this point on there will be no more events. If aggresiveness is set to 0%, no more wars will happen, and territory will no longer change for the rest of the game. To continue the event chain, switch to the 1936 scenario.
1920end_o1 = The game continues...

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## Gathering Storm ##

## Tataron govt. overthrow by Elvonin agents - 1939 ##

## Elvon invades Frosthaven - 1941 - 1945 ##

1936frost1_t = Frosthaven War Begins!
1936frost1_d = All negotiations have broken down between Frosthaven and the Elvonin Empire over the ports of Evorburg and Seki... the only option is war. We will make sure Elvon keeps its rightful possessions!
1936frost1_o1 = Elvon above all

1936frostx_t = Taigaskaya falls to our forces!
1936frostx_d = The capital of Frosthaven, Taigaskaya, has been conquered by the brave forces of Elvon! They may try keep fighting, but it will be for vain: we hold all the important points.
1936frostx_o1 = Frosthaven will collapse soon!

## Roswell UFO incident - 1947 ##

## THE END ##

1936end_t = End of the Scenario
1936end_d = You have now played to the year 1950 (1,022 turns at 100% speed), from this point on there will be no more events. If aggresiveness is set to 0%, no more wars will happen, and territory will no longer change for the rest of the game. To continue the event chain, switch to the 1950 scenario.
1936end_o1 = The game continues...

###############################################
## The Frosthaven (Frozen) War (miniscenario) - 1941-1945 ##
###############################################

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## Three Cold Hearts ##

## Chargolis War 1961-1965 ##

char501_t = Xapaloto Begins Intervening in Chargolis!
char501_d = In response to reports of massacres in the Chargolis State, perpetrated by the totalitarian, potentially FIN-funded government, the Xapaloto Socialist Republic has sent tens of thousands of soldiers near Chargolian territory, and some are already breaching the border right now. Small-scale skirmishes are already ongoing in the mountains, and the Xapaloto Navy is beginning a blockade of all Chargolian ports.
char501_o1 = This looks very concerning...

char502_t = Xapaloto Begins General Mobilization!
char502_d = Because of the escalating conflict in Chargolis, the Xapaloto government ordered a general mobilization of all male Xapalotons from 17 to 100 years old, around 35% of the population. They expect this mobilization to help keep a viable military force in case the Chargolis conflict turns into a full-blown war.
char502_o1 = Hopefully this conflict doesn't escalate further.

char503_t = Xapaloto Wins Battle of Akuatan River!
char503_d = More news from the Chargolis conflict: Xapaloto's forces in eastern Chargolis have won a small, but decisive victory in the Akuatan River, taking several towns and the city of Akuatan. According to Xapaloto, they lost only 332 soldiers, while more than 8,000 Chargolians were killed. With this victory, they have intercepted many of Chargolis' secret communications and supplies, and dampened Chargolian efforts to thwart Xapaloto's expected offensive.
char503_o1 = Amazing!

## THE END ##

1950end_t = The End Approaches
1950end_d = You have now played to the year 1960 (730 turns at 100% speed). Events will continue until 1965, with reduced frequency. To continue the event chain, switch to the 1960 scenario.
1950end_o1 = The game continues...

1950end2_t = End of the Scenario
1950end2_d = You have now played to the year 1965 (1,095 turns at 100% speed), from this point on there will be no more events. If aggresiveness is set to 0%, no more wars will happen, and territory will no longer change for the rest of the game. To continue the event chain, switch to the 1960 scenario.
1950end2_o1 = The game continues...

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## Decade of Conflict ##

## Chargolis War 1961-1975 ##

## May 1961
char1_t = Tensions Rising in Chargolis!
char1_d = A military coup recently instated a brutal dictatorship, bent on ridding Chargolis of our influence! Their people show that they will not accept such actions, and are causing massive unrest in the country! If we could provide some military support, maybe we can bring them into our sphere of influence!
char1_o1 = Do it.
char1_o2 = Don't do it, it's too risky.

## August 1961
char2_t = Massacres in Chargolis!
char2_d = Our military shipments to Chargolian citizens have been intercepted, and are now being used against them! Though some civilians managed to defend their towns, many thousands were killed by tanks and heavy infantry. It's becoming clear we weren't able to induce an overthrow of their government, our only option is direct military intervention now.
char2_o1 = Roll in the military!

## October 1961
char3_t = Xapaloto Begins Intervening in Chargolis!
char3_d = In response to reports of massacres in the Chargolis State, perpetrated by the totalitarian, potentially FIN-funded government, the Xapaloto Socialist Republic has sent tens of thousands of soldiers near Chargolian territory, and some are already breaching the border right now. Small-scale skirmishes are already ongoing in the mountains, and the Xapaloto Navy is beginning a blockade of all Chargolian ports.
char3_o1 = This looks very concerning...

## March 1962
char4_t = Kochitlan Naval Base Bombed!
char4_d = The largest military facility under control of the Chargolis State, the Kochitlan military base, was bombed earlier today by Xapaloton bombers and ships. Reports say that around 2,000 people were killed, mostly civilians, and 16 ships were sunk, though these reports cannot be verified due to the closed state of Chargolis.
char4_o1 = Hopefully this conflict doesn't escalate further.

## June 1963
char5_t = Xapaloto Begins General Mobilization!
char5_d = Because of the escalating conflict in Chargolis, the Xapaloto government ordered a general mobilization of all male Xapalotons from 17 to 100 years old, around 25% of the population. They expect this mobilization to help keep a viable military force in case the Chargolis conflict turns into a full-blown war.
char5_o1 = Hopefully this conflict doesn't escalate further.

## March 1964
char6_t = Xapaloto Wins Battle of Akuatan River!
char6_d = More news from the Chargolis conflict: Xapaloto's forces in eastern Chargolis have won a small, but decisive victory in the Akuatan River, taking several towns and the city of Akuatan. According to Xapaloto, they lost only 332 soldiers, while more than 8,000 Chargolians were killed. With this victory, they have intercepted many of Chargolis' secret communications and supplies, and dampened Chargolian efforts to thwart Xapaloto's expected offensive.
char6_o1 = Amazing!

## May 1967
charxx_t = The Chargolis War Officially Begins!
charxx_d = Over the past few years, Xapaloto has reported that Chargolis is settling into a deep guerilla war, in an attempt to sap Xapaloto of its manpower, and open up the way for a FIN intervention of Xapaloto. Worse, leaked documents reveal that the Federation of Independent Nations is supporting Chargolis with massive amounts of funding and weapons, and performed massive sabotages on Xapaloto's navy blockading Chargolis, nearly annihilating it in one step. The government now officially declares the escalation of the Chargolis conflict into a full Chargolis War. There is only one thing certain now, and that there will be nothing certain.
charxx_o1 = Zanus save us...

## Asaka Civil War 1968-1974 ##

## THE END ##

1960end_t = End of the Scenario
1960end_d = You have now played to the year 1975 (1,095 turns at 100% speed), from this point on there will be no more events. If aggresiveness is set to 0%, no more wars will happen, and territory will no longer change for the rest of the game. To continue the event chain, switch to the 1975 scenario.
1960end_o1 = The game continues...

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## Years: 1968-1976 ##

## March 1968
acws1_t = Opposition Refuses to Recognize Hosoku Government!
acws1_d = The opposition within the Asaka Parliament are refusing to recognize what they deem a unilateral, undemocratic takeover of power by our officers. Rumors are already flowing that several opposition leaders have taken to violent action to maintain democracy, and are building up militias all across Asakahima.
acws1_o1 = They will be crushed, just wait!

## August 1968
acws2_t = Asakahima Descends into War!
acws2_d = All attempts at negotiation have failed, Asakahima is now at war all around. Over two dozen factions have laid their claim to the entire country, this war will not end quickly...
acws2_o1 = The nightmare begins...

## Insular Asakahima (Marine victory)
acwsins1_t = Marine Uprising wins in Insular Asakahima!
acwsins1_d = The Marine Uprising has won in Insular Asakahima. It will face off against whoever unites West Asakahima later, then against East+South Asakahima.
acwsins1_o1 = Okay!

## End of Scenario

acwsend_t = End of the Scenario
acwsend_d = You have now played to the year 1976 (584 turns at 100% speed). By this year, the Asaka Civil War should be over for around 1.5 years (if something didn't bug out or the AI isn't crap). There will be no more events, and as only one country should exist, there will be no more territorial changes, no matter the AI aggresiveness. To merge onto the main timeline, switch to the 1975 scenario.
acwsend_o1 = The game continues...

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## Calm before the Storm ##

## Introductions##

ravf751_t = Welcome to Ravenfield
ravf751_d = 
ravf751_o1 = 
ravf752_t = Stagnation of the economy
ravf752_d = While Ravenfield has the highest GDP per capita in 1975 at $9,100, this hides a major problem with the economy. Unemployment is very low and inflation is high, and the outsized industrial sector means little modernization can be done to increase productivity. Some are considering abandoning the highly stable gold standard to encourage growth, but fears from politicians about resulting hyperinflation have 

fros751_t = Welcome to Frosthaven

elvo751_t = Welcome to Elvon

plan751_t = Welcome to the Planum

## Chargolis War 1975-1985 ##

## April 1983 - nuking of Chargolis
char75xx_t = Western Chargolis Nuked!
char75xx_d = The Xapaloto government may have just reached truly incredible levels of desperation, as they have made the insane decision... to nuke the industrial sectors of Chargolis, to the west! As the area was residential, tens of thousands are dead, and what little remains of Chargolis' industrial capacity remains completely unaffected. However, they may have been doing it more to attract political attention - after the nuking, the FIN states announced they would stop funding the Chargolis dictatorship, and instead start supporting Xapaloto to help it finish the war.
char75xx_o1 = What is this world coming to?

## THE END ##

1975end_t = End of the Scenario
1975end_d = You have now played to the year 1985 (730 turns at 100% speed), from this point on there will be no more events. If aggresiveness is set to 0%, no more wars will happen, and territory will no longer change for the rest of the game. To continue the event chain, switch to the Frosthaven Fallover (1985) scenario.
1975end_o1 = The game continues...

## ███ ██   █   ██ ███ █ █  █  █ █ ███  ██     ███  █  █   █    █  █ █ ███ ██      ███   █  █   █  ███ ███
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## End of Chargolis War 1985-1992 ##

## October 1985 - Third Battle of Akuatan River
char851_t = Third Battle of Akuatan River Begins!
char851_d = The forces of Xapaloto begin a massive counteroffensive to retake the strategic city of Akuatan today. In 1970, Xapaloto lost control of Akuatan to a Chargolian counter-offensive, losing their elite 28th Division in the process. Since then, Xapaloto has launched several smaller offensives to disrupt the extensive secret supply lines, and now they believe they can finally put the final nail in the Chargolian coffin, and retake Akuatan once and for all. With their military superiority growing by the day, military experts say Xapaloton victory is almost certain, though with heavy casualties.
char851_o1 = Third time's the charm...

## January 1986 - Xapaloto wins 3rd Battle of Akuatan River

char852_t = Xapaloto Wins 3rd Battle of Akuatan River!
char852_d = In the 3rd Battle of Akuatan River, the Chargolian army stood no chance, being utterly destroyed by the overwhelming superiority of Xapaloto. The casualties were far lower than expected by military experts, and Xapaloto has also found and captured many of the mountain bases and their leaders, essentially destroying any Chargolian resistance to Xapaloto's mountain offensive. 
char852_o1 = Back to normal.

## September 1986 - FIN intervenes in the Chargolis War

char853_t = FIN Sends Military Support to Xapaloto!
char853_d = The Federation of Independent Nations has finally made a full 180 turn, and have sent a 10,000 strong detachment to help Xapaloto end the war. Before the Chargolis War started, the FIN helped the fascist Chargolis State with massive amounts of money and new weapons, while successfully destroying the Xapaloton fleet using inflatable ships containing piles of explosives, and launching failed attempts at killing Xapaloto's generals. They continued this for around 20 years, until the nuclear bombing of Chargolis scared the FIN into ceasing support for Chargolis, and working with them instead.
char853_o1 = I don't believe this, they're up to something...

## July 1987 - Advances in Northern Chargolis!

char854_t = Xapaloto Takes Northern Chargolis!
char854_d = With both the FIN and Frosthaven Alliance sending divisions to Xapaloto to help them in the Chargolis War, the Xapaloto Army has gained numbers, morale, and equipment, and successfully executed Operation Alpha, the plan to occupy the northern, coastal parts of Chargolis. Most of Chargolis' resource extraction buildings are now in Xapaloton hands, and are slowly restoring operation with access to Xapaloton resources. General Secretary Carlos Coátlan received congratulations from much of Dacanium for this military success.
char854_o1 = Don't get excited yet, the war isn't over.

