Pl stringtable.txt
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This is the FreeOrion Polish translation file. It is currently work-in-progress, but you can try to use it within the game.
If you add something to the translation feel free to insert your name into the credits at the begining.
Under is alternative version string file Pl_stringtable.txt for FreeOrion 0.3.9 (work-in-progress).
Polski #This is the Polish String Table file for FreeOrion #Translated by: Łukasz "Cyber Killer" Korpalski http://digital.dharkness.info #Drop a line to cyber_killer at jabster.pl (email or xmpp) if this file needs urgent updating or there are errors in the translation #Translated by: Wojciech "Feagorn" Moch (feagorn at gmail point com) #Translators note: this translation assumes that the player is not a complete idiot and can understand simple, game-related English acronyms eg: FPS. ################# # Common # ################# #Anyone can use these for basic buttons APPNAME FreeOrion BROWSE_BTN Przeglądaj... OK OK CANCEL Anuluj DONE Gotowe CLOSE Zamknij LOAD Załaduj SAVE Zapisz OPEN Otwórz OR lub AND i YES Tak NO Nie EMPIRE Imperium ALL Wszystko UNKNOWN_SYSTEM Nieznany system RENAME Zmień nazwę ENTER_NEW_NAME Wprowadź nową nazwę UNKNOWN_VALUE_SYMBOL ? ERROR BŁĄD CHAT_WHISPER szept # used to generate names for new fleets when they are created NEW_FLEET_NAME Nowa flota %1% NEW_FLEET_NAME_NO_NUMBER Nowa flota NOT_APPLICABLE N.D. BOMBER Bombowiec INTERCEPTOR Myśliwiec przechwytujący ########################## # Status Update Messages # ########################## NEW_GAME Generowanie wszechświata i graczy SI ... LOADING Ładowanie ... SERVER_WONT_START '''Nie można uruchomić serwera. Notka dla Linuksa: Aktualnie oczekuje się, aby plik wykonywalny serwera był katalogu roboczym gry. Jeśli FreeOrion był uruchomiony z innego katalogu niż ten, gdzie jest główny plik binarny, możliwe że będzie trzeba wyjść z gry i uruchomić ją z tamtej lokacji.''' SERVER_TIMEOUT Serwer nie odpowiada. SERVER_LOST Utracono połączenie z serwerem. SERVER_GAME_END Serwer przesłał wiadomość o zakończeniu gry. Pa pa. PLAYER_DISCONNECTED Gracz %1% utracił połączenie z serwerem. PLAYER_DEFEATED Zostałeś pokonany. EMPIRE_DEFEATED Imperium %1% już nie istnieje. UNKNOWN_EMPIRE Nieznane imperium LAST_OPPONENT_DEFEATED_VICTORY Twój ostatni przeciwnik został pokonany. Zwycięstwo! ###################################### # Command Line and OptionsDB Options # ###################################### COMMAND_LINE_USAGE Sposób użycia: COMMAND_LINE_DEFAULT Domyślne: OPTIONS_DB_HELP Wyświetl ten tekst pomocniczy. OPTIONS_DB_GENERATE_CONFIG_XML Używa wszystkich ustawień z obecnego pliku config.xml o ile taki istnieje oraz tych podanych z linii komend do wygenerowania nowego pliku config.xml . Ta operacja nadpisze obecny plik config.xml , jeśli istnieje. OPTIONS_DB_MUSIC_OFF Wyłącza muzykę w grze. OPTIONS_DB_BG_MUSIC Wybiera ścieżkę dźwiękową odtwarzaną w tle. OPTIONS_DB_FULLSCREEN Uruchamia grę na pełnym ekranie. OPTIONS_DB_UI_CHAT_HIDE_INTERVAL Po tym czasie, w sekundach, okno rozmowy w trybie wielu graczy zniknie jeśli nic nowego nie będzie napisane. Wartość 0 oznacza, że okno nigdy nie zniknie. OPTIONS_DB_UI_CHAT_EDIT_HISTORY Liczba wiadomości przechowywanych w oknie historii rozmowy. OPTIONS_DB_GALAXY_MAP_GAS Rysowanie substnacji gazowych wokół systemów planetarnych w celu nadania kształtu galktyce. W starszych systemach może spowolnić rysowanie. OPTIONS_DB_GALAXY_MAP_STARFIELDS Rysowanie pól gwiazd wokół systemów planetarnych. W starszych systemach może spowolnić rysowanie. OPTIONS_DB_GALAXY_MAP_SCALE_LINE Pokaż linię skali dla odległości wszechświata na mapie galaktyki. OPTIONS_DB_OPTIMIZED_SYSTEM_RENDERING Do rysowania systemów planetarnych na pamie galaktyki używa funkcji OpenGL 1.5. Na starszych kartach graficznych może powodować kłopoty. OPTIONS_DB_STARLANE_THICKNESS Określa szerokość (w pikselach) rysowanych szlaków gwiezdnych. OPTIONS_DB_RESOURCE_STARLANE_COLOURING Włącza i wyłącza oznaczanie szlaków gwiezdnych kolorem imperium, jeśli imperia mogą wymieniać się surowcami na tych trasach. OPTIONS_DB_UNOWNED_STARLANE_COLOUR Ustawia domyślny kolor dla renderowania szlaków gwiezdnych. OPTIONS_DB_FLEET_SUPPLY_LINES Włącza i wyłącza wyświetlanie linii zaopatrzenia floty za pomocą znaczników w kolorze imperium. OPTIONS_DB_FLEET_SUPPLY_LINE_WIDTH Określa szerokość rysowanych linni zaopatrzenia floty. OPTIONS_DB_FLEET_SUPPLY_LINE_DOT_SPACING Ustawia w jakiej odległości od siebie renderować punkty dla linii dostaw floty. OPTIONS_DB_FORCE_EXTERNAL_SERVER Zakazuje klientowi uruchamiania serwera, nawet w przypadku gry na komputrze lokalnym w trybie pojedynczego gracza. OPTIONS_DB_EXTERNAL_SERVER_ADDRESS Adres połączenia w trybie współpracy z serwerem zewnętrznym. Po wpisaniu tego adresu klient staje się menedżerem gry. OPTIONS_DB_UI_MAIN_MENU_X Pozycja centrum głównego menu na ekranie startowym, jako część całkowitej szerokości okna aplikacji. OPTIONS_DB_UI_MAIN_MENU_Y Pozycja centrum głównego menu na ekranie startowym, jako część całkowitej wysokości okna aplikacji. OPTIONS_DB_APP_WIDTH Ustawia poziomą rozdzielczość (szerokość) okna aplikacji. OPTIONS_DB_APP_HEIGHT Ustawia pionową rozdzielczość (wysokość) okna aplikacji. OPTIONS_DB_COLOR_DEPTH Ustawia głębię kolorów ekranu, w bitach na piksel. OPTIONS_DB_SHOW_FPS Przełącza wyświetlanie ilości klatek na sekundę (FPS). OPTIONS_DB_LIMIT_FPS Włącza i wyłącza ograniczenie liczby klatek na sekundę. Wartość ograniczenia ustala jest w opcji "Max FPS". OPTIONS_DB_MAX_FPS Ustala ograniczenie liczby klatek na sekundę. Ograniczenie to włączaje jest w opcji "Limit FPS". OPTIONS_DB_UI_SOUND_ENABLED Włącza i wyłącza dźwięki w interfejsie użytkownika. OPTIONS_DB_UI_SOUND_VOLUME Głośność (od 0 do 255) z jaką odtwarzane będą dźwięki w interfejsie użytkownika. OPTIONS_DB_UI_SOUND_BUTTON_ROLLOVER Dźwięk odtwarzany przy umieszczeniu wskaźnika myszy nad przyciskiem. OPTIONS_DB_UI_SOUND_BUTTON_CLICK Dźwięk odtwarzany przy kliknięciu przycisku. OPTIONS_DB_UI_SOUND_TURN_BUTTON_CLICK Dźwięk odtwarzany przy kliknięciu przycisku obrotowego. OPTIONS_DB_UI_SOUND_LIST_SELECT Dźwięk odtwarzany przy wybraniu elementu listy lub listy rozwijanej. OPTIONS_DB_UI_SOUND_ITEM_DROP Dźwięk odtwarzany przy upuszczaniu elementu na pole listy. OPTIONS_DB_UI_SOUND_LIST_PULLDOWN Dźwięk odtwarzany przy rozwijaniu listy rozwijanej. OPTIONS_DB_UI_SOUND_TEXT_TYPING Dźwięk odtwarzany przy wpisywaniu tekstu przez użytkownika. OPTIONS_DB_UI_SOUND_WINDOW_MAXIMIZE Dźwięk odtwarzany przy minimalizowaniu okna. OPTIONS_DB_UI_SOUND_WINDOW_MINIMIZE Dźwięk odtwarzany przy maksymalizowaniu okna. OPTIONS_DB_UI_SOUND_WINDOW_CLOSE Dźwięk odtwarzany przy zamykaniu okna. OPTIONS_DB_UI_SOUND_ALERT Dźwięk odtwarzany przy wystąpieniu błędu lub nieprawidłowej operacji. OPTIONS_DB_UI_SOUND_PLANET_BUTTON_CLICK Dźwięk odtwarzany przy kliknięciu przycisku planety. OPTIONS_DB_UI_SOUND_FLEET_BUTTON_ROLLOVER Dźwięk odtwarzany przy umieszczaniu wskaźnika myszy nad przyciskiem floty. OPTIONS_DB_UI_SOUND_FLEET_BUTTON_CLICK Dźwięk odtwarzany przy kliknięciu przycisku floty. OPTIONS_DB_UI_SOUND_SYSTEM_ICON_ROLLOVER Dźwięk odtwarzany przy umieszczeniu wskaźnika myszy nad ikoną systemową. OPTIONS_DB_UI_SOUND_SIDEPANEL_OPEN Dźwięk odtwarzany przy otwieraniu systemowego panela bocznego. OPTIONS_DB_UI_SOUND_FARMING_FOCUS Dźwięk odtwarzany przy kliknięciu przycisku rolnictwa. OPTIONS_DB_UI_SOUND_INDUSTRY_FOCUS Dźwięk odtwarzany przy kliknięciu przycisku przemysłu. OPTIONS_DB_UI_SOUND_RESEARCH_FOCUS Dźwięk odtwarzany przy kliknięciu przycisku nauki. OPTIONS_DB_UI_SOUND_MINING_FOCUS Dźwięk odtwarzany przy kliknięciu przycisku wydobycia. OPTIONS_DB_UI_SOUND_TRADE_FOCUS Dźwięk odtwarzany przy kliknięciu przycisku handlu. OPTIONS_DB_UI_SOUND_BALANCED_FOCUS Dźwięk odtwarzany przy kliknięciu przycisku zrównoważenia. OPTIONS_DB_UI_FONT Ustala plik czcionki. OPTIONS_DB_UI_FONT_BOLD Ustala plik pogrubionej czcionki. OPTIONS_DB_UI_FONT_ITALIC Ustala plik pochylonej czcionki. OPTIONS_DB_UI_FONT_BOLD_ITALIC Ustala plik pogrubionej i pochylonej czcionki. OPTIONS_DB_UI_FONT_SIZE Ustala wielkość czcionki. OPTIONS_DB_UI_TITLE_FONT Ustala plik czcionki nagłówków. OPTIONS_DB_UI_TITLE_FONT_SIZE Ustala wielkość czcionki nagłówków. OPTIONS_DB_UI_WND_COLOR Ustala kolor okien. OPTIONS_DB_UI_TEXT_COLOR Ustala kolor tekstu. OPTIONS_DB_UI_CTRL_COLOR Ustala kolor kontrolek. OPTIONS_DB_UI_CTRL_BORDER_COLOR Ustala kolor obramowania kontrolek. OPTIONS_DB_UI_BUTTON_COLOR Ustala kolor przycisków. OPTIONS_DB_UI_STATE_BUTTON_COLOR Ustala kolor przycisków stanu. OPTIONS_DB_UI_SCROLL_TAB_COLOR Ustala kolor kart przewijania. OPTIONS_DB_UI_DROPDOWNLIST_INTERIOR_COLOR Ustala kolor wnętrza list rozwijanych. OPTIONS_DB_UI_DROPDOWNLIST_ARROW_COLOR Ustala kolor strzałek w listach rozwijanych. OPTIONS_DB_UI_EDIT_HILITE Ustala kolor wyróżnienia w kontrolkach edycyjnych. OPTIONS_DB_UI_EDIT_INTERIOR Ustala kolor wnętrza kontrolek edycyjnych. OPTIONS_DB_UI_MULTIEDIT_INTERIOR Ustala kolor wnętrza wielowierszowych kontrolek edycyjnych. OPTIONS_DB_UI_STAT_INCREASE_COLOR Ustala kolor podniesionych statystyk. OPTIONS_DB_UI_STAT_DECREASE_COLOR Ustala kolor zmniejszonych statystyk. OPTIONS_DB_UI_SIDEPANEL_COLOR Ustala kolor panelu bocznego. OPTIONS_DB_UI_WND_OUTER_BORDER_COLOR Ustala kolor zewnętrznego obramowania. OPTIONS_DB_UI_WND_BORDER_COLOR Ustala kolor obramowania. OPTIONS_DB_UI_WND_INNER_BORDER_COLOR Ustala kolor wewnętrznego obramowania. OPTIONS_DB_UI_KNOWN_TECH Ustala kolor znanych technologii w drzewie technologii. OPTIONS_DB_UI_KNOWN_TECH_BORDER Ustala kolor tekstu i obramowania znanych technologii w drzewie technologii. OPTIONS_DB_UI_RESEARCHABLE_TECH Ustala kolor dostępnych technologii w drzewie technologii. OPTIONS_DB_UI_RESEARCHABLE_TECH_BORDER Ustala kolor tekstu i obramowania dostępnych technologii w drzewie technologii. OPTIONS_DB_UI_UNRESEARCHABLE_TECH Ustala kolor niedostępnych technologii w drzewie technologii. OPTIONS_DB_UI_UNRESEARCHABLE_TECH_BORDER Ustala kolor tekstu i obramowania niedostępnych technologii w drzewie technologii. OPTIONS_DB_UI_TECH_PROGRESS_BACKGROUND Ustala kolor tła pasków postępu w drzewie technologii. OPTIONS_DB_UI_TECH_PROGRESS Ustala kolor pasków postępu w drzewie technologii. OPTIONS_DB_UI_SCROLL_WIDTH Ustala szerokość przewijania interfejsu użytkownika. OPTIONS_DB_UI_SYSTEM_ICON_SIZE Ustala wielkość ikon systemów planetarnych. OPTIONS_DB_UI_FLEET_BUTTON_SIZE Ustala wielkość przycisków flot (względem wielkości ikon systemów planetarnych). OPTIONS_DB_UI_SYSTEM_FOG_SPACING Ustala odstęp (w pikselach) pomiędzy liniami mgły wojny. #orig: Sets spacing (in pixels) between fog of war scanlines. #Może ktoś da lepsze tłumaczenie. OPTIONS_DB_UI_SYSTEM_CIRCLES Przełącza czy rysować okręgi na około systemów. OPTIONS_DB_UI_SYSTEM_CIRCLE_SIZE Ustala rozmiar okręgów na około systemów na mapie, relatywnie do wielkości ikony systemu. OPTIONS_DB_UI_SYSTEM_NAME_UNOWNED_COLOR Ustala kolor nazw nieznanych systemów na mapie galaktyki. OPTIONS_DB_UI_MEDIUM_FLEET_BUTTON_MIN_ZOOM Ustala minimalne przybliżenie, przy którym średnie ikony flot są pokazywane na mapie galaktyki. OPTIONS_DB_UI_SMALL_FLEET_BUTTON_MIN_ZOOM Ustala minimalne przybliżenie, przy którym małe ikony flot są pokazywane na mapie galaktyki. OPTIONS_DB_UI_TINY_FLEET_BUTTON_MIN_ZOOM Ustala minimalne przybliżenie, przy którym maleńkie ikony flot są pokazywane na mapie galaktyki. Przy mniejszych przybliżeniach na mapie nie są pokazywane żadne ikony flot. OPTIONS_DB_UI_FLEET_SELECTION_INDICATOR_SIZE Ustala wielkość znacznika zaznaczenia floty (względem wielkości ikony floty). OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_SIZE Ustala wielkość znacznika zaznaczenia systemu planetarnego (względem wielkości ikon systemów planetarnych). OPTIONS_DB_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD Ustala wielkość ikony systemu planteranego, poniżej której będzie wyświetlana specjalna maleńka ikona stałej wielkości. OPTIONS_DB_UI_TOOLTIP_DELAY Ustala czas opóźnienia wyświetlania podpowiedzi interfejsu użytkownika, w ms. OPTIONS_DB_UI_MULTIPLE_FLEET_WINDOWS Jeśli prawdziwe, to klikanie na wielu przyciskach flot będzie otwierać wiele okien flot w tym samym czasie. W przeciwnym wypadku otwarcie nowego okna floty zamknie jakiekolwiek wcześniej otwarte okno floty. OPTIONS_DB_UI_FLEET_AUTOSELECT Autowybranie najwyższej floty, kiedy okno floty jest otwierane. Rozważ użycie tej flagi jeśli używasz UI.multiple-fleet-windows. OPTIONS_DB_UI_WINDOW_QUICKCLOSE Zamknij otwarte okna, takie jak okna floty i boczny panel podglądu systemu, kiedy klikniesz prawym przyciskiem myszy na głownej mapie. OPTIONS_DB_UI_SIDEPANEL_WIDTH Ustala rozmiar panelu bocznego systemu gwiezdnego. OPTIONS_DB_UI_SIDEPANEL_PLANET_MAX_DIAMETER Ustala rozmiar największych renderowanych, obracających się planet w panelu bocznym. OPTIONS_DB_UI_SIDEPANEL_PLANET_MIN_DIAMETER Ustala rozmiar najmniejszych renderowanych, obracających się planet w panelu bocznym. OPTIONS_DB_GAMESETUP_STARS Ilość gwiazd w galaktyce do wygenerowania. OPTIONS_DB_GAMESETUP_GALAXY_SHAPE Kształt galaktyki do wygenerowania. OPTIONS_DB_GAMESETUP_GALAXY_AGE Wiek galaktyki do wygenerowania. OPTIONS_DB_GAMESETUP_PLANET_DENSITY Ilość planet w każdym systemie w galaktyce do wygenerowania. OPTIONS_DB_GAMESETUP_STARLANE_FREQUENCY Ilość szlaków gwiezdnych w galaktyce do wygenerowania. OPTIONS_DB_GAMESETUP_SPECIALS_FREQUENCY Częstotliwość pojawiania się elementów specjalnych w galaktyce do wygenerowania. OPTIONS_DB_GAMESETUP_EMPIRE_NAME Nazwa dla Twojego imperium w grze. OPTIONS_DB_GAMESETUP_EMPIRE_COLOR Kolor Twojego imperium w grze. OPTIONS_DB_GAMESETUP_NUM_AI_PLAYERS Ilość przeciwników SI w grze. OPTIONS_DB_UI_TECH_LAYOUT_HORZ_SPACING Poziomy odstęp pomiędzy technologiami na ekranie technologii, wyrażony w wielokrotności szerokości jednej teorii technologicznej. #The horizontal spacing to be placed between techs in the tech screen, in multiples of the width of a single theory tech. #Poprawić OPTIONS_DB_UI_TECH_LAYOUT_VERT_SPACING Pionowy odstęp pomiędzy technologiami na ekranie technologii, wyrażony w wielokrotności wysokosci jednej teorii technologicznej. #The vertical spacing to be placed between techs in the tech screen, in multiples of the height of a single theory tech. #Poprawić OPTIONS_DB_SAVE_DIR Katalog, w którym są przechowywane zapisane gry, i z którego są ładowane. Ścieżki katalogów są relatywne do lokalizacji pliku wykonywalnego gry. OPTIONS_DB_SETTINGS_DIR Ustala główny katalog dla zasobów gry (ustawienia i pliki danych). OPTIONS_DB_LOG_LEVEL Ustala, którego poziomu lub wyższego wiadomości będą logowane (poziomy w kolejności od najbardziej rozwlekłego: DEBUG, INFO, NOTICE, WARN, ERROR, CRIT, ALERT, FATAL, EMERG). #Sets the level at or above which log messages will be output (levels in order of decreasing verbosity: DEBUG, INFO, NOTICE, WARN, ERROR, CRIT, ALERT, FATAL, EMERG) #Poprawić OPTIONS_DB_STRINGTABLE_FILENAME Ustala nazwę pliku językowego. OPTIONS_DB_AUTOSAVE_SINGLE_PLAYER Jeśli włączone, gra będzie automatycznie zapisywana podczas gry jednoosobowej. OPTIONS_DB_AUTOSAVE_MULTIPLAYER Jeśli włączone, gra będzie automatycznie zapisywana podczas gry wieloosobowej. OPTIONS_DB_AUTOSAVE_TURNS Ustala ilość tur, które powinny minąć pomiędzy autozapisami gry. OPTIONS_DB_AUTOSAVE_SAVES Ustala ilość autozapisanych gier, które mają być zachowane, OPTIONS_DB_MUSIC_VOLUME Głośność odtwarzania muzyki (0 do 255). OPTIONS_DB_COMBAT_ENABLE_GLOW Przełącza efekty poświaty. OPTIONS_DB_COMBAT_ENABLE_SKYBOX Przełącza obraz nieba w tle. OPTIONS_DB_COMBAT_ENABLE_LENS_FLARE Przełacza efekty blasku soczewki. #Toggles lens flares on and off. OPTIONS_DB_COMBAT_FILLED_SELECTION Używa wypełnionego efektu, w przeciwieństwie do efektu obramowania, na zaznaczonych obiektach. ################# # File Dialog # ################# FILE_DLG_FILES Plik(i): FILE_DLG_FILE_TYPES Typ(y): FILE_DLG_MALFORMED_FILENAME Nieprawidłowa nazwa pliku. FILE_DLG_OVERWRITE_PROMPT '''%1% już istnieje. Nadpisać?''' FILE_DLG_INVALID_FILENAME '''"%1%" nie jest prawidłową nazwą pliku.''' FILE_DLG_FILENAME_IS_A_DIRECTORY '''"%1%" jest katalogiem.''' FILE_DLG_FILE_DOES_NOT_EXIST '''Plik "%1%" nie istnieje.''' FILE_DLG_DEVICE_IS_NOT_READY Urządzenie nie jest gotowe. ######################### # Okno dialogowe Kolor # ######################### COLOR_DLG_NEW Nowy COLOR_DLG_OLD Stary COLOR_DLG_RED R: COLOR_DLG_GREEN G: COLOR_DLG_BLUE B: COLOR_DLG_HUE H: COLOR_DLG_SATURATION S: COLOR_DLG_VALUE V: COLOR_DLG_ALPHA A: ################ # Intro Screen # ################ #Window title#### INTRO_WINDOW_TITLE FreeOrion - Menu główne #Button names#### INTRO_BTN_SINGLE_PLAYER Pojedynczy gracz INTRO_BTN_QUICK_START Szybki start INTRO_BTN_MULTI_PLAYER Wielu graczy INTRO_BTN_LOAD_GAME Załaduj grę INTRO_BTN_OPTIONS Opcje INTRO_BTN_ABOUT O FreeOrion INTRO_BTN_CREDITS Twórcy INTRO_BTN_EXIT Wyjście #Komunikaty o błędach#### ERR_CONNECT_TIMED_OUT Przekroczono czas łączenia z serwerem. ERR_VERSION_MISMATCH Nie można połączyć się z serwerem, ponieważ klient używa innej wersji poniższych plików ustawień lub źródłowych: ########################## # Ekran ustawień serwera # ########################## #Nagłówek okna#### SCONNECT_WINDOW_TITLE Połączenie z serwerem #Etykiety statystyk#### LAN_GAME_LABEL Gra w sieci LAN: INTERNET_GAME_LABEL Gra w sieci Internet: PLAYER_NAME_LABEL Nazwa gracza #Nazwy przycisków#### HOST_GAME_BN Utwórz nową grę JOIN_GAME_BN Dołącz do gry REFRESH_LIST_BN Odśwież listę ######################## # Multiplayer Lobby # ######################## #Nagłówek okna#### MPLOBBY_WINDOW_TITLE Ustawienia trybu wielu graczy #Ciągi znaków MPLOBBY_HOST_ABORTED_GAME Gracz tworzący grę przerwał proces jej konfiguracji. #nazwy przycisków#### NEW_GAME_BN Nowa gra LOAD_GAME_BN Ładuj grę START_GAME_BN Uruchom grę MULTIPLAYER_GAME_START_CONDITIONS Wymagaj unikalnych nazw i kolorów imperiów ############################# # Ekran ustawień galaktyki # ############################# #Nagłówek okna#### GSETUP_WINDOW_TITLE Ustawienia galaktyki #Ciągi znaków GSETUP_GRAPHICS_FILES Pliki graficzne GSETUP_EMPIRE_NAME Nazwa imperium GSETUP_EMPIRE_COLOR Kolor imperium GSETUP_NUMBER_AIS Liczba graczy komputerowych #Etykiety list rozwijanych i pól wyboru#### GSETUP_STARS Liczba gwaizd GSETUP_SHAPE Kształt galaktyki GSETUP_AGE Wiek galaktyki GSETUP_STARLANE_FREQ Częstość szkalów gwiezdnych GSETUP_PLANET_DENSITY Gęstość występowania planet GSETUP_SPECIALS_FREQ Częstość występowania wyjątków GSETUP_2ARM Spiralna dwuramienna GSETUP_3ARM Spiralna trójramienna GSETUP_4ARM Spiralna czteroramienna GSETUP_CLUSTER Klaster GSETUP_ELLIPTICAL Eliptyczna GSETUP_IRREGULAR Nieregularna GSETUP_RING Pierścieniowa GSETUP_NONE Brak GSETUP_YOUNG Młoda GSETUP_MATURE Dojrzała GSETUP_ANCIENT Prastara GSETUP_FEW Niewiele GSETUP_SOME Trochę GSETUP_SEVERAL Kilka GSETUP_MANY Wiele GSETUP_VERY_MANY Bardzo dużo GSETUP_LOW Niska GSETUP_MEDIUM Średnia GSETUP_HIGH Duża GSETUP_RARE Rzadko GSETUP_UNCOMMON Nieczęsto GSETUP_COMMON Często #Komunikaty o błędach#### GSETUP_ERR_NOEXIST nie istnieje. ########################### # Ekran wyboru imperium # ########################### #Nagłówek okna#### ESELECT_WINDOW_TITLE Wybrór imperium #tekst statyczny#### ESELECT_EMPIRE_NAME Nazwa imperium: ########################### # Oknoa dialogowe O... # ########################### #Przycisk tekstu licencji#### LICENSE Licencja ABOUT_WINDOW_TITLE O FreeOrion CREDITS Podziękowania VISION Wizja FREEORION_VISION FreeOrion jest grą o otwartym kodzie źródłowym bazującą na grze Master of Orion. Jest to turowa gra strategiczna zbudowana w oparciu o klasyczny model '4X' zawierająca elementy rozwoju narodów podobne do znanych z gry Europa Universalis 2 oraz złożony mechanizm walki taktycznej. Przy modułowości projektu, model open-source pozwala na duży stopień personalizacji silnika gry i elementów historii przez społeczność. Ekipa FreeOriona ma na celu skonstruowanie żywego, oddychającego wszechświata w myśl modelu wielkiej kampanii. #note: za dużo "modeli" w tym tłumaczeniu - poprawić kiedyś, oryginał poniżej #FreeOrion, an open-source game based on Master of Orion, is a turn-based game of epic space strategy that builds on the classic '4X' model by incorporating the nation-building elements of games such as Europa Universalis 2 and a versatile tactical combat engine. While its modular, open-source design allows for a significant degree of customization of the game engine and the story elements by the community, the FreeOrion team is dedicated to the construction of a living, breathing universe in a 'grand campaign' model. ########################### # Game Menu # ########################### GAME_MENU_WINDOW_TITLE Menu GAME_MENU_SAVE Zapisz grę GAME_MENU_LOAD Wczytaj grę GAME_MENU_RESIGN Zrezygnuj GAME_MENU_SAVE_FILES Pliki zapisanych gier ########################### # Game Options # ########################### OPTIONS_TITLE Opcje ################################ translated up to here ################ przetłumaczone do tego miejsca ########################################### OPTIONS_AUTOSELECT_FLEET Auto-select first fleet OPTIONS_MULTIPLE_FLEET_WNDS Multiple fleet windows OPTIONS_QUICK_CLOSE_WNDS Quick-close windows OPTIONS_MISC_UI Miscellaneous UI Settings OPTIONS_SINGLEPLAYER Single player OPTIONS_MULTIPLAYER Mulitplayer OPTIONS_AUTOSAVE_TO_KEEP Autosaves to keep OPTIONS_AUTOSAVE_TURNS_BETWEEN Turns between autosaves OPTIONS_LANGUAGE Language file OPTIONS_FONTS Fonts OPTIONS_FONT_SIZES Fonts Sizes OPTIONS_FONT_TEXT Text OPTIONS_FONT_TITLE Window titles OPTIONS_TECH_SPACING Tech spacing OPTIONS_HORIZONTAL Horizontal OPTIONS_VERTICAL Vertical OPTIONS_TOOLTIP_DELAY Tooltip delay (ms) OPTIONS_VIDEO_MODE Video Mode (restart for changes to take effect) OPTIONS_VIDEO_MODE_LIST_DESCRIPTION Sets screen resolution and bits per pixel in one step; set this to "Custom" to set width, height, and bits per pixel individually. OPTIONS_VIDEO_MODE_LIST_CUSTOM_OPTION Custom OPTIONS_VIDEO_SETTINGS Video Settings OPTIONS_APP_WIDTH Width OPTIONS_APP_HEIGHT Height OPTIONS_COLOR_DEPTH Color bit-depth OPTIONS_FULLSCREEN Fullscreen OPTIONS_SHOW_FPS Show FPS OPTIONS_LIMIT_FPS Limit FPS OPTIONS_MAX_FPS Max FPS OPTIONS_CHAT Chat OPTIONS_CHAT_HISTORY Chat history OPTIONS_CHAT_HIDE Chat-hide delay OPTIONS_GALAXY_MAP Galaxy Map OPTIONS_SYSTEM_ICONS System Icons OPTIONS_OPTIMIZED_SYSTEM_RENDERING Optimized system rendering OPTIONS_UI_SYSTEM_ICON_SIZE System icon size OPTIONS_UI_SYSTEM_FOG System icon fog of war scanlines OPTIONS_UI_SYSTEM_FOG_SPACING Fog of war scanline spacing OPTIONS_UI_SYSTEM_CIRCLES System enclosing circles OPTIONS_UI_SYSTEM_CIRCLE_SIZE System circle relative size OPTIONS_UI_SYSTEM_SELECTION_INDICATOR_SIZE System selection indicator relative size OPTIONS_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD Tiny system icon size threshold OPTIONS_UI_SYSTEM_NAME_UNOWNED_COLOR Unowned systen name colour OPTIONS_FLEET_ICONS Fleet Icons OPTIONS_UI_TINY_FLEET_BUTTON_MIN_ZOOM Tiny fleet icon minimum zoom OPTIONS_UI_SMALL_FLEET_BUTTON_MIN_ZOOM Small fleet icon minimum zoom OPTIONS_UI_MEDIUM_FLEET_BUTTON_MIN_ZOOM Medium fleet icon minimum zoom OPTIONS_UI_FLEET_SELECTION_INDICATOR_SIZE Fleet selection indicator relative size OPTIONS_GALAXY_MAP_GENERAL General OPTIONS_GALAXY_MAP_GAS Galaxy map gas rendering OPTIONS_GALAXY_MAP_STARFIELDS Galaxy map starfields rendering OPTIONS_GALAXY_MAP_SCALE_LINE Galaxy distance scale line OPTIONS_STARLANES Starlanes OPTIONS_STARLANE_THICKNESS Starlane thickness OPTIONS_RESOURCE_STARLANE_COLOURING Resource starlane colouring OPTIONS_FLEET_SUPPLY_LINES Fleet supply lines OPTIONS_FLEET_SUPPLY_LINE_WIDTH Fleet supply line width OPTIONS_FLEET_SUPPLY_LINE_DOT_SPACING Fleet supply line dot spacing OPTIONS_UNOWNED_STARLANE_COLOUR Default starlane colour OPTIONS_MUSIC Music OPTIONS_UI_SOUNDS UI sounds OPTIONS_BACKGROUND_MUSIC Music OPTIONS_SOUNDS Sounds OPTIONS_SOUND_CLOSE Close window OPTIONS_SOUND_MINIMIZE Minimize window OPTIONS_SOUND_MAXIMIZE Maximize window OPTIONS_SOUND_CLICK Click OPTIONS_SOUND_ROLLOVER Rollover OPTIONS_SOUND_FLEET_CLICK Fleet Button Click OPTIONS_SOUND_FLEET_ROLLOVER Fleet Button Rollover OPTIONS_SOUND_SYSTEM_ROLLOVER System Icon Rollover OPTIONS_SOUND_WINDOW Window Sounds OPTIONS_SOUND_BUTTON Button Sounds OPTIONS_SOUND_FLEET Fleet Button Sounds OPTIONS_SOUND_ALERT Alert OPTIONS_SOUND_TYPING Typing OPTIONS_SOUND_TURN Turn button click OPTIONS_SOUND_SIDEPANEL Side-panel open OPTIONS_SOUND_PLANET Planet click OPTIONS_SOUND_FOCUS Focus Sounds OPTIONS_SOUND_BALANCED Balanced focus OPTIONS_SOUND_FARMING Farming focus OPTIONS_SOUND_INDUSTRY Industry focus OPTIONS_SOUND_MINING Mining focus OPTIONS_SOUND_RESEARCH Research focus OPTIONS_SOUND_LIST List sounds OPTIONS_SOUND_DROP Item drop OPTIONS_SOUND_PULLDOWN Drop-down list open OPTIONS_SOUND_SELECT List select OPTIONS_GENERAL_COLORS General OPTIONS_CONTROL_COLORS UI Controls OPTIONS_FILL_COLOR Fill OPTIONS_BORDER_COLOR Border OPTIONS_TEXT_COLOR Text OPTIONS_EDIT_COLORS Edit Controls OPTIONS_HIGHLIGHT_COLOR Selection highlighting OPTIONS_INTERIOR_COLOR Interior OPTIONS_WINDOW_COLORS Windows OPTIONS_INNER_BORDER_COLOR Inner border OPTIONS_OUTER_BORDER_COLOR Outer border OPTIONS_PAGE_VIDEO Video OPTIONS_PAGE_AUDIO Audio OPTIONS_PAGE_AUTOSAVE Autosave OPTIONS_PAGE_UI UI OPTIONS_PAGE_COLORS Colors OPTIONS_PAGE_COMBAT Combat OPTIONS_PAGE_DIRECTORIES Directories OPTIONS_TECH_COLORS Techs OPTIONS_TEXT_AND_BORDER_COLOR Text and Border OPTIONS_KNOWN_TECH_COLORS Known techs OPTIONS_RESEARCHABLE_TECH_COLORS Researchable techs OPTIONS_UNRESEARCHABLE_TECH_COLORS Unresearchable techs OPTIONS_TECH_PROGRESS_COLORS Research progress bars OPTIONS_PROGRESS_BAR_COLOR Bar OPTIONS_PROGRESS_BACKGROUND_COLOR Background OPTIONS_COMBAT_ENABLE_GLOW Glow OPTIONS_COMBAT_ENABLE_SKYBOX Skybox OPTIONS_COMBAT_ENABLE_LENS_FLARES Lens Flares OPTIONS_COMBAT_FILLED_SELECTION Filled selection OPTIONS_ANY_FILE All files OPTIONS_FOLDER_SETTINGS Resource Files OPTIONS_FOLDER_SAVE Save files OPTIONS_LANGUAGE_FILE Language files OPTIONS_VOLUME_AND_MUSIC Volume And Music OPTIONS_MUSIC_FILE Music files OPTIONS_SOUND_FILE Sound files ################# # Główna mapa # ################# MAP_BTN_TURN_UPDATE Kolejka nr %1% MAP_INDICATOR_FPS %1% FPS MAP_SCALE_INDICATOR %1% uu MAP_BTN_MENU Menu MAP_BTN_SITREP RapSyt #Raport Sytuacyjny MAP_BTN_RESEARCH Badania naukowe MAP_BTN_PRODUCTION Produkcja MAP_BTN_DESIGN Projektowanie ################# # Panel boczny # ################# SIDE_PANEL Panel boczny SP_SYSTEM_PRODUCTION Produkcja w systemie RESOURCE_PRODUCTION_TOOLTIP System %1%: %2% RESOURCE_ALLOCATION_TOOLTIP System %1%: %2% FOOD_CONSUMPTION Koncumpcja pożywienia MINERALS_CONSUMPTION Koncumpcja minerałów INDUSTRY_CONSUMPTION Koncumpcja produkcji przemysłowej RESEARCH_CONSUMPTION Koncumpcja badań naukowych TRADE_CONSUMPTION Skuteczność handlu INTERSYSTEM_EXCHANGE_TOOLTIP Wymiana międzysystemowa IMPORT_EXPORT_TOOLTIP Import / Eksport RESOURCE_IMPORT Importowanie RESOURCE_EXPORT Dostępne do eksportowania ##Panel planety############# PLANET_PANEL Panel planety PL_ASTEROID_BELT Pas asteroidów PL_UNINHABITED Niezamieszkała PL_SIZE Rozmiar PL_COLONIZE Kolonizuj ##Panel populacji######### PP_POPULATION Populacja PP_HEALTH Zdrowie ## Panel zasobów ########## RP_PRIMARY_FOCUS_TOOLTIP Główny cel: %1% RP_SECONDARY_FOCUS_TOOLTIP Poboczny cel: %1% RP_FOOD Produkcja żywności RP_MINERALS Produkcja minerałów RP_INDUSTRY Produkcja przemysłowa RP_RESEARCH Badania naukowe RP_TRADE Poziom wymiany handlowej RP_CONSTRUCTION Infrastruktura konstrukcyjna ## Panel wojskowy ########## MP_SUPPLY Zaopatrzenie floty MP_SHIELD Osłona planetarna MP_DEFENSE Obrona planetarna MP_DETECTION Wykrywanie MP_STEALTH Maskowanie ## Panel budynków########## BP_INCOMPLETE_BUILDING_TOOLTIP '''%1% (niedokończone) %2%''' BP_COMPLETE_BUILDING_TOOLTIP '''%1% %2%''' ## ogólne wskazówki######### TT_CURRENT Aktualne TT_NEXT Następna kolejka TT_CHANGE Zmień TT_METER Licznik: %1% / %2% TT_BASIC_FOCUS_AND_UNIVERSE Basic Focus and Universe TT_TECH %1% Tech <i>%2%</i> TT_BUILDING %1% Building <i>%2%</i> TT_SHIP_HULL Ship <i>%1%</i> Hull <i>%2%</i> TT_SHIP_PART Ship <i>%1%</i> Part <i>%2%</i> TT_SPECIAL Special <i>%1%</i> TT_UNKNOWN Unknown TT_RESOURCE_PRODUCTION %1% produces %2% TT_RESOURCE_ALLOCATION %1% consumes %2% ## Misc. Sidepanel########## SP_UNKNOWN_SYSTEM Unknown System SP_RENAME_PLANET Rename Planet SP_ENTER_NEW_PLANET_NAME Enter new planet name SP_USE_DEPARTING_COLONY_SHIPS_QUESTION '''All colony ships in this system have been given orders to leave the system. Use one of the departing colony ships?''' ################# # Fleet Window # ################# FW_FLEET_HOLDING_AT Holding at %1% System FW_FLEET_MOVING_TO Moving to %1%, ETA %2% (%3%) FW_FLEET_ETA_NEVER Never FW_FLEET_ETA_UNKNOWN Unknown FW_FLEET_ETA_OUT_OF_RANGE Out of Range FW_SHIP_CLASS Ship Class FW_UNKNOWN_DESIGN_NAME Unknown # the name of the new fleet icon in the fleet listbox FW_NEW_FLEET_LABEL <i>New Fleet</i> FW_EMPIRE_FLEETS_AT_SYSTEM %1% Fleets At %2% System FW_EMPIRE_FLEETS %1% Fleets FW_NO_FLEET No Fleet FW_GENERIC_FLEETS_AT_SYSTEM Fleets At %1% System FW_GENERIC_FLEETS Fleets FW_HOME_FLEET Home Fleet FW_BATTLE_FLEET Battle Fleet # the name that is used for fleets the player does not control FW_FOREIGN_FLEET Foreign fleet # the name that is used for ships the player does not control FW_FOREIGN_SHIP Foreign ship FW_FUEL Fuel FW_FLEET_FUEL_SUMMARY '''Fleet Fuel - Equal to the minimum fuel of the ships in the fleet.''' ############### # TechTreeWnd # ############### TECH_DISPLAY Display TECH_NAVIGATION Navigation TECH_TOTAL_COST_STR %2% Turns @ %1% RP / Turn TECH_TURN_COST_STR %2% Turns @ %1% RP / Turn TECH_TURNS_LEFT_STR %1% Turns TECH_TURNS_LEFT_NEVER Never TECH_WND_TECH_COMPLETED COMPLETED TECH_WND_TECH_QUEUED Queued TECH_WND_TECH_INCOMPLETE Incomplete TECH_WND_TYPE_THEORIES Theories TECH_WND_TYPE_APPLICATIONS Applications TECH_WND_TYPE_REFINEMENTS Refinements TECH_WND_STATUS_COMPLETED Completed TECH_WND_STATUS_RESEARCHABLE Researchable TECH_WND_STATUS_UNRESEARCHABLE Unresearchable TECH_WND_LIST_VIEW List View TECH_WND_TREE_VIEW Tree View TECH_WND_REQUIRES Requires TECH_WND_UNLOCKS Unlocks ####################### # ProductionInfoPanel # ####################### PRODUCTION_INFO_TOTAL_PS_LABEL Total Available Points PRODUCTION_INFO_WASTED_PS_LABEL Wasted Points PRODUCTION_INFO_PROJECTS_IN_PROGRESS_LABEL Projects in Progress PRODUCTION_INFO_PS_TO_UNDERFUNDED_PROJECTS_LABEL Underfunded Project PRODUCTION_INFO_PROJECTS_IN_QUEUE_LABEL Projects in Queue ############### # ResearchWnd # ############### RESEARCH_WND_TITLE Research RESEARCH_INFO_PANEL_TITLE Research RESEARCH_INFO_RP RP #################### # BuildSelectorWnd # #################### PRODUCTION_WND_BUILD_ITEMS_TITLE Buildable Items PRODUCTION_WND_CATEGORY_BT_BUILDING Buildings PRODUCTION_WND_CATEGORY_BT_SHIP Ships PRODUCTION_WND_AVAILABILITY_AVAILABLE Available PRODUCTION_WND_AVAILABILITY_UNAVAILABLE Unavailable PRODUCTION_TOTAL_COST_STR %1% PP / Turn @ %2% Turns PRODUCTION_TURN_COST_STR +%1% PP PRODUCTION_TURNS_LEFT_STR %1% Turns left PRODUCTION_TURNS_LEFT_NEVER Never PRODUCTION_DETAIL_NUMBER_TO_BUILD Quantity PRODUCTION_DETAIL_ADD_TO_QUEUE Add to Queue PRODUCTION_DETAIL_CENTER_ON_BUILD Center on Build ################# # ProductionWnd # ################# PRODUCTION_WND_TITLE Production PRODUCTION_INFO_PANEL_TITLE Production PRODUCTION_INFO_PP PP PRODUCTION_QUEUE_MULTIPLES %1%x ############### # DesignWnd # ############### DESIGN_ADD_TEST Add Test Design DESIGN_NAME_DEFAULT Custom Ship Design DESIGN_DESCRIPTION_DEFAULT Design Description DESIGN_NO_PART None DESIGN_WND_STARTS Design Starts DESIGN_WND_HULLS Empty Hulls DESIGN_WND_FINISHED_DESIGNS Finished Designs DESIGN_WND_SAVED_DESIGNS Saved Designs DESIGN_WND_TEMPLATES Design Templates DESIGN_WND_PART_PALETTE_TITLE Ship Parts DESIGN_WND_MAIN_PANEL_TITLE Design Details DESIGN_WND_DESIGN_NAME Design Name DESIGN_WND_DESIGN_DESCRIPTION Description DESIGN_WND_CONFIRM Confirm New Design DESIGN_WND_CLEAR Clear Parts #################### # Encyclopedia # #################### # types of things that can be shown in encyclopedia ENC_SHIP_PART Ship Part ENC_SHIP_HULL Ship Hull ENC_TECH Technology ENC_SPECIAL Special ENC_BUILDING_TYPE Building Type ENC_SHIP_DESIGN Ship Design # type of thing being shown. %1% is a bit of detail, and %2% is the general type. # for example: %1% = "Point Defence" or "Farming" and %2% = "Ship Part" or "Building". # %1% may be an empty string for most general types of things that can be shown. ENC_DETAIL_TYPE_STR <i>%1% %2%</i> ENC_PP PP ENC_RP RP # indication of cost to produce or research thing that is shown. May be omitted if thing shown can't # be produced or research (e.g. specials) # %1% will be the max cost per turn (a number, the max amount that can be spent per turn on this thing) # %2% will be one of ENC_PP or END_RP, depending on what the thing shown costs to build / research # %3% will be the minimum number of turns it takes to produce or research the thing shown ENC_COST_AND_TURNS_STR %3% Turns @ %1% %2% / Turn # autogenerated effects description. %1% will be the autogenerated effects text. This string should # provide an appropriate heading to appear before the autogenerated text. ENC_EFFECTS_STR ''' <u>Effects</u> %1%''' ENC_SHIP_DESIGN_DESCRIPTION_STR '''%1% Attack: %2% Defense: %3% Speed: %4%''' ENC_TECH_DETAIL_UNLOCKS_SECTION_STR ''' <u>Unlocks</u> ''' ENC_TECH_DETAIL_UNLOCKED_ITEM_STR '''%1%: %2% ''' ENC_TECH_DETAIL_TYPE_STR %1% %2% - %3% #################### # Combat Messages # #################### COMBAT_WINDOW_TITLE Combat Window COMBAT_BATTLE BATTLE : COMBAT_SYSTEM The %1% System COMBAT_MILITARY_SHIPS Military Ships COMBAT_CIVILIAN_SHIPS Civilian Ships COMBAT_PLANETS Planets COMBAT_REMAINING Remaining COMBAT_RETREATED Retreated COMBAT_DESTROYED Destroyed COMBAT_DEFENSELESS Defenseless COMBAT_LOST Lost! #################### # TurnProgress # #################### TURN_PROGRESS_WND Turn Progress TURN_PROGRESS_PHASE_FLEET_MOVEMENT Fleet movement ... TURN_PROGRESS_PHASE_COMBAT Resolving combat ... TURN_PROGRESS_PHASE_EMPIRE_GROWTH Production and growth .. TURN_PROGRESS_PHASE_WAITING Waiting for players to end turn ... TURN_PROGRESS_PHASE_ORDERS Executing Orders ... TURN_PROGRESS_PHASE_DOWNLOADING Downloading new game state ... ######################## # SitRep Panel # ######################## #Window title#### SITREP_PANEL_TITLE Situation Report #################### # Sit Rep Entries # #################### SITREP_BASE_BUILT %planet% has completed a defense base. SITREP_SHIP_BUILT The %ship%, a new ship, has been produced in the %system% system. SITREP_BUILDING_BUILT %building% has been produced on %planet%. SITREP_TECH_RESEARCHED %tech% has been researched. SITREP_COMBAT_SYSTEM_WON A combat has taken place in %system%. We were victorious! SITREP_COMBAT_SYSTEM_LOST A combat has taken place in %system%. We were defeated! SITREP_COMBAT_SYSTEM_NO_VICTOR A combat has taken place in %system%. The encounter was inconclusive. SITREP_PLANET_LOST_STARVED_TO_DEATH The entire population of %planet% has starved to death. The planet is lost! SITREP_PLANET_COLONIZED %planet% has been colonized in the %system% system. SITREP_FLEET_ARRIVED_AT_DESTINATION %fleet% has arrived at the %system% system and awaits further orders. SITREP_EMPIRE_ELIMINATED The %empire% empire has been eliminated. SITREP_VICTORY %1% #################### # Victory / Defeat # #################### TECH_VICTORY The %1% empire has achieved a technological victory. ALL_ENEMIES_ELIMINATED_VICTORY The %1% empire has achieved a sole-survivor victory. #################### # Specials # #################### HOMEWORLD_SPECIAL Homeworld HOMEWORLD_SPECIAL_DESCRIPTION This planet is the birthplace of your race; you know how to get the most out of it, gaining bonuses to virtually all planetary stats. ANCIENT_RUINS_SPECIAL Ancient Ruins ANCIENT_RUINS_SPECIAL_DESCRIPTION This planet holds the ruins of an advanced ancient race, who have been forgotten in the history books, giving a bonus to research. MINERALS_SPECIAL Mineral Rich MINERALS_SPECIAL_DESCRIPTION This planet has a rich natural deposit of minerals, boosting mining and trade. TUNNELS_SPECIAL Natural Tunnels TUNNELS_SPECIAL_DESCRIPTION This planet has a network of naturally formed tunnels, enabling a much larger portion of the planet to be easily colonised. TECHTONIC_INSTABILITY_SPECIAL Tectonically Unstable TECHTONIC_INSTABILITY_SPECIAL_DESC This planet is tectonically unstable. Frequent earthquakes, tsunamis, volcanic eruptions or unpredictable support below foundations make construction and general infrastructure development difficult. SOLID_CORE_SPECIAL Solid Core SOLID_CORE_SPECIAL_DESC This planet's core has solidified, and it has a very weak magnetic field. The star's solar wind reaches the surface relatively unfiltered, damaging health and limiting food production. HIGH_AXIAL_TILT_SPECIAL High Axial Tilt HIGH_AXIAL_TILT_SPECIAL_DESC This planet's rotational axis is highly tilted relative to its orbital plane. Seasonal weather variations are particularly extreme and infrastructure development is significantly impeded. SLOW_ROTATION_SPECIAL Very Slow Rotation SLOW_ROTATION_SPECIAL_DESC This planet rotates about its axis very slowly, causing very long days and nights. Infrastructure growth, food production and population capacity are reduced. TIDAL_LOCK_SPECIAL Tidally Locked Rotation TIDAL_LOCK_SPECIAL_DESC This planet is tidally locked with the star it orbits. Its day and year are the same duration, and one half of the planet is perpetually day, the other perpetually night. Infrastructure growth is hampered, though once established, industrial capacity benefits from the locally stable surface conditions. ECCENTRIC_ORBIT_SPECIAL Eccentric Orbit ECCENTRIC_ORBIT_SPECIAL_DESC This planet's orbit is very eccentric. It has a large distance between its closest and farthest approaches to its star. Total insolation varies significantly throughout the year. The varied conditions inhibit infrastructure development, but provide a beneficial platform for research. ####################### # Enumeration values # ####################### # UniverseObjectTypes OBJ_BUILDING building OBJ_SHIP ship OBJ_FLEET fleet OBJ_PLANET planet OBJ_POP_CENTER population center OBJ_PROD_CENTER production center OBJ_SYSTEM system # StarTypes STAR_BLUE blue STAR_WHITE white STAR_YELLOW yellow STAR_ORANGE orange STAR_RED red STAR_NEUTRON neutron STAR_BLACK black hole # PlanetTypes PT_SWAMP swamp PT_TOXIC toxic PT_INFERNO inferno PT_RADIATED radiated PT_BARREN barren PT_TUNDRA tundra PT_DESERT desert PT_TERRAN terran PT_OCEAN ocean PT_ASTEROIDS asteroids PT_GASGIANT gas giant # Planet Sizes SZ_NOWORLD Nothing to see here; move along. SZ_TINY tiny SZ_SMALL small SZ_MEDIUM medium SZ_LARGE large SZ_HUGE huge SZ_ASTEROIDS asteroids SZ_GASGIANT gas giant # PlanetEnvironments PE_UNINHABITABLE uninhabitable PE_HOSTILE hostile PE_POOR poor PE_ADEQUATE adequate PE_GOOD good # FocusTypes FOCUS_UNKNOWN unknown FOCUS_BALANCED balanced FOCUS_FARMING farming FOCUS_INDUSTRY industry FOCUS_MINING mining FOCUS_RESEARCH research FOCUS_TRADE trade # MeterTypes METER_POPULATION population METER_FARMING farming METER_INDUSTRY industry METER_RESEARCH research METER_TRADE trade METER_MINING mining METER_CONSTRUCTION construction METER_HEALTH health METER_FUEL fuel METER_SUPPLY supply METER_STEALTH stealth METER_DETECTION detection METER_SHIELD shield METER_DEFENSE defense # EmpireAffiliationTypes AFFIL_SELF self AFFIL_ENEMY enemy AFFIL_ALLY ally # UnlockableItemTypes UIT_BUILDING Building UIT_SHIP_PART Ship Part UIT_SHIP_HULL Ship Hull # TechTypes TT_THEORY Theory TT_APPLICATION Application TT_REFINEMENT Refinement # BuildTypes BT_NOT_BUILDING no build BT_BUILDING building BT_SHIP ship BT_ORBITAL orbital # StockpileTypes ST_FOOD food ST_MINERAL mineral ST_TRADE trade # Ship Slot Types SL_EXTERNAL External SL_INTERNAL Internal # Ship Part Classes PC_SHORT_RANGE Short Range PC_MISSILES Missiles PC_FIGHTERS Fighters PC_POINT_DEFENSE Point Defense PC_SHIELD Shields PC_ARMOUR Armour PC_DETECTION Detection PC_STEALTH Stealth PC_FUEL Fuel PC_COLONY Colonization ################################################ # ValueRef, Effect, and Condition Descriptions # ################################################ # ValueRef DESC_VAR_PLANET planet DESC_VAR_SYSTEM system DESC_VAR_SOURCE source DESC_VAR_TARGET target DESC_VAR_PLANETSIZE planet size DESC_VAR_PLANETTYPE planet type DESC_VAR_PLANETENVIRONMENT planet environment DESC_VAR_OBJECTTYPE object type DESC_VAR_STARTYPE star type DESC_VAR_PRIMARYFOCUS primary focus DESC_VAR_SECONDARYFOCUS secondary focus DESC_VAR_CURRENTFARMING current farming DESC_VAR_MAXFARMING max farming DESC_VAR_CURRENTINDUSTRY current industry DESC_VAR_MAXINDUSTRY max industry DESC_VAR_CURRENTRESEARCH current research DESC_VAR_MAXRESEARCH max research DESC_VAR_CURRENTTRADE current trade DESC_VAR_MAXTRADE max trade DESC_VAR_CURRENTMINING current mining DESC_VAR_MAXMINING max mining DESC_VAR_CURRENTCONSTRUCTION current construction DESC_VAR_MAXCONSTRUCTION max construction DESC_VAR_CURRENTHEALTH current health DESC_VAR_MAXHEALTH max health DESC_VAR_CURRENTPOPULATION current population DESC_VAR_MAXPOPULATION max population DESC_VAR_CURRENTFUEL current fuel DESC_VAR_MAXFUEL max fuel DESC_VAR_CURRENTSUPPLY current supply DESC_VAR_MAXSUPPLY max supply DESC_VAR_CURRENTSTEALTH current stealth DESC_VAR_MAXSTEALTH max stealth DESC_VAR_CURRENTDETECTION current detection DESC_VAR_MAXDETECTION max detection DESC_VAR_CURRENTSHIELD current shield DESC_VAR_MAXSHIELD max shield DESC_VAR_CURRENTDEFENSE current defense DESC_VAR_MAXDEFENSE max defense DESC_VAR_TRADESTOCKPILE trade stockpile DESC_VAR_MINERALSTOCKPILE mineral stockpile DESC_VAR_FOODSTOCKPILE food stockpile DESC_VAR_TRADEPRODUCTION trade production DESC_VAR_FOODPRODUCTION food production DESC_VAR_MINERALPRODUCTION mineral production DESC_VAR_INDUSTRYPRODUCTION industry production DESC_VAR_RESEARCHPRODUCTION research production DESC_VAR_OWNER owner DESC_VAR_ID ID DESC_VAR_AGE age in turns DESC_VAR_CREATIONTURN turn of creation DESC_VAR_CURRENTTURN the current turn # this one is intentionally left empty DESC_VALUE_REF_MULTIPART_VARIABLE0 %1% DESC_VALUE_REF_MULTIPART_VARIABLE1 %1%'s %2% DESC_VALUE_REF_MULTIPART_VARIABLE2 %1%'s %2%'s %3% DESC_VALUE_REF_MULTIPART_VARIABLE3 %1%'s %2%'s %3%'s %4% DESC_VALUE_REF_MULTIPART_VARIABLE4 %1%'s %2%'s %3%'s %4%'s %5% DESC_VALUE_REF_MULTIPART_VARIABLE5 %1%'s %2%'s %3%'s %4%'s %5%'s %6% # six is probably more than will be needed, but just in case ... DESC_VALUE_REF_MULTIPART_VARIABLE6 %1%'s %2%'s %3%'s %4%'s %5%'s %6%'s %7% # Effects DESC_EFFECTS_GROUP_SCOPE Objects affected: Any object%1% DESC_EFFECTS_GROUP_SELF_SCOPE Objects affected: Source object only DESC_EFFECTS_GROUP_ACTIVATION Effect is active if the source is an object%1% DESC_EFFECTS_GROUP_ALWAYS_ACTIVE Effect is always active DESC_EFFECTS_GROUP_SCOPE_DESC '''%1% ''' DESC_EFFECTS_GROUP_ACTIVATION_DESC '''%1% ''' DESC_EFFECTS_GROUP_EFFECT_DESC '''%1% ''' DESC_EFFECTS_GROUP_EFFECTS_GROUP_DESC '''%1% ''' DESC_EFFECTS_GROUP_NUMBERED_EFFECTS_GROUP_DESC '''Effects group %1%: %2% ''' # SetMeter DESC_SIMPLE_SET_METER_MAX Max %1% %2%%3% DESC_SIMPLE_SET_METER_CURRENT Current %1% %2%%3% DESC_COMPLEX_SET_METER_MAX Set max %1% to %2% DESC_COMPLEX_SET_METER_CURRENT Set current %1% to %2% # others DESC_SET_EMPIRE_STOCKPILE Sets the stockpile of %1% of the object's owner to %2% DESC_SET_EMPIRE_CAPITOL Makes the object the object's owner's capitol planet DESC_SET_PLANET_TYPE Changes the planet's type to %1% DESC_SET_PLANET_SIZE Changes the planet's size to %1% DESC_ADD_OWNER Adds ownership by empire %1% to object DESC_REMOVE_OWNER Removes ownership by empire %1% from object DESC_DESTROY Destroys object DESC_ADD_SPECIAL Attaches %1% special to object DESC_REMOVE_SPECIAL Removes %1% special from object DESC_SET_STAR_TYPE Changes the star's type to %1% DESC_MOVE_TO Moves the object to the location of an object%1% DESC_VICTORY Causes the object's owner to win the game # SetTechAvailability DESC_TECH_AND_ITEMS_AFFECTED %1% and all the items it unlocks DESC_ITEMS_ONLY_AFFECTED the items unlocked by the %1% tech DESC_SET_TECH_AVAIL Makes %1% available to empire %2% DESC_SET_TECH_UNAVAIL Makes %1% unavailable to empire %2% # Object Creation DESC_CREATE_PLANET Creates a new planet of type %1% and size %2% DESC_CREATE_BUILDING Creates a new %1% building # Conditions DESC_ALL in the universe DESC_EMPIRE_AFFILIATION_SELF that belongs to %1% empire DESC_EMPIRE_AFFILIATION_SELF_NOT that does not belong to %1% empire DESC_EMPIRE_AFFILIATION_SELF_EXCLUSIVE that belongs only to %1% empire DESC_EMPIRE_AFFILIATION_SELF_EXCLUSIVE_NOT that does not belong only to %1% empire DESC_EMPIRE_AFFILIATION that belongs to an %1% of %2% empire DESC_EMPIRE_AFFILIATION_NOT that does not belong to an %1% of %2% empire DESC_EMPIRE_AFFILIATION_EXCLUSIVE that belongs only to an %1% of %2% empire DESC_EMPIRE_AFFILIATION_EXCLUSIVE_NOT that does not belong only to an %1% of %2% empire DESC_SELF that is the source object DESC_SELF_NOT that is not the source object DESC_HOMEWORLD that is a homeworld DESC_HOMEWORLD_NOT that is not a homeworld DESC_CAPITOL that is an empire's capitol planet DESC_CAPITOL_NOT that is not an empire's capitol planet DESC_TYPE that is a %1% DESC_TYPE_NOT that is not a %1% DESC_BUILDING that contains a %1% building DESC_BUILDING_NOT that does't contain a %1% building DESC_SPECIAL that has a %1% special DESC_SPECIAL_NOT that doesn't have a %1% special DESC_CONTAINS that contains an object%1% DESC_CONTAINS_NOT that doesn't contain an object%1% DESC_PLANET_TYPE that is a %1% planet DESC_PLANET_TYPE_NOT that is not a %1% planet DESC_PLANET_SIZE that is a %1% planet DESC_PLANET_SIZE_NOT that is not a %1% planet DESC_PLANET_ENVIRONMENT that is a %1% planet DESC_PLANET_ENVIRONMENT_NOT that is not a %1% planet DESC_FOCUS_TYPE_PRIMARY that has primary focus %1% DESC_FOCUS_TYPE_PRIMARY_NOT that doesn't have primary focus %1% DESC_FOCUS_TYPE_SECONDARY that has secondary focus %1% DESC_FOCUS_TYPE_SECONDARY_NOT that doesn't have secondary focus %1% DESC_STAR_TYPE that is a system with a %1% star DESC_STAR_TYPE_NOT that is not a system with a %1% star DESC_CHANCE_PERCENTAGE on a %1%%% chance DESC_CHANCE_PERCENTAGE_NOT on a (100 - %1%)%% chance DESC_CHANCE with a probability of %1% DESC_CHANCE_NOT with a probability of 1 - %1% DESC_METER_VALUE_MAX that has a max %1% between %2% and %3% DESC_METER_VALUE_MAX_NOT that doesn't have a max %1% between %2% and %3% DESC_METER_VALUE_CURRENT that has a current %1% between %2% and %3% DESC_METER_VALUE_CURRENT_NOT that doesn't have a current %1% between %2% and %3% DESC_EMPIRE_STOCKPILE_VALUE that belongs to an empire with a %1% stockpile between %2% and %3% DESC_EMPIRE_STOCKPILE_VALUE_NOT that doesn't belong to an empire with a %1% stockpile between %2% and %3% DESC_VISIBLE_TO_SINGLE_EMPIRE that is visible to the %1% empire DESC_VISIBLE_TO_SINGLE_EMPIRE_NOT that is not visible to the %1% empire DESC_VISIBLE_TO_EMPIRES that is visible to one of the %1% empires DESC_VISIBLE_TO_EMPIRES_NOT that is not visible to one of the %1% empires DESC_WITHIN_DISTANCE that is within %1% of any object%2% DESC_WITHIN_DISTANCE_NOT that is not within %1% of any object%2% DESC_WITHIN_STARLANE_JUMPS that is within %1% starlane jumps of any object%2% DESC_WITHIN_STARLANE_JUMPS_NOT that is not within %1% starlane jumps of any object%2% DESC_AND_BETWEEN_OPERANDS and DESC_OR_BETWEEN_OPERANDS or DESC_TURN when the current turn is between %1% and %2% DESC_TURN_NOT when the current turn is not between %1% and %2% DESC_NUMBER_OF that is one of %1% objects%2% DESC_NUMBER_OF_NOT that is not one of %1% objects%2% DESC_CONTAINED_BY that is contained by an object%1% DESC_CONTAINED_BY_NOT that is not contained by an object%1% DESC_OWNER_HAS_TECH that belongs to an empire that has the tech %1% DESC_OWNER_HAS_TECH_NOT that does not belong to an empire that has the tech %1% DESC_NUMBER if there are between %1% and %2% objects%3% DESC_NUMBER_NOT if there are not between %1% and %2% objects%3% ################### # Tech Categories # ################### LEARNING_CATEGORY Learning PRODUCTION_CATEGORY Production CONSTRUCTION_CATEGORY Construction GROWTH_CATEGORY Growth ECONOMICS_CATEGORY Economics SHIPS_CATEGORY Ships #################################### # Theory Tech Names & Descriptions # #################################### THEORY_SHORT_DESC Theoretical Prerequisite LRN_PHYS_BRAIN The Physical Brain LRN_PHYS_BRAIN_DESC The structures and their functions in the brain are determined. The electrochemical and quantum nature of thought and memory are exposed. With understanding, alteration and augmentation of brain