## November 1989 - proper Frosthaven military support

char857_t = Xapaloto Receives Cutting-Edge Tanks
char857_d = Last week, the Xapaloto military received a surprise shipment from Frosthaven - 200 cutting-edge T-72B tanks, fitted with the latest Frosthaven technology. Once on the battlefield, the result was obvious: in one attempted ambush by Chargolian militia, two T-72s managed to take out some 120 Chargolian T-54s, taking only light damage. They have signed a deal to make ammunition for these tanks to keep them going, and a shipment of MiG-31 fighter-bombers is expected next month. If Xapaloto can use these shiny weapons effectively, they may just be able to end the war that has taken some 12 million lives to this day.
char857_o1 = Maybe there's finally a light at the end of the tunnel.

## July 1990 - fall of Chargolis

char858_t = Chargolis Falls to Xapaloto!
char858_d = After 29 years of constant fighting between Xapaloto and Chargolis, and over two decades of a long attrition war that led to over 12,000,000 deaths, the Xapaloto Army has finally taken the Chargolian capital, also named Chargolis. Heavy fighting continues in the western districts, nuked by Xapaloto in April 1983 to attempt to force their surrender, however the demoralized and undersupplied militias of Chargolis are not expected to hold out much longer. Further south, Xapaloto armies are reporting rapidly weakening resistance, as Chargolian militias begin surrendering or even defecting to them, and even internal fighting between the factions.
char858_o1 = The war is coming to an end...

## March 1992 - end of Chargolis War

char859_t = The Chargolis War is Over!
char859_d = Almost 31 years after tensions rapidly flared up with the Chargolis State, and 25 years since the Chargolis War officially started, the government of Xapaloto declares the official end of the Chargolis War. Over the 25 years, the Chargolis War saw Chargolis turn into a totalitarian nightmare state, while holding off some of the best soldiers in the Southern Lands and depleting Xapaloto of their manpower, all while an entire generation saw nothing but war, their houses bombed and lives ruined. Many people still have nightmares over the countless atrocities committed, and may keep having them for many years. With no time to bury, most of the nearly 14 million people killed were left to rot in the fields, and their skeletons dumped into massive piles and mass graves containing tens of thousands of people each. What remains of Chargolis is now administered under a Xapaloton puppet government, working to reconstruct what little they can.
char859_o1 = Finally...

#########################################
## The Frosthaven Fallover (1987-1993) ##
#########################################

## Post-Frosthaven collapse events ## split by region

#############################################
## Reunification of Frosthaven (1993-2000) ##
#############################################

## Trigger a super-event for all of these.

## Taigaskaya Govt. (canon scenario)

frostunifytaiga_t = Reunification of Frosthaven
frostunifytaiga_d = The wars for the unification of Frosthaven have come to an end, and the old government of Frosthaven, in Taigaskaya, has once again come out on top. It now rules over 240 million people again, integrating Al Tarus and eastern Nordia into Frosthaven's territory. Ruled under Vladislav Malorich, who before the collapse of Frosthaven was smeared as an Elvonin infiltrator, the new government is broadcasting to the world that Elvon's rumored plan for the Second Great War will not go through so easily, starting a massive militarization program and redirecting industrial capacity to arm as many citizens as possible.
frostunifytaiga_o1 = Frosthaven will never fall!

## Seki Govt.

frostunifyseki_t = Reunification of Frosthaven
frostunifyseki_d = After years of constant fighting among the myriad factions of fallen Frosthaven, the only survivor remains the Seki Government, the main rival of the Taigaskaya government before the collapse. The new General Secretary of Frosthaven, Pyotr Verchenko, is already promising to out-Blitzkrieg the Blitzkrieg, using revolutionary mobile warfare tactics to reach the heart of Elvon in less than a year, and conquer all of Dacanium under the Red Banner of Taigaskaya. The Elvonin government is reportedly heavily concerned of Verchenko's war strategy, and are working to revise the Blitzkrieg plan before it becomes obsolete.
frostunifyseki_o1 = To the West!

## 12th Army (Eastern Army)

frostunifyeasta_t = Reunification of Frosthaven
frostunifyeasta_d = The winner of the struggle to reconquer the remnants of Frosthaven was rather unexpected, but also quite expected at the same time: Vahira Khelna, the Caranese mercenary general turned claimant to the People's Republic, controls all of Frosthaven's territory. Khelna's new army, unlike in the past, isn't for sale, being huge and deeply loyal to her. Nearly one tenth of Frosthaven's population now serves in the largest army ever seen in history, ready to defend against the Elvonin invasion any way they can.
frostunifyeasta_o1 = A glorious war awaits!

## Evorburg Republic

frostunifyevor_t = Reunification of Frosthaven
frostunifyevor_d = Facing much resistance from Northern nationalists and people fearful of an Elvonin Reich takeover, the Elvonin-led Free Republic of Frosthaven, situated in Evorburg, has nonetheless solidifed control over the entire country of Frosthaven. Contrary to the expectations of many, the Free Republic is taking a harsh stance against the fascist Elvonin Reich, promising to strike the Reich's government in the heart and create a democracy in its place. The Free Republic has denied rumors of planning to join the FIN, calling it a "secret weapon for Elvon's ultimate plan", looking instead to work with the remaining democratic and socialist countries of Dacanium to form a Dacanian Federation.
frostunifyevor_o1 = A Frosthaven for all people!

## oh my god Z A N U S just implemented the Ilgorian system

frostunifyzanus_t = Reunification of Frosthaven?
frostunifyzanus_d = People all around the world still wonder how the Ilgorian state, already home to a niche group of ultra-nationalists, managed to transform in who-knows-how horrible ways into the Purified Ilgorian Empire, and somehow conquer all of Frosthaven despite having literally everyone else as their enemies. The Purified Ilgorian Empire, a nightmare state run under the Ilgorian system, where millions are supposedly sacrificed to awaken long-dead kings, where a small group of "Ilgorians" stand on top and the rest are just fodder to be sacrificed, where forbidden magics are used to summon eldritch horrors from the Inferno, where the sky catches fire every week... these mythical qualities cannot be verified, for the Empire is utterly silent; not one message or man leaves to tell their tales. The rest of Dacanium are joining without hesitation to defend mankind against the Ilgorian abominations, if only to keep themselves from falling to the Ilgorians - there is nothing left of those who didn't escape Frosthaven.
frostunifyzanus_o1 = May the gods help us...

## THE END ##

falloverend1_t = End of the Scenario
falloverend1_d = You have now played to the end of the largest WotEC scenario, to the year 2007 (1,606 turns at 100% speed), with Elvon winning the Second Great War. From this point on there will be no more events, if aggresiveness is set to 0%, no more wars will happen, and territory will no longer change for the rest of the game. To continue the event chain, switch to the Thousand-Year Reich (2007) scenario.
falloverend1_o1 = The game continues...

falloverend2_t = End of the Scenario
falloverend2_d = You have now played to the end of the largest WotEC scenario, to the year 2007 (1,606 turns at 100% speed), with Frosthaven winning the Second Great War. From this point on there will be no more events, if aggresiveness is set to 0%, no more wars will happen, and territory will no longer change for the rest of the game. To continue the event chain, switch to the A World of Frost (2007) scenario.
falloverend2_o1 = The game continues...

falloverend3_t = End of the Scenario
falloverend3_d = You have now played to the end of the largest WotEC scenario, to the year 2007 (1,606 turns at 100% speed), with neither Elvon nor Frosthaven winning the Second Great War. From this point on there will be no more events, if aggresiveness is set to 0%, no more wars will happen, and territory will no longer change for the rest of the game. To continue the event chain, switch to the 2000 scenario.
falloverend3_o1 = The game continues...

## ██   ██  ██  ██ ##
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##  █  █ █ █ █ █ █ ##
## █   █ █ █ █ █ █ ##
## ███ ██  ██  ██  ##
## Millennium Dawn ##
## - neutral timeline, neither Elvon nor Frosthaven fulfill their ultimate dreams ##
## One of three alternate canon scenarios ##

2000end_t = End of the Scenario
2000end_d = You have now played to the year 2021 (1,533 turns at 100% speed), from this point on there will be no more events. If aggresiveness is set to 0%, no more wars will happen, and territory will no longer change for the rest of the game. To continue the event chain, switch to the Modern World (2021) scenario.
2000end_o1 = The game continues...

## ██   ██ ██    █ ##
##   █ █ █   █  ██ ##
##  █  █ █  █  █ █ ##
## █   █ █ █     █ ##
## ███ ██  ███   █ ##
## Modern World ##
## again, neutral timeline ##

2021end_t = End of the Scenario
2021end_d = You have now played to the year 2033 (876 turns at 100% speed), from this point on there will be no more events. If aggresiveness is set to 0%, no more wars will happen, and territory will no longer change for the rest of the game. This is the last major canon scenario of War of the Eight Continents, and the end of a nearly 200 year long event chain. If you have played through all the scenarios, congratulations!
2021end_o1 = Yet the game still continues...

## ██   ██  █  ███ ##
##   █ █ █ █ █ █   ##
##  █  █ █  █  ███ ##
## █   █ █ █ █   █ ##
## ███ ██   █  ██  ##
## A Potential Future / Cyberpunk 2085 ##
## I lied about it being the last ##
## Not exactly canon, but not quite not canon either)

2085end_t = End of the Scenario
2085end_d = You have now played to the turn of the 22nd century, the year 2100 (1,095 turns at 100% speed), from this point on there will be no more events. If aggresiveness is set to 0%, no more wars will happen, and territory will no longer change for the rest of the game. This is the last major event-filled scenario temporally of War of the Eight Continents. Not much point in continuing as mankind begins colonizing the stars now...
2085end_o1 = And finally, we come to an end...

## Eastern Rekoviad (1476) ##

## Liu Insurrection (1477-1478)

erekoliu1_t = Liu Empire "Restored"!
erekoliu1_d = Our garrisons are reporting a supposed "restoration" of the mythical Liu Empire. They are restoring NOTHING under our watch, but unfortunately they have gathered millions of followers and a huge army that has beaten all of our forces sent against it! Now, it is time for the real might of the Great Chen to come out!
erekoliu1_o1 = Blue Banners, unite!

erekoliu2_t = Liu Insurrection Crushed!
erekoliu2_d = After months of gruesome fighting, the Revived Liu pretender has been totally crushed, and all their leaders executed! The territory where they once existed is now under the process of reorganization, with most of the conquered land going to the new Hanzhou prefecture, with the rest split between the neighboring prefectures.
erekoliu2_o1 = And a hole in the Chen Empire's map was patched.

## A New Age (1836) ##

1836newhan1_t = New Han Uprising Destroyed!
1836newhan1_d = The Zuan Empire is now whole again, with the utter annihilation of the New Han dynasty that claimed our loss of the Mandate of Heaven and them being fated to rule the Zuan lands.
1836newhan1_o1 = Ironic. They let others gain the Mandate, but not themselves.

## The Great Revolution (1791)

1791elvon1_t = Final War of Unification Ends!
1791elvon1_d = After many years of war, the Kingdom of Elvon stands on top, with all its opponents defeated. Now, the next step of Elvonin unification starts, with the integration of all the small states who have chosen to accept our protection, and abolish what remains of the Empire of Dacanium
1791elvon1_o1 = Elvon above all!

## Dacanian Powder Keg
# 1907, to make Yellow Peril achievement *slightly* possible
1903yellow1_t = The Qingdao Revolution
1903yellow1_d = A Zuan Empire pretendant, Zhang Yu, has arrived at Wantou from his exile in Haelsania. The Zuan Empire's government is fragile, it is almost a miracle that it's survived until now. Should we give the government one final push into the endless pit?
# Choose this, nothing required
1903yellow1_o1 = Make him the legitimate emperor!
# AI should choose this, to ensure slight lore consistency
1903yellow1_o2 = Let's not risk it... (AI ONLY)

## Third Great War
## ██   ██ ██  ██  ##
##   █ █ █   █   █ ##
##  █  █ █ ██   █  ##
## █   █ █   █ █   ##
## ███ ██  ██  ███ ##

## Third Great War can go three ways: fascism + autocratic vs democratic + socialist (in case fascists gain power in Elvon and reinforce it elsewhere), democratic + some autocratic vs socialist + other autocratic (if socialists reinforce their power), or democratic vs autocratic + fascism vs socialist (if no side fully reinforces their power)

## Country introductions

# Frosthaven
2032frosthaven_t = Welcome to Frosthaven
2032frosthaven_d = The Frosthaven People's Republic is the largest socialist country in the continent of Dacanium. Founded in 1909 on the ruins of the Frosthaven Empire, the People's Republic became one of the biggest industrial powers in the world, and defeated every invasion: the Frosthaven War in 1940-1944, and two Great Wars in 1963-1967 and 2002-2005, while forming a large alliance on the way. By 2032, the Frosthaven Alliance is a distant memory, the remaining socialist countries either left to fend alone, or joining the growing Caranese bloc. Now threatened by a surging fascist wave, Frosthaven will have to rethink itself to survive the coming wars.
2032frosthaven_o1 = Long live Frosthaven!
# Nordriket
2032nordriket_t = Welcome to Nordriket
2032nordriket_d = Nordriket has been an independent state for almost 1,000 years, making it among the oldest countries in northern Dacanium. In 1964, the monarchy was toppled by the Northern Revolutionary Army, creating a socialist state that lasted until an Elvonin coup in 2001. While Elvon fell during the Second Great War, Nordriket's fascist government survived, purging all opposition shortly after the War's end. Now solidly under fascist control, Nordriket looks east, to Mishegrad and Frosthaven.
2032nordriket_o1 = Long live Nordriket!
# Chernograd
2032cerno0_t = Beware
2032cerno0_d = Chernograd is not meant to be played as a proper country (that's what Frosthaven is for). Chernograd is doomed to collapse in a few years because the Institute is nothing but mad scientists.
2032cerno0_o1 = You have been warned.
# Daelenaarim Refuge
2032daen0_t = This is not a playable country
2032daen0_d = Daelenaarim Refuge is only used to trigger certain events, either in cases where multiple countries should receive an event, or if no involved country can trigger that event (say, because it collapses from being at civil war from too long). Now get outta here!
2032daen0_o1 = Out! Out! Out!
2032daen0_o2 = I'm not listening!
2032daen1_t = This is *NOT* a playable country!!!
2032daen1_d = I said, Daelenaarim Refuge is NOT A PLAYABLE COUNTRY!!!!!!!- uh... if you're so stubborn, go ahead, I don't care, have fun breaking the game.
2032daen1_o1 = Won't stop you.

## Elvonin Civil War ##

2032elvon1_t = Elvontag victory
2032elvon1_d = Meet the new boss, same as the old one.
2032elvon1_o1 = Finally we are united again.
2032elvon2_t = East Elvon victory
2032elvon2_d = Maybe less than 358 kazillion people will die under gommunizm this time?
2032elvon2_o1 = Finally we are united again.
2032elvon3_t = South Elvon victory
2032elvon3_d = Didn't the Elvonin monarchy collapse in the 1950s?
2032elvon3_o1 = Finally we are united again.
2032elvon4_t = Daelar victory
2032elvon4_d = Liberated? More like... under new management.
2032elvon4_o1 = Finally we are united again.
2032elvon5_t = West Elvon victory
2032elvon5_d = It's not Franz von Drattin's dictatorship. It's far worse.
2032elvon5_o1 = Finally we are united again.

# East Elvon/Frosthaven
2032elvs1_t = Support for East Elvon
2032elvs1_d = The Elvonin Civil War is in full swing and the East Elvon People's Republic is one of the combatants in this bloody struggle. They have shown a close alignment with our ideology, let's help them win this war.
2032elvs1_o1 = Send them money!
2032elvs1_o2 = Send them soldiers!
2032elvs1_o3 = Send a little bit of both!
# Elvontag/Planum
2032elvs2_t = Support for the Elvontag
2032elvs2_d = The Elvonin Civil War is in full swing and the Provisional Government is one of the combatants in this bloody struggle. They have shown a close alignment with our ideology, let's help them win this war.
2032elvs1_o1 = Send them money!
2032elvs1_o2 = Send them soldiers!
2032elvs1_o3 = Send a little bit of both!
# West Elvon/New Eithona
2032elvs2_t = Support for West Elvon
2032elvs2_d = The Elvonin Civil War is in full swing and the West Elvonin Government is one of the combatants in this bloody struggle. They have shown a close alignment with our ideology, let's help them win this war.
2032elvs1_o1 = Send them money!
2032elvs1_o2 = Send them soldiers!
2032elvs1_o3 = Send a little bit of both!

## End of ECW

2032evot_t = Restoration of the Elvonin government
2032evot_d = The legitimate government in the Elvontag has returned to full control of Elvon, however we are still weak from years of civil war. Our next task is to rebuild the ravaged country.
2032evot_o1 = Our country will never be divided again.
2032elvr1_t = Back in business
2032elvr1_d = The Elvonin Civil War is over, and the Elvonin Reich rises again! Once we get rid of our remaining enemies and recover from ruin, we will finish what Franz von Drattin dreamed of - a Greater Elvonin Reich.
2032elvr1_o1 = Third time's the charm?
2032este1_t = The Revolution rises in Elvon
2032este1_d = We have finally driven out the bourgeois oligarchs in the Elvontag, the fascists in the west, and the royalists in the south. Nothing stands in the way of the worker's revolution in Elvon anymore. Now, it is time to spread the socialist revolution through the rest of Dacanium!
2032este1_o1 = Workers of the world, unite!
2032este2_t = Comrades in Versen
2032este2_d = Versen, after its successful independence campaign from Tonarium, now has among the most entrenched communist movement in Dacanium. Their ambassadors have already began negotiations for a potential unification of Elvon and Versen, thus reinforcing our position on the continent.
2032este2_o1 = Stronger together!
2032este3_t = Comrades in Frosthaven
2032este3_d = Until East Elvon's annexation by the Third Elvonin Republic in 1992, the Elvonin Democratic Republic was loyal to Frosthaven, and now there is a chance we may be able to reconcile with them again.
2032este3_o1 = Back to the revolution.
2032este4_t = Comrades in Augustia
2032este4_d = Augustia is one of the most resilient socialist countries, even Elvon's blockade and subsequent famine between 1976 and 1981 didn't choke the country into collapse. They are just as willing to work with us as they were when we were in the Frosthaven Alliance.
2032este4_o1 = A fellow socialist in this world.
2032este5_t = Comrades in Ravenfield
2032este5_d = And finally, Ravenfield, the newest of the socialist countries aside from us, despite recent failed coups and brutal civil violence it is quite stable... oh wait...
2032este5_o1 = Leave it alone.
2032elvdr1_t = Treaty of Versen
2032elvdr1_d = After long negotiations, the government of Versen has unanimously voted to join the Elvonin Democratic Republic, giving us a completely united Elvonin nation and dominance in western Dacanium, from which we will begin our own revolution.
2032elvdr1_o1 = Never let the capitalists split you.
2032elvdr2_t = Elvon's Economic Plans
2032elvdr2_d = With the success of the Elvonin Revolution, the next step is to strengthen our economy and prepare it for the next Great War. The First Five-Year Plan begins today!
2032elvdr2_o1 = The ribbon is cut!

2032elvr2_t = Conquest of Versen
2032elvr2_d = Much of our Elvonin population has already returned home because of communist *"repression"* in the east, but there is still an Elvonin majority in Versen, currently infected with dangerous levels of Bolshevism. It's time to liberate them!
2032elvr2_o1 = How did that country even survive socialism?
2032elvr3_t = Versen conquered
2032elvr3_d = The people of Versen have been liberated from the Bolshevik menace and are now united in the Elvonin Reich!
2032elvr3_o1 = Whatever.

# Versen wins (player only, Reverse Card achievement)
2032vesn_t = People's Militia
2032vesn_d = The Elvonin Reich has invaded our land. Onward, members of the People's Militia, they will never get through!
2032vesn_o1 = To the last soldier!
2032vesn2_t = The Reich defeated
2032vesn2_d = Our forces have fought a heroic battle to the very end, taking us to the capital of Elvon. The fascist government has collapsed, now it's time to bring our people to power!
2032vesn2_o1 = Uno reverse card deployed.

## The Planum
# 03/2033
2032tonr1_t = 2033 Tonarium general election
2032tonr1_d = The general election to decide the composition of the Senate of the Republic and the Peoples have begun. The Socialist Democratic Party is the clear favorite in the popular vote, but there are worrying rumors that fascists will attempt to coup the government immediately after the election.
2032tonr1_o1 = Enact a state of emergency! (AI)
2032tonr1_o2 = Nothing to worry about. (human)
# Socialists elected (AI *always* selects, because the other option causes problems for the normal course of the Third Great War)
2032tonr1a_t = Fascist coup stopped!
2032tonr1a_d = The fascist coup attempt on the government has been stopped by the introduction of a state of emergency, and Jackson Carter III is expected to be inaugurated as President of Tonarium on 8 May 2033.
2032tonr1a_o1 = Back to normal.
# Fascists take power (human select this)
2032tonr1b_t = Fascist coup in Tonarium!
2032tonr1b_d = The Socialist Democratic Party has been thrown out of power in Tonarium by an unexpected Popular Front coup, led by the Planum's military command. The new government has imposed martial law, cracking down on opposition and seemingly preparing for an invasion of neighboring countries.
2032tonr1b_o1 = Back to normal?
# 05/2033
2032tonr2_t = Building a new army
2032tonr2_d = The politics of the Tonarian Republic and its increasingly gridlocked state prevented more than 1% of Tonarium's population being enlisted in the army, while driving military budgets ever higher for no apparent reason. Now that we are in control, we can grow our army as large as we want, and reconquer the lands that rightfully belong to us.
2032tonr2_o1 = Tonarium rises to the skies
# 01/2034
2032tonr3_t = Preparation for Arazania invasion
2032tonr3_d = Our generals have decided to make Arazania our first conquest goal, it was part of the Great Planum before the Dacanian War and reconquering it will be a great boost to our prestige. (Have at least 100,000 soldiers)
2032tonr3_o1 = Except it wasn't...
# 03/2034
2032tonr3a_t = Invasion of Arazania
2032tonr3a_d = Our armies are ready, Arazan will fall soon, Tonarium will return to the borders it deserves.
2032tonr3a_o1 = What did I say again?
2032tonr3b_t = Victory in Arazania
2032tonr3b_d = Arazania has fallen, we are now in control of the entire country. The next step of our glorious reconquest begins!
2032tonr3b_o1 = You didn't even listen...
# 09/2034
2032tonr4_t = Invasion of Belemia
2032tonr4_d = Arazania was just the first step, now it's time to bring Belemia back into our nation!
2032tonr4_o1 = It wasn't part of Planum either.
2032tonr4a_t = Victory in Belemia
2032tonr4a_d = Belemia's forces have been totally defeated and our military is in every city!
2032tonr4a_o1 = How many times will I have to say that?
# 03/2035
2032tonr5_t = Invasion of New Tarcine
2032tonr5_d = Once a country with comparable power to Tonarium, it has fallen far from its peak. This of course makes it an easy target for our reunification.
2032tonr5_o1 = At least it was Planum once...
2032tonr5a_t = Victory in New Tarcine
2032tonr5a_d = New Tarcine is back in Tonarium's caring hands, thus concluding the third step of our reconquest of the Great Planum. Our next target is Versen, which is now ruled by a traitorous communist dictatorship.
2032tonr5a_o1 = Why are you so hungry for land?
# 08/2035
2032tonr6_t = Invasion of Versen
2032tonr6_d = Versen was a part of the Tonarian Republic until the communists overthrew the "democratic" government and declared their independence. It's time to bring them back, before Elvon does first.
2032tonr6_o1 = You're bringing Elvon into this?
2032tonr6a_t = Victory in Versen
2032tonr6a_d = The last obstacle to control of the Great Planum has been cleared, now we begin the last step: conquering Fyrlan, Ollita, and Azuria.
2032tonr6a_o1 = It's all ours now.
# 05/2036
2032tonr7_t = Invasion of Azuria
2032tonr7_d = The last countries to conquer for the Great Planum are Fyrlan, Ollita and Azuria. Now that we are way stronger, this should be easy.
2032tonr7_o1 = Almost at the end.
2032tonr7a_t = Victory in Azuria
2032tonr7a_d = The three Azurian states are now fully under our control, and the Great Planum is fully united!
2032tonr7a_o1 = And what did it cost?
2032tonr8_t = The Great Planum reunited
2032tonr8_d = After years of war against separatist countries once part of the Planum, the Great Planum is finally under our full control! We are now a power on the scale of both Elvon and Frosthaven, capable of taking them both on easily! (End of Planum event tree, try conquering the world if you've reached this far!)
2032tonr8_o1 = We are all one.

## The stuff Elvon will do to gain allies in Dacanium
# 08/2037
2032elco1_t = Coup in Azuria!
2032elco1_d = A terrible disaster has taken hold in the Azurian Kingdom: during the elections for Prime Minister, Elvonin spies allegedly manipulated electoral results to get their favorite candidate elected. Immediately after, Azuria joined the Elvon-Emmestad Axis.
2032elco1_o1 = This is a dark time...
# 11/2037
2032elco2_t = Coup in New Tarcine!
2032elco2_d = The devastating consequences of the Elvonin Reich's intervention are now felt in New Tarcine, now that the government there is suddenly eliminating opposition wherever it is.
2032elco2_o1 = When will it end?
# 01/2038
2032elco3_t = Coup in Belemia and Thanar!
2032elco3_d = The Elvonin Reich used its strengthened position to attack and coup two countries at the same time, Belem-Evaria and Ner Thanar. The new governments are now closely allied with Elvon and building up their forces against the Planum.
2032elco3_o1 = Sound the alarms!