functions becomes possible, and new ideas are spawned at the frontiers of thought, its expression, and its replacement. LRN_ALGO_ELEGANCE Algorithmic Elegance LRN_ALGO_ELEGANCE_DESC With greater and greater difficulty of data analysis problems, traditional measures of algorithm performance become less useful due to the limitations of irreducible complexity. At this stage, other measures of algorithm form and function become significant; aesthetically and metaphorically, the elegance of the solution must be optimized. LRN_TRANSLING_THT Translinguistics LRN_TRANSLING_THT_DESC Lesser minds struggle with, or accept the confines of the language they have learned. Adequate minds reach and feel constrained by the concepts they are given ways to express. Truly great minds break free of the bounds of language, forming and analyzing thoughts that verge on the transcendental. But merely great minds are left isolated and futile, for without language to express thoughts, how can they share their insights? LRN_PSIONICS Psionics LRN_PSIONICS_DESC Through deep introspection or artificial enhancement, the brain may develop abilities to directly interact with the universe around it, bypassing the limitations of a physical body. Powers such as telepathy, empathy, clairvoyance, prescience, psychokinesis and psychoenergetics replace or surpass mundane biological or technological alternatives. Applications of these powers, including mind control, personality alteration and possession have profound implications for the relationship between talented and untalented beings. LRN_ARTIF_MINDS Artificial Minds LRN_ARTIF_MINDS_DESC While traditional computers have nearly unfathomable intelligence and computational abilities, they lack the essential qualities of self-awareness, consciousness or sentience. With the development of true artificial minds, these qualities may be synthesized, modified and altered. These investigations open new avenues of research into cognitive sciences and novel metaparadigms. LRN_XENOARCH Xenoarchaeology LRN_XENOARCH_DESC The contemporary empires, races and single-star civilizations are not the first or only beings to have lived in this galaxy. Remains, ruins and rumours of the ancients may be found on deserted planets and lifeless asteroids, or drifting in open space. Finding and deciphering such clues holds great potential to reveal secrets, teach lessons, or give warnings of ancient knowledge. LRN_GRAVITONICS Gravitonics LRN_GRAVITONICS_DESC Analogous to the "colour charge" of quantum chromodynamics, there are several types of graviton. With the common attractive-force graviton, the colloquial "anti-graviton", "right-graviton" and "left-graviton" may be combined to bend and flex the surface of spacetime arbitrarily. This manipulation is perceived as control of the force of gravity, permitting structures, craft and investigations previously impossible, even theoretically. LRN_EVERYTHING Theory of Everything LRN_EVERYTHING_DESC Early, naive theories describe subsets of the four fundamental forces of nature: electromagnetism, the strong and weak nuclear forces, and gravity. A complete framework expressing all forces as special cases of a single interaction represents a holy grail of science. This theory describes the earliest moments of the universe, the most distorted depths of a singularity, the tightest windings of hidden dimensions and the final fate of the cosmos. Yet still, there may "exist" layers of existence beyond what can be observed and described by science... LRN_FORCE_FIELD Force-Field Harmonics LRN_FORCE_FIELD_DESC Like Fourier analysis of sound, electromagnetism, strong and weak forces may be expressed as harmonic quantum standing-wave superpositions of force-carrier particles. By selectively amplifying these harmonics, forces may be arbitrarily controlled to shield, attack, contain or support. LRN_MIND_VOID Mind of the Void LRN_MIND_VOID_DESC We are not alone in the cosmos... but why should the search be so limited? Many cultures have myths, legends or fervent belief in a higher consciousness. Whether a loving or malevolent God, or a detached observer, it is clear that something, perhaps the universe itself on some level, is alive, aware, watching. LRN_TIME_MECH Temporal Mechanics LRN_TIME_MECH_DESC What are "now", "future" and "past"? The twin paradox of special relativity, or the theoretical "wormhole" in its place, suggest early forms of "time travel". Direct manipulation of spacetime and temporal flux permit these effects to be harnessed and magnified. Temporal incursions cannot perceptibly alter the past of the universe that we perceive. They can, however, compress ages or extend moments to arbitrary durations, to uses limited only by the material supplies provided, and our own patience... LRN_NDIM_SUBSPACE N-Dimensional Subspace LRN_NDIM_SUBSPACE_DESC Early superstring theorists spoke of 10, 11 or 26 dimensional universes, with all but the 4 macrodimensions "curled up" so tightly as to be unseen. These and other dimensions may now be uncurled and opened, and the very surface of space itself stretched and pierced by shifting matter to or from levels of existence previously hidden below the surface of our limited perception, or creating layers or bubbles where none existed before. LRN_UNIF_CONC Unified Consciousness LRN_UNIF_CONC_DESC Telepathic communication between individuals or mind-machine interfaces only permit the most basic, trivial and surface exchanges of thought and ideas. Truly joined minds function as a single consciousness, with the summed faculties and knowledge of its constituent parts, and acting as a new unique entity. This has great potential, but also significant risk, in that the union may not seek its own destruction, which is necessary for the original minds to be regained. Alternatively, one of the minds may dominate the other, controlling or destroying the other, rather than forming an equal, harmonious union. LRN_TRANSCEND Singularity of Transcendence LRN_TRANSCEND_DESC What is godhood? Is a god concerned with whether it is moral and benevolent or evil and tyrannical? Does a god treat mortals with care and love, hatred and suffering or detached indifference? Does a god even remain aware of the infinitely miniscule affairs of the physical universe, or is true godhood of a form beyond description, of which inability to comprehend by mortals applies equally in the other direction? GRO_PLANET_ECOL Planetary Ecology GRO_PLANET_ECOL_DESC Agriculture and medical science can drastically increase survivability, causing population growth to become hyperexponential, for a time. Eventually, new limits to growth arise in the carrying capacity of a planet, and the interconnected web of life that supports it. Understanding natural ecology and its interaction to stresses permits the system to be sustained, and its benefits reaped for generations to come. GRO_GENETIC_ENG Genetic Engineering GRO_GENETIC_ENG_DESC The palette of genetics is as varied as the forms of life from which it borrows. Genes may be removed, copied and reinserted into genomes to create transgenic organisms with combinations of traits not existent or possible in nature. As well, genes may be altered prior to reinsertion, by altering the base codes directly, allowing entirely new genes to be created. Techniques are limited, however, to small modifications of existing genes that are available for study. GRO_MEDICAL_PATH Medical Pathology GRO_MEDICAL_PATH_DESC Treatment of diseases and injuries requires thorough understanding of their causes. GRO_INDUSTY_FARM Industrial Farming GRO_INDUSTY_FARM_DESC Traditional, simple farming methods are sufficient for small, locally self-sufficient populations without significant limits on available space or time. With greater specialization of more advanced societies, however, fewer farmers must feed many more workers from much greater distances away, including even interstellar food shipment for fledgling colonies. Hydroponics, automation, fertilization, pest control and altered illumination growth cycles become necessary. Successful use of these tools requires understanding of their function, interactions, costs and low-level mechanisms. GRO_ENV_ENCAPSUL Environmental Encapsulation GRO_ENV_ENCAPSUL_DESC Covered, surrounded and sealed pockets of a particular environment are essential for space travel, colonization of hazardous planets and preservation of natural diversity on heavily industrialized worlds. Maintaining the desired conditions is not as trivial as it may seem however, as in many cases there is no external source of pure and clean materials or organisms available. Rather, it is necessary to create a self-sufficient and sustainable environment, often an entire ecology, capable of recycling and reusing its wastes to supply everything it needs and consumes. GRO_SYMBIOTIC_BIO Symbiotic Biology GRO_SYMBIOTIC_BIO_DESC From the first domesticated animals or agricultural plants, societies discover the benefits of symbiotic relationships with other species. Later, bacteria or natural parasites are often used for medical purposes. In these early forms, however, the dominant species is (ideally) in complete control of the relationship, with the "farmed" organism existing only to server its owner. True symbiosis only occurs when both organisms exist and prosper together, each aiding and depending on the other to mutual benefit, the combination greater than the sum of the parts alone. GRO_GENETIC_MED Genetic Medicine GRO_GENETIC_MED_DESC Traditional Genetic Engineering alters genetic codes and then implements or raises the modified organism. Similar techniques may be applied to already matured individuals. The goals of these treatments may be cosmetic or enhancing modifications, or corrective, preventative or time-critical medical treatments. Reducing the delay between alteration and results from generations to months, days or hours has a corresponding increase in the range and power of possible alterations. GRO_LIFECYCLE_MAN Lifecycle Manipulation GRO_LIFECYCLE_MAN_DESC Most complex organisms have progress through physiological stages during a lifetime, whether distinctly separated by metamorphoses, or blurred by continuous slow aging. In many cases, one or more of these stages are, at least at a given time, more useful and desirable than others. By delicate control of hormonal or mental mechanisms, it becomes possible to drastically speed or slow each stage, permitting fully developed and functional individuals to be produced in a fraction of the natural timeframe, and for those individuals to remain functional indefinitely, becoming effectively immortal. GRO_XENO_GENETICS Xenological Genetics GRO_XENO_GENETICS_DESC Early genetics is limited by the available samples of naturally occurring organisms on which to base its modifications. As well, these modifications are restricted within the limits of the physical mechanisms of genetic code storage, alteration and expression in developed individuals. By investigating the equivalent systems in entirely different ecosystems and organisms, great insights or revelations may be reached, spurring new developments in more familiar genetic systems. GRO_NANOTECH_MED Nanotech Medicine GRO_NANOTECH_MED_DESC While genetic alteration can repair or undo the effects of harmful or undesired mutations or correct biochemical imbalances, treating major physical trauma and non-genetic congenital defects requires actual physical corrective measures. Nanotechnology may be used to accomplish these tasks, with two important advantages: Correction may be done without invasive surgeries and associated secondary damage and risks, and treatment reaction time is greatly reduced, as the tools to do the job are always in place and ready to function. GRO_ORBIT_FARMING Orbital Farming GRO_ORBIT_FARMING_DESC The primary energy source for food production in most societies is solar radiation. Bound to a planet, farms have very limited access to this energy, due to the comparatively small solid angle subtended by the planet's surface, and surface farming must also compete with other land uses. By moving food production to orbital installations, continuous access to solar energy is gained, and any undesired spectral filtration by planetary atmospheres is eliminated. Food production may be increased dramatically. GRO_INDUSRY_CLONE Industrial Cloning GRO_INDUSRY_CLONE_DESC Primitive manual nuclear transfer cloning techniques are little more than novelties for large organisms. By applying techniques similar to industrial mass production or biochemical process engineering, it becomes possible to generate dozens, or millions, of full-grown copies of a single genetic blueprint. Populations may be made to order, tailored to meet the specific needs of society. GRO_XENO_HYBRIDS Xenological Hybridization GRO_XENO_HYBRIDS_DESC Regardless of how well understood, or how adeptly improved, a biological system is limited by its inherent nature. Structures and basic physiology can only be altered so far within the confines of a single planet's biology. With understanding of other biologies, however, the disparate systems may be fused, forming an entirely new hybrid biology, with potential abilities and traits greater than those of any of its parts. GRO_NANO_CYBERNET Nanotech Cybernetics GRO_NANO_CYBERNET_DESC After applying nanotechnology to internally correct defects or injuries, the next step is to augment or replace natural biochemical systems with superior artificial replacements. Rather than merely regrowing lost limbs or repairing damaged organs, augments are able to quickly grow new ones to suit their needs at any time. Antiquated biological systems, from muscle tissue and tendons, down to organelles or enzymes may also be replaced, affording greatly increased strength, endurance and flexibility. GRO_ENERGY_META Pure-Energy Metabolism GRO_ENERGY_META_DESC The ultimate stage of physical development is to transcend the physical altogether. Without bodies, individuals and society may move, grow and exist freely, unhindered by unnecessary physical limitations and inefficient metabolic processes that waste energy supporting homeostasis. PRO_MICROGRAV_MAN Microgravity Manufacturing PRO_MICROGRAV_MAN_DESC The microgravity of low planetary orbit offers great potential for novel manufacturing facility designs, equipment and techniques not possible on planet surfaces. Solids may be held in place with minimal support. Liquids and gases float freely, shaped only by surface tension, unless otherwise manipulated. Factory equipment may be arranged optimally in three dimensions. These conditions permit great increases in efficiency and productivity, if properly exploited. PRO_PLANET_GEOL Planetary Geology PRO_PLANET_GEOL_DESC Useful minerals are created throughout the volume of a planet, under various exacting chemical and thermodynamic conditions, including aqueous surface sedimentation, crushing core differentiation and mid-depth metamorphosis. After creation processes such as plate tectonics, vulcanism and deep convection currents are equally important in determining the final location and form of these extractable resources. Understanding these processes, their effects, causes and signs is essential for large scale efficient mining operations. PRO_ROBOTIC_PROD Robotic Production PRO_ROBOTIC_PROD_DESC Although high level initial design and initial facility setup still require active supervision, the elimination of operators from the actual production process eliminates many bottlenecks. Robots work continuously, without perpetual demands for greater economic compensation. Robots have much greater tolerance for hazardous environmental conditions in the factory, and do not require additional habitable space off-site. Robots perform their assigned tasks flawlessly, or at least as well as they are instructed. PRO_FUSION_GEN Fusion Generation PRO_FUSION_GEN_DESC Explosive or uncontrolled thermonuclear reactions are comparatively simple to cause at scales ranging from small tactical warheads to supergiant stellar furnaces. Controllable, stable and practical power generation from the reaction is somewhat more difficult. The process remains attractive, however, due to the near-limitless supply of fuel and potential for emissions-free operation. PRO_NANOTECH_PROD Nanotech Production PRO_NANOTECH_PROD_DESC Traditional production techniques are fundamentally limited by the size and form of the tools it employs. As a product takes form, its outer layers may prevent direct access and manipulation of the inner structure, requiring inconvenient and inefficient adjustment to the order of assembly. Further, the components of a larger product must be carefully formed and assembled to exacting specifications to ensure they will function as intended when combined. By using nanotechnology to form a complete product in one step, directly from the stock materials, these limitations can be bypassed, dramatically improving efficiency and production speed. PRO_ORBITAL_GEN Orbital Generation PRO_ORBITAL_GEN_DESC Low orbit of planetary bodies provides numerous benefits for power generation compared to planetary surfaces. Direct exposure to nearby solar radiation without atmospheric attenuation, and the orders of magnitude larger structures that may be assembled in microgravity to collect it are significant advantages. The resulting power may be used in orbit, or may be beamed to the planet to support surface industry. As well, new mechanisms of energy conversion become available in orbit, including planetary magnetic field coupling, orbital momentum exchange, and frictional heating with planetary atmospheres, which are uniquely beneficial for specialized applications. PRO_SENTIENT_AUTOMATION Sentient Automation PRO_SENTIENT_AUTOMATION_DESC As equipment becomes increasingly automated, it becomes capable of fully replicating and maintaining itself without outside support, other than its required raw materials and a requested, or suggested, final product to produce. When controlled by an artificial mind, the entire system can learn, plan, react, and adapt autonomously, and can do so without the cumbersome inefficiencies traditionally required to house and employ workers. PRO_FRC_FLD_ASSMB Force-Field Assembly PRO_FRC_FLD_ASSMB_DESC Whether effected through artificial means, or psychokinesis, or a combination thereof, remote manipulation represents a revolutionary improvement in assembly techniques. At nanoscopic scales, fully controlled chemical reactions and custom assembled molecules become almost trivial. At larger scales, up to and including manipulation of celestial bodies, locally reactionless and non-contact force impartion permit previously impossible non-destructive testing, and are particularly suited to manipulation within an enclosed or covered region, without compromising isolation seals, nor removing masses of previously obstructing matter. PRO_INTSTEL_COPRO Interstellar Co-Production PRO_INTSTEL_COPRO_DESC Traditional means of production are limited by the necessity of self-sufficiency due to transportation and other logistical problems. Later planetary regional cooperation permits some degree of specialization and co-operation, with each facility producing only a few parts or subsystems, and the whole system benefitting from concentrated expertise and economy of scale. Expanding this concept several orders of magnitude, it may adapted to a galactic scale, with individual planets or entire systems functioning in the role of the single specialized facility. The logistical difficulties inherent in this paradigm are also similar to those of the earlier iteration, and are scaled up to the same degree as the potential benefits. PRO_NDIM_ASSMB N-Dimensional Assembly PRO_NDIM_ASSMB_DESC The geometry of physical space has always been a major impediment to the assembly of objects within that space. Objects cannot be colocated, and volumes cannot be simultaneously enclosed and open if their existence is restricted to a mere three dimensions. Moving beyond this limitation, parts of objects can be folded out of the way in a pocket dimensions, and continguous lines may be passed around other masses by going "off-axis". Similar mechanisms are also used to assemble lower-dimensional objects in configurations that would be impossible without higher-dimensional pathways. PRO_SINGULAR_GEN Singularity Generation PRO_SINGULAR_GEN_DESC As matter is drawn towards a singularity by the intense spacetime curvature, or gravitational field, the matter forms an accretion disk and is greatly compressed and heated. High energy radiation emitted from the disk may be captured and harnessed for power generation. The event horizon of the singularity itself also emits radiation do to annihilation of virtual particle-antiparticle pairs that form in its vicinity. This method of power generation is significantly more delicate and unstable than that with the accretion disk method, but can produce even greater output as well. PRO_MATENG_REPLIC Replication PRO_MATENG_REPLIC_DESC Previous iterations of assembly techniques were essentially ways to avoid or remove particularly vexing problems with manipulation of matter. None of these techniques fundamentally changed the basic method however, which was to assemble larger objects out of smaller parts, be they prefabricated subsections, or individual atoms. By converting pure energy directly into the desired material object, eliminating the need for precursor parts or supplied materials, the ultimate level of flexible and efficient assembly is achieved. PRO_ZERO_GEN Zero-Point Generation PRO_ZERO_GEN_DESC Any power generation mechanism that involves a material fuel supply is limited by the relativistic mass-energy relationship: no more energy can be produced than equivalent mass consumed, even with perfect efficiency. By tapping the inherent energy of the vacuum, or zero-point energy, an effectively infinite source is made available. The rate, or power, of this extraction is also theoretically unbounded, with limits only in the available means to collect and use the output. CON_ORBITAL_CON Orbital Construction CON_ORBITAL_CON_DESC On a planet, there is always a fixed reference direction: "up". Microgravity is effectively isotropic. This single difference has a multitude of consequences for the types of structures that can be built, and which of those forms is the optimal use of space, materials and energy in each environment. As well, the interior configuration of spaces in orbit must be rethought. However, while it is appealing to attempt to completely revolutionize interior design in a paradigm completely independent of the styles used on planet surfaces, the practical use of these spaces will be initial primarily by those who are used to, and adapted for, those planet surfaces. Rather than a complete break from older styles, a gradual transition may be more effective. CON_ARCH_PSYCH Architectural Psychology CON_ARCH_PSYCH_DESC The form of a structure or inhabited space is not merely guided by the physical limitations of the materials from which it is constructed. Psychological effects on the inhabitants within, or observers outside can have a far greater influence on the success of a design than the strength of a wall or sturdiness of a foundation. CON_INFRA_ECOL Infrastructure Ecology CON_INFRA_ECOL_DESC The basic infrastructure of an established planetary colony may seem to be created entirely by the colonizers, and to function only according to their designs. In reality, however, the ecology of the planet on which it is built is the foundation and support mechanism for the added infrastructure, and often forms an integral part of its function. Understanding the interaction between natural and artificial components, and the limits of the resources an ecological system can provide are essential to the development of an optimal and sustainable infrastructure for any colony. CON_ORGANIC_STRC Organic Structures CON_ORGANIC_STRC_DESC Buildings formed of inanimate minerals are functional and occasionally elegant, and those of harvested but dead organics are often simple and inexpensive. Actual living structures, however, can be grown into their final shape with no additional labour, as well effect some degree of self-repair when damaged. They may also naturally self-regulate