## Aymora
# By May 2032, the Ennithera Uprising is nearly defeated, with only a fraction of its 2030 army left.
# Ennithera Uprising defeated
2032aymo1_t = Ennithera uprising crushed!
2032aymo1_d = The attempt by northern Aymoran fascists to create a new Ennithera, from where they would target the rest of Maedaria, has been defeated! Their army now scatters, and their leaders have been captured, awaiting justice!
2032aymo1_o1 = Victory!

## ECW continues too long (beyond 2/2037)

2032evo_t = Collapse imminent!
2032evo_d = We have been at war for so long we have run out of manpower and resources! If we don't get this done within three months, all order will disintegrate!
2032evo_o1 = Keep... going...

## Collapse of Elvon (5/2037)

# Frosthaven, Nordriket and the Planum will receive this event
2032evo2_t = Elvon falls into anarchy!
2032evo2_d = Something unexpected has happened, we have lost all contact in the region of Elvon! The last reports said that soldiers from all sides were turning against high command, overthrowing them everywhere! We're not sure what's happening now, but it can't be good!
2032evo2_o1 = What now?
2032evo3_t = A new order
2032evo3_d = The dust has finally settled in the anarchy of Elvon, and from it rise a series of small, fractured states. It is unlikely these countries will reunite soon, all we can do is help them out however we can.
2032evo3_o1 = Not the worst outcome.

## Nordriket campaign ##

2032nord1_t = Mishegrad annexed!
2032nord1_d = The kingdom of Mishegrad has been defeated, cutting off Frosthaven's access to their last northern port. It's now a matter of time before Frosthaven's economy breaks under pressure, and then we can launch our series of wars against the Bolshevik menace!
2032nord1_o1 = For the North!
2032nord2_t = Economic collapse in north Frosthaven!
2032nord2_d = The annexation of the last seaport that we used to export goods to northern countries by the fascist Nordriket has caused a crisis in the northern parts of Frosthaven. The warehouses are overflowing with goods and many importing companies have already stopped operating, while massive traffic jams prevent redirecting any more goods southward.
2032nord2_o1 = We have to do something!
2032nord3_t = The first attack awaits!
2032nord3_d = Everything is in place now. Mishegrad and Evorburg are under our control, Frosthaven's economy is in ruins, and their military is growing disloyal! We will begin small by taking a part of northernmost Frosthaven, so our risk is limited.
2032nord3_o1 = Attack!
## ^ creates aa00 and aa01 frontlines
2032nord4a_t = Nordriket victory
2032nord4a_d = Frosthaven has been driven out of the Ustara and Northern Lakes region. The weakness of their communist system is revealed yet again.
2032nord4a_o1 = Soon, Frosthaven itself will collapse!
2032nord4b_t = Frosthaven victory
2032nord4b_d = The armies of Frosthaven hold strong against the fascist Nordriket, and their attack is repulsed.  Great time to resolve our border dispute with them in our favor.
2032nord4b_o1 = No fascist will enter Taigaskaya again!
# Nordriket/6th "Bergen" Army
2032nord4c_t = Support for the 6th Army
2032nord4c_d = If we want to win this conflict, we will need to help our forces in north Frosthaven.
2032nord4c_o1 = Sure!
2032nord4c_o2 = We can't afford this...
# Frosthaven/Polyarsky Front
2032nord4d_t = Support for the Polar Front
2032nord4d_d = If we want to win this conflict, we will need to help our forces in north Frosthaven.
2032nord4d_o1 = Sure!
2032nord4d_o2 = We can't afford this...
2032nord5_t = North Frosthaven blockade fails!
2032nord5_d = Our very own principle of never giving help to Bolshevik insurgents, no matter how unfriendly they may be toward Frosthaven, led to the annexation of east Tataron and the puppeting of the rest of the country. Frosthaven is now greatly expanding the Jarzmony port to handle the new increased load of ships, thus completely breaking the previously effective blockade imposed on them. We still have the Eastern Fleet, if we set up a defensive position before Frosthaven's ships arrive, we can continue the blockade.
2032nord5_o1 = Screw this, it's a lost cause now!
2032nord6_t = Protests in Evorburg!
2032nord6_d = Our failure to defeat Frosthaven is leading to large protests in our puppet of Evorburg! Fortunately, we disarmed the city's forces before we occupied it, now is the time to finish integrating it into our country.
2032nord6_o1 = Send in the military!

## Frosthaven campaign ##

2032frost1_t = The Tataron Question
2032frost1_d = The breakaway of Evorburg and annexation of Mishegrad has severely damaged the economy of Frosthaven, and despite our successful efforts to end the blockade of Ustara there is still no good way to get goods from the north. However, Tataron, formerly an economic and military ally of ours, is undergoing a fascist coup. We might be able to fabricate a justification to puppet or even annex the country.
2032frost1_o1 = Do it.
2032frost2_t = Tataron Annexed!
2032frost2_d = The part of Tataron east of the capital is now under our full control, and a puppet government buffers us from any potential Elvonin threat. Also, western sea traffic flows once again, bypassing the attempts by Nordriket to economically choke us.
2032frost2_o1 = They'll have to try harder than that!
2032frost3_t = Restoring government to Ralijitia
2032frost3_d = The semi-nomadic country of Ralijitia has been ruled as an anarchist society for the last 25 years since the end of the Second Great War. Ralijitia has since drifted so far from us that they have even stopped trade with us. This cannot go on, we shall restore the power of central government to them.
2032frost3_o1 = Reality doesn't protect the anarchists!
2032frost4_t = Rebellion in Dovran Oblast!
2032frost4_d = Our heavy-handed intervention in Ralijitia has caused great discontent in the Dovran Oblast. The army there has declared an independent Republic of Dovran and is pledging support from... New Eithona and Nordriket of all things! If we find out their involvement in this, they will get war like nothing else!
2032frost4_o1 = This is not a grassroots movement.
## If Elvon is fascist
#2032frost4b_t = Rebellion in Dovran Oblast!
#2032frost4b_d = Our heavy-handed intervention in Ralijitia has caused great discontent in the Dovran Oblast. The army there has declared an independent Republic of Dovran and is pledging support from... the Elvonin Reich, New Eithona and Nordriket of all things! If we find out their involvement in this, they will get war like nothing else!
#2032frost4b_o1 = This is not a grassroots movement.
2032frost5_t = Ralijite and Dovran opposition crushed!
2032frost5_d = The government of Ralijitia has returned and the fascist uprising in Dovran is done for. Even better, we have discovered more evidence of fascist intervention in Dovran: Nordriket has somehow snuck three divisions without us noticing! This is the sort of stuff that will not fly.
2032frost5_o1 = Choke their economy *hard*!!!
2032frost6_t = What to do with Nordriket?
2032frost6_d = The recent events with the Dovran revolt and continued attempts by Nordriket to sustain the blockade have finally forced us to make a decision on the increasingly provoking actions of Nordriket. Should we prepare for an invasion, or simply set up our own blockade on them? An invasion would take several months to prepare, and may invoke the wrath of other fascist countries, while a blockade could be implemented immediately and severely damage Nordriket's trade, but other effects would be limited.
2032frost6_o1 = The time for playing is over! (Invasion)
2032frost6_o2 = Strangle them to death! (Blockade)
2032frost7a_t = Frosthaven Invades!
2032frost7a_d = We have clearly aggravated the Frosthaven bear too hard... their entire strength now begins falling on us. All citizens, prepare for war!
2032frost7a_o1 = We will not go down without a fight!
2032frost7b_t = Frosthaven Imposes Blockade!
2032frost7b_d = We have clearly aggravated the Frosthaven bear too hard... now our ports are under siege from its navy. Our economy is already suffering, if this goes on the people will lose trust in the government!
2032frost7b_o1 = Initiate a state of emergency!
# Frosthaven wins war
2032frost7c_t = Nordriket Falls!
2032frost7c_d = We have reached Emmestad, the capital of Nordriket, and the fascist government there has surrendered!
2032frost7c_o1 = More surprised they even did that.

## If Nordriket doesn't have Ustara, Nordriket now has two choices: either impose martial law and face a civil war, or negotiate with other movements and Frosthaven and take a significant penalty to almost everything

2032frost8_t = Frosthaven's Blockade
2032frost8_d = The situation with Frosthaven's own blockade of Nordriket has reached a level that we cannot hide from our people anymore. We now have a difficult decision, either upgrade our state of emergency to martial law, and possibly suffer the consequences as a result of further increased unrest, or try negotiating with Frosthaven, which may end up with us stuck with a heavy burden on every section of the country.
2032frost8_o1 = Time to impose martial law!
2032frost8_o2 = Begin negotiations with Frosthaven!
2032frost8a_t = Civil war in Nordriket!
2032frost8a_d = Our attempts to quell unrest with the Nordian army have backfired hard, across the country numerous factions have risen up against our government. The Nordian Civil War has begun!
2032frost8a_o1 = Join the Democratic Movement!
2032frost8a_o2 = Fight with the Red Militia!
2032frost8a_o3 = Stay with the Nordian Army!
2032frost8a_o4 = Secure the Emmestad zone!
2032frost8b_t = A difficult compromise
2032frost8b_d = We have reluctantly decided to attempt negotiating with Frosthaven, and the effects of our blockade are showing - one of their demands is trillions in reparations for all the lost economic power they suffered. Their military is far stronger than ours and a war would be disastrous. We have no choice but to agree to their demand.
2032frost8b_o1 = Not something to be chosen lightly
2032frost9a_t = Democratic Movement victory
2032frost9a_d = The Democratic Nordian Movement has won!
2032frost9a_o1 = Nordia is free!
2032frost9b_t = Red Militia victory
2032frost9b_d = The fascist Nordriket is dead, and so are their bourgeois collaborators!
2032frost9b_o1 = Nordia belongs to the people!
2032frost9c_t = Army regains control
2032frost9c_d = After a lot of bloody fighting, we are back in control of Nordriket...
2032frost9c_o1 = But at what cost?
# v Elvonin Reich receives this (after 07/2037)
2032frost10_t = Disintegration of the Elvon-Emmestad Axis
2032frost10_d = Our ally, Nordriket has fallen into civil war. Without a stable government in Nordia, the "Emmestad" part of the Axis no longer exists, and so the Elvon-Emmestad Axis is forced to dissolve, in a most unfortunate time.
2032frost10_o1 = Damnit.

## If Nordriket controls Ustara and Elvonin Reich exists
2032frost11_t = Frosthaven Backs Down!
2032frost11_d = Frosthaven's blockade of our country was very brief. As support from the Elvonin Reich finally helped relieve Nordriket, Frosthaven's delusions finally popped into reality, the forces realizing that any further attempts at a blockade would lead to a massive Elvonin response. We are back in order, for now.
2032frost11_o1 = What fool would even try that?
2032frost11a_t = Blockade cut short
2032frost11a_d = The intervention of the Elvonin Reich that helped relieve the blockade of Nordriket has successfully managed to stop our blockade, as the combined naval power of Nordia and Eithona constantly harrass our main fleets. We'll have to find alternate ways to slow the fascists down.
2032frost11a_o1 = Back to the drawing board!

## Summit of Socialist Nations (08/2033)

2032soci1_t = 38th Summit of Socialist Nations
2032soci1_d = The 38th biannual Summit of Socialist Nations begins today, and as usual we are the head of the Summit. The first question is which socialist allies we should focus first on.
2032soci1_o1 = Help out the Elvonin socialists more!
2032soci1_o2 = Provide industrial assistance to Versen!
2032soci1_o3 = Work on relations with the south!

## 09/2033
2032soci2_t = Settlement with Qar'aan
2032soci2_d = Qar'aan is one of the countries present at the Summit. Over the decades, the rapidly growing Qar'aan outpaced Frosthaven, leading to high tensions and nearly triggering a large-scale war in the 1980s. Though almost 50 years have passed, tensions still remain high, but this Summit may be the right time to finally solve them.
2032soci2_o1 = Continue the status quo...
2032soci2_o2 = Begin reconciliation with Qar'aan!
2032soci2_o3 = Push for further cooperation!
# status quo - do nothing
# reconciliation - +20 mutual relations
# cooperation - +50 mutual relations, -100000 Frosthaven and Qar'aan money

## 10/2033
2032soci3_t = The 26th Five-Year Plan
2032soci3_d = The last topic for discussion in the Summit is the 26th Five-Year Plan (2033-2038). The blockade imposed by Nordriket and the annexation of Mishegrad, the last northern port we could use, is forcing us to completely reconsider the Plan's goals. We still have some feasible ideas though, it's time to implement them.
2032soci3_o1 = Develop a more self-sufficient economy!
# +10% economy, +5% happiness
2032soci3_o2 = Expand our space program!
# +0.05 tech, +5% happiness
2032soci3_o3 = Build more infrastructure!
# +0.05 development, +5% happiness

2032soci3a_t = Krasnadolina Nanopolymer Factory
2032soci3a_d = One of the first achievements of the 26th Five-Year Plan is the Krasnadolina Nanopolymer Factory in Gashtava, which will produce 33,000 tonnes of high-tech nanopolymers every year from 2034 onward. The factory is the largest and most advanced of its kind, and two more of its kind are planned for the Five-Year Plan.
2032soci3a_o1 = They have *many* applications.
2032soci3b_t = Colonzation of Lyerre
2032soci3b_d = With space exploration the focus of the new Five-Year Plan, Frosthaven gains a foothold on yet another planet, Lyerre, orbiting the gas giant Maedar. The planet is much like Dahanno in many ways, with a breathable atmosphere and complex animal and plant life, and a developing avian civilization. A small base is already functioning and will research both native life and the newly discovered civilization.
2032soci3b_o1 = The only place uncorrupted by capitalism.
2032soci3c_t = Taigaskaya-Seki Maglev
2032soci3c_d = The first project to be completed under the 26th Five-Year Plan is the Taigaskaya-Seki Maglev. The maglev trains can carry passengers at up to 800 km/h, and cargo at up to 300 km/h and at very high volumes. This new infrastructure will hopefully counter some of the blockade's effects, and more are planned to relieve northern Frosthaven further.
2032soci3c_o1 = Nice try, Nordriket.

## If Lyerre colonized in Five-Year Plan (06/2036)
2032frostsp1_t = Distant Frontiers Project
2032frostsp1_d = The successful colonization of Lyerre, and the continuing biosphere analysis program going on has inspired a new, much more ambitious space project to explore the rest of the solar system, in spite of the economic troubles currently happening in Frosthaven. With cooperation from Maedaria, Ravenfield and Qar'aan expected, the project will explore the planets past Maedar between 2038 and 2042, building bases for an interstellar expedition, to happen in 2051 if expected goals are reached.
2032frostsp1_o1 = The curiosity of man will never be quelled.

## 27th Five Year Plan (10/2038)

2032five_t = The 27th Five-Year Plan
2032five_d = Due to the effects of Nordriket's blockade on our economy, the 26th Five-Year Plan fell way short of our expectations. Because of this, the Supreme Soviet unanimously (2316-0) voted to finish the 26th Plan's goals in a shortened, 2-year 27th Plan, then decide on the goals for the full-length 28th Plan in October 2040.
2032five_o1 = Damn those fascists to hell!

## Cancellation of the Five-Year Plans (03/2040)

2032five2_t = End of the five-year plans
2032five2_d = The looming attack from the Elvonin Reich has dramatically shifted the political landscape in Dacanium, and the Five-Year Plans, designed to develop mainly civilian industries, have no place in the rapidly militarizing continent. From now, the Five-Year Plan is cancelled until further notice.
2032five2_o1 = Unfortunate, but necessary.

## Chernograd

2032cerno1_t = Superspace Warp Unstable!
2032cerno1_d = We have a problem... the superspace drive we are testing is showing unusual signs of quantum destabilization! But we're so close, if this solves itself we will have a quick way to go interstellar!
2032cerno1_o1 = Just keep going!
2032cerno2_t = Superspace Warp Destabilization IMMINENT!!!
2032cerno2_d = It's getting worse now, the drive is causing a spatial rift to form! If the rift closes, all of Chernograd will be destroyed, and who knows what will enter this universe!
2032cerno2_o1 = Just one more minute...
2032cerno3_t = CRITICAL ALERT: DIMENSIONAL DESTABILIZATION!
2032cerno3_d = CRITICAL: SUPERSPACE DESTABILIZED! DIMENSIONAL CONTINUITY DISRUPTED! ALL SAFETY MEASURES ARE INACTIVE, TOTAL DESTABILIZATION ETA 10 MIN, EVACUATE AREA IMMEDIATELY!!! EXPECTED DAMAGE UNKNOWN, AREA WITHIN 100 KM LIKELY TO BE OBLITERATED!
2032cerno3_o1 = Evacuate the c- just say your last wishes!
2032cerno4_t = Superspace warp incident in Chernograd!
2032cerno4_d = The worst catastrophe to ever hit Frosthaven since the 1979 Krasnadolina earthquake has hit Chernograd. There, the Chernograd Institute was testing experimental spaceship technologies, including a superspace drive. Due to a miscalculation in the Scholz metric, the experiment caused a superspace destabilization and collapse, leading to the complete destruction of Chernograd and areas around it. At least 7,000,000 are presumed dead, with no expectation of any survivors in the area.
2032cerno4_o1 = Why were they even seeking such knowledge?

## Ravenfield

2032ravenf_t = Welcome to Ravenfield
2032ravenf_d = The Socialist Republic of Ravenfield has gone through turbulent times in the past few years following a bloody attack on the capital Ravenfield in 2026, leading to Levera and Awhren, and briefly even Dachain, declaring their independence. Even six years later, Ravenfield is still a shell of its former self, bitterly opposed against its former federated countries and with no allies even within the socialist world, but the worst is probably behind.
2032ravenf_o1 = Long live Ravenfield!
##2032ravenf_d = The region of Ravenfield has gained a reputation as an "unsinkable aircraft carrier", because of its insular position and powerful naval power
# Those dreaded elections (02/2033)
2032ravenf1_t = 2033 Election of the Thousand Communes
2032ravenf1_d = The much-feared Election of the Thousand Communes has begun, and the resulting violence between different factions of the Communist Party is engulfing the country. But there still needs to be some sort of winner, a deadlock will only cause Ravenfield to disintegrate further.
# Orthodox Front - communism, Moderates - socialism, Unionist Group - monarchy
2032ravenf1_o1 = Support the Orthodox Front!
2032ravenf1_o2 = Support the Moderates!
2032ravenf1_o3 = Support the Unionist Group!
2032ravenf1a_t = Orthodox Front wins!
2032ravenf1a_d = The dominant party in the Election is the Orthodox Front, seeking to continue Ravenfield's social and economic development along strict Marxist-Leninist ideology similar to that in Frosthaven while refusing to introduce reformist policies, seen as an attempt to undermine the new socialist country.
2032ravenf1a_o1 = There is no Marxism better than now.
2032ravenf1b_t = Moderate Coalition wins!
2032ravenf1b_d = The reformist faction of the Communist Party has won the Election. They have already begun work on furthering diplomatic relations with capitalist countries, fiercely opposed both by the Orthodoxes and the Unionists, and allowing small private businesses and introducing some free economic zones.
2032ravenf1b_o1 = Sometimes we just need a little change.
2032ravenf1c_t = Unionist Group wins!
2032ravenf1c_d = The winnner of the Election is the Unionist Group, usually not thought of as a real Communist party faction. The Unionist Group has deeply authoritarian goals, such as giving the General Secretary absolute power, and reconquering Levera and Awhren by force.
2032ravenf1c_o1 = I don't think Ravenfield wanted this.
# 06/2033
2032ravun1_t = Reconquest of Levera
2032ravun1_d = During the failed coup against the just-born Ravenfielder revolutionary government, our fellow members of the federation left the Socialist Republic of Ravenfield in fear of the fascists. Six years later, they refuse to return, we must bring them back into the fold, starting with Levera.
2032ravun1_o1 = Onward, to unification!
2032ravun2_t = Reconquest of Awhren
2032ravun2_d = Levera is ours, the last country left to retake is Awhren.
2032ravun2_o1 = Onward, to unification!
2032ravun3_t = Ravenfield reunited
2032ravun3_d = Ravenfield is united once again, with all three, equal members of Ravenfield together. The emergency powers of the General Secretary are no longer needed, and opposition from the other factions has been minimal through the process.


## Beginning of Third Great War
# if fascists gain power - Daelenaarim event Fascists stronk
# Alliances: Elvon-Emmestad Axis, Alliance of Liberation (New Frosthaven Alliance + Avakhor Pact + the Planum)
# if socialists gain power - Daelenaarim event Communists stronk
# Alliances: New Frosthaven Alliance, Federation of Independent Nations (FINish them!)
# if nobody gains power, and Nordriket doesn't fall into civil war or invaded by Frosthaven - Daelenaarim event Nobody stronk enuf
# Alliances: Federation of Independent Nations, New Frosthaven Alliance, Emmestad Axis
# if Nordriket falls into civil war or invaded, more limited wars start between Frosthaven and Elvon, Planum and New Tarcine

#2032greatwar_t = THIRD GREAT WAR
#2032greatwar_d = "If history repeats once as a tragedy, then again as a farce, as *what* does it repeat a third time?" - Valixor, 2022
#2032greatwar_o1 = Oh crap.
2032greatwar_t = THIRD GREAT WAR
2032greatwar_d = I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones. - Albert Einstein, 1949
2032greatwar_o1 = The war to end all wars
# Smaller wars v
2032greatwar1_t = Elvon-Frosthaven War
2032greatwar1_d = The fall of Nordriket may have prevented a Third Great War, but the main problem of the Elvon-Frosthaven rivalry hasn't been solved. Now it leads us into a war maybe of slightly smaller scale, but one that is still guaranteed to leave a huge scar on both countries.
2032greatwar1_o1 = This is the day diplomacy failed...
2032greatwar2_t = Planum-Tarcine War
2032greatwar2_d = We were trying to avoid this... fruitlessly. Our diplomats have thrown their hands in frustration, for the soldiers of the Planum and New Tarcine are now in all-out combat!
2032greatwar2_o1 = This is the day diplomacy failed...

## "Winners" collapse after Third Great War
## Fascist Elvon
# If war still ongoing in 2044
2032evogr0_t = Collapse of order
2032evogr0_d = The Third Great War has entered its fifth year, with no end in sight. Our soldiers are demoralized and broken, the ranks of our young are depleted and our allies are showing signs of deserting us. It doesn't matter now if we win this war, Elvon will fall soon.
2032evogr0_o1 = One more war, and we were broken.
# Elvonin victory between 2043-2044, the outcome is the same anyway
2032evogr1_t = A costly victory
2032evogr1_d = We have won the Third Great War... well, as far as we can define winning the Third Great War. We have lost millions of young people in the meatgrinder, our economy suffers from years of total war, and unrest now rages unabated. The Elvonin Reich was meant to last a thousand years, it lasted barely a decade.
2032evogr1_o1 = One more victory, and we were broken.
# Elvon outside major cities falls into anarchy
2032evogr2_t = Revolts in the Kriegsheer!
2032evogr2_d = Discontent in our armed forces has reached breaking point: the Kriegsheer, demanding salaries we can never pay, has revolted in response to our lack of action! We have lost contact with most headquarters, those that remain loyal are under siege!
2032evogr2_o1 = Fortify the area!
# All of Elvon falls into anarchy
2032evogr3_t = Fall of the Elvonin Reich
2032evogr3_d = Everyone and everything has turned against us, there is nothing left. Before they can come and kill you, keep your honor intact and prepare to transcend Skyward. That is your last order on this mortal plane.
2032evogr3_o1 = Elvon above all!
# The end
2032evogr4_t = The end of Elvon
2032evogr4_d = The Elvonin Reich has fallen, and its promised thousand years of power are nothing but a memory. The Reichskommisariats have abandoned the Elvonin ideology, returning to the old ways that existed in the centuries before. In the vacuum, numerous pretender states lay claim to the old Elvonin Reich. They are unlikely to reunite again, the region being too devastated to ever hope to thrive again. But three states appear most likely to reunite anyway, make your selection.
2032evogr4_o1 = Go with North Elvon!
2032evogr4_o2 = Go with New Versen!
2032evogr4_o3 = Go with the Nordians!