their internal environments, or potentially adapt to varied or changing surroundings as necessary, during or after their initial growth. CON_METRO_INFRA Metroplex Infrastructure CON_METRO_INFRA_DESC When the entire surface of a world is covered, continued development must occur above and below pre-existing construction. Care must be taken to ensure the stability of the undercut or overshadowed structures are not damaged, and transportation and supply routes must be rethought to support vastly increased population densities. Furthermore, novel stylistic and functional issues must be considered, to ensure that the newer levels, and the combined whole, are worth inhabiting. CON_TRANS_STRC Transforming Structures CON_TRANS_STRC_DESC A shutter functions as both a solid wall and open window, according to the desire of its user. A room may be refurnished to serve an entirely new purpose, within the limits of the space available. This concept may also be extended to the actual form and structure of an entire building or city, whether mechanical or organic. Eliminating the need for demolition and rebuilding permits much greater infrastructure flexibility and efficiency. Single or isolated structures may also serve many purposes simultaneously, that would previously have required much larger and elaborate fixed designs. CON_ARCH_MONOFILS Architectural Monofilaments CON_ARCH_MONOFILS_DESC Essentially unbreakable and merely a few atoms in diameter, single-crystal filaments have many uses in improving traditional structure designs in durability and economy of construction. The capacity to suspend or stress other materials in previously impossible configurations also permits a wholly new designs. Low weight and high strength filaments are of particular use in large-scale orbital or surface to orbit spanning structures, where variations in gravity across lengths were previously very prohibitive. CON_SELFGRAV_STRC Self-Gravitating Structures CON_SELFGRAV_STRC_DESC As orbital construction grows ever larger in scale, eventually the mass of a single installation is sufficient to appreciably self-gravitate. Where previously the microgravity environment was fundamental, designs must be rethought again, just as they were when originally moving surface activity into orbit. Rather than expanding endlessly in efficient regular patterns, the natural curved shapes of planetary bodies begins to emerge in artificial bodies as well. Advantages over surface construction are retained, however, as the artificial mass is designed and built with its purpose in mind. CON_ASYMP_MATS Asymptotic Materials CON_ASYMP_MATS_DESC Once certain thresholds of performance are passed, measuring the physical properties of materials for relative comparison becomes impractical in any terms other than orders of magnitude or logarithmic scales. Much like superconductivity in electronics, the tensile strength, toughness, density, elasticity, refractory index and other mechanical properties of materials may be controlled with effectively no limits. With all previously significant limitations removed, structure designs are further unhindered, and may extend or change by similar order of magnitude scales. CON_STRC_INT_FLDS Structural Integrity Fields CON_STRC_INT_FLDS_DESC Advanced materials and architecture can greatly extend the practical size of rigid structures. Eventually however, the stresses placed on load-bearing matter approach the magnitude of the strong nuclear force which holds atomic nuclei together, at which point alternative sources of support become essential. Projected energy support fields may serve this purpose, and replacing or augmenting fixed supports in this manner allows a drastic reduction in the necessary structural materials mass and volume. As well, such methods may allow dynamic adjustment of reinforcement in response to rapidly changing stress patterns, whereas fixed supports must remain in place even when not being actively used. CON_CONTGRAV_ARCH Controlled Gravity Architecture CON_CONTGRAV_ARCH_DESC By fully controlling the orientation and strength of gravitational forces acting upon and existent within a structure, designs may simultaneously exhibit the freedom of weightlessness and the utility of having a defined up and down. The structure itself, and the local environments it seeks to provide, may take any shape in space, extending to great lengths, looping about itself, and making arbitrary interconnections. Simultaneously, local environments within may be infused with a useful tug, which may vary from or be entirely different from immediately adjacent areas. Such versatility permits great new functional designs for social, manufacturing or other uses. CON_GAL_INFRA Galactic Infrastructure CON_GAL_INFRA_DESC Integration and development of the infrastructures on highly productive worlds into a unified galaxy-spanning network is one of the greatest logistical effort conceivable. When completed, such a system functionally unifies the worlds of which it is composed. Integrated transportation, housing, maintenance, and construction tools may be fluidly deployed wherever needed to optimally alter resource allocations or adjust to changes. CON_FRC_ENRG_STRC Force-Energy Structures CON_FRC_ENRG_STRC_DESC When forces and energy can be manipulated as desired to provide the same functionality as solid surfaces, there is no essential need to have physical materials enclosing the occupants of a building. Structures composed entirely of energy have many advantages, including simple reconfiguration, resilience, portability and novel design possibilities. CON_ART_HEAVENLY Artificial Heavenly Bodies CON_ART_HEAVENLY_DESC When roughly the mass of a small moon or larger, it is no longer sufficient to conceive of what is wrought as a "structure", "station" or "ship". Rather, beyond this scale, the object becomes more like a heavenly body; its gravitational pull influences orbital motions, it may retain an thin atmosphere on its surface, and it may be orbited by, rather than orbiting with, lesser structures. At even larger scales, entire planets may be built, or rebuilt, or even new stars may be formed and ignited, broadcasting the power and determination of their creators throughout the universe. CON_TRANS_ARCH Transcendent Architecture CON_TRANS_ARCH_DESC The epitome of design unifies optimal functionality with elegance of form. A transcendent structure expands and inspires the minds of its occupants or observers with its shape, placement, substance and integration, whether through awe-inspiring scale, perfect emphasis of a single idea, perception or lack thereof, or utter simplicity and fitness for purpose. CON_NDIM_STRC N-Dimensional Structures CON_NDIM_STRC_DESC Of all the bizarre feats of applied physics, the ability to to fold space onto itself has the most direct and profound influence on structural form and design. The potential is endless, literally as hallways are made to bend back upon their beginning, or given a twist so that their ceiling becomes their floor. As well, the concept of urban sprawl becomes laughable, as any number of people may fit into an arbitrarily small volume, safely tucked into an adjacent plane of existence. ECO_MARKET_ECON Market Economics ECO_MARKET_ECON_DESC The free exchange of goods and services between individuals and groups, whether by simple barter or through a commonly accepted credit currency, can be a effective and dynamic economic system. In the idealized case, the market is fully self-regulating, with supply and demand forces pushing the economy towards optimally efficient resource use and worker employment. As well, the opportunity for personal gain in such systems can be a powerful motivator for innovation and worker effort. Caution must be observed however, as that same motivation can also lead to exploitation and collusion amongst the privileged and successful, which can negate and undo much of the system's proported benefits. ECO_PLANNED_ECON Planned Economics ECO_PLANNED_ECON_DESC By identifying and prioritizing needs and specific goals for society, then actively implementing the necessary steps to realize them, a focused and stable economic system may be achieved. Whether the path taken is decided by high-level central planners or through distributed local bodies, in the ideal case all unnecessary diversions and waste are eliminated and all resources are focused on the top priorities. As well, a collective purpose and effective planning eliminates inactivity and waste by ensuring a opportunity to contribute for all workers. Caution must be observed, however, as individuals may lack dedication to the communal goals or the specific plan to achieve them, which may undermine worker motivation. ECO_EXTERN_INTEG Externality Integration ECO_EXTERN_INTEG_DESC Unsophisticated economic systems feature decision-making based on factors affecting only the decision-makers directly. Other factors, or externalities, that affect non-decision makers exclusively, are not considered, which has accordingly unexpected consequences, resulting in an overall loss of economic efficiency in an otherwise ideal system. By integrating factors such as environmental degradation, tragedies of the commons, or consequences of networking effects, the overall economy can be brought closer to its theoretical ideal form. ECO_ECON_SPECTRO Economic Spectroscopy ECO_ECON_SPECTRO_DESC With careful analysis and well-formed models, a linearly independent set of basis states as a frequency parameterization of an economy may be constructed. Cyclical economic trends and indicators of particular recurrence periods may then be studied independently, and may be amplitude- or phase-adjusted to achieve desired economic goals. Such manipulations must be conducted with great caution however, as simultaneously phase-matched cyclical effects which initially appear to be unbounded growth will inevitably reach a peak, after which the economic collapse will be equally dramatic. ECO_INTSTEL_TRADE Interstellar Trade ECO_INTSTEL_TRADE_DESC Commerce between the stars can be seen as essentially equivalent to trade confined to a single planet or continent, aside from the scale of the distances involved. While concepts such as trade routes, merchant guilds and piracy all remain in some form, effectively adapting methods of economic interchange and its regulation and control to space-based forms is nontrivial. As in earlier times, the harnessing or misuse of these factors can have drastic effects on the economies that grow to depend on them. ECO_ENV_ADAPTION Environmental Adaptation ECO_ENV_ADAPTION_DESC When the colonization of space begins, the great variety of planetary environments that are encountered will seem to be nothing but a hindrance, as most environments are inhospitable to any given race, and population growth and expansion are thus limited. However, as expansion continues and empires become established in multiple star systems, environmental diversity becomes increasingly beneficial if properly harnessed. Each environment provides its own set of direct and indirect benefits, particularly for the creation or extraction of physical and conceptual commodities, which may then be traded and shared between systems. By adapting the economic system of each world to best suit its unique characteristics, these benefits are maximized. ECO_GAL_MONEY_POL Galactic Monetary Policy ECO_GAL_MONEY_POL_DESC As interstellar trade expands, a transition is made between isolated planetary economies to integrated regional or imperial economies. Inter-empire exchange rates, lending and trade policies and their consequent effects for seemingly dissociated regions become the most significant factors in the overall health of the galactic economy. Accordingly, unilateral economic considerations must be tempered, and local issues considered only in the context of wider-ranging policies, in order to ensure economic prosperity for all. ECO_ECON_FLUIDITY Economic Fluidity ECO_ECON_FLUIDITY_DESC When the physical distance separating star systems is no longer matched by the perceived distance for those whose economic activity occurs between them, a paradigm shift occurs. Previously, the interstellar economy could be thought of like a solid, with atomic local economies and rigid trade bonds between close neighbours. With the perceptual shift, the economy of the empire undergoes a conceptual state change into a fluid. Economic activity begins to flow freely between the stars, into previously unharness crevices, filling cracks, following new flow-channels and eliminating localized unstable asymmetry. ECO_PLANET_COLONY Planetary Colonialism ECO_PLANET_COLONY_DESC When an expending empire encounters a planet that is rich in resources and which is populated by primitive native sentients, the opportunity arises to treat the planet as a colonial possession. A large and well-adapted workforce is immediately available, and can often be a source of information about the non-obvious unique resources of the planet. Care must be taken, however, to ensure that the native population, or at least its leaders, remains inclined to participate in the economic partnership, as former colonial workers can make an equally well-adapted rebel army. ECO_ECON_PRESCIEN Economic Prescience ECO_ECON_PRESCIEN_DESC Feedback control systems often consider the present, the past, and projected future states of a system when making correctional adjustments. Making projections is error-prone to the point of uselessness, however, for any highly complex and non-deterministic systems of interacting sentients such as an economy or society. To resolve this difficultly, precognitive projection can be employed to reveal many of the possible future time-paths and their relative probabilities, as well as the best adjustments to make to adjust these probabilities as desired. By this method, the unpredictable and often illogical choices of sentients may be isolated, and the economy can finally be described and controlled as well as a macroscopic physical system. ECO_STAB_HYPGROW Stabilized Hypergrowth ECO_STAB_HYPGROW_DESC Economic activity functions as a positive feedback into its own growth. An exponential growth curve naturally follows from this in many cases, and economic growth is thus often described as a ratio of the economy's size. Occasional bursts of hyperexponential growth intermittently occur, but are unstable and followed by painful corrections. However, through proper structuring and management, and careful cultivation of the necessary conditions for it to begin, indefinite hyperexponential growth may be maintained. ECO_ECON_HEGEMONY Economic Hegemony ECO_ECON_HEGEMONY_DESC An economy in optimal form represents a great variety of financial, cultural and other social mechanisms that may be employed to achieve the goals of those who are able to control them. Through use of these tools, other less-developed economies may be completely controlled, either through overt domination or destruction, or more subtle and targeted manipulations. By extension, an externally-controlled economy may be used to exert influence or control on all other aspects of a society. Through these means, a power equal or greater than any martial force is realized. SHP_SPACE_TACTICS Space Tactics SHP_SPACE_TACTICS_DESC Battles in microgravity and vacuum require specialized weapon and defensive systems, as well as the theoretical tactics that motivate their use. SHP_GAL_EXPLO Galactic Exploration SHP_GAL_EXPLO_DESC The discovery of interstellar travel via starlanes ushers in a new era of development of society. Old political squabbles between minor factions become insignificant when the entire civilization is faced with the limitless potential of the stars... for growth and prosperity, or utter destruction. SHP_NAVIGATION Interstellar Navigation SHP_NAVIGATION_DESC '''Starlanes form a relatively restrictive network of possible paths, but interstellar travel is complicated and risky without proper navigation techniques. In future, this tech might do something related to starlanes or ship speed or range...''' ######################################### # Tech Application Names & Descriptions # ######################################### DOES_NOTHING_SHORT_DESC Useless: Does Nothing SHIP_PART_UNLOCK_SHORT_DESC Unlocks Ship Part SHIP_HULL_UNLOCK_SHORT_DESC Unlocks Ship Hull BUILDING_UNLOCK_SHORT_DESC Unlocks Building RESEARCH_SHORT_DESC Improves Research FARMING_SHORT_DESC Improves Farming MINING_SHORT_DESC Improves Mining INDUSTRY_SHORT_DESC Improves Industry TRADE_SHORT_DESC Improves Trade CONSTRUCTION_SHORT_DESC Improves Infrastructure POPULATION_SHORT_DESC Increases Planet Population FLEET_RANGE_DESC Improves Fleet Supply CON_TERRAFORM Terraforming CON_TERRAFORM_DESC Changing the environmental type of a planet is a massive undertaking, the challenge of this process is to a large degree logistical. The precise method depends greatly on the type of planet to be changed and the desired result. However in all cases much of the surface of the entire planet and it's atmosphere needs to be converted to other types of molecules, vented into space or buried under the crust. The process takes years. CON_TERRAFORM_SHORT_DESC Allows terraforming to improve planets CON_RAPID_TERRAFORM Rapid Terraforming CON_RAPID_TERRAFORM_DESC Advances in orbital deployment now enable any terrestrial planet in an inhabited system to be terraformed to any environmental preference. Nanites can accomplish the transformation in half the time of conventional methods. CON_RAPID_TERRAFORM_SHORT_DESC Allows rapid and remote terraforming to improve planets CON_GRAVITY_WELLS Controlled gravity wells CON_GRAVITY_WELLS_DESC By installing a massive null gravity generator at a planet's core, it becomes possible to turn a planet's gravity on or off like a light switch, but in a narrow well. The planet's industry then gains all the benefits of low-G and zero-G, but without the drawbacks. Reverse gravity wells can also be created, making space launches cost practically nothing. CON_MEGALITH Megalith Construction CON_MEGALITH_DESC Mastering advanced orbital construction techniques, scientists create methods to enable construction of the awe inspiring Megalith. CON_ORBITAL_FACT Orbital Factories CON_ORBITAL_FACT_DESC Since all colonies begin in space and raw materials are largely imported from off-world, the common Exodus practice of complete planet-fall for new colony ships is wasteful. The manufacturing work so badly needed for upstart colonies can be done more cheaply in orbit. Equipping new colonies with pre-built orbital factory kits helps them make use of the natural resource of low orbit. CON_PLANET_RING Planetary Ring CON_PLANET_RING_DESC Space elevators are now a relatively modest task. It now becomes possible to undertake their natural extension. By placing several elevators in a ring around a world like spokes in a wheel, and then connecting them together by enormous chains of satellites and space stations, a planetary ring can be created. CON_SPACE_ELEVATOR Space Elevator CON_SPACE_ELEVATOR_DESC Nano-construction enables production of tensile cables strong enough to reach beyond geostationary orbit. Shuttles magnetically lifted up the cable are superior to the expensive, inefficient, and highly dangerous rocket launches to escape velocity. CON_SUBTER_CONST Subterranean Construction CON_SUBTER_CONST_DESC When space is at a premium, the holy grail of construction is the ability to build down as easily as up. Modern techniques finally make this possible. CON_ORBITAL_INFRA Orbital Infrastructure CON_ORBITAL_INFRA_DESC A well-developed general support infrastructure located in orbit permits great flexibility and rapid development of resource production capacity. ECO_COLONIAL_ECO Colonial Economic Blueprinting ECO_COLONIAL_ECO_DESC With advanced economic planning now a reality, the economy for an entire developing world can be blueprinted with the precision of a physical building. Upstart markets tap their raw potential for growth, without risk of being mired in traditionally immature "wild frontier" mentalities. ECO_COMM_UNION Commercial Union of the Colonies ECO_COMM_UNION_DESC The combination of applications as diverse as economic spectroscopy, bio-mimetics, digital psychology and advanced game theory produce a shift in the paradigm of economic thinking. The means to organize economic markets orders of magnitude above any previously envisioned becomes possible. ECO_DEEP_GREEN Deep Green ECO_DEEP_GREEN_DESC The quantum fractal nature of the equations of economic spectroscopy make all but the relatively superficial analyses impractical for most markets. However a massive computer designed from the ground up to handle the unusual algorithms, could supply an entire empire with economic foresight and stability. ECO_ECO_ETHER Economic Etherealization ECO_ECO_ETHER_DESC In the Exodus age of vast possibilities, the economic systems of most worlds have been slow to abandon the archaic paper and pencil, trading floor mentality. The final step in economic modernization is to dispense with out-dated, corporeal economic systems once and for all and transcend to a purer plane of digital information and virtual presence. This transition will boost the markets of all worlds, especially those largest. ECO_PARADISE Paradise Planet ECO_PARADISE_DESC The Paradise Planet is the ultimate tourist resort, a world whose entire economic structure has been converted to tourism and pleasure seeking. The benefits of such a planet would extend to the citizenry of distant worlds. ECO_SINKHOLE Economic Sinkholes ECO_SINKHOLE_DESC When economic activity is viewed as a flowing fluid, the capability to affect its flow becomes apparent. By creating a localized sinkhole in surface over which trade flows, trade centres well removed from the sinkhole itself are strongly affected. Such trade current disruption propagates out in all directions however, and is difficult or impossible to target selectively. GRO_SELF_ROTATING_CROPS Self-Rotating Crops GRO_SELF_ROTATING_CROPS_DESC '''High-intensity farming output benefits from a thorough understanding of the environment and application of this knowledge in custom-tailoring crops via genetic modification. Self-rotating crops may be grown continually, without the traditional need to alternate to less productive, but soil rejuvenating, plants every few growing seasons. + 5 to max farming per 10 population on primary farming focused worlds.''' GRO_BIOTERROR Bioterror Facilites GRO_BIOTERROR_DESC A research centre created to safely develop the most dangerous of biological weaponry while keeping prying eyes out. Biological weaponry takes effect too slowly to be of much use in a direct military conflict but as a weapon of terror it is unsurpassed, a slowly growing contamination will spread panic before it, images of a desperate people quarantined by their own government sows despair beyond the affected area, however care must be taken when developing such organisms to ensure they are not accidental released furthermore utter secrecy is required at the risk of damaging relations with other empires and our own people. GRO_HABITATION_DOMES Habitation Domes GRO_HABITATION_DOMES_DESC '''While terraforming efforts can make planets much more useful, the process is expensive and time consuming. Habitation Domes provide a faster and cheaper, though more limited, alternative for increasing the population capacity of inhospitable worlds, allowing moderate levels of infrastructure and resource capacity to be developed. Increases by +2 the maximum population of Terrible environment worlds with current construction of at least 20.''' GRO_CADUCEAN The Caducean Institute GRO_CADUCEAN_DESC A premiere centralized medical academy and research centre has benefits to health and population growth throughout an empire. Adequately funding such an institute can greatly tax smaller economies, however, potentially limiting its attraction to large or economically powerfully empires. GRO_GENOME_BANK Genome Bank GRO_GENOME_BANK_DESC The unknown variables in genomic calculations for any given species remain severe for all but the simplest genetic repairs, not to mention the changes that a genetic modification can potentially have on a larger multi-species biosphere. To truly realize the benefits of genetic medicine, it is necessary to collect a massive genome database for all the species from all known worlds. GRO_LIVING_PLANET The Living Planet GRO_LIVING_PLANET_DESC Theoretically, it is possible to completely predict the ecology of a single planet by mapping out its entire web of biological interdependence, both sentient and non-sentient, in fractal algorithms. In practice however, this could only be realized by constructing a vast planet-spanning network running a computer program dedicated to regulating the planet's entire biosphere. This computer would become, in effect, the brain of a new type of life--A single planetary organism, with intelligent citizens as part of its fabric, subject to the greater will. GRO_ORBITAL_GARDENS Orbital Gardens GRO_ORBITAL_GARDENS_DESC A marvel of engineering and design, the Orbital Gardens feature samples of flora gathered from throughout the known galaxy, each cultivated within the wide range of artificial environments re-created within this small artificial moon. GRO_URBAN_FARM Urban Farming GRO_URBAN_FARM_DESC On industrialized worlds, where arable land is rare to non-existent, the capability to produce food in hydroponic or aeroponic environments tightly packed into multi-storey buildings becomes critical to maintain food output. LRN_STELLAR_TOMOGRAPHY Stellar Tomography LRN_STELLAR_TOMOGRAPHY_DESC '''A network of specialized satellites can use tomographic methods to reconstruct the activities occurs deep within a star. These otherwise costly-to-produce conditions are ideal for a variety of research endeavours, with larger benefits for more exotic star types. Provides + 4 to research per 10 population on primary research focused worlds in systems with black holes. Provides +3 to planets in systems with neutron stars. Provides +2 to planets in systems with white or blue stars. Provides +1 to planets in systems with red, orange or yellow stars.''' LRN_OBSERVATORY_I Observatory LRN_OBSERVATORY_I_DESC The natural extension of industrial- and information-age telescopes, with military-inspired algorithms permits enhanced long-range detection. LRN_AUTOLAB_I Basic Autolabs LRN_AUTOLAB_I_DESC Automated laboratories can produce significant research output without direct supervision, however it remains necessary to provide guidance to such labs regarding what avenues or research to pursue, and extract the resulting information from them. A specialized control centre is required to facilitate these exchanges. Consequently, while individual worlds develop their own autolabs without additional cost, the control centre requires signifiant up-front production effort to build. This makes autolabs more attractive to empires with excess production capacity, but lacking in research output, and less useful for empires already producing significant research, but lacking in industrial or minerals capacity. Additionally, autolabs produce larger quantities of waste products than standard laboratories, negatively impacting health on worlds on which they are used. LRN_THEOREM_PROVER Automatic Theorem Prover LRN_THEOREM_PROVER_DESC Abstract mathematical discoveries frequently have practical, if unforeseen, applications in future research. Increasingly complex formal systems require correspondingly increased time to manipulate in order to prove such discoveries, limiting progress. Elegant algorithmic methods to automate Theorem Proving can overcome this problem, however doing so requires significant research effort itself, limiting the method's usefulness to empires which have chosen to focus on research in the long-term. LRN_COLLECTIVE_NET Collective Thought Network LRN_COLLECTIVE_NET_DESC By transferring the mind into cyberspace, thousands of minds can act as one, solving problems and making breakthroughs that no single mind could. LRN_DISTRIB_THOUGHT Distributed Thought Computing LRN_DISTRIB_THOUGHT_DESC The average citizen literally wastes his mind away, one of the finest computing devices in the universe. By tapping into the idle brain cycles of a sufficiently large population through a network of simple cybernetic transceivers, the research centers of a world can gain access to cheap and plentiful raw computing power. LRN_ENCLAVE_VOID Enclave of the Void LRN_ENCLAVE_VOID_DESC Study of the Void Mind could be accelerated by genetically engineering the populace of an entire world to be attuned to the Void. This new priestly class could transform the entire social structure of their world to better understand and channel the wisdom of the Void Mind to the entire empire. LRN_LOOKING_GLASS The Looking Glass LRN_LOOKING_GLASS_DESC A window into Space-Time, the Looking Glass will be the ultimate museum. Instead of excavating the ancient ruins of eras past, it is possible to simply open a window into time. Great leaders of the past would no longer be accessible only through books and holo-vids, but directly observable. Such a museum would gather flocks of both tourists and academicians. LRN_MONUMENT_EXODUS Monument to Exodus LRN_MONUMENT_EXODUS_DESC The greatest artists and engineers of an Exodus society are called together to produce a design for a fitting tribute to their accomplishments, and usher in the Exodus Age. LRN_PSICORP PsiCorp LRN_PSICORP_DESC It is now possible to identify the nascent psionic abilities inherent in rare individuals at birth. But to truly cultivate their gifts, it would be necessary to create an academy dedicated to psionics. Graduates of this academy, would comprise a highly trained task-force of Psi elite that could be assigned to research projects as conduits and amplifiers for the greatest researchers of an empire. PRO_AUTOFACTORY_I Basic Autofactories PRO_AUTOFACTORY_I_DESC Automated factories greatly increase industrial output without direct supervision, however it remains necessary to provide guidance to such labs regarding what needs to be produced. A specialized control centre is required to facilitate these exchanges, and the language in which they are conducted requires extensive research prior to implementation. Consequently, the use of automated factories may only be practical for empires that conduct large amounts of research. Conversely, empires with minimal research, but much existing production capacity, may find other production-enhancing methods more practical. PRO_HEAVY_MINING_I Heavy Mining Processors PRO_HEAVY_MINING_I_DESC When increased minerals production is the only concern, no environmental damage considerations exist, and the environment itself is conducive, partially automated bulk mining activities can be optimal. Significant processing capacity is required, however, necessitating the use of centralized ore-processing facilities. PRO_ENVIRO_MINING_I Environmentally-Conscious Mining PRO_ENVIRO_MINING_I_DESC '''Many mining methods are incompatible with highly populous planets, due to environmental damage. Careful consideration of Planetary Ecology is required to permit limited mining techniques to be employed without such downsides. Minerals production is less per unit of population than more extreme methods, however additional population may somewhat offset this. Additionally, these limited techniques are only applicable to worlds capable of supporting high populations: Superb or Optimal for a given race. Increases minerals production by +2 per 10 population on primary mining focused worlds. Increases minerals production by +1 per 10 population on primary balanced and secondary mining focused worlds. Multiple focus balances are cumulative: primary and secondary mining focus provides +3 to mineral production per 10 population.''' PRO_ASTEROID_MINE Asteroid Mining PRO_ASTEROID_MINE_DESC Mineral resource extraction from subplanetoid-sized bodies involves challenges, and provides opportunities quite distinct from those of full-fledged planets. Lacking sufficient mass to self-liquify and differentiate, asteroids can provide much easier access to some heavier elements, and lack of a gravity can make extraction for use in space much more efficient. Conversely, the limited size of each source asteroid requires fully portable self-sufficient extraction facilities. As well, the challenges of any microgravity environment must be overcome, requiring redesign of many traditional methods. The initial implementation of asteroid mining techniques yields moderate gains to mineral production in systems with suitable asteroid belts to exploit. Increased mining output occurs on all planets in system, allowing planets with environments normally difficult to mine, which often also allow larger populations, to produce large amounts of minerals per unit of population. Normally large mining output per unit population is limited to low-population capacity worlds, limiting actual mineral output. PRO_ORBITAL_MINE Orbital Mining PRO_ORBITAL_MINE_DESC On solid, habitable planets, traditional bulk surface mining is effective and relatively efficient. For gas giants and terrestrial planets that are unable to support a sizable population however, the ability to extract usable minerals with space-based facilities is far more practical. A primary challenge to this method is overcoming the planetary gravity well, but once this is accomplished, vast new sources of minerals become available. As well, specialized resources on uninhabitable planets become accessible for the first time. PRO_CORE_MINE Deep Core Mining PRO_CORE_MINE_DESC The pressure and temperatures in terrestrial planet mantles and cores create large quantities of crystal and mineral formations that only appear on upper crust layers due to vulcanism. The lower atmospheric layers and core materials of gaseous planets contain even more exotic materials, in greater concentrations. Accessing these regions to extract the materials is difficult and treacherous, but eminently rewarding, compared to traditional surface mining activities. PRO_ART_BLACK_HOLE Artificial Black Hole PRO_ART_BLACK_HOLE_DESC By carefully collapsing a singularity in a distant solar orbit, a conveniently located source of unlimited power would be possible. This would be a highly expensive and dangerous task, but with far reaching benefits. PRO_EXOBOTS Exobots PRO_EXOBOTS_DESC Exobots, as they become commonly known, are a marvel of form meets function. They are robots designed to fulfill nearly any manufacturing job, in fields as wide ranging as electronics to large-scale construction. Easily mass produced, they serve best on colonies that lack the infrastructure and work force to dedicate to specialized factories. Every colony receives a standard issue team of exobots, boosting their construction during the early development phase. PRO_FUSION_PLANTS Fusion Plants PRO_FUSION_PLANTS_DESC Fusion plants, while expensive to produce and maintain, easily pay for themselves on industrialized worlds with ever increasing power demands. Reliance on old fission based nuclear plants will gradually become a thing of the past. PRO_HYPER_DAM Hyperspatial Dam PRO_HYPER_DAM_DESC Once the greatest fear of N-dimensional physicists, now the noblest goal. To deliberately create a hyperspatial rift between our universe and the next, but inside a dimensional bubble, safely separate from known space-time. Once this is accomplished, it would be a relatively simple matter to tap into the enormous flow of energy that would travel across the rift. PRO_MINI_SUN Miniature Sun PRO_MINI_SUN_DESC A magnetically contained, self-perpetuating fusion reaction could be safely built and placed in coincident orbit above a planet's night facing hemisphere. This new star would dominate the night sky, providing constant twilight on its planet-facing hemisphere, while its outward facing hemisphere would be harnessed as a massive fusion power plant. PRO_MINING_ENGINEERING Mining Engineering PRO_MINING_ENGINEERING_DESC '''Applying the concepts of Planetary Geology allows effective extraction of minerals from near the surface of planets. By identifying the probable locations and ideal extraction methods, efficiency and total possible production are increased. As well, proper planning and analysis increase mine safety and longevity. Bonuses depend on planet type: Barren and Inferno receive +4 per 10 population of planet at mining focused worlds. Desert, Radiated and Toxic receive +2. Tundra and Terran receive +1. Ocean and Swap receive no bonus. Large research cost and time and lack of building-production requirement to receive effect make technology attractive for research-focused empires, but less useful for production-focused. Bonuses are largest on low-population planet types, making overall benefit small until future advances can increase the populations of these planet types.''' PRO_INDUSTRY_CENTRE_I Industrial Centres PRO_INDUSTRY_CENTRE_I_DESC '''Coordinating industrial activity between planets and star systems can be effectively accomplished at large centralized complexes. Facility's large cost and build time, as well as significant future range growth potential, require strong planning to produce in location with ideal future utility. Large industrial benefits come with large up-front cost, in both production resources and time, but with minimal research prerequisites, making facility useful for high-production strategies, but unattractive for research-focused empires.''' PRO_ENERGY_CONV Energy Conversion PRO_ENERGY_CONV_DESC At appropriate scales and under specific conditions, matter-energy becomes a unified phenomenon. Applied at larger scales, complete control over the structure of matter and the dynamics of energy becomes possible, as does the interchange between the two. Transmutation and replication, at limited scales, become possible. However, despite the enormous rest mass energy equivalence of matter, converting directly to energy for bulk power generation is generally less effective than comparatively simple fusion generation. PRO_NEUTRONIUM_EXTRACTION Neutronium Extraction PRO_NEUTRONIUM_EXTRACTION_DESC The core of a neutron star consists of degenerate neutron matter, compressed by gravity to a density far greater than the heaviest normal matter. This exotic material has numerous applications once extracted from the star, allowing production of otherwise impossible structures and ship parts. SHP_BASE_SHIPYARD Basic Shipyard SHP_BASE_SHIPYARD_DESC Rudimentary orbital ship production facility allows new interstellar space ships to be produced in the system where it is built. SHP_LIGHTHOUSE Interstellar Lighthouses SHP_LIGHTHOUSE_DESC Useful for ships traveling into and out of a system by starlanes, Interstellar "Lighthouses" indicate the location of a starlane entrance in a system, and also make the lane safely navigable in either direction. Use of the lane is made significantly safer. SHP_FLEET_LOGISTICS Fleet Logistics SHP_FLEET_LOGISTICS_DESC Gives planets ability to resupply fleets in systems several starlane jumps away. SHP_SUSPENDED_ANIMATION Suspended Animation SHP_SUSPENDED_ANIMATION_DESC Through chemical manipulation and cryonics, life processes may be halted without terminating them permanently. Beings in this state are preserved indefinitely, consume no resources and require very little storage - not living - space. With this technique, the capacity of colony ships can be greatly increased. SHP_ION_CANNON Ion Cannon SHP_ION_CANNON_DESC Unlocks Ion Cannon ship part. SHP_NUCLEAR_MISSILE Nuclear Missile SHP_NUCLEAR_MISSILE_DESC Unlocks Nuclear Missile ship part. SHP_DEFLECTOR Deflector Shield SHP_DEFLECTOR_DESC Unlocks Deflector Shield ship part. SHP_RADAR Active Radar SHP_RADAR_DESC Unlocks Active Radar ship part. SHP_DEUTERIUM_TANK Deuterium Tank SHP_DEUTERIUM_TANK_DESC Unlocks Deuterium Tank ship part. SHP_MEDIUM_HULL Medium Ship Hulls SHP_MEDIUM_HULL_DESC Medium Ship Hulls SHP_LARGE_HULL Large Ship Hulls SHP_LARGE_HULL_DESC Large Ship Hulls SHP_HUGE_HULL Huge Ship Hulls SHP_HUGE_HULL_DESC Huge Ship Hulls ######################################## # Tech Refinement Names & Descriptions # ######################################## BUILDING_REFINE_SHORT_DESC Refines Building PRO_ASTEROID_MINE_II Advanced Asteroid Mines PRO_ASTEROID_MINE_II_DESC Experience with operation of initial implementations of asteroid mining techniques allows more refined methods to be devised. The same asteroid field and population produces additional minerals at all planets in-system that focus primarily on mining. PRO_INDUSTRY_CENTRE_II Greater Industrial Centre PRO_INDUSTRY_CENTRE_II_DESC Improved centralized management of dispersed industrial activities increases the range and size of increased industrial output provided. PRO_INDUSTRY_CENTRE_III Supreme Industrial Centre PRO_INDUSTRY_CENTRE_III_DESC Additional experience and facilities improvements further extend the range and size of industrial output improvement. ################################# # Nazwy i opisu budynków # ################################# BLD_OBSERVATORY Obserwatorium BLD_OBSERVATORY_DESC '''Naturalne rozszerzenie teleskopów przemysłowych i informacyjnych, wyposażające je w wojskowe algorytmy umożliwiające wykrywanie obiektów na dużych odległościach. Planeta, na której wybudowano obserwatorium wysyła w kosmos potężne impulsy wykrywające. Z tego powodu ukrycie takiej planety staje się bardzo trudne. Z drugiej strony, impulsy te mogą zostać odbite przez wszystkie obiekty znajdujące się we względnej bliskości planety, co bardzo ułatwia wykrywanie takich obiektów z zaprzyjaźnionych planet znajdujących się w zasięgu obserwatorium. Dodaje +10 do współczynnika Wykrywanie na wszystkich zaprzyjaźnionych planetach znajdujących się w odległości nie większej niż 200. Na planecie, na której wybudowano obserwatorium współczynnik Ukrywanie zmniejsza się o 10.''' BLD_IMPERIAL_PALACE Imperial Palace BLD_IMPERIAL_PALACE_DESC '''Represents imperial power and prestige and functions as a centre of control for the empire's holdings. Planet on which palace is built receive +2 to max construction.''' BLD_SHIPYARD_BASE Shipyard BLD_SHIPYARD_BASE_DESC Orbital production facility for assembly of interstellar military-grade spacecraft. Allows production of ships in the system where it is located. Can be upgraded by producing additional buildings in the same system. BLD_BIOTERROR_PROJECTOR Bioterror Projection Base BLD_BIOTERROR_PROJECTOR_DESC '''Projects negative health effects of minor biological warfare to nearby planets. Planets within 2 starlane jumps owned by other empires receive -4 to max health. Planets within 2 starlane jumps owned exclusively by the empire that builds the projector receive -1 to max health. Requires empire operating it to own at least one Bioterror Research Centre; otherwise produces no negative health effects on other empires' planets.''' BLD_BIOTERROR_LAB Bioterror Research Centre BLD_BIOTERROR_LAB_DESC Is required for Bioterror Projection Bases to affect other empires.\n\nCauses -2 to max health of planets in system where it is built, regardless of that planet's ownership. BLD_AUTOFACTORY_CONTROL Autofactory Control Centre BLD_AUTOFACTORY_CONTROL_DESC Provides +2 to max production output per 10 population on primary industry focused worlds.\nProvides additional +1 to max industry output per 10 population on secondary industry focused worlds. BLD_AUTOLAB_CONTROL Autolab Control Centre BLD_AUTOLAB_CONTROL_DESC Provides +2 to max research output per 10 population and -2 to max health on primary research focused worlds.\nProvides additional +1 to max research output per 10 population and -1 to max health on secondary research focused worlds. BLD_THEOREM_PROVER Automatic Theorem Prover BLD_THEOREM_PROVER_DESC Provides +5 to max research output per 10 population on primary research focused worlds, non-stacking.\nProvides additional +1 to max research output per 10 population on secondary research focused worlds, non-stacking. BLD_LIGHTHOUSE Interstellar Lighthouse BLD_LIGHTHOUSE_DESC Increases by 1 starlane jump the supply meter of all planets - regardless of owner - within 200 distance units. BLD_HEAVY_MINE_PROCESSOR Heavy Mining Processor BLD_HEAVY_MINE_PROCESSOR_DESC Provides +5 mining to mining-focused worlds, non stacking, within 100 distance of the facility, that are of type Barren, Radiated, Toxic or Inferno. Also proves +2 to mining and -5 to farming, both non-stacking, on planet at which it is built. BLD_INDUSTRY_CENTRE Industrial Centre BLD_INDUSTRY_CENTRE_DESC '''Initially provides +5 industry within 100 direct-line distance of facility, non stacking, to industry-focused worlds. [[tech PRO_INDUSTRY_CENTRE_II]] refinement increases bonus to +6 and increases distance to 200. [[tech PRO_INDUSTRY_CENTRE_III]] refinement further increases bonus to +7 and range to 300.''' BLD_ASTEROID_MINE Asteroid Mining Facility BLD_ASTEROID_MINE_DESC Initially provides +4 minerals production per 10 population to planets in same system that contains an asteroid belt.\nWith Advanced Asteroid Mines refinement, provides additional +4, or +8 total minerals production per 10 population to planets in same system that contains an asteroid belt. BLD_GRAVITY_WELLS Controlled Gravity Wells BLD_GRAVITY_WELLS_DESC A null gravity generator installed deep in the planet's core, greatly boosting industry and commerce in the system. BLD_MEGALITH Megalith BLD_MEGALITH_DESC A marvel of Exodus-era Architecture, the Megalith is an abnormally massive Starscraper, kilometers in diameter. The Megalith is an inspiration to architects sector-wide and is often the crown jewel of a powerful real estate mogul's empire. BLD_PLANET_RING Planetary Ring BLD_PLANET_RING_DESC A ring of satellites completely encircling a world, tethered to the planet's equator by spoke-like space elevators. These are used for housing, micro-gravity construction and inter-world trade. BLD_SPACE_ELEVATOR Space Elevator BLD_SPACE_ELEVATOR_DESC An enormous and practically unbreakable line of cable tethered to a satellite in geo-stationary low orbit on one end, and a launch platform on the planet-bound end. The space elevator boosts the trade for the entire system. BLD_COMM_UNION Commercial Union of the Colonies BLD_COMM_UNION_DESC The Commercial Union of the Colonies (CUC) is an organization with the means and will to monitor and regulate the entire galactic market. The first empire to complete the CUC gains an empire wide bonus to trade on all worlds. BLD_DEEP_GREEN Deep Green BLD_DEEP_GREEN_DESC A central economic forecast computer fed with data from all the economic markets of the known galaxy, it is capable of near perfect economic foresight and is used to boost all the markets in the empire. BLD_PARADISE Paradise Planet BLD_PARADISE_DESC A world whose entire infrastructure has been converted to tourism, giving an enormous boost to trade and tourism in the region, but eliminating almost all useful industrial and mining output. BLD_CADUCEAN The Caducean Institute BLD_CADUCEAN_DESC Available with The Caducean Institute.