# Elvonin victory before 2043
2032evogr5_t = A glorious victory!
2032evogr5_d = We have achieved a rapid victory over the combined forces of the New Frosthaven Alliance and the Planum, and our soldiers return with honor back to their homeland! We now begin the process of rebuilding our controlled areas and reuniting with our former enemies, to ensure our victory lasts. We have created a few Reichskommisariats to temporarily administer Frosthaven, to be reformed into an allied country soon.
2032evogr5_o1 = Elvon above all, forever!
# 06/2044
2032evogr6_t = Neue Elvonin Ordnung
2032evogr6_d = The reorganization of the Greater Elvonin Reich's conquered territory is complete, Frosthaven is once again an independent country and a part of the Dacanian Axis, Karmetaqa, Drozava and Emiron are client states of Elvon, and the first elections in almost a decade will be held this year to decide the next leaders. The Elvonin Reich stands stronger than ever, and only time will tell where it will go next. (End of Elvon event tree, try conquering the entire world if you've reached this far!)
2032evogr6_o1 = For a great and stable world!
# 2045 Elvon elections
# Three choices: Elvonin Fatherland Party (EVP) - authoritarian, Elvonin National Front (ENF) - fascism, Communist Party of Elvon (EKP) - communism

2032evreu1_t = North Elvon reunites Elvon
2032evreu1_d = Something has happened that nobody expected would happen for a hundred years at least: the lands of fallen Elvon have been reunited under the North Elvon Military Committee, formed out of the last remnants of the old Elvonin government. (End of Elvon event tree, try conquering the entire world if you've reached this far!)
2032evreu1_o1 = Elvon above all, once again!
2032evreu2_t = New Versen reunites Elvon
2032evreu2_d = Something has happened that nobody expected would happen for a hundred years at least: the lands of fallen Elvon have been reunited under New Versen, consisting of the socialist resistance in Versen that kept fighting into the end of the Third Great War. (End of Elvon event tree, try conquering the entire world if you've reached this far!)
2032evreu1_o1 = Elvon above all, once again!
2032evreu3_t = The Nordians reunite Elvon
2032evreu3_d = Something has happened that nobody expected would happen for a hundred years at least: the lands of fallen Elvon have been reunited under the Elvonriket, coming into existence as a defense organization of Nordian minorities during the last days of the Reich. (End of Elvon event tree, try conquering the entire world if you've reached this far!)
2032evreu3_o1 = Elvon above all, once again!

## Overhauled Elvonin Reich tree
2032elove1_t = Rebuilding of Elvon
2032elove1_d = The Elvonin Civil War has left our country in ruins, with many thousands dead, and even more fleeing the country. Now that we are at peace, we are hard at work rebuilding Elvon to face its future threats.
2032elove1_o1 = Our will can never be broken!
2032elove2_t = Future of the Elvonheer
2032elove2_d = The Elvonheer, the Elvonin armed forces, is in tatters, most of the command being scattered or even killed during the Elvonin Civil War. We shall now decide what doctrine our military should take in the future.
# 21st century Blitzkrieg, changes special feature to Modern Blitzkrieg (+15% attack bonus, +5% defense bonus, +25% movement points)
2032elove2_o1 = Rapid victory or nothing!
2032blitzkrieg_t = Blitzkrieg feature adder
# Deep Battle, +0.06 tech
2032elove2_o2 = The best way to fight the enemy is infiltrate them!
# Superior Firepower, changes special feature to Shock and Awe (+10% attack bonus, +10% defense bonus, -20% military upkeep)
2032elove2_o3 = Bring them down with shock and awe!
2032shocknawe_t = ShockAndAwe feature adder

2032elove3_t = Unrest in Elvon
2032elove3_d = The Elvonin Reichstag has fallen into gridlock, with nothing getting passed due to contradictory bills being simultaneously proposed!
2032elove3_o1 = This is bad.
# 11/2036
2032elove4_t = Wilhelm Saftern launches coup!
2032elove4_d = Wilhelm Saftern, an infamous leader of the Resurrection Party, has launched a failed coup to try to overthrow the government! The plans were discovered before they could be initiated, so we are safe for now.
2032elove4_o1 = For now.
# 03/2037
2032elove5_t = Saftern's second coup
2032elove5_d = While small, another coup is being planned out by the Resurrection Party, which is steadily growing, with new members joining the conspiracy. We will have to make a difficult choice: suppress it, or let it continue in hope it dissipates by itself? 
# AI will always choose to crush the coup
2032elove5_o1 = Crush it!
2032elove5_o2 = Nothing to worry about.
2032elove6_t = Saftern's coup fails!
2032elove6_d = Just like with the first coup, the Elvonin government has stopped the Resurrection Party's attempt to form the Last State, by arresting thousands of its members. They are now awaiting a trial to determine their guilt in the failed coup.
2032elove6_o1 = Elvon's integrity will never be broken!
# Resurrection Party (Ilgorian System) takes control
2032coup1_t = Resurrection Party takes control of Elvon!
2032coup1_d = The Resurrection Party's conspiracy has grown to a size where it can no longer be stopped. The new Elvonin president, Wilhelm Saftern, is promising a War of Vengeance against all who fought against Elvon, to ensure that justice is being served.
2032coup1_o1 = What justice?
# 04/2037
2032coup2_t = THE FINAL STATE LIVES
2032coup2_d = Onwards, people of Elvon! The War of Vengeance against all of Elvon's enemies has begun! Nothing and nobody will be spared - anyone who represents the evil faces of our enemies will be destroyed without delay, and we will continue until our final revenge is satisfied!
2032coup2_o1 = Was not crushing the coup a good idea?
# 06/2037
2032final1_t = Eternal Revenge
2032final1_d = Our control over Elvon is complete, it is time for our Eternal Revenge to begin. All armies, prepare for glorious bloodshed!
2032final1_o1 = Oh no.
# 10/2037
2032final2_t = War on the Planum
2032final2_d = The country to our southwest, the so-called Planum, wronged us in the First Great War, betraying us at our greatest moment of need. This will not be forgotten!
2032final2_o1 = It's war then!
# 07/2038
2032final3_t = War on Karmetaqa
2032final3_d = The blood from the Planum's people we spilled was great, but NOT ENOUGH!!! Today, Karmetaqa will face the same fate the Planum did!
2032final3_o1 = It's war then!
# 11/2038
2032final4_t = End of the Frosthaven Alliance
2032final4_d = We have infiltrated every part of the Frosthaven Alliance, which threatens to reverse everything we have done to satisfy the True God, not their false beliefs that will be proven false in the end!
2032final4_o1 = Xwaahir! Xwaahir! Xwaahir!
# 01/2040
2032final5_t = War on East Dacanium
2032final5_d = We are earning the favor of the True God, we will begin hearing the Voice once East Dacanium drowns in its own blood!
2032final5_o1 = It's war then!
# 05/2041
2032final6_t = War on Frosthaven
2032final6_d = We are almost done with the Eternal Revenge, the blood of Frosthaven's aberrations of nature should be enough to satisfy the gods.
2032final6_o1 = IT'S WAR THEN!!!
# 07/2041 (global event)
2032final7_t = The Rift of Doom
2032final7_d = The massive, senseless genocide committed by the Last State seems to have been part of a plan to summon a forbidden god to allow the Final State to attack the Sky, the realm of the gods. These fears have now been realized - the god Xwaahir, whose real name is unpronounceable by mortal entities, has arrived, opening up a rift for eldritch creatures to exit from. In a secret bunker, the remaining leaders of the world have declared the beginning of a Divine War to stop the Final State from achieving its ultimate goal.
2032final7_o1 = May the gods bless us!
# 02/2042 (global event)
2032final8_t = The Sky Falls
2032final8_d = The Divine War initiated by the world's leaders has failed to stop the Final State from fully manifesting Xwaahir into the mortal realm. Creatures from strange dimensions attack the world relentlessly, capturing the souls of anyone in their path and leaving untold destruction in every location. Religious leaders over the world are telling of the end of the world and the beginning of a true Divine War, where the gods themselves will enter the mortal realm to save what little is left of Dahanno from the Rift of Doom.
2032final8_o1 = We have failed...
# 03/2042
2032final9_t = THE END
2032final9_d = We have won the favor of the True God, all unworthy countries are being wiped as we speak, there will only be the Fi-
2032final9_o1 = XHWNTHRLW NDWLRTQN!

# Final preparation for the Third Great War (2039)
2032elvr4_t = Preparing for a Great War
2032elvr4_d = The time has come to show our rivals our renewed military strength, we have started mobilizing troops and building our stockpiles of weapons and vehicles.
2032elvr4_o1 = The victory will be ours!

# Frosthaven
2032frogr0_t = End of the Revolution
2032frogr0_d = Four years in, the Third Great War continues to rage across the continent. Our forces are completely drained and close to rebellion, but so is the rest of Dacanium. Frosthaven will fall, and take with it the known world.
2032frogr0_o1 = One more war, and we were broken.
2032frogr1_t = End of the Revolution
2032frogr1_d = Dacanium now stands liberated from the fascist menace, but what did we sacrifice for that? Too much, most would say. Those that aren't dead are barely surviving, and those that fought with us now turn against us. What did we deserve to get this?
2032frogr1_o1 = One more victory, and we were broken.
# The same, but for Frosthaven
2032frogr2_t = The Army's blood flows red
2032frogr2_d = What remains of the Red Army is now completely opposed against our government. In just one day, all of our command centers have gone silent, and all of our cities are sending reports of massive attacks from unknown insurgents! Still, we will hold this off!
2032frogr2_o1 = Frosthaven will never fall!
2032frogr3_t = The Union Broken
2032frogr3_d = The last strongholds have fallen, only Taigaskaya remains. It will not be long before the enemy overruns our capital too. We make our last stand there.
2032frogr3_o1 = Go out with a bang!

# If Frosthaven wins before 2043 (01/2044)

2032frogr4_t = The Eternal Revolution
2032frogr4_d = The deep battle strategy of Frosthaven has been vindicated today with the fall of all bourgeois states in Dacanium! Though many of our newly liberated people still want revenge on those that oppressed them, we will focus our punishments mainly on the worst of the offenders: the heads of the corporate governments and the "exile" fascist leaders, we believe most can still be reformed into this new world. (End of Frosthaven event tree, try conquering the world if you've reached this far!)

## New Frosthaven events

# Blockade adaptation (if Nordriket controls Ustara), after conquest of Ralijitia and Dovran
2032froo1_t = Blockade adaptation
2032froo1_d = The blockade imposed by Nordriket is causing serious damage to our economy, but with the annexation of Tataron, Ralijitia and Dovran, we are now able to mitigate some of the blockade's effects, though it will cost a lot of money.
2032froo1_o1 = Our economy cannot wait!
2032froo1_o2 = We'll get through this...
# No earlier than 01/2038
2032froo2_t = Political crisis in Frosthaven
2032froo2_d = The devastating consequences of Nordriket's blockade, even though its effects have decreased somewhat, are dividing the Supreme Soviet in half and causing discontent within the population. If we don't solve this quickly, a civil war is inevitable.
2032froo2_o1 = Get to the table!
# 03/2038
2032froo3_t = A difficult choice
2032froo3_d = The tensions in the Supreme Soviet are at a boiling point. Viktor Litinov, the current Premier of Frosthaven, now faces a vote of no confidence. The vote is very close, a few votes can keep or oust Litinov.
2032froo3_o1 = Convince them to keep the Premier!
2032froo3_o2 = Convince them to oust the Premier!
# Litinov survives vote
2032froo3a_t = Litinov remains in power!
2032froo3a_d = The Premier of Frosthaven, Viktor Litinov, has narrowly survived a vote of no confidence, he will remain in power at least until the end of the term in May 2041. However, tensions are still high, though they are expected to subside soon.
2032froo3a_o1 = That was close.
# Litinov ousted
2032froo3b_t = Litinov ousted!
2032froo3b_d = The Premier of Frosthaven, Viktor Litinov, has been narrowly ousted by the Supreme Soviet. A new election is expected to be held within the next two weeks, though there are doubts if it will ever happen, as the Frosthaven Armed Forces are rejecting the decision, and threaten to install their own leader if Litinov is not reinstated.
2032froo3b_o1 = Why is the army on my doorstep?
# 04/2038, this also prevents a Third Great War
2032froo4_t = FROSTHAVEN CIVIL WAR
2032froo4_d = The worst fears of the government have been realized - the Frosthaven Army has seized control of Taigaskaya and begun a blockade of the Supreme Soviet. Regional leaders are in turn refusing to accept the Army's occupation of the capital, and are forming their own factions to oppose them. Frosthaven has entered a CIVIL WAR.
# Supreme Soviet, Frosthaven Army, Independent Administration respectively v
2032froo4_o1 = Side with the Supreme Soviet!
2032froo4_o2 = Side with the Army!
2032froo4_o3 = Side with the regional governments!

2032froo4a_t = Supreme Soviet reunifies Frosthaven!
2032froo4a_d = The Supreme Soviet has taken back control of Frosthaven, but things will never be the same anymore. (End of Frosthaven event tree, try conquering the world if you've reached this far!)
2032froo4b_t = Frosthaven Army reunifies Frosthaven!
2032froo4b_d = The Frosthaven Army has taken control of Frosthaven, but things will never be the same anymore. (End of Frosthaven event tree, try conquering the world if you've reached this far!)
2032froo4c_t = Independent Administration reunifies Frosthaven!
2032froo4c_d = The Independent Administration has taken control of Frosthaven, but things will never be the same anymore. (End of Frosthaven event tree, try conquering the world if you've reached this far!)