\n\nIncreases max health on all populated worlds by +2, non-stacking. BLD_GENOME_BANK Genome Bank BLD_GENOME_BANK_DESC The largest database ever conceived. The Genome Bank includes maps of the genomes of every organism known to the empire. This database is invaluable in the treatment of disease and in establishing farming colonies. BLD_LIVING_PLANET The Living Planet BLD_LIVING_PLANET_DESC Convert a planet into the Living Planet by way of a sentient, almost god-like, cell-based computer program. This planet is wondrous to behold and famous throughout the known galaxy as a celebration of life and harmony. The inhabitants of this world think and act as though part of a larger organism, serving its needs simultaneously with their own. Industrial and mineral output are severely limited, however, as such activities upset the global harmonious balance. BLD_ORBITAL_GARDENS Orbital Gardens BLD_ORBITAL_GARDENS_DESC An enormous moon-like satellite in orbit above a world, the Orbital Gardens are a testament throughout the galaxy to your ability to harness your environment. Besides being an excellent tourist attraction, research conducted here helps boost farming on all worlds in your empire. BLD_COLLECTIVE_NET Collective Thought Network BLD_COLLECTIVE_NET_DESC By transferring the mind into cyberspace, thousands of minds can act as one, solving problems and making breakthroughs that no single mind could. BLD_ENCLAVE_VOID Enclave of the Void BLD_ENCLAVE_VOID_DESC The population of an entire planet is genetically attuned to the Void Mind and dedicated to channeling its wisdom to the empire. The denizens of the Void Enclave are regarded as priests, channels of higher thinking and wisdom. In all matters of importance to the empire, their advice is sought after. Emissaries from the Enclave can even be sent to assist in the empire's research projects. This world may never exceed industrial or mining output greater than 30. BLD_LOOKING_GLASS The Looking Glass BLD_LOOKING_GLASS_DESC A space-time museum of galactic fame. Both tourism and science benefit from its unfettered view of all history, as the ebb and flow of all time become as transparent as glass. BLD_MONUMENT_EXODUS Monument to Exodus BLD_MONUMENT_EXODUS_DESC A mighty orbiting sculpture visible from the ground and to passing ships. Your triumph over the starlanes will never be forgotten and your people will forever be emboldened to colonize new worlds. Increases population growth on all frontier worlds. BLD_PSICORP PsiCorp BLD_PSICORP_DESC An academy dedicated to identifying the psionically gifted citizens throughout the colonies and training them from birth to develop their abilities to the benefit of the most advanced research programs of the empire. BLD_ART_BLACK_HOLE Artificial Black Hole BLD_ART_BLACK_HOLE_DESC A constructed singularity in a distant orbit in one system. Its power is harnessed to advance industry for all nearby worlds. BLD_HYPER_DAM Hyperspatial Dam BLD_HYPER_DAM_DESC A tear in the fabric of the universe, safely controlled and harnessed. The hyperspatial dam serves as a source of nearly unlimited energy for the entire sector. BLD_MINI_SUN Miniature Sun BLD_MINI_SUN_DESC A miniature sun keeps the night sky above the world perpetually twilit. Besides being good for morale, the fusion reactor serves as a convenient source of energy for all planets in the system. BLD_REMOTE_CONST Remote Construction BLD_REMOTE_CONST_DESC A network of matter and construction. A team of construction workers and robots can assemble structures on distant worlds without the need for freighters or construction vessels. Only a small matter-terminal ship is needed. Quickly raises the industry on all worlds to that of an Established world. BLD_ECON_SINKHOLE Economic Sinkhole BLD_ECON_SINKHOLE_DESC An Economic Sinkhole actively disrupts trade in its vicinity. This effect does not distinguish between friend or foe, however, so care must be taken in its placement to maximize disruption of enemy trade, while assuring minimal impact on that of its builders. #################### # Elementy okrętów # #################### HULL_DESC '''Starlane Speed: %1% Fuel Capacity: %2% Combat Speed: %3% Health: %4%''' PART_DESC_CAPACITY Capacity: %1% PART_DESC_STRENGTH Strength: %1% PART_DESC_DIRECT_FIRE_STATS '''Damage: %1% Rate of Fire: %2% shots/turn Range: %3%''' PART_DESC_LR_STATS '''Damage: %1% Rate of Fire: %2% missiles/turn Range: %3% Missile Speed: %4% Missile Health: %5% Missile Stealth: %6% Capacity: %7% missiles''' PART_DESC_FIGHTER_STATS '''Fighter Type: %1% Fighter Anti-Fighter Damage: %2% Fighter Anti-Ship Damage: %3% Fighter Launch Rate: %4% fighters/turn Fighter Speed: %6% Fighter Health: %7% Fighter Stealth: %8% Fighter Detection: %9% Capacity: %10% fighters''' ############## # Ship Parts # ############## SR_LASER Laser SR_LASER_DESC Niewielka masa, ale i moc SR_ION_CANNON Działo jonowe SR_ION_CANNON_DESC Średnia masa i jednocześnie średnia moc LR_NUCLEAR_MISSILE Pocisk nuklearny LR_NUCLEAR_MISSILE_DESC Pocisk dalekiego zasięgu i średniej mocy DT_ACTIVE_RADAR Radar aktywny DT_ACTIVE_RADAR_DESC Średnia skuteczność wykrywania, niestety bardzo ułatwia też wykrycie okręty, na którym jest zamontowany. FU_DEUTERIUM_TANK Zbiornik deuterium FU_DEUTERIUM_TANK_DESC Nieznacznie zwiększa zasięg okrętu powiększając jego zasoby paliwa. Masywny i wrażliwy na ogień przeciwnika. FU_ANTIMATTER_TANK Zbiornik antymaterii FU_ANTIMATTER_TANK_DESC Zwiększa zasięg okrętu powiększając jego zasoby paliwa. Zwarty, o niewielkiem masie. ST_EM_DAMPER Tłumik elektromagnetyczny ST_EM_DAMPER_DESC Zmniejsza wykrywalność okrętu, na którym został zamontowany, poprzez tłumienie emisji elektromagnetycznych generowanych przez systemy okrętu. Może skompensować tylko niewielką ilość takich emisji, dlatego elementy generujące wiele szumów nie będą przez niego skutecznie maskowane. AR_LEAD_PLATE Ołowiany pancerz poszycia AR_LEAD_PLATE_DESC Słaba ochrona przy dużej masie. SH_DEFENSE_GRID Siatka ochronna SH_DEFENSE_GRID_DESC Słaba ochrona, ale nie dodaje masy. SH_DEFLECTOR Osłony SH_DEFLECTOR_DESC Mocna ochrona przy zachowaniu niewielkiej masy. CO_COLONY_POD Kapsuła kolonizacyjna CO_COLONY_POD_DESC Umożliwia osadnikom przetrwanie podróży do nowej planety. Umożliwia okrętom kolonizowanie nowych światów. CO_SUSPEND_ANIM_POD Krioniczna kapsuła kolonizacyjna. CO_SUSPEND_ANIM_POD_DESC W trakcie podróży kolonizacyjnej osadnicy utrzymywani są w stanie obniżonego metabolizmu, dzięki czemu nie ma konieczności ich żywienia, a to z kolei zwiększa liczbę osadników przenoszonych przez jeden okręt. ################### # Kadłuby okrętów # ################### SH_EMPTY Pusty kadłub SH_EMPTY_DESC Szybki i tani kadłub, niestety nie pozwala na montowanie żadnych elementów. SH_SMALL Mały kadłub SH_SMALL_DESC Pozwala na zamontowanie zaledwie kilka elementów, ale za to osiąga duże szybkości. SH_MEDIUM Średni kadłub SH_MEDIUM_DESC Umożliwia zamontowanie średniej liczby elementów, przy zachowaniu względnie wysokich prędkości. SH_LARGE Duży kadłub SH_LARGE_DESC Pozwala na zamontowanie sporej liczby elementów, niestety kosztem zmniejszenia osiąganych prędkości. SH_HUGE Wielki kadłub SH_HUGE_DESC Oferuje bardzo dużo miejsc do montowania elementów, ale osiągane prędkości pozostawiają wiele do życzenia.
Alternative version string file Pl_stringtable.txt for FreeOrion 0.3.9 (work-in-progress).
Polski #For FreeOrion ver. 0.3.9 #ANSI, bez polskich znakow #This is the Polish String Table file for FreeOrion #Polska wersja tlumaczenia pliku tekstowego dla FreeOrion #Translated by: #Translated by: Mstachul #Translated by: Lukasz "Cyber Killer" Korpalski http://digital.dharkness.info #Translated by: Wojciech "Feagorn" Moch (feagorn at gmail point com) #Translators note: this translation assumes that the player is not a complete idiot and can understand simple, game-related English acronyms eg: FPS. ################# # Common # ################# #Anyone can use these for basic buttons APPNAME FreeOrion BROWSE_BTN Przegladaj... OK OK CANCEL Anuluj DONE Gotowe CLOSE Zamknij LOAD Laduj SAVE Zapisz OPEN Otworz OR lub AND i YES Tak NO Nie ALL Wszystko ERROR BLAD UNKNOWN_VALUE_SYMBOL ? CHAT_WHISPER szept EMPIRE Imperium UNKNOWN_SYSTEM Nieznany system RENAME Zmien nazwe ENTER_NEW_NAME Wpisz nowa nazwe # used to generate names for new fleets when they are created NEW_FLEET_NAME Nowa flota %1% NEW_FLEET_NAME_NO_NUMBER Nowa flota NOT_APPLICABLE N.D. BOMBER Bombowiec INTERCEPTOR Mysliwiec przechwytujacy DEFENSE_BASE Obrona bazy DEFENSE_BASE_DESCRIPTION Orbitalna platforma obrony moze pomoc w obronie planety, na ktorej sie znajduje. \n\nAtak: 1 \nObrona: 3 ########################## # Status Update Messages # ########################## NEW_GAME Generowanie wszechswiata i graczy SI ... LOADING Ladowanie ... SERVER_WONT_START Nie mozna uruchomic serwera. \n\nNotka dla Linuksa: Aktualnie oczekuje sie, aby plik wykonywalny serwera byl katalogu roboczym gry. Jesli FreeOrion byl uruchomiony z innego katalogu niz ten, gdzie jest glowny plik binarny, mozliwe ze bedzie trzeba wyjsc z gry i uruchomic ja z tamtej lokacji. SERVER_TIMEOUT Serwer nie odpowiada. SERVER_LOST Utracono polaczenie z serwerem. SERVER_GAME_END Serwer przeslal wiadomosc o zakonczeniu gry. Pa pa. PLAYER_DISCONNECTED Gracz %1% stracil polaczenie z serwerem. PLAYER_DEFEATED Zostales pokonany. PLAYER_VICTORIOUS Zwyciezyles. EMPIRE_DEFEATED Imperium %1% juz nie istnieje. UNKNOWN_EMPIRE Nieznane imperium LAST_OPPONENT_DEFEATED_VICTORY Twoj ostatni przeciwnik zostal pokonany. Zwyciestwo! ###################################### # Command Line and OptionsDB Options # ###################################### COMMAND_LINE_USAGE Sposob uzycia: COMMAND_LINE_DEFAULT Domyslne: OPTIONS_DB_HELP Wyswietl ten tekst pomocniczy. OPTIONS_DB_GENERATE_CONFIG_XML Uzywa wszystkich ustawien z obecnego pliku config.xml o ile taki istnieje oraz tych podanych z linii komend do wygenerowania nowego pliku config.xml . Ta operacja nadpisze obecny plik config.xml , jesli istnieje. OPTIONS_DB_MUSIC_OFF Wylacza muzyke w grze. OPTIONS_DB_BG_MUSIC Wybiera sciezke dzwiekowa odtwarzana w tle. OPTIONS_DB_FULLSCREEN Uruchamia gre na pelnym ekranie. OPTIONS_DB_UI_CHAT_HIDE_INTERVAL Po tym czasie, w sekundach, okno rozmowy w trybie wielu graczy zniknie jesli nic nowego nie bedzie napisane. Wartosc 0 oznacza, ze okno nigdy nie zniknie. OPTIONS_DB_UI_CHAT_EDIT_HISTORY Liczba wiadomosci przechowywanych w oknie historii rozmowy. OPTIONS_DB_GALAXY_MAP_GAS Rysowanie substnacji gazowych wokol systemow planetarnych w celu nadania ksztaltu galktyce. W starszych systemach moze spowolnic rysowanie. OPTIONS_DB_GALAXY_MAP_STARFIELDS Rysowanie pol gwiazd wokol systemow planetarnych. W starszych systemach moze spowolnic rysowanie. OPTIONS_DB_GALAXY_MAP_SCALE_LINE Pokaz linie skali dla odleglosci wszechswiata na mapie galaktyki. OPTIONS_DB_OPTIMIZED_SYSTEM_RENDERING Do rysowania systemow planetarnych na pamie galaktyki uzywa funkcji OpenGL 1.5. Na starszych kartach graficznych moze powodowac klopoty. OPTIONS_DB_STARLANE_THICKNESS Okresla szerokosc (w pikselach) rysowanych szlakow gwiezdnych. OPTIONS_DB_RESOURCE_STARLANE_COLOURING Wlacza i wylacza oznaczanie szlakow gwiezdnych kolorem imperium, jesli imperia moga wymieniac sie surowcami na tych trasach. OPTIONS_DB_UNOWNED_STARLANE_COLOUR Ustawia domyslny kolor dla renderowania szlakow gwiezdnych. OPTIONS_DB_FLEET_SUPPLY_LINES Wlacza i wylacza wyswietlanie linii zaopatrzenia floty za pomoca znacznikow w kolorze imperium. OPTIONS_DB_FLEET_SUPPLY_LINE_WIDTH Okresla szerokosc rysowanych linni zaopatrzenia floty. OPTIONS_DB_FLEET_SUPPLY_LINE_DOT_SPACING Ustawia w jakiej odleglosci od siebie renderowac punkty dla linii dostaw floty. OPTIONS_DB_FORCE_EXTERNAL_SERVER Zakazuje klientowi uruchamiania serwera, nawet w przypadku gry na komputrze lokalnym w trybie pojedynczego gracza. OPTIONS_DB_EXTERNAL_SERVER_ADDRESS Adres polaczenia w trybie wspolpracy z serwerem zewnetrznym. Po wpisaniu tego adresu klient staje sie menedzerem gry. OPTIONS_DB_UI_MAIN_MENU_X Pozycja centrum glownego menu na ekranie startowym, jako czesc calkowitej szerokosci okna aplikacji. OPTIONS_DB_UI_MAIN_MENU_Y Pozycja centrum glownego menu na ekranie startowym, jako czesc calkowitej wysokosci okna aplikacji. OPTIONS_DB_APP_WIDTH Ustawia pozioma rozdzielczosc (szerokosc) okna aplikacji. OPTIONS_DB_APP_HEIGHT Ustawia pionowa rozdzielczosc (wysokosc) okna aplikacji. OPTIONS_DB_COLOR_DEPTH Ustawia glebie kolorow ekranu, w bitach na piksel. OPTIONS_DB_SHOW_FPS Przelacza wyswietlanie ilosci klatek na sekunde (FPS). OPTIONS_DB_LIMIT_FPS Wlacza i wylacza ograniczenie liczby klatek na sekunde. Wartosc ograniczenia ustala jest w opcji "Max FPS". OPTIONS_DB_MAX_FPS Ustala ograniczenie liczby klatek na sekunde. Ograniczenie to wlaczaje jest w opcji "Limit FPS". OPTIONS_DB_UI_SOUND_ENABLED Wlacza i wylacza dzwieki w interfejsie uzytkownika. OPTIONS_DB_UI_SOUND_VOLUME Glosnosc (od 0 do 255) z jaka odtwarzane beda dzwieki w interfejsie uzytkownika. OPTIONS_DB_UI_SOUND_BUTTON_ROLLOVER Dzwiek odtwarzany przy umieszczeniu wskaznika myszy nad przyciskiem. OPTIONS_DB_UI_SOUND_BUTTON_CLICK Dzwiek odtwarzany przy kliknieciu przycisku. OPTIONS_DB_UI_SOUND_TURN_BUTTON_CLICK Dzwiek odtwarzany przy kliknieciu przycisku obrotowego. OPTIONS_DB_UI_SOUND_LIST_SELECT Dzwiek odtwarzany przy wybraniu elementu listy lub listy rozwijanej. OPTIONS_DB_UI_SOUND_ITEM_DROP Dzwiek odtwarzany przy upuszczaniu elementu na pole listy. OPTIONS_DB_UI_SOUND_LIST_PULLDOWN Dzwiek odtwarzany przy rozwijaniu listy rozwijanej. OPTIONS_DB_UI_SOUND_TEXT_TYPING Dzwiek odtwarzany przy wpisywaniu tekstu przez uzytkownika. OPTIONS_DB_UI_SOUND_WINDOW_MAXIMIZE Dzwiek odtwarzany przy minimalizowaniu okna. OPTIONS_DB_UI_SOUND_WINDOW_MINIMIZE Dzwiek odtwarzany przy maksymalizowaniu okna. OPTIONS_DB_UI_SOUND_WINDOW_CLOSE Dzwiek odtwarzany przy zamykaniu okna. OPTIONS_DB_UI_SOUND_ALERT Dzwiek odtwarzany przy wystapieniu bledu lub nieprawidlowej operacji. OPTIONS_DB_UI_SOUND_PLANET_BUTTON_CLICK Dzwiek odtwarzany przy kliknieciu przycisku planety. OPTIONS_DB_UI_SOUND_FLEET_BUTTON_ROLLOVER Dzwiek odtwarzany przy umieszczaniu wskaznika myszy nad przyciskiem floty. OPTIONS_DB_UI_SOUND_FLEET_BUTTON_CLICK Dzwiek odtwarzany przy kliknieciu przycisku floty. OPTIONS_DB_UI_SOUND_SYSTEM_ICON_ROLLOVER Dzwiek odtwarzany przy umieszczeniu wskaznika myszy nad ikona systemowa. OPTIONS_DB_UI_SOUND_SIDEPANEL_OPEN Dzwiek odtwarzany przy otwieraniu systemowego panela bocznego. OPTIONS_DB_UI_SOUND_FARMING_FOCUS Dzwiek odtwarzany przy kliknieciu przycisku rolnictwa. OPTIONS_DB_UI_SOUND_INDUSTRY_FOCUS Dzwiek odtwarzany przy kliknieciu przycisku przemyslu. OPTIONS_DB_UI_SOUND_RESEARCH_FOCUS Dzwiek odtwarzany przy kliknieciu przycisku nauki. OPTIONS_DB_UI_SOUND_MINING_FOCUS Dzwiek odtwarzany przy kliknieciu przycisku wydobycia. OPTIONS_DB_UI_SOUND_TRADE_FOCUS Dzwiek odtwarzany przy kliknieciu przycisku handlu. OPTIONS_DB_UI_SOUND_BALANCED_FOCUS Dzwiek odtwarzany przy kliknieciu przycisku zrownowazenia. OPTIONS_DB_UI_FONT Ustala plik czcionki. OPTIONS_DB_UI_FONT_BOLD Ustala plik pogrubionej czcionki. OPTIONS_DB_UI_FONT_ITALIC Ustala plik pochylonej czcionki. OPTIONS_DB_UI_FONT_BOLD_ITALIC Ustala plik pogrubionej i pochylonej czcionki. OPTIONS_DB_UI_FONT_SIZE Ustala wielkosc czcionki. OPTIONS_DB_UI_TITLE_FONT Ustala plik czcionki naglowkow. OPTIONS_DB_UI_TITLE_FONT_SIZE Ustala wielkosc czcionki naglowkow. OPTIONS_DB_UI_WND_COLOR Ustala kolor okien. OPTIONS_DB_UI_TEXT_COLOR Ustala kolor tekstu. OPTIONS_DB_UI_CTRL_COLOR Ustala kolor kontrolek. OPTIONS_DB_UI_CTRL_BORDER_COLOR Ustala kolor obramowania kontrolek. OPTIONS_DB_UI_BUTTON_COLOR Ustala kolor przyciskow. OPTIONS_DB_UI_STATE_BUTTON_COLOR Ustala kolor przyciskow stanu. OPTIONS_DB_UI_SCROLL_TAB_COLOR Ustala kolor kart przewijania. OPTIONS_DB_UI_DROPDOWNLIST_INTERIOR_COLOR Ustala kolor wnetrza list rozwijanych. OPTIONS_DB_UI_DROPDOWNLIST_ARROW_COLOR Ustala kolor strzalek w listach rozwijanych. OPTIONS_DB_UI_EDIT_HILITE Ustala kolor wyroznienia w kontrolkach edycyjnych. OPTIONS_DB_UI_EDIT_INTERIOR Ustala kolor wnetrza kontrolek edycyjnych. OPTIONS_DB_UI_MULTIEDIT_INTERIOR Ustala kolor wnetrza wielowierszowych kontrolek edycyjnych. OPTIONS_DB_UI_STAT_INCREASE_COLOR Ustala kolor podniesionych statystyk. OPTIONS_DB_UI_STAT_DECREASE_COLOR Ustala kolor zmniejszonych statystyk. OPTIONS_DB_UI_SIDEPANEL_COLOR Ustala kolor panelu bocznego. OPTIONS_DB_UI_WND_OUTER_BORDER_COLOR Ustala kolor zewnetrznego obramowania. OPTIONS_DB_UI_WND_BORDER_COLOR Ustala kolor obramowania. OPTIONS_DB_UI_WND_INNER_BORDER_COLOR Ustala kolor wewnetrznego obramowania. OPTIONS_DB_UI_KNOWN_TECH Ustala kolor znanych technologii w drzewie technologii. OPTIONS_DB_UI_KNOWN_TECH_BORDER Ustala kolor tekstu i obramowania znanych technologii w drzewie technologii. OPTIONS_DB_UI_RESEARCHABLE_TECH Ustala kolor dostepnych technologii w drzewie technologii. OPTIONS_DB_UI_RESEARCHABLE_TECH_BORDER Ustala kolor tekstu i obramowania dostepnych technologii w drzewie technologii. OPTIONS_DB_UI_UNRESEARCHABLE_TECH Ustala kolor niedostepnych technologii w drzewie technologii. OPTIONS_DB_UI_UNRESEARCHABLE_TECH_BORDER Ustala kolor tekstu i obramowania niedostepnych technologii w drzewie technologii. OPTIONS_DB_UI_TECH_PROGRESS_BACKGROUND Ustala kolor tla paskow postepu w drzewie technologii. OPTIONS_DB_UI_TECH_PROGRESS Ustala kolor paskow postepu w drzewie technologii. OPTIONS_DB_UI_SCROLL_WIDTH Ustala szerokosc przewijania interfejsu uzytkownika. OPTIONS_DB_UI_SYSTEM_ICON_SIZE Ustala wielkosc ikon systemow planetarnych. OPTIONS_DB_UI_FLEET_BUTTON_SIZE Ustala wielkosc przyciskow flot (wzgledem wielkosci ikon systemow planetarnych). OPTIONS_DB_UI_SYSTEM_FOG_SPACING Ustala odstep (w pikselach) pomiedzy liniami mgly wojny. #orig: Sets spacing (in pixels) between fog of war scanlines. #Moze ktos da lepsze tlumaczenie. OPTIONS_DB_UI_SYSTEM_CIRCLES Przelacza czy rysowac okregi na okolo systemow. OPTIONS_DB_UI_SYSTEM_CIRCLE_SIZE Ustala rozmiar okregow na okolo systemow na mapie, relatywnie do wielkosci ikony systemu. OPTIONS_DB_UI_SYSTEM_NAME_UNOWNED_COLOR Ustala kolor nazw nieznanych systemow na mapie galaktyki. OPTIONS_DB_UI_MEDIUM_FLEET_BUTTON_MIN_ZOOM Ustala minimalne przyblizenie, przy ktorym srednie ikony flot sa pokazywane na mapie galaktyki. OPTIONS_DB_UI_SMALL_FLEET_BUTTON_MIN_ZOOM Ustala minimalne przyblizenie, przy ktorym male ikony flot sa pokazywane na mapie galaktyki. OPTIONS_DB_UI_TINY_FLEET_BUTTON_MIN_ZOOM Ustala minimalne przyblizenie, przy ktorym malenkie ikony flot sa pokazywane na mapie galaktyki. Przy mniejszych przyblizeniach na mapie nie sa pokazywane zadne ikony flot. OPTIONS_DB_UI_FLEET_SELECTION_INDICATOR_SIZE Ustala wielkosc znacznika zaznaczenia floty (wzgledem wielkosci ikony floty). OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_SIZE Ustala wielkosc znacznika zaznaczenia systemu planetarnego (wzgledem wielkosci ikon systemow planetarnych). OPTIONS_DB_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD Ustala wielkosc ikony systemu planteranego, ponizej ktorej bedzie wyswietlana specjalna malenka ikona stalej wielkosci. OPTIONS_DB_UI_TOOLTIP_DELAY Ustala czas opoznienia wyswietlania podpowiedzi interfejsu uzytkownika, w ms. OPTIONS_DB_UI_MULTIPLE_FLEET_WINDOWS Jesli prawdziwe, to klikanie na wielu przyciskach flot bedzie otwierac wiele okien flot w tym samym czasie. W przeciwnym wypadku otwarcie nowego okna floty zamknie jakiekolwiek wczesniej otwarte okno floty. OPTIONS_DB_UI_FLEET_AUTOSELECT Autowybranie najwyzszej floty, kiedy okno floty jest otwierane. Rozwaz uzycie tej flagi jesli uzywasz UI.multiple-fleet-windows. OPTIONS_DB_UI_WINDOW_QUICKCLOSE Zamknij otwarte okna, takie jak okna floty i boczny panel podgladu systemu, kiedy klikniesz prawym przyciskiem myszy na glownej mapie. OPTIONS_DB_UI_SIDEPANEL_WIDTH Ustala rozmiar panelu bocznego systemu gwiezdnego. OPTIONS_DB_UI_SIDEPANEL_PLANET_MAX_DIAMETER Ustala rozmiar najwiekszych renderowanych, obracajacych sie planet w panelu bocznym. OPTIONS_DB_UI_SIDEPANEL_PLANET_MIN_DIAMETER Ustala rozmiar najmniejszych renderowanych, obracajacych sie planet w panelu bocznym. OPTIONS_DB_GAMESETUP_STARS Ilosc gwiazd w galaktyce do wygenerowania. OPTIONS_DB_GAMESETUP_GALAXY_SHAPE Ksztalt galaktyki do wygenerowania. OPTIONS_DB_GAMESETUP_GALAXY_AGE Wiek galaktyki do wygenerowania. OPTIONS_DB_GAMESETUP_PLANET_DENSITY Ilosc planet w kazdym systemie w galaktyce do wygenerowania. OPTIONS_DB_GAMESETUP_STARLANE_FREQUENCY Ilosc szlakow gwiezdnych w galaktyce do wygenerowania. OPTIONS_DB_GAMESETUP_SPECIALS_FREQUENCY Czestotliwosc pojawiania sie elementow specjalnych w galaktyce do wygenerowania. OPTIONS_DB_GAMESETUP_EMPIRE_NAME Nazwa dla Twojego imperium w grze. OPTIONS_DB_GAMESETUP_EMPIRE_COLOR Kolor Twojego imperium w grze. OPTIONS_DB_GAMESETUP_NUM_AI_PLAYERS Ilosc przeciwnikow SI w grze. OPTIONS_DB_UI_TECH_LAYOUT_HORZ_SPACING Poziomy odstep pomiedzy technologiami na ekranie technologii, wyrazony w wielokrotnosci szerokosci jednej teorii technologicznej. #The horizontal spacing to be placed between techs in the tech screen, in multiples of the width of a single theory tech. #Poprawic OPTIONS_DB_UI_TECH_LAYOUT_VERT_SPACING Pionowy odstep pomiedzy technologiami na ekranie technologii, wyrazony w wielokrotnosci wysokosci jednej teorii technologicznej. #The vertical spacing to be placed between techs in the tech screen, in multiples of the height of a single theory tech. #Poprawic OPTIONS_DB_SAVE_DIR Katalog, w ktorym sa przechowywane zapisane gry, i z ktorego sa ladowane. Ściezki katalogow sa relatywne do lokalizacji pliku wykonywalnego gry. OPTIONS_DB_SETTINGS_DIR Ustala glowny katalog dla zasobow gry (ustawienia i pliki danych). OPTIONS_DB_LOG_LEVEL Ustala, ktorego poziomu lub wyzszego wiadomosci beda logowane (poziomy w kolejnosci od najbardziej rozwleklego: DEBUG, INFO, NOTICE, WARN, ERROR, CRIT, ALERT, FATAL, EMERG). #Sets the level at or above which log messages will be output (levels in order of decreasing verbosity: DEBUG, INFO, NOTICE, WARN, ERROR, CRIT, ALERT, FATAL, EMERG) #Poprawic OPTIONS_DB_STRINGTABLE_FILENAME Ustala nazwe pliku jezykowego. OPTIONS_DB_AUTOSAVE_SINGLE_PLAYER Jesli wlaczone, gra bedzie automatycznie zapisywana podczas gry jednoosobowej. OPTIONS_DB_AUTOSAVE_MULTIPLAYER Jesli wlaczone, gra bedzie automatycznie zapisywana podczas gry wieloosobowej. OPTIONS_DB_AUTOSAVE_TURNS Ustala ilosc tur, ktore powinny minac pomiedzy autozapisami gry. OPTIONS_DB_AUTOSAVE_SAVES Ustala ilosc autozapisanych gier, ktore maja byc zachowane, OPTIONS_DB_MUSIC_VOLUME Glosnosc odtwarzania muzyki (0 do 255). OPTIONS_DB_COMBAT_ENABLE_GLOW Przelacza efekty poswiaty. OPTIONS_DB_COMBAT_ENABLE_SKYBOX Przelacza obraz nieba w tle. OPTIONS_DB_COMBAT_ENABLE_LENS_FLARE Przelacza efekty blasku soczewki. #Toggles lens flares on and off. OPTIONS_DB_COMBAT_FILLED_SELECTION Uzywa wypelnionego efektu, w przeciwienstwie do efektu obramowania, na zaznaczonych obiektach. ################# # File Dialog # ################# FILE_DLG_FILES Plik(i): FILE_DLG_FILE_TYPES Typ(y): FILE_DLG_MALFORMED_FILENAME Bledna nazwa pliku. FILE_DLG_OVERWRITE_PROMPT %1% istnieje.\nZagasz sie nadpisac? FILE_DLG_INVALID_FILENAME "%1%"\njest bledna nazwa pliku. FILE_DLG_FILENAME_IS_A_DIRECTORY "%1%"\njest katalogiem. FILE_DLG_FILE_DOES_NOT_EXIST Plik "%1%"\nnie istnieje. FILE_DLG_DEVICE_IS_NOT_READY Urzdzenie nie jest gotowe. ################# # Color Dialog # ################# COLOR_DLG_NEW Nowy COLOR_DLG_OLD Stary COLOR_DLG_RED R: COLOR_DLG_GREEN G: COLOR_DLG_BLUE B: COLOR_DLG_HUE H: COLOR_DLG_SATURATION S: COLOR_DLG_VALUE V: COLOR_DLG_ALPHA A: ################# # Intro Screen # ################# #Window title#### INTRO_WINDOW_TITLE FreeOrion Menu Glowne #Button names#### INTRO_BTN_SINGLE_PLAYER Single Player INTRO_BTN_MULTI_PLAYER Multi Player INTRO_BTN_LOAD_GAME Wczytaj INTRO_BTN_OPTIONS Opcje INTRO_BTN_ABOUT About INTRO_BTN_CREDITS Credits INTRO_BTN_EXIT Wyjscie #Error Messages#### ERR_CONNECT_TIMED_OUT Uplynal limit czasu podczas proby polaczenia sie z serwerem ERR_VERSION_MISMATCH Nie mozna polaczy sie z serwerem, poniewaz klient korzysta z roznych wersji z nastepujacych ustawien i/lub plikow zrodlowych: ######################## # Server Setup Screen # ######################## #Window title#### SCONNECT_WINDOW_TITLE Polacz z serwerem #Static labels#### LAN_GAME_LABEL Gra sieciowa na: INTERNET_GAME_LABEL Gra internetowa na: PLAYER_NAME_LABEL Nazwa gracza #Button names#### HOST_GAME_BN Badz serwerem nowej gry JOIN_GAME_BN Dolacz do gry REFRESH_LIST_BN Odswiez liste ######################## # Multiplayer Lobby # ######################## #Window title#### MPLOBBY_WINDOW_TITLE Multiplayer Setup #Strings MPLOBBY_HOST_ABORTED_GAME The host player has terminated this game setup. #Button names#### NEW_GAME_BN Nowa gra LOAD_GAME_BN Zaladuj gre START_GAME_BN Uruchom gre MULTIPLAYER_GAME_START_CONDITIONS Wymagana jest unikatowa nazwa i kolor dla kazdego imperium ######################## # Galaxy Setup Screen # ######################## #Window title#### GSETUP_WINDOW_TITLE Konfiguracja galaktyki #Strings GSETUP_GRAPHICS_FILES Pliki graficzne GSETUP_EMPIRE_NAME Nazwa imperium GSETUP_EMPIRE_COLOR Kolor imperium #Drop-down list labels and choices#### GSETUP_STARS Liczba gwaizd GSETUP_SHAPE Ksztalt galaktyki GSETUP_AGE Wiek galaktyki GSETUP_STARLANE_FREQ Gest. szlakow gwiezdn. GSETUP_PLANET_DENSITY Gestosc wystep. planet GSETUP_SPECIALS_FREQ Czest. wyst. wyjatkow GSETUP_2ARM Spirala dwuramienna GSETUP_3ARM Spirala trojramienna GSETUP_4ARM Spirala czteroramienna GSETUP_CLUSTER Klaster GSETUP_ELLIPTICAL Eliptyczna GSETUP_IRREGULAR Nieregularna GSETUP_RING Pierscieniowa GSETUP_NONE Brak GSETUP_YOUNG Mloda GSETUP_MATURE Dojrzala GSETUP_ANCIENT Prastara GSETUP_FEW Niewiele GSETUP_SOME Troche GSETUP_SEVERAL Kilka GSETUP_MANY Duzo GSETUP_VERY_MANY Bardzo duzo GSETUP_LOW Niska GSETUP_MEDIUM Srednia GSETUP_HIGH Duza GSETUP_RARE Rzadko GSETUP_UNCOMMON Nieczesto GSETUP_COMMON Czesto #Error messages#### GSETUP_ERR_NOEXIST nie istnieje. ########################### # Empire Selection Screen # ########################### #Window Title#### ESELECT_WINDOW_TITLE Wybor imperium #Static text#### ESELECT_EMPIRE_NAME Nazwa imperium: ########################### # About Dialog # ########################### #License button text#### LICENSE Licencja ABOUT_WINDOW_TITLE O FreeOrion CREDITS Podziekowania VISION Wizja FREEORION_VISION FreeOrion jest gra o otwartym kodzie zrodlowym bazujaca na grze Master of Orion. Jest to turowa gra strategiczna zbudowana w oparciu o klasyczny model '4X' zawierajaca elementy rozwoju narodow podobne do znanych z gry Europa Universalis 2 oraz zlozony mechanizm walki taktycznej. Przy modulowosci projektu, model open-source pozwala na duzy stopien personalizacji silnika gry i elementow historii przez spolecznosc. Ekipa FreeOriona ma na celu skonstruowanie zywego, oddychajacego wszechswiata w mysl modelu wielkiej kampanii. #FreeOrion, an open-source game based on Master of Orion, is a turn-based game of epic space strategy that builds on the classic '4X' model by incorporating the nation-building elements of games such as Europa Universalis 2 and a versatile tactical combat engine. While its modular, open-source design allows for a significant degree of customization of the game engine and the story elements by the community, the FreeOrion team is dedicated to the construction of a living, breathing universe in a 'grand campaign' model. ########################### # Game Menu # ########################### GAME_MENU_WINDOW_TITLE Menu GAME_MENU_SAVE Zapisz gre GAME_MENU_LOAD Wczytaj gre GAME_MENU_RESIGN Rezygnacja GAME_MENU_SAVE_FILES Zapisane pliki gry ########################### # Game Options # ########################### OPTIONS_TITLE Opcje OPTIONS_AUTOSELECT_FLEET Auto-wybor pierwszej floty OPTIONS_MULTIPLE_FLEET_WNDS Wiele okien floty OPTIONS_QUICK_CLOSE_WNDS Szybkie zamykanie okien OPTIONS_MISC_UI Rozne ustawienia UI OPTIONS_SINGLEPLAYER Single player OPTIONS_MULTIPLAYER Mulitplayer OPTIONS_AUTOSAVE_TO_KEEP Uruchomienie autozapisu OPTIONS_AUTOSAVE_TURNS_BETWEEN Wlacza miedzy autozapisy OPTIONS_LANGUAGE Plik jezykowy OPTIONS_FONTS Fonty OPTIONS_FONT_SIZES Rozmiar fontow OPTIONS_FONT_TEXT Text OPTIONS_FONT_TITLE Tytul okna OPTIONS_TECH_SPACING Tech spacing OPTIONS_HORIZONTAL Poziomy OPTIONS_VERTICAL Pionowy OPTIONS_TOOLTIP_DELAY Opoznienie Tooltip (ms) OPTIONS_VIDEO_MODE Tryb video (zmiany beda dostepne po restarcie) OPTIONS_VIDEO_MODE_LIST_DESCRIPTION Wlacza tryb pelnoekranowy, okresla rozdzielczosc ekranu i ustawia bity na piksel w jednym kroku; ustawic na "Custom", aby ustawic szerokosc, wysokosc i liczbe bitow na piksel osobno. OPTIONS_VIDEO_MODE_LIST_CUSTOM_OPTION Niestandardowe okno OPTIONS_VIDEO_SETTINGS Ustawienia video OPTIONS_APP_WIDTH Szerokosc OPTIONS_APP_HEIGHT Wysokosc OPTIONS_COLOR_DEPTH Bitowa glebia kolorow OPTIONS_FULLSCREEN Pelen ekran OPTIONS_SHOW_FPS Pokaz FPS OPTIONS_LIMIT_FPS Limit FPS OPTIONS_MAX_FPS Max FPS OPTIONS_CHAT Chat OPTIONS_CHAT_HISTORY Chat historia OPTIONS_CHAT_HIDE Chat-ukryc zwloke OPTIONS_MUSIC Muzyka OPTIONS_UI_SOUNDS Efekty dwiekowe UI OPTIONS_BACKGROUND_MUSIC Muzyka OPTIONS_SOUNDS Dzwieki OPTIONS_SOUND_CLOSE Zamknij okno OPTIONS_SOUND_MINIMIZE Minimalizuj okno OPTIONS_SOUND_MAXIMIZE Powieksz okno OPTIONS_SOUND_CLICK Klik OPTIONS_SOUND_ROLLOVER Rollover OPTIONS_SOUND_FLEET_CLICK Fleet Button Click OPTIONS_SOUND_FLEET_ROLLOVER Fleet Button Rollover OPTIONS_SOUND_SYSTEM_ROLLOVER System Icon Rollover OPTIONS_SOUND_WINDOW Dzwieki okna OPTIONS_SOUND_BUTTON Dzwieki przyciskow OPTIONS_SOUND_FLEET Dzwieki przyciskow floty OPTIONS_SOUND_ALERT Alert OPTIONS_SOUND_TYPING Typing OPTIONS_SOUND_TURN Turn button click OPTIONS_SOUND_SIDEPANEL Otwarcie bocznego panelu OPTIONS_SOUND_PLANET Planet click OPTIONS_SOUND_FOCUS Focus Sounds OPTIONS_SOUND_BALANCED Balanced focus OPTIONS_SOUND_FARMING Farming focus OPTIONS_SOUND_INDUSTRY Industry focus OPTIONS_SOUND_MINING Mining focus OPTIONS_SOUND_RESEARCH Research focus OPTIONS_SOUND_LIST Lista dzwiekow OPTIONS_SOUND_DROP Item drop OPTIONS_SOUND_PULLDOWN Drop-down list open OPTIONS_SOUND_SELECT List select OPTIONS_GENERAL_COLORS General OPTIONS_CONTROL_COLORS Ustawienia UI OPTIONS_FILL_COLOR Wypelnienie OPTIONS_BORDER_COLOR Obramowanie OPTIONS_TEXT_COLOR Tekst OPTIONS_EDIT_COLORS Edycja kolorow OPTIONS_HIGHLIGHT_COLOR Podkreslenie OPTIONS_INTERIOR_COLOR Wnetrze OPTIONS_WINDOW_COLORS Okno OPTIONS_INNER_BORDER_COLOR Wewnetrzne obramowanie OPTIONS_OUTER_BORDER_COLOR Zewnetrzne obramowania OPTIONS_PAGE_VIDEO Video OPTIONS_PAGE_AUDIO Audio OPTIONS_PAGE_AUTOSAVE Autozapis OPTIONS_PAGE_UI UI OPTIONS_PAGE_COLORS Kolory OPTIONS_PAGE_DIRECTORIES Katalogi OPTIONS_TECH_COLORS Technologia OPTIONS_TEXT_AND_BORDER_COLOR Tekst i obramowanie OPTIONS_KNOWN_TECH_COLORS Znane technologie OPTIONS_RESEARCHABLE_TECH_COLORS Badane technologie OPTIONS_UNRESEARCHABLE_TECH_COLORS Niezbadane technologie OPTIONS_TECH_PROGRESS_COLORS Wskaznik postepu badan OPTIONS_PROGRESS_BAR_COLOR Belka OPTIONS_PROGRESS_BACKGROUND_COLOR Tlo OPTIONS_ANY_FILE Wszystkie pliki OPTIONS_FOLDER_SETTINGS Pliki zrodlowe OPTIONS_FOLDER_SAVE Zapis plikow OPTIONS_LANGUAGE_FILE Pliki jezykowe OPTIONS_VOLUME_AND_MUSIC Glosnosc i muzyka OPTIONS_MUSIC_FILE Pliki muzyczne OPTIONS_SOUND_FILE Pliki dwiekowe ################# # Main Map # Glowna mapa # ################# MAP_BTN_TURN_UPDATE Runda MAP_INDICATOR_FPS %1% FPS MAP_SCALE_INDICATOR %1% uu MAP_BTN_MENU Menu #Raport Sytuacyjny MAP_BTN_SITREP RapSyt MAP_BTN_RESEARCH Badania naukowe MAP_BTN_PRODUCTION Produkcja MAP_BTN_DESIGN Projekty ################# # SidePanel # Panel boczny # ################# SIDE_PANEL Panel boczny SP_SYSTEM_PRODUCTION Produkcja w systemie RESOURCE_PRODUCTION_TOOLTIP System %1%: %2% RESOURCE_ALLOCATION_TOOLTIP System %1%: %2% FOOD_CONSUMPTION Koncumpcja pozywienia MINERALS_CONSUMPTION Koncumpcja mineralow INDUSTRY_CONSUMPTION Koncumpcja produkcji przemyslowej RESEARCH_CONSUMPTION Koncumpcja badan naukowych TRADE_CONSUMPTION Skutecznosc handlu INTERSYSTEM_EXCHANGE_TOOLTIP Wymiana miedzysystemowa IMPORT_EXPORT_TOOLTIP Import / Eksport RESOURCE_IMPORT Importowanie RESOURCE_EXPORT Dostepne do eksportowania ##Planet Panel############# Panel planety############# PLANET_PANEL Panel planety PL_ASTEROID_BELT Pas asteroidow PL_UNINHABITED Niezamieszkala PL_SIZE Rozmiar PL_COLONIZE Kolonizuj ##Population Panel######### Panel populacji######### PP_POPULATION Populacja PP_HEALTH Zdrowie ##Resources Panel########## Panel zasobow ########## RP_PRIMARY_FOCUS_TOOLTIP Glowny cel: %1% RP_SECONDARY_FOCUS_TOOLTIP Poboczny cel: %1% RP_FOOD Produkcja zywnosci RP_MINERALS Produkcja mineralow RP_INDUSTRY Produkcja przemyslowa RP_RESEARCH Badania naukowe RP_TRADE Poziom wymiany handlowej RP_CONSTRUCTION Infrastruktura konstrukcyjna ## Buildings Panel########## Panel budynkow########## BP_INCOMPLETE_BUILDING_TOOLTIP %1% (niedokonczone)\n\n%2% BP_COMPLETE_BUILDING_TOOLTIP %1%\n\n%2% ## General Tooltips######### Ogolne wskazowki######### TT_CURRENT Aktualne TT_NEXT Nastepna runda TT_CHANGE Zmien TT_METER Licznik: %1% / %2% TT_MAX_METER Maksymalny licznik: %1% TT_BASIC_FOCUS_AND_UNIVERSE Zasadnicze centrum i wszechswiat TT_TECH %1% Tech <i>%2%</i> TT_BUILDING %1% Budowa <i>%2%</i> TT_SHIP_HULL Statek %1% kadlub <i>%2%</i> TT_SHIP_PART Statek %1% czesc <i>%2%</i> TT_SPECIAL Specialny <i>%1%</i> TT_UNKNOWN Nieznany TT_RESOURCE_PRODUCTION %1% produces %2% TT_RESOURCE_ALLOCATION %1% consumes %2% ## Misc. Sidepanel########## SP_UNKNOWN_SYSTEM System nieznany SP_SYSTEM_NAME %1% SP_RENAME_PLANET Zmiana nazwy planety SP_ENTER_NEW_PLANET_NAME Podaj nowa nazwe planety SP_USE_DEPARTING_COLONY_SHIPS_QUESTION Wszystkie statki kolonii w tym systemie otrzymaly \nnakaz opuszczenia systemu. \n\nUzyj jednego ze statkow wychodzacych z kolonii? ################# # Fleet Window # ################# FW_FLEET_AT Flota z systemu %1% FW_FLEET_HOLDING_AT Flota nalezaca do systemu %1% FW_FLEET_MOVING_TO Przeprowadzka do %1%, ETA %2% FW_FLEET_ETA_NEVER Nigdy FW_FLEET_ETA_UNKNOWN Nieznany FW_FLEET_ETA_OUT_OF_RANGE Poza zasiegiem FW_SHIP_CLASS Statek klasy FW_UNKNOWN_DESIGN_NAME Nieznany # used to name new fleets when they are created FW_NEW_FLEET_NAME Nowa flota # the name of the new fleet icon in the fleet listbox FW_NEW_FLEET_LABEL Nowa flota FW_EMPIRE_FLEETS_AT_SYSTEM %1% Flota z systemu %2% FW_EMPIRE_FLEETS %1% Flota FW_NO_FLEET Brak floty FW_GENERIC_FLEETS_AT_SYSTEM Floty z systemu %1% FW_GENERIC_FLEETS Floty FW_HOME_FLEET Flota lokalna FW_BATTLE_FLEET Flota wojenna # the name that is used for fleets the player does not control FW_FOREIGN_FLEET Obca flota # the name that is used for ships the player does not control FW_FOREIGN_SHIP Obcy statek FW_FUEL Paliwo FW_FLEET_FUEL_SUMMARY Paliwo floty - Ilosc rowna minimalnemu zapotrzebowaniu paliwa dla statkow z floty. ############### # TechTreeWnd # ############### TECH_DISPLAY Pokaz TECH_NAVIGATION Nawigacja TECH_TOTAL_COST_STR %1% RP / runde @ %2% rund(a) TECH_TURN_COST_STR %1% RP / runde @ %2% rund(a) TECH_TURNS_LEFT_STR %1% rund(a) TECH_TURNS_LEFT_NEVER Nigdy TECH_DETAIL_TYPE_STR %1% %2% - %3% TECH_DETAIL_DESCRIPTION_STR %1% TECH_DETAIL_EFFECTS_STR \n\n<u>Efekty</u>\n\n%1% TECH_DETAIL_UNLOCKS_SECTION_STR \n\n<u>Odblokowanie</u>\n\n TECH_DETAIL_UNLOCKED_ITEM_STR %1%: %2%\n TECH_WND_TECH_COMPLETED UKONCZONA TECH_WND_TECH_QUEUED W kolejce TECH_WND_TECH_INCOMPLETE Niekompletna TECH_WND_TYPE_THEORIES Teorie TECH_WND_TYPE_APPLICATIONS Wnioski TECH_WND_TYPE_REFINEMENTS Udoskonalanie TECH_WND_STATUS_COMPLETED Zakonczone TECH_WND_STATUS_RESEARCHABLE Zbadane TECH_WND_STATUS_UNRESEARCHABLE Niezbadane TECH_WND_REQUIRES Wymagane TECH_WND_UNLOCKS Odblokowane ####################### # ProductionInfoPanel # ####################### PRODUCTION_INFO_TOTAL_PS_LABEL Razem dostepnych pkt. PRODUCTION_INFO_WASTED_PS_LABEL Zmarnowane punkty PRODUCTION_INFO_PROJECTS_IN_PROGRESS_LABEL Projekty w toku PRODUCTION_INFO_PS_TO_UNDERFUNDED_PROJECTS_LABEL Niedofinans. projekty PRODUCTION_INFO_PROJECTS_IN_QUEUE_LABEL Projekty w kolejce ############### # ResearchWnd # ############### RESEARCH_WND_TITLE Badania RESEARCH_INFO_PANEL_TITLE Badania RESEARCH_INFO_RP RP #################### # BuildSelectorWnd # #################### PRODUCTION_WND_BUILD_ITEMS_TITLE Stan budowli PRODUCTION_WND_CATEGORY_BT_BUILDING Budynki PRODUCTION_WND_CATEGORY_BT_SHIP Statki PRODUCTION_WND_CATEGORY_BT_ORBITAL Orbitalne PRODUCTION_WND_AVAILABILITY_AVAILABLE Dostepne PRODUCTION_WND_AVAILABILITY_UNAVAILABLE Niedost. PRODUCTION_TOTAL_COST_STR %1% PP / runde @ %2% rund PRODUCTION_TURN_COST_STR +%1% PP PRODUCTION_TURNS_LEFT_STR %1% rund minelo PRODUCTION_TURNS_LEFT_NEVER Nigdy PRODUCTION_DETAIL_BUILDING_DESCRIPTION_STR %1% PRODUCTION_DETAIL_BUILDING_DESCRIPTION_STR_WITH_EFFECTS %1%\n\n<u>Efekty</u>\n\n%2% PRODUCTION_DETAIL_SHIP_DESCRIPTION_STR %1%\n\nAtak: %2%\nObrona: %3%\nSzybkosc: %4% PRODUCTION_DETAIL_NUMBER_TO_BUILD Liczba PRODUCTION_DETAIL_ADD_TO_QUEUE Dodaj do kolejki PRODUCTION_DETAIL_CENTER_ON_BUILD Budowa centrum ################# # ProductionWnd # ################# PRODUCTION_WND_TITLE Produkcja PRODUCTION_INFO_PANEL_TITLE Produkcja PRODUCTION_INFO_PP PP PRODUCTION_QUEUE_MULTIPLES %1%x ############### # DesignWnd # ############### DESIGN_ADD_TEST Dodac test projektu DESIGN_NAME_DEFAULT Projekt niestandardowego statku DESIGN_DESCRIPTION_DEFAULT Opis projektu DESIGN_NO_PART Zaden DESIGN_WND_STARTS Rozpoczecie projektu DESIGN_WND_HULLS Puste kadluby DESIGN_WND_FINISHED_DESIGNS Gotowe wzory DESIGN_WND_SAVED_DESIGNS Zapisane wzory DESIGN_WND_TEMPLATES Szablony projektow DESIGN_WND_PART_PALETTE_TITLE Czeci statku DESIGN_WND_MAIN_PANEL_TITLE Szczegoly konstrukcyjne DESIGN_WND_DESIGN_NAME Nazwa projektu DESIGN_WND_DESIGN_DESCRIPTION Opis DESIGN_WND_CONFIRM Potwierdz nowy projekt DESIGN_WND_CLEAR Wyczysc czesci # Ship Slot Types SL_EXTERNAL Zewnetrzne SL_INTERNAL Wewnetrzne # Ship Part Classes PC_SHORT_RANGE Krotki zasieg PC_MISSILES Rakiety PC_FIGHTERS Mysliwce PC_POINT_DEFENSE Punkt obrony PC_SHIELD Tarcza PC_ARMOUR Opancerzenie PC_DETECTION Detektor PC_STEALTH Kamuflarz PC_FUEL Paliwo PC_COLONY Kolonizator #################### # Encyclopedia # #################### # types of things that can be shown in encyclopedia ENC_SHIP_PART Czesci statku ENC_SHIP_HULL Kadlub statku ENC_TECH Technologia ENC_SHIP_DESIGN Projekt statku ENC_SPECIAL Specialny ENC_BUILDING Budowlany # type of thing being shown. %1% is a bit of detail, and %2% is the general type. # for example: %1% = "Point Defence" or "Farming" and %2% = "Ship Part" or "Building". # %1% may be an empty string for most general types of things that can be shown. ENC_DETAIL_TYPE_STR <i>%1% %2%</i> ENC_PP PP ENC_RP RP # indication of cost to produce or research thing that is shown. May be omitted if thing shown can't # be produced or research (eg. specials) # %1% will be the max cost per turn (a number, the max amount that can be spent per turn on this thing) # %2% will be one of ENC_PP or END_RP, depending on what the thing shown costs to build / research # %3% will be the minimum number of turns it takes to produce or research the thing shown END_COST_AND_TURNS_STR %1% %2% / Turn @ %3% Turns # autogenerated effects description. %1% will be the autogenerated effects text. This string should # provide an appropriate heading to appear before the autogenerated text. END_EFFECTS_STR \n\n<u>Effects</u>\n\n%1% #################### # Combat Messages # #################### COMBAT_WINDOW_TITLE Okno walki COMBAT_BATTLE BITWA : COMBAT_SYSTEM System %1% COMBAT_MILITARY_SHIPS Statki wojenne COMBAT_CIVILIAN_SHIPS Statki cywilne COMBAT_PLANETS Planety COMBAT_REMAINING Pozostale COMBAT_RETREATED Wycofane COMBAT_DESTROYED Zniszczone COMBAT_DEFENSELESS Bezbronne COMBAT_LOST Stracone! #################### # TurnProgress # #################### TURN_PROGRESS_WND Postep rundy TURN_PROGRESS_PHASE_FLEET_MOVEMENT Ruch floty ... TURN_PROGRESS_PHASE_COMBAT Przeliczanie walki ... TURN_PROGRESS_PHASE_EMPIRE_GROWTH Produkcja i rozwoj .. TURN_PROGRESS_PHASE_WAITING Czekanie na zakoczenie rundy przez pozostalych graczy ... TURN_PROGRESS_PHASE_ORDERS Realizacji zlecen ... TURN_PROGRESS_PHASE_DOWNLOADING Pobieranie aktualnego stanu gry ... ######################## # SitRep Panel # ######################## #Window title#### SITREP_PANEL_TITLE Raport o sytuacji #################### # Sit Rep Entries # #################### SITREP_BASE_BUILT Na %planet% wybudowano baze obrony. SITREP_SHIP_BUILT Nowy statek %ship%, zostal wyprodukowany w systemie %system%. SITREP_BUILDING_BUILT %building% zostal wybudowany na %planet%. SITREP_TECH_RESEARCHED Odkryto technologie %tech%. SITREP_COMBAT_SYSTEM_WON Walka miala miejsce w %system%. Zwyciezylimy! SITREP_COMBAT_SYSTEM_LOST Walka miala miejsce w %system%. Przegralimy! SITREP_COMBAT_SYSTEM_NO_VICTOR Walka miala miejsce w %system%. Brak rozstrzygniecia. SITREP_PLANET_LOST_STARVED_TO_DEATH Cala ludnosc %planet% zmarla z glodu. Planeta jest stracona! SITREP_PLANET_COLONIZED Skolonizowano planete %planet% w systemie %system%. SITREP_FLEET_ARRIVED_AT_DESTINATION Flota %fleet% przybyla do systemu %system% i oczekuje na dalsze rozkazy. #################### # Specials # #################### HOMEWORLD_SPECIAL Swiat ojczysty HOMEWORLD_SPECIAL_DESCRIPTION Ta planeta to miejsce narodzin twojej rasy; wiesz, jak najwiecej z niej uzyskac, premie zyskuje sie praktycznie do wszystkich statystyk planetarnych. ANCIENT_RUINS_SPECIAL Starozytne ruiny ANCIENT_RUINS_SPECIAL_DESCRIPTION Ta planeta posiada ruiny zaawansowanej starozytnej rasy, ktora zostala zapomniana w podrecznikach historii, dajac premie do badan. MINERALS_SPECIAL Mineral Rich MINERALS_SPECIAL_DESCRIPTION Ta planeta ma bogate zloza naturalne mineralow, zwiekszenie wydobycia i handlu. TUNNELS_SPECIAL Naturalne tunele TUNNELS_SPECIAL_DESCRIPTION Ta planeta ma siec naturalnych tuneli, dzieki czemu znacznie wieksza czesc naszej planety mozna latwo skolonizowac. TECHTONIC_INSTABILITY_SPECIAL Techtonically Unstable TECHTONIC_INSTABILITY_SPECIAL_DESC Ta planeta jest tektonicznie niestabilna. Czeste trzesienia ziemi, tsunami, erupcje wulkaniczne lub inne sa trudne i nieprzewidywalne dla fundamentow budowli i ogolnego rozwoju infrastruktury. SOLID_CORE_SPECIAL Solid Core SOLID_CORE_SPECIAL_DESC Jadro planety jest zastygle i ma bardzo slabe pole magnetyczne. Szkodliwy dla zdrowia wiatr sloneczny dociera do powierzchni przez co produkcja zywnoci jest ograniczona. HIGH_AXIAL_TILT_SPECIAL High Axial Tilt HIGH_AXIAL_TILT_SPECIAL_DESC Os obrotu planety jest bardzo nachylona w stosunku do plaszczyzny orbity. Sezonowe wahania pogodowe sa szczegolnie ekstremalne i rozwoj infrastruktury jest znacznie utrudniony. SLOW_ROTATION_SPECIAL Bardzo Powolna Rotacja SLOW_ROTATION_SPECIAL_DESC Ta planeta obraca sie wokol wlasnej osi bardzo wolno, co powoduje bardzo dlugie dni i noce. Rozwoj infrastruktury, produkcji zywnoci i zdolnosci spoleczenstwa sa ograniczone. TIDAL_LOCK_SPECIAL Tidally Locked Rotation TIDAL_LOCK_SPECIAL_DESC Ta planeta nie wiruje wokol wlasnej osi. Jej dni i lata sa tej samej dlugoci a na polowie planety trwa nieustannie dzien, a na drugiej - wieczna noc. Rozwoj infrastruktury jest utrudniony, choc po jego ustanowieniu, przemyslowe korzysci zaleza od lokalnych warunkow stabilnosci powierzchni. ECCENTRIC_ORBIT_SPECIAL Eccentric Orbit ECCENTRIC_ORBIT_SPECIAL_DESC Orbita tej planety jest bardzo ekscentryczna. Ma duze odlegosci miedzy najblizszymi i najdalszymi podejsciami do swojej gwiazdy. Razem naslonecznienia roznia sie znacznie w ciagu roku. Zroznicowane warunki hamuja rozwoj infrastruktury, ale zapewniaja korzystna platforme dla badan. ####################### # Enumeration values # ####################### # UniverseObjectTypes OBJ_BUILDING budynek OBJ_SHIP statek OBJ_FLEET flota OBJ_PLANET planeta OBJ_POP_CENTER centrum ludnosci OBJ_PROD_CENTER centrum produkcji OBJ_SYSTEM system # StarTypes STAR_BLUE niebieska STAR_WHITE biala STAR_YELLOW zolta STAR_ORANGE pomaranczowa STAR_RED czerwona STAR_NEUTRON neutronowa STAR_BLACK czarna dziura # PlanetTypes PT_SWAMP bagno PT_TOXIC toksyczna PT_INFERNO piekielna PT_RADIATED radioaktywna PT_BARREN jalowe pustkowie PT_TUNDRA tundra PT_DESERT pustynia PT_TERRAN staly lad PT_OCEAN ocean PT_ASTEROIDS planetoida PT_GASGIANT gazowy gigant # Planet Sizes SZ_NOWORLD Nic ciekawego do ogladania; odlatuj. SZ_TINY drobna SZ_SMALL mala SZ_MEDIUM srednia SZ_LARGE duza SZ_HUGE ogromna SZ_ASTEROIDS planetoida SZ_GASGIANT gazowy gigant # PlanetEnvironments PE_UNINHABITABLE niezamieszkalna PE_HOSTILE wroga PE_POOR uboga PE_ADEQUATE odpowiednia PE_GOOD dobra # FocusTypes FOCUS_UNKNOWN nieznany FOCUS_BALANCED zrownowazony FOCUS_FARMING rolniczy FOCUS_INDUSTRY przemyslowy FOCUS_MINING gorniczy FOCUS_RESEARCH naukowy FOCUS_TRADE handlowy # MeterTypes METER_POPULATION populacja METER_FARMING rolnictwo METER_INDUSTRY przemysl METER_RESEARCH nauka METER_TRADE handel METER_MINING gornictwo METER_CONSTRUCTION budowle METER_HEALTH zdrowie METER_FUEL paliwo METER_SUPPLY zaopatrzenie METER_STEALTH kamuflarz METER_DETECTION detekcja METER_SHIELD tarcza METER_DEFENSE obrona # EmpireAffiliationTypes AFFIL_SELF wlasne AFFIL_ENEMY wrog AFFIL_ALLY sojusznik # UnlockableItemTypes UIT_BUILDING Budowanie UIT_SHIP_PART Czesci statku UIT_SHIP_HULL Kadlub statku # TechTypes TT_THEORY Teoria TT_APPLICATION Zastosowanie TT_REFINEMENT Udoskonalenie # BuildTypes BT_NOT_BUILDING nie budowac BT_BUILDING budowanie BT_SHIP statek BT_ORBITAL orbitalny # StockpileTypes ST_FOOD zywnosc ST_MINERAL mineraly ST_TRADE handel ################################################ # ValueRef, Effect, and Condition Descriptions # ################################################ # ValueRef DESC_VAR_PLANET planeta DESC_VAR_SYSTEM system DESC_VAR_SOURCE zrodlo DESC_VAR_TARGET cel DESC_VAR_PLANETSIZE rozmiar planety DESC_VAR_PLANETTYPE typ planety DESC_VAR_PLANETENVIRONMENT srodowisko planety DESC_VAR_OBJECTTYPE typ objektu DESC_VAR_STARTYPE typ gwiazdy DESC_VAR_PRIMARYFOCUS glowny nacisk DESC_VAR_SECONDARYFOCUS drugorzedny cel DESC_VAR_CURRENTFARMING obecnie rolnictwo DESC_VAR_MAXFARMING max rolnictwo DESC_VAR_CURRENTINDUSTRY obecnie przemysl DESC_VAR_MAXINDUSTRY max przemyslu DESC_VAR_CURRENTRESEARCH obecnie technologia DESC_VAR_MAXRESEARCH max technologii DESC_VAR_CURRENTTRADE obecnie handel DESC_VAR_MAXTRADE max handlu DESC_VAR_CURRENTMINING obecnie gornictwo DESC_VAR_MAXMINING max gornictwa DESC_VAR_CURRENTCONSTRUCTION obecnie budownictwo DESC_VAR_MAXCONSTRUCTION max budownictwa DESC_VAR_CURRENTHEALTH obecnie zdrowie DESC_VAR_MAXHEALTH max zdrowia DESC_VAR_CURRENTPOPULATION obecnie populacja DESC_VAR_MAXPOPULATION max populacji DESC_VAR_CURRENTFUEL obecnie paliwo DESC_VAR_MAXFUEL max paliwa DESC_VAR_CURRENTSUPPLY obecnie zapasy DESC_VAR_MAXSUPPLY max zapasow DESC_VAR_CURRENTSTEALTH obecnie kamuflaz DESC_VAR_MAXSTEALTH max kamuflazu DESC_VAR_CURRENTDETECTION obecnie detektory DESC_VAR_MAXDETECTION max detektorow DESC_VAR_CURRENTSHIELD obecnie tarcze DESC_VAR_MAXSHIELD max tarcz DESC_VAR_CURRENTDEFENSE obecnie obrona DESC_VAR_MAXDEFENSE max obrony DESC_VAR_TRADESTOCKPILE zmagazynowane towary handlowe DESC_VAR_MINERALSTOCKPILE zmagazynowane mineray DESC_VAR_FOODSTOCKPILE zmagazynowana zywnosc DESC_VAR_TRADEPRODUCTION handel DESC_VAR_FOODPRODUCTION produkcja zywnosci DESC_VAR_MINERALPRODUCTION gornictwo DESC_VAR_INDUSTRYPRODUCTION produkcja przemyslowa DESC_VAR_RESEARCHPRODUCTION postep nauki DESC_VAR_OWNER wlaciciel DESC_VAR_ID ID DESC_VAR_AGE runda DESC_VAR_CREATIONTURN runda stworzenia DESC_VAR_CURRENTTURN obecna runda # this one is intentially left empty DESC_VALUE_REF_MULTIPART_VARIABLE0 %1% DESC_VALUE_REF_MULTIPART_VARIABLE1 %1%'s %2% DESC_VALUE_REF_MULTIPART_VARIABLE2 %1%'s %2%'s %3% DESC_VALUE_REF_MULTIPART_VARIABLE3 %1%'s %2%'s %3%'s %4% DESC_VALUE_REF_MULTIPART_VARIABLE4 %1%'s %2%'s %3%'s %4%'s %5% DESC_VALUE_REF_MULTIPART_VARIABLE5 %1%'s %2%'s %3%'s %4%'s %5%'s %6% # six is probably more than will be needed, but just in case ... DESC_VALUE_REF_MULTIPART_VARIABLE6 %1%'s %2%'s %3%'s %4%'s %5%'s %6%'s %7% # Effects DESC_EFFECTS_GROUP_SCOPE Dotyczy obiektow: Kazdy obiekt%1% DESC_EFFECTS_GROUP_SELF_SCOPE Dotyczy obiektow: Tylko obiekty zrodlowe DESC_EFFECTS_GROUP_ACTIVATION Efekt jest aktywny, jesli zrodlem jest obiekt%1% DESC_EFFECTS_GROUP_ALWAYS_ACTIVE Efekt jest zawsze aktywny DESC_EFFECTS_GROUP_SCOPE_DESC %1%\n DESC_EFFECTS_GROUP_ACTIVATION_DESC %1%\n DESC_EFFECTS_GROUP_EFFECT_DESC %1%\n DESC_EFFECTS_GROUP_EFFECTS_GROUP_DESC %1%\n DESC_EFFECTS_GROUP_NUMBERED_EFFECTS_GROUP_DESC Wplyw grupy %1%:\n%2%\n # SetMeter DESC_SIMPLE_SET_METER_MAX Max %1% %2%%3% DESC_SIMPLE_SET_METER_CURRENT Aktualny %1% %2%%3% DESC_COMPLEX_SET_METER_MAX Ustaw max %1% to %2% DESC_COMPLEX_SET_METER_CURRENT Ustaw aktualny %1% to %2% # others DESC_SET_EMPIRE_STOCKPILE Ustaw zapasy %1% obiektw waciciela na %2% DESC_SET_PLANET_TYPE Zmien typ planety na %1% DESC_SET_PLANET_SIZE Zmien rozmiar planety na %1% DESC_ADD_OWNER Dodaje wlasciciela imperium %1% do objektu DESC_REMOVE_OWNER Usuwa wlasciciela imperium %1% do obiektu DESC_DESTROY Niszczy obiekt DESC_ADD_SPECIAL Przywiazuje %1% szczegol do obiektu DESC_REMOVE_SPECIAL Usuwa %1% szczegol z obiektu DESC_SET_STAR_TYPE Zmiany typu gwiazdy na %1% # SetTechAvailability DESC_TECH_AND_ITEMS_AFFECTED %1% i otwiera wszystkie elementy DESC_ITEMS_ONLY_AFFECTED elementy otwarte przez technologie %1% DESC_SET_TECH_AVAIL Czyni %1% dostepne dla imperium %2% DESC_SET_TECH_UNAVAIL Czyni %1% niedostepne dla imperium %2% # Conditions DESC_ALL we wszechswiecie DESC_EMPIRE_AFFILIATION_SELF ktora nalezy do imperium %1% DESC_EMPIRE_AFFILIATION_SELF_NOT ktora nie nalezy do imperium %1% DESC_EMPIRE_AFFILIATION_SELF_EXCLUSIVE ktora nalezy wylacznie do imperium %1% DESC_EMPIRE_AFFILIATION_SELF_EXCLUSIVE_NOT ktora nie nalezy wylacznie do imperium %1% DESC_EMPIRE_AFFILIATION ktora nalezy do %1% w imperium %2% DESC_EMPIRE_AFFILIATION_NOT ktora nie nalezy do %1% w imperium %2% DESC_EMPIRE_AFFILIATION_EXCLUSIVE ktora nalezy wylacznie do %1% w imperium %2% DESC_EMPIRE_AFFILIATION_EXCLUSIVE_NOT ktora nie nalezy wylacznie do %1% w imperium %2% # this one is intentionally left empty DESC_SELF ktora jest obiektem zrodlowym DESC_SELF_NOT ktora nie jest obiektem zrodlowym DESC_TYPE ze jest %1% DESC_TYPE_NOT ze nie jest %1% DESC_BUILDING zawierajacy budynek %1% DESC_BUILDING_NOT nie zawierajacy budynek %1% DESC_SPECIAL ze ma %1% specialne DESC_SPECIAL_NOT ze nie ma %1% specialne DESC_CONTAINS ktora zawiera obiekt %1% DESC_CONTAINS_NOT ktora nie zawiera obiektu %1% DESC_PLANET_TYPE to jest planeta %1% DESC_PLANET_TYPE_NOT to nie jest planeta %1% DESC_PLANET_SIZE to jest planeta %1% DESC_PLANET_SIZE_NOT to nie jest planeta %1% DESC_PLANET_ENVIRONMENT to jest planeta %1% DESC_PLANET_ENVIRONMENT_NOT to nie jest planeta %1% DESC_FOCUS_TYPE_PRIMARY ktora koncentruje sie przede wszystkim %1% DESC_FOCUS_TYPE_PRIMARY_NOT ktora nie koncentruje sie przede wszystkim %1% DESC_FOCUS_TYPE_SECONDARY ktora koncentruje sie dodatkowo na %1% DESC_FOCUS_TYPE_SECONDARY_NOT ktora nie koncentruje sie dodatkowo na %1% DESC_STAR_TYPE to jest system z giazda %1% DESC_STAR_TYPE_NOT to nie jest system z gwiazda %1% DESC_CHANCE_PERCENTAGE na %1%%% zmiany DESC_CHANCE_PERCENTAGE_NOT na (100 - %1%)%% zmiany DESC_CHANCE z prawdopodobienstwem %1% DESC_CHANCE_NOT z prawdopodobienstwem 1 - %1% DESC_METER_VALUE_MAX ktory ma max %1% pomiedzy %2% i %3% DESC_METER_VALUE_MAX_NOT ktory nie ma max %1% pomiedzy %2% i %3% DESC_METER_VALUE_CURRENT ktory obecnie %1% pomiedzy %2% i %3% DESC_METER_VALUE_CURRENT_NOT that doesn't have a current %1% between %2% and %3% DESC_EMPIRE_STOCKPILE_VALUE that belongs to an empire with a %1% stockpile between %2% and %3% DESC_EMPIRE_STOCKPILE_VALUE_NOT that doesn't belong to an empire with a %1% stockpile between %2% and %3% DESC_VISIBLE_TO_SINGLE_EMPIRE that is visible to the %1% empire DESC_VISIBLE_TO_SINGLE_EMPIRE_NOT that is not visible to the %1% empire DESC_VISIBLE_TO_EMPIRES that is visible to one of the %1% empires DESC_VISIBLE_TO_EMPIRES_NOT that is not visible to one of the %1% empires DESC_WITHIN_DISTANCE that is within %1% of any object%2% DESC_WITHIN_DISTANCE_NOT that is not within %1% of any object%2% DESC_WITHIN_STARLANE_JUMPS that is within %1% starlane jumps of any object%2% DESC_WITHIN_STARLANE_JUMPS_NOT that is not within %1% starlane jumps of any object%2% DESC_AND_BETWEEN_OPERANDS i DESC_OR_BETWEEN_OPERANDS lub DESC_TURN when the current turn is between %1% and %2% DESC_TURN_NOT when the current turn is not between %1% and %2% DESC_NUMBER_OF that is one of %1% objects%2% DESC_NUMBER_OF_NOT that is not one of %1% objects%2% DESC_CONTAINED_BY that is contained by an object%1% DESC_CONTAINED_BY_NOT that is not contained by an object%1% DESC_OWNER_HAS_TECH that belongs to an empire that has the tech %1% DESC_OWNER_HAS_TECH_NOT that does not belong to an empire that has the tech %1% DESC_NUMBER if there are between %1% and %2% objects%3% DESC_NUMBER_NOT if there are not between %1% and %2% objects%3% ################### # Tech Categories # ################### LEARNING_CATEGORY Nauka PRODUCTION_CATEGORY Produkcja CONSTRUCTION_CATEGORY Budownictwo GROWTH_CATEGORY Rozwoj ECONOMICS_CATEGORY Ekonomia SHIPS_CATEGORY Statki #################################### # Theory Tech Names & Descriptions # #################################### THEORY_SHORT_DESC Teoretyczne Wymagania LRN_PHYS_BRAIN Mozg Fizyczny LRN_PHYS_BRAIN_DESC Struktury i ich funkcje w mozgu sa ustalone. Elektrochemia i kwantowa natura mysli oraz pamieci jest odkryta. With understanding, alteration and augmentation of brain functions becomes possible, and new ideas are spawned at the frontiers of thought, its expression, and its replacement. LRN_ALGO_ELEGANCE Algorytmiczna Elegancja LRN_ALGO_ELEGANCE_DESC With greater and greater difficulty of data analysis problems, traditional measures of algorithm performance become less useful due to the limitations of irreducible complexity. At this stage, other measures of algorithm form and function become significant; aesthetically and metaphorically, the elegance of the solution must be optimized. LRN_TRANSLING_THT Translinguistics LRN_TRANSLING_THT_DESC Lesser minds struggle with, or accept the confines of the language they have learned. Adequate minds reach and feel constrained by the concepts they are given ways to express. Truely great minds break free of the bounds of language, forming and analyzing thoughts that verge on the transcendental. But merely great minds are left isolated and futile, for without language to express thoughts, how can they share their insights? LRN_PSIONICS Psionika LRN_PSIONICS_DESC Though deep introspection or artificial enhancement, the brain may develop abilites to directly interact with the universe around it, bypassing the limitations of a physical body. Powers such as telepathy, empathy, clairvoyance, prescience, psychokinesis and psychoenergetics replace or surpass mundane biological or technological alternatives. Applications of these powers, including mind control, personality alteration and possesion have profound implications for the relationship between talented and untalted beings. LRN_ARTIF_MINDS Sztuczny umysl LRN_ARTIF_MINDS_DESC While traditional computers have nearly unfathomable intelligence and computational abilities, they lack the essential qualities of self-awareness, consciousness or sentience. With the development of true artificial minds, these qualities may be synthesized, modified and altered. These investigations open new avenues of research into cognitive sciences and novel metaparadigms. LRN_XENOARCH Xenoarchaeologia LRN_XENOARCH_DESC The contemporary empires, races and single-star civilizations are not the first or only beings to have lived in this galaxy. Remains, ruins and rumours of the ancients may be found on deserted planets and lifeless asteroids, or drifting in open space. Finding and decyphering such clues holds great potential to reveal secrets, teach lessons, or give warnings of ancient knowledge. LRN_GRAVITONICS Gravitonics LRN_GRAVITONICS_DESC Analagous to the "colour charge" of quantum chromodynamics, there are several types of graviton. With the common attractive-force graviton, the colloqiual "anti-graviton", "right-graviton" and "left-graviton" may be combined to bend and flex the surface of spacetime arbitrarily. This manipulation is percieved as control of the force of gravity, permitting structures, craft and investigations previously impossible, even theoretically. LRN_EVERYTHING Teoria Wszystkiego LRN_EVERYTHING_DESC Early, naive theories describe subsets of the four fundamental forces of nature: electromagnetism, the strong and weak nuclear forces, and gravity. A complete framework expressing all forces as special cases of a single interaction represents a holy grail of science. This theory describes the earliest moments of the universe, the most distorted depths of a singularity, the tightest windings of hidden dimensions and the final fate of the cosmos. Yet still, there may "exist" layers of existence beyond what can be observed and described by science... LRN_FORCE_FIELD Force-Field Harmonics LRN_FORCE_FIELD_DESC Like Fourier analysis of sound, electromagnetism, strong and weak forces may be expressed as harmonic quantum standing-wave superpositions of force-carrier particles. By selectively amplifying these harmonics, forces may be arbitrarily controlled to shield, attack, contain or support. LRN_MIND_VOID Mind of the Void LRN_MIND_VOID_DESC We are not alone in the cosmos... but why should the search be so limited? Many cultures have myths, legends or fervent belief in a higher consciousness. Whether a loving or malevolent God, or a detatched observer, it is clear that something, perhaps the universe itself on some level, is alive, aware, watching. LRN_TIME_MECH Mechanika Czasu LRN_TIME_MECH_DESC What are "now", "future" and "past"? The twin paradox of special relativity, or the theoretical "wormhole" in its place, suggest early forms of "time travel". Direct manipulation of spacetime and temporal flux permit these effects to be harnessed and magnified. Temporal incursions cannot perceptibly alter the past of the universe that we perceive. They can, however, compress ages or extend moments to arbitrary durations, to uses limited only by the material supplies provided, and our own patience... LRN_NDIM_SUBSPACE Podprzestrzen N-wymiarowa LRN_NDIM_SUBSPACE_DESC Early superstring theorists spoke of 10, 11 or 26 dimensional universes, with all but the 4 macrodimensions "curled up" so tightly as to be unseen. These and other dimensions may now be uncurled and opened, and the very surface of space itself stretched and pierced by shifting matter to or from levels of existance previously hidden below the surface of our limited perception, or creating layers or bubbles where none existed before. LRN_UNIF_CONC Jednolita komunikacja LRN_UNIF_CONC_DESC Telepathic communication between individuals or mind-machine interfaces only permit the most basic, trivial and surface exchanges of thought and ideas. Truely joined minds function as a single consciousness, with the summed faculties and knowledge of its constituent parts, and acting as a new unique entity. This has great potential, but also significant risk, in that the union may not seek its own destruction, which is necessary for the original minds to be regained. Alternatively, one of the minds may dominate the other, controlling or destroying the other, rather than forming an equal, harmonious union. LRN_TRANSCEND Osobliwosc Transcendencji LRN_TRANSCEND_DESC What is godhood? Is a god concerned with whether it is moral and benevolent or evil and tyrannical? Does a god treat mortals with care and love, hatred and suffering or detached indifference? Does a god even remain aware of the infintitely miniscule affairs of the physical universe, or is true godhood of a form beyond description, of which inability to comprehend by mortals applies equally in the other direction? GRO_PLANET_ECOL Ekologia Planetarna GRO_PLANET_ECOL_DESC Agriculture and medical science can drastically increase survivability, causing population growth to become hyperexponential, for a time. Eventually, new limits to growth arise in the carrying capacity of a planet, and the interconnected web of life that supports it. Understanding natural ecology and its interaction to stresses permits the system to be sustained, and its benefits reaped for generations to come. GRO_GENETIC_ENG Inynieria Genetyczna GRO_GENETIC_ENG_DESC The palette of genetics is as varied as the forms of life from which it borrows. Genes may be removed, copied and reinserted into genomes to create transgenic organisms with combinations of traits not existant or possible in nature. As well, genes may be altered prior to reinsertion, by altering the base codes directly, allowing entirely new genes to be created. Techniques are limited, however, to small modifications of existing genes that are available for study. GRO_MEDICAL_PATH Patologia Medyczna GRO_MEDICAL_PATH_DESC Treatment of diseases and injuries requires thorough understanding of their causes. GRO_INDUSTY_FARM Farmy Przemyslowe GRO_INDUSTY_FARM_DESC Traditional, simple farming methods are sufficient for small, locally self-sufficient populations without significant limits on available space or time. With greater specialization of more advanced socieites, however, fewer farmers must feed many more workers from much greater distances away, including even interstellar food shipment for fledgling colonies. Hydroponics, automation, fertilization, pest control and altered illumination growth cycles become necessary. Successful use of these tools requires understanding of their function, interactions, costs and low-level mechanims. GRO_ENV_ENCAPSUL Environmenal Encapsulation GRO_ENV_ENCAPSUL_DESC Covered, surrounded and sealed pockets of a particular environment are essential for space travel, colonization of hazardous planets and preservation of natural diversity on heavily industrialized worlds. Maintaining the desired conditions is not as trivial as it may seem however, as in many cases there is no external source of pure and clean materials or organisms available. Rather, it is necessary to create a self-sufficient and sustainable environment, often an entire ecology, capable of recycling and reusing its wastes to supply everything it needs and consumes. GRO_SYMBIOTIC_BIO Biologia Symbiotyczna GRO_SYMBIOTIC_BIO_DESC From the first domesticated animals or agricultural plants, societies discover the benefits of symbiotic relationships with other species. Later, bacteria or natural parasites are often used for medical purposes. In these early forms, however, the dominant species is (ideally) in complete control of the relationship, with the "farmed" organism existing only to server its owner. True symbiosis only occurs when both organisms exist and prosper together, each aiding and depending on the other to mutual benefit, the combination greater than the sum of the parts alone. GRO_GENETIC_MED Medycyna Genetyczna GRO_GENETIC_MED_DESC Traditional Genetic Engineering alters genetic codes and then implements or raises the modified organism. Similar techniques may be applied to already matured individuals. The goals of these treatments may be cosmetic or enhancing modifications, or corrective, preventative or time-critical medical treatments. Reducing the delay between alteration and results from generations to months, days or hours has a corresponding increase in the range and power of possible alterations. GRO_LIFECYCLE_MAN Manipulacja Cyklem Zycia GRO_LIFECYCLE_MAN_DESC Most complex organisms have progress through physiological stages during a lifetime, whether distinctly separated by metamorphises, or blurred by continuous slow aging. In many cases, one or more of these stages are, at least at a given time, more useful and desirable than others. By delicate control of hormonal or mental mechanisms, it becomes possible to drastically speed or slow each stage, permitting fully developed and functional individuals to be produced in a fraction of the natural timeframe, and for those individuals to remain functional indefinitely, becoming effectively immortal. GRO_XENO_GENETICS Genetyka Xenologiczna GRO_XENO_GENETICS_DESC Early genetics is limited by the available samples of naturally occuring organims on which to base its modifications. As well, these modifications are restricted within the limits of the physical mechanisms of genetic code storage, alteration and expression in developed individuals. By investigating the equivalent systems in entirely different ecosystems and organisms, great insights or revalations may be reached, spurring new developments in more familiar genetic systems. GRO_NANOTECH_MED Nanotechnologia Medyczna GRO_NANOTECH_MED_DESC While genetic alteration can repair or undo the effects of harmful or undesired mutations or correct biochemical imbalances, treating major physical trauma and non-genetic congenital defects requires actual physical corretive measures. Nanotechnology may be used to accomplish these tasks, with two important advantages: Correction may be done without invasive surguries and associated secondary damage and risks, and treatment reaction time is greatly reduced, as the tools to do the job are always in place and ready to function. GRO_ORBIT_FARMING Farmy Orbitalne GRO_ORBIT_FARMING_DESC The primary energy source for food production in most societies is solar radiation. Bound to a planet, farms have very limited access to this energy, due to the comparatively small solid angle subtended by the planet's surface, and surface farming must also compete with other land uses. By moving food production to orbital installations, continuous access to solar energy is gained, and any undesired spectral filtration by planetary atmospheres is eliminated. Food production may be increased dramatically. GRO_INDUSRY_CLONE Klonowanie Przemyslu GRO_INDUSRY_CLONE_DESC Primitive manual nuclear transfer cloning techniques are little more than novelties for large organisms. By applying techniques similar to industrial mass production or biochemical process engineering, it becomes possible to generate dozens, or millions, of full-grown copies of a single genetic blueprint. Populations may be made to order, tailored to meet the specific needs of society. GRO_XENO_HYBRIDS Hybrydyzacja Xenologiczna GRO_XENO_HYBRIDS_DESC Regardless of how well understood, or how adeptly improved, a biological system is limited by its inheirent nature. Structures and basic physiology can only be altered so far within the confines of a single planet's biology. With understanding of other biologies, however, the disparate systems may be fused, forming an entirely new hybrid biology, with potential abilities and traits greater than those of any of its parts. GRO_NANO_CYBERNET Nanotechnologia Cybernetyki GRO_NANO_CYBERNET_DESC After applying nanotechnology to internally correct defects or injuries, the next step is to augment or replace natural biochemical systems with superior artificial replacements. Rather than merely regrowing lost limbs or repairing damaged organs, augments are able to quickly grow new ones to suit their needs at any time. Antiquated biological systems, from muscle tissue and tendons, down to organelles or enzymes may also be replaced, affording greatly increased strength, endurance and flexibility. GRO_ENERGY_META Metabolizm Czystej Energii GRO_ENERGY_META_DESC The ultimate stage of physical development is to transcend the physical altogether. Without bodies, individuals and society may move, grow and exist freely, unhindered by unecessary physical limitations and inefficient metabolic processes that waste energy supporting homeostasis. PRO_MICROGRAV_MAN Microgravity Manufacturing PRO_MICROGRAV_MAN_DESC The microgravity of low planetary orbit offers great potential for novel manufaturing facility designs, equipment and techniques not possible on planet surfaces. Solids may be held in place with minimal support. Liquids and gases float freely, shaped only by surface tension, unless otherwise manipulated. Factory equipment may be arranged optimally in three dimensions. These conditions permit great increases in efficiency and productivity, if properly exploited. PRO_PLANET_GEOL Geologia Planetarna PRO_PLANET_GEOL_DESC Useful minerals are created throughout the volume of a planet, under various exacting chemical and thermodynamic conditions, including aqueous surface sedimentation, crushing core differentiation and mid-depth metamorphosis. After creation processes such as plate techtonics, vulcanism and deep convection currents are equally important in determining the final location and form of these extractable resources. Understanding these processes, their effects, causes and signs is essential for large scale efficient mining operations. PRO_ROBOTIC_PROD Robotyka PRO_ROBOTIC_PROD_DESC Although high level initial design and initial facility setup still require active supervision, the elimination of operators from the actual production process eliminates many bottlenecks. Robots work continuously, without perpetual demands for greater economic compensation. Robots have much greater tolerance for hazardous environmental conditions in the factory, and do not require additional habitable space off-site. Robots perform their assigned tasks flawlessly, or at least as well as they are instructed. PRO_FUSION_GEN Generacja Fuzji PRO_FUSION_GEN_DESC Explosive or uncontrolled thermonuclear reactions are comparatively simple to cause at scales ranging from small tactical warheads to supergiant stellar furnaces. Controllable, stable and practical power generation from the reaction is somewhat more difficult. The process remains attractive, however, due to the near-limitless supply of fuel and potential for emissions-free operation. PRO_NANOTECH_PROD Nanotechnologia PRO_NANOTECH_PROD_DESC Traditional production techniques are fundamentally limited by the size and form of the tools it employs. As a product takes form, its outer layers may prevent direct access and manipulation of the inner structure, requiring inconvenient and inefficient adjustment to the order of assembly. Further, the components of a larger product must be carefully formed and assembled to exacting specifications to ensure they will function as intended when combined. By using nanotechnology to form a complete product in one step, directly from the stock materials, these limitations can be bypassed, dramatically improving efficiency and production speed. PRO_ORBITAL_GEN Orbital Generation PRO_ORBITAL_GEN_DESC Low orbit of planetary bodies provides numerous benefits for power generation compared to planetary surfaces. Direct exposure to nearby solar radiation without atmospheric attenuation, and the orders of magnitude larger structures that may be assembled in microgravity to collect it are significant advantages. The resulting power may be used in orbit, or may be beamed to the planet to support surface industry. As well, new mechanisms of energy conversion become available in orbit, including planetary magnetic field coupling, orbital momentum exchange, and frictional heating with planetary atmospheres, which are uniquely beneficial for specialized applications. PRO_SENTIENT_AUTOMATION Sentient Automation PRO_SENTIENT_AUTOMATION_DESC As equipment becomes increasingly automated, it becomes capable of fully replicating and maintaining itself without outside support, other than its required raw materials and a requested, or suggested, final product to produce. When controlled by an artificial mind, the entire system can learn, plan, react, and adapt autonomously, and can do so without the cumbersome inefficiencies traditionally required to house and employ workers. PRO_FRC_FLD_ASSMB Tworzenie Pola Silowego PRO_FRC_FLD_ASSMB_DESC Whether effected through artificial means, or psychokinesis, or a combination thereof, remote manipulation represents a revolutionary improvement in assembly techniques. At nanoscopic scales, fully controlled chemical reactions and custom assembled molecules become almost trivial. At larger scales, up to and including manipulation of celestial bodies, locally reactionless and non-contact force impartion permit previously impossible non-destructive testing, and are particularly suited to manipulation within an enclosed or covered region, without compromising isolation seals, nor removing masses of previously obstructing matter. PRO_INTSTEL_COPRO Kooprodukcja Miedzygwiezdna PRO_INTSTEL_COPRO_DESC Traditional means of production are limited by the necessity of self-sufficiency due to transportation and other logistical problems. Later planetary regional cooperation permits some degree of specialization and co-operation, with each facility producing only a few parts or subsystems, and the whole system benefitting from concentrated expertize and economy of scale. Expanding this concept several orders of magnitude, it may adapted to a galactic scale, with individual planets or entire systems functioning in the role of the single specialized facility. The logistical difficulties inherent in this paradigm are also similar to those of the earlier iteration, and are scaled up to the same degree as the potential benefits. PRO_NDIM_ASSMB Tworzenie N-wymiaru PRO_NDIM_ASSMB_DESC The geometry of physical space has always been a major impediment to the assembly of objects within that space. Objects cannot be colocated, and volumes cannot be simultaneously enclosed and open if their existance is restricted to a mere three dimensions. Moving beyond this limitation, parts of objects can be folded out of the way in a pocket dimensions, and continguous lines may be passed around other masses by going "off-axis". Similar mechanisms are also used to assemble lower-dimensional objects in configurations that would be impossible without higher-dimensional pathways. PRO_SINGULAR_GEN Generacja Osobliwosci PRO_SINGULAR_GEN_DESC As matter is drawn towards a singularity by the intense spacetime curvature, or gravitational field, the matter forms an accretion disk and is greatly compressed and heated. High energy radiation emitted from the disk may be captured and harnessed for power generation. The event horizon of the singularity itself also emits radiation do to annihilation of virtual particle-antiparticle pairs that form in its vicinity. This method of power generation is significantly more delicate and unstable than that with the accretion disk method, but