## A few months after anarchy fully engulfs those two countries, a bunch of new countries will appear in that area, with a 35% reduced population. Obviously there's "no chance" of them ever reuniting, they're "too far gone"... Just kidding.

## Westrinia stuff

2032westrin1_t = Caevetain victory
2032westrin1_o1 = Westrinia is ours!
2032westrin2_t = Gaelthen victory
2032westrin2_o1 = Westrinia is ours!
2032westrin3_t = Torannin victory
2032westrin3_o1 = Westrinia is ours!

## Thanari Liberation Front (06/2034)

2032tlf_t = Thanari Liberation Front
2032tlf_d = A group of insurgents calling themselves the Thanari Liberation Front have taken parts of south Thanar and the mountains and have begun a revolt against the legitimate government.
2032tlf_o1 = Destroy them!

## Erienwenn

2032eriw1_t = Erienwenn victory
2032eriw1_d = A dark sky looms over Westrinia...
2032eriw1_o1 = The last chapter
2032eriw2_t = Searwenn victory
2032eriw2_d = The specter of fascism is banished from one more place.
2032eriw2_o1 = Good news!
# Erienwenn goes *really* insane
2032eriw3_t = Invasion of Westrinia
2032eriw3_d = Our armies are prepared, it's time to strike at the heart of the republican rot to unite Westrinia again.
2032eriw3_o1 = Onwards!
# Defeated, as expected
2032eriw4_t = Collapse of Erienwenn
2032eriw4_d = Did the Snowlanders really think they could take on a country an order of magnitude bigger?
2032eriw4_o1 = What fools.
# Somehow Erienwenn wins
2032eriw5_t = The greatest victory
2032eriw5_d = They said we couldn't do it... now their heads are placed on a pike.
2032eriw5_o1 = Nothing will stop our glorious conquest!

## Avakhor Pact
2032avakhor_t = The Avakhor Pact
2032avakhor_d = In the past few years, the growing threat from the fascist countries has forced us to unite and work together as one. As of now, the Avakhor Pact, between Thanar, Augustia, Karmetaqa and Emerghar enters a state of existence!
2032avakhor_o1 = To a peaceful and free world!

## New Frosthaven Alliance
2032froal_t = The New Frosthaven Alliance
2032froal_d = For a brief period, we may have been able to ignore the threat fascists pose to our country. But that time is over, from now the socialist countries of Dacanium have all agreed to join the New Frosthaven Alliance.
2032froal_o1 = Death to fascism!

2032froal2_t = Elvon-Taigaskaya Pact
2032froal2_d = For the first time in over a century, the Elvonin and Taigaskayan nations fight together to liberate the rest of Dacanium from the capitalist infestation!
2032froal2_o1 = The Frosthaven revolution continues!

## Elvon-Emmestad Axis
2032emme_t = The Elvon-Emmestad Axis
2032emme_d = The day is glorious for the destruction of the communist menace and the "free" nations! Today, the Elvon-Emmestad Axis rises!
2032emme_o1 = A new future dawns!

2032nuclear_t = THERMONUCLEAR WAR
2032nuclear_d = I am become Death, the destroyer of worlds. - J. Robert Oppenheimer
2032nuclear_o1 = The last chapter of history comes to an end.
2032nuclear1_t = Life in the Wasteland
2032nuclear1_d = One year after the Third Great War ended in nuclear fire, the remnants of civilization continue on, desperately struggling to survive at every step. Some have already overcome these incredible challenges and are moving on to rebuilding what they can from the old world.
2032nuclear1_o1 = History will go on...

## End of the game (I created global events, I can do this now!!!)
2032end_t = End of the scenario
2032end_d = You have played to the year 2046, congratulations! There will be no more events, and no more territorial changes will happen for the rest of the game...
2032end_o1 = The game continues...

## End of the 3rd Great War ##
## Collapse of Nordriket
2050nordr1_t = Collapse of Nordriket
2050nordr1_d = Following the collapse of fellow members of the Elvon-Emmestad Axis - Elvon, New Tarcine and others, and the liberation of the Reichskommisariats, we are left alone, with nothing to support us. Our armies are too stretched to manage the vast expanses of territory in the east, and so we cannot stop those who dare to become free.
2050nordr1_o1 = This is the end for the Axis.

## Maedarian Sunrise (2086) ##
## What remains of Northern Dacanium
2086ravn1_t = 
2086ravn2_t = Out of Time, Out of Resources
2086ravn2_d = Since the 2050s, Ravenfield has been contending with ever-depleting resources, with most mines closing in the early 2060s. The Crestown iron and coal mines were the last to close in 2084, after a deep-level deposit was discovered that allowed them to run for another 20 years. Now, without anything to extract, and with the collapse of trade, the only sources of metals is scavenging vehicles and buildings, a large portion of which is used to maintain the fusion power plants. But they are facing another crisis...
2086ravn2_o1 = Continue introduction
2086ravn3_t = The Sun is dying, and we are the cause
2086ravn3_d = Through decades of conflict both within and outside Ravenfield, the fusion plants have kept running all the time. They are now running out of tritium and helium-3, crucial fuel for most types of fusion plants. With most tritium breeders out of service, and the Ravenfielder space program in ruins, neither can be produced at home, nor can they be traded for. Once they run out, Ravenfield will go dark forever, with all fossil fuel also depleted, and renewables being infeasible to produce in the current situation.
2086ravn3_o1 = Continue introduction
2086ravn4_t = Once they cut down the last tree...
2086ravn4_d = In 2061, the government of Ravenfield, in a desperate attempt to drive rebel forces out of the southern forests, deployed their flamethrower army. The fire destroyed half of all Ravenfielder forests, a fire that continues to sustain itself to this day. All farmland within the fire area has been destroyed, cutting Ravenfield's already small carrying capacity by half, and leading to a famine for which there is no escape.
#
2086ravn5_t = A miracle from the Moon
2086ravn5_d = The remains of the Ravenfielder state can treat themselves to a surprise from Lonos, the satellite of Dahanno. The volunteer astronauts have helped to restored the helium-3 mining operations, and fuel flows once again from the base to Dahanno, keeping the lights of Ravenfield on in a world going increasingly dark.
2086ravn5_o1 = The Ravenfielder suns will keep shining.
2086elvn1_t = 
2086elvn2_t = The Southern Wasteland
2086elvn2_d = In 2062, a retreating Oberkommando Tscherona army fired several thousand poison shells at Blauerwald's forces in Asidören. In the years following the event, almost all forests in southeastern Elvon have died, leaving a barren, totally depopulated wasteland, with toxic rain making any travel through it impossible. It will likely take centuries for the region to even become crossable, let alone permanently habitable.
2086elvn2_o1 = Continue introduction
2086elvn3_t = Raiders in the East
2086elvn3_d = The genocide commited by the Divine Kingdom of Tataron proved to be unsustainable, in late 2053 the Saviors of Elvon assasinated the entire royal family and incited a revolt in Tataron, leading to revenge killings of millions of Tataronis. The rebels then turned to the bordering countries, launching constant raids against everyone around them, a situation that continues right now.
2086elvn4_t = Poisoning of the Daelarsee
2086elvn4_d = The introduction of new and powerful chemical weapons during the 2050s and early 2060s led to ever deadlier and more agonizing wars, leaving nearly every lake and river, including the major Daelar Lake, the largest freshwater body in the world, lethal to drink even in small doses, and even the less polluted water bodies cause terrible fetal mutations. Less than 1 in 10 children are born without severe genetic defects, this proportion only dropping as pollution seeps into the last remaining drinkable water sources.
## Dominion of Elvon
2086domelv1_t = The Northern Frontier
2086domelv1_d = The Dominion of Elvon is the northernmnost dominion of the Maedarian State, and also the weakest economically due to the devastation of the Third Great War, resource depletion and the gradual poisoning of the Daelar Lake. Yet, millions of Elvonin people who have not yet been deported to other dominions or the Rekovan state still search for new deposits, despite the elite knowing fully that there is nothing useful left to mine, solely as arbitrary punishment for the amusement of cruel governors.
2086domelv2_t = The Great Barricade
2086domelv2_d = Immediately after the conquest of western Elvon in 2075, the Maedarian state began construction of an immense series of fortifications to protect from raider attacks. Over 1,000 km long, with over 4,000 towers, 11,000 cannons, enormous laser and plasma defense systems, and over 1,000,000 soldiers stationed, the Great Barricade's construction continues today, several thousand forced laborers dying each month to complete it at any cost.
2086domelv2_o1 = Continue introduction
2086domelv3_t = Forced civilian displacement
2086domelv3_d = The increasingly poisoned water bodies of Elvon have created a great excuse for the Maedarian military to begin massive displacement of Elvonin civilians, usually to be sent to other dominions to be enslaved for various cruel experiments or forced labor. By 2086, more than 10 million Elvonin have been displaced, with another 15 million to be "relocated" by 2093.
2086domelv3_o1 = Continue introduction
2086domelv4_t = The Elvonin Stasi
2086domelv4_d = For those who remain in the dominion's territory, another worry comes at them - the Elvonin Staatssicherheitsdienst, originally created by the Third Elvonin Republic in the 1970s and expanded through the 20th and early 21st century, where it passed on to the victorious West Elvonin Government. Under the new Elvonin Reich, the Stasi turned from a simple internal security service to one of the most oppressive surveillance regimes, rivaling even the Eyes currently active in Rekov. The Stasi remains active in 2086, in a new, even worse form.
## Even the core of the Maedarian empire isn't at all sunshine and rainbows
2086rekov1_t = Core of the Machine
2086rekov1_d = Rekov is the capital state of Maedaria, as well as its richest and most powerful. Rekov is the place from where all government activities are performed, all politicians live in, most advanced production happens, and the workloads are lowest, at least for ancestral citizens of the region. Fueled by massive voluntary and forced migration, and a renewed baby boom, Rekov's population exceeds 200 million, around half of that being low-paid laborers and slaves. Kept in place only by an oppressive government, how long will it be before the glut of working class and the growing consciousness across all classes begins tearing Maedaria apart?
2086rekov1_o1 = Continue introduction
2086rekov2_t = Big Brother is watching you...
2086rekov2_d = The continued growth of Maedaria in a world tending towards disorder meant ever more oppressive surveillance measures to suppress dissent, eventually leading to the creation of "superintelligent" Eyes in 2078 to watch over every citizen in the empire. Its effects are felt most in the core, where a surveillance camera is present on every street corner, even in rural areas, watching every activity. The dominions have so far avoided the full brunt, their surveillance states being "merely" authoritarian, but it won't be long before the Eyes come to their lands too.
2086rekov2_o1 = Continue introduction
2086rekov3_t = The Jewel of Dahanno
2086rekov3_d = The Crystal Spire is the tallest building in Maedaria at over 2 km tall, with over 350 stories and room for 50,000 people, it is promoted endlessly in dominion propaganda as the dream of every citizen to live in. There is only one problem: the average Maedarian cannot even enter it without special permission, let alone live there, as it is also the home of the Rekovan intelligence services, high military command and important government personnel, and it is common knowledge that anyone chasing the dream is delusional. But those who have visited its observation tower describe the view as unique and spectacular...
2086rekov3_o1 = Continue introduction
2086rekov4_t = Per astra ad aspera
2086rekov4_d = The title above is quite literal, the Maedarian state has massive ambitions, including going to other star systems to spread the empire further. This aspiration comes at the cost of hundreds of thousands of workers, most of them forced from the dominions to work in the horrible conditions of Rekovan mines or unregulated manufacturing facilities. Once the ships start flying, even more will be killed in experiments to find suitable colony locations, but all this is considered a small price to pay for a long-lasting Maedaria.
2086rekov4_o1 = Continue introduction
2086rekov5_t = The Northern Rebellion
2086rekov5_d = The oppressive conditions in Maedaria's northern dominions have become too much even for the hardy Elvonin people, who have begun passively, and even actively resisting the Maedarian occupation. Some are arming themselves with homemade weapons, made with the tools used to bring Maedarian elites their unearned wealth. Such resistance hasn't gone unnoticed, and government agents have already destroyed several cells, and split communications between the remaining ones. Only time will tell if the rebellion is crushed before it can start, or if this is just a minor setback in the quest for Elvonin liberation.
2086rekov5_o1 = Begin the game!
# 03/2086
2086rekov6_t = 30th Anniversary of the Founding of Maedaria
2086rekov6_d = On 13 March 2056, the Rekovan Liberation Government declared the founding of the Maedarian State after the last Aymoran strongholds were defeated, and the Dominion of Aymora formed. Today marks the 30th anniversary of that major event, but this time, the unveiling of just some of the more minor atrocities have soured public opinion of the entire state. For the first time ever, the Eyes were used to subdue a potentially million-strong protest wave, with almost 100,000 police officers and robotic vehicles, with the help of the Eyes scattering the few protests that had managed to form.
2086rekov6_o1 = The Eyes Watch You...
# 07/2086
2086rekov7_t = State of the Capital
2086rekov7_d = Rekov is the most populous city in Maedaria, with 67,000,000 residents in 2086, and every sort of industry allowed by Maedarian law. However, unregulated city growth is resulting in highly polluting factories being built next to parks and residential buildings, damaging the health of Rekov's citizens. In addition, the overbuilding of residential buildings, resulting in as many empty houses as there are occupied ones, causes massive unneeded expenses to maintain them.
2086rekov7_o1 = I'm sure we can cover that up...
# 05/2092
2086rekov1x_t = 
# 02/2093
2086rekov1y_t = To Travel Beyond
2086rekov1y_d = 10 February 2093 was the day the Nevanus, the world's first FTL spacecraft, built on the 100,000 slaves killed in its construction, took off from the Ilar Ghenira Spaceport to begin its 17 ly journey to the closest habitable planet, named Ahladar. The journey is expected to take 3 months to Ahladar, followed by 1 year of exploration, settlement and preparation for full colonization, then another 3 months to return. Yet as Maedaria becomes less and less stable with many officers preparing a coup and civil war, will the Nevanus be welcomed with the same jubilant mood when it returns?
# 01/2094
2086rekov1z_t = Civil War in Rekov!
2086rekov1z_d = The worst fears have been realized: the region of Rekov is in civil war between two, almost equal evils - the incumbent government, seeking to continue on its current path, and the True Maedarians, seeking to "clear out" the dominions of non-Maedarians (i.e. all-out genocide). Some dominions are considering a declaration of independence from the increasingly unstable Maedarian State, no matter how illegal that may be.
# 08/2094
2086rekov20_t = Dominion of Elvon Declares Independence!
2086rekov20_d = 
## Qar'aan, the last stronghold of freedom
2086qara1_t = Qar'aan, the stronghold of freedom
2086qara1_d = The Caranese Socialist Republic survived the period of the Third Great War largely unscathed, even managing to expand its alliance to most of Caranetia and Zavar in the late 2040s and early 2050s. The rapid changes in the decades since have shattered the alliance, leaving its former members all alone again.
2086qara2_t = The Neo-Marxist Manifesto
2086qara2_d = While many of Dahanno's socialist states have abandoned nearly all of their principles and turned to all-out totalitarianism to survive in a hostile world, Qar'aan sticks tightly to revolutionary ideals, continuing to follow Marxist-Leninist ideology to the last moment. This stubborn path has served Qar'aan well so far, but how long will it serve as even the ecosystem begins dying under catastrophic climate change and the effects of WMDs used to fight for Dahanno's limited resources?
## New Yernsania
2086yern1_t = New home in the North
2086yern1_d = In 401 CE, the last people of Yernsania who did not flee south faced a deep frost that would never end, even in the height of summer. The millions of undead proved unstoppable, and the entire city was destroyed with its people, leaving an enormous mystery as to what happened. But now, the disruption in climate has ironically made Yernsania habitable again - far from a icebound wasteland, it is now a temperate, if still cold place, and its bountiful resources create a new opportunity for those forced themselves to flee from catastrophic climate change.

## Invasion out of Time (1782) ##
invasion1_t = Invasion out of Time
invasion1_d = A dark shadow looms over Dacanium. Mysterious people have arrived on our shores, carrying weapons that break through the mightiest fortresses in mere hours, wearing armor that resists even direct cannon shots, and flying in carriages faster than the fastest dragons, powered by unseen magic far beyond our comprehension. Ravenfield's army has fallen in mere days, and other countries don't have long either.
invasion1_o1 = May the Twelve give us power...
invasionplan1_t = Strange Visitors on our Borders
invasionplan1_d = People from the northwest have arrived in Tonarium to tell us of a force that is destroying everything in sight, with powers so great and elusive that they are more comparable to the mythical empires of the deep past than anything seen today. Ravenfield has fallen, and New Tarcine and Kansaria are likely to fall soon. The Planum's high command has ordered all remaining forces to fortify the northwestern regions, but even this may not be enough.
invasionplan1_o1 = All forces to the border!
invasionelvon1_t = The Dark Wave
invasionelvon1_d = The Kingdom of Elvon is alarmed by reports of an unknown, technologically advanced force that has destroyed Ravenfield and overrun northwestern Dacanium. The few survivors of this untold devastation say that this force is mainly targeting resource deposits, extracting them with little regard for collateral damage. The operation has killed millions and obliterated nearly every city in northwestern Dacanium, and many believe that this is only the beginning of something much worse.
invasionelvon1_o1 = The end is near...
invasionelvon2_t = Final Act of Consolidation
invasionelvon2_d = In the wake of the arrival of mysterious, highly advanced invaders that have destroyed Ravenfield and much of western Dacanium, the Imperial Diet of the Empire of Dacanium has voted unanimously to dissolve itself and integrate all members of the Empire into the Kingdom of Elvon.
ilvasionelvon2_o1 = There is no time for division!
invasionaugu1_t = Firebirds in the Sky
invasionaugu1_d = Unknown forces have landed in Dacanium, and the presence of their flying carriages that many call firebirds are a frightening sight in the normally quiet Augustian skies. No city in Karmetaqa has been left untouched by their bombs and rockets, and nothing in our arsenal can hope to even do damage to them. Augustia is not yet a target for these forces... but it soon may be.
invasionaugu1_o1 = When will they stop?
invasionyaan1_t = Call of Sayenna
invasionyaan1_d = The Yaantheni psychics, silent for so long, have spoken - a great wave of invaders, wielding weapons of dark magic has landed far in the west, sparing no man or elf in their quest to lay waste to all land for resources. No army in the world can stand against them... except ours. We are ready, and we will blast them into the Western Sea no matter the cost. Velyatha has come, and our high god Sayenna guides us to victory.
invasionyaan1_o1 = Only one will survive the apocalypse!
invasionyaan2_t = End of the Apocalypse
invasionyaan2_d = The invaders have been driven out, and the final battle for the world's fate has been won.
invasionyaan2_o1 = Velyatha is over.

## Other Scenarios ##

## State Wars (year 1601)
##statewars = State Wars (not canon)

## Region Wars (year 2077)
##regionwars = Region Wars (not canon)

## Superregion Wars (year 2031)
superregion = Superregion Wars (not canon)

## Subcontinent Wars (year 2078)
sconwars = Subcontinent Wars (not canon)

## Continent Wars (year 2079)
contwars = Continent Wars (not canon)

## Scenario names
moderndistrict = Modern World (district-level)
moderncountry = Modern World (country-level)
mythic = Mythic Dynasties
regionwars = Region Wars (not canon)
turbanrevolt = The Turban Rebellions
acwworld = 2nd Asaka Civil War (whole world, no wars yet)
acwnowars = 2nd Asaka Civil War (Asakahima only, no wars)
acw = 2nd Asaka Civil War (Asakahima only)
world1476 = Eastern Rekoviad
wintercoming = Winter is Coming
eastwest = Between East and West
newage = The New Age
humiliationcentury = Century of Humiliation
shazua = Shattering of the Flower (not canon)
oldmillen = Turn of the Old Millennium
darkage = Age of Darkness

## Full-map
dawnofciv = Dawn of Civilization
3000bce = Age of Legends
2000bce = Middle Bronze Age
1200bce = Late Bronze Age
600bce = Old Caranese Period
375bce = Dawn of the Augustian Era
268bce = Rise of the Augustian Empire
189bce = First Qah'sanni Unification
113bce = Third Enaaren War
commonera = Great Caranese Rebellion
augustiancrisis = Augustian Succession War
common474 = Decline of Augustian Empire
520ce = Reign of Chaos
darkage = Age of Darkness
702ce = Founding of the Neo-Augustian Empire
815ce = Height of the New Qahanar
879ce = Nordian Invasions
942ce = Sack of Tonarium
1000ce = Turn of the New Millennium
1161ce = Treaty of Blauerwald
1275ce = Storms of the East
1340ce = Forty Years' War
1404ce = Caranese Sea Conflicts
1476ce = Gunpowder Era
1555ce = Whitehaven Wars
1618ce = Battle of the Seven Rivers
1680ce = War of Final Unification
1740ce = Age of Colonization
1791ce = The Great Revolution
1836ce = Industrial Age
1903ce = The Dacanian Powder Keg
firstgreat = First Great War (WIP)
1985ce = Frosthaven Crisis
2021ce = Modern World
2032ce = Third Great War
2050ce = End of the Third Great War
2050alt = Neue Elvonin Ordnung (not canon)
2086ce = Sunrise Maedaria
veunorian = Veunorian Dawn (not canon)
world2018 = The New Century (not canon)
futureinvasion = Invasion out of Time (not canon)
ethnic = Modern Ethnic Groups (not canon)
## Regional
xapal = Xapaloto Expedition (regional)
dachainn = Augustian conquest of Dachain (regional)
haels = Haelsanian Wars (regional)
elvonn = Augustian conquest of Elvon (regional)
augcivil = Augustian Succession War (regional)
charlotian = Charlotian Campaign (regional)
frostcivil = Frosthaven Civil War (regional)
rekovv = Rekovan conquests of Maedaria (regional)
ravenn = War of the Raven Flower (regional)
carunif = Caranese Unification Wars (regional)
raakareun = Reconquest of Raaka (regional)
mahaarebel = Mahaarim Rebellion (regional)

## Terrains
goldcity = Mythical City
rainf = Temperate Rainforest
glacier = Glacier
fjord = Fjord

## Bonuses
sternkrieg = Projekt Sternkrieg

Hrantask = Hrantask
CRavenfield = Central Ravenfield
Rekov = Rekov
Aymora = Aymora
Kansaria = Kansaria
Azuria = Azuria
Belhar = Belhar
DeNarie = De Narie
Thanar = Thanar
PearlCoast = Karmetaqa
NewTarcine = New Tarcine
Belemia = Belemia
Versenia = Versenia
WElvon = West Elvon
EElvon = East Elvon
SRavenfield = South Ravenfield
NRavenfield = North Ravenfield
Dovenan = Dovenan
NEithona = North Eithona
SEithona = South Eithona
WNordia = West Nordia
SNordia = East Nordia
Hylthork = Hylthork
WEmergonia = West Emergonia
EEmergonia = East Emergonia
NEmergonia = North Emergonia
Tataron = Tataron
Evorburg = Evorburg
Chernograd = Chernograd
Taigaskaya = Taigaskaya
NFrosthaven = North Frosthaven
Krasnadolina = Krasnadolina
Emiron = Emiron
Ghathi = Ghathi
Ralijitia = Ralijitia
DovranPass = Dovran Pass
Holmtaer = Holmtaer
Vantor = Vantor
Etanak = Etanak
Erisko = Erisko
Khayr = Khayr
Perlicia = Perlicia
Morvania = Morvania
CoralIslands = Coral Islands
Arlahan = Arlahan
Koredana = Koredana
KanLova = Kan-Lova
Yeven = Yeven
Larrak = Larrak
Elira = Elira
Taneraw = Taneraw
Balan = Balan
NSeijeren = Seijeren
SSeijeren = Kallava
Tharetaal = Tharetaal
Sanadansk = Sanadansk
SQaraan = South Qar'aan
WQaraan = West Qar'aan
EQaraan = East Qar'aan
NQaraan = North Qar'aan
Zavari = Zavar
GreatWaste = Great Waste
Karzan = Karzan
Shayyan = Shay'yan
Siyyar = Siyyar
Wuzhou = Wuzhou
Erzhanliu = Erzhanliu
Weizhou = Weizhou
Naycheong = Naycheong
Qinhan = Qinhan
Zhongguo = Zhongguo
Nanhao = Nanhao
Tabohi = Tabohi Desert
Tianshan = Tianshan
Chenhai = Chenhai
WDawia = West Dawia
EDawia = East Dawia
Sarchen = Sarcehen
NYaathen = North Yaanthenia
SYaathen = South Yaanthenia
Snowland = Erienwenn
Yaathenia = Yaanthenia
DaraRaj = Sri Dara
MardiRaj = Sri Mardi
NMahaar = Yaelmahaar
SMahaar = Venmahaar
Kwoltar = Otenel
Addhyr = Yamtaiki
WGheara = North Gheara
EGheara = South Gheara
RaakaLand = North Raaka
RaakaCoast = South Raaka
WKemawan = Kasihan
EKemawan = Vanyunan
KhorLana = Khor Lana
FarNorth = Far North
Qahsann = Qah'sanni
Vylgun = Vylgoun
Atavin = Attavin
Ararkha = A'rarkha
Qerdara = Qerhdara
Colatania = Colatania
WAsakahima = West Asakahima
EAsakahima = East Asakahima
NAustralis = Izivar
SAustralis = Incognia

Draconisl = Draconian Isles
GreaterElvon = Greater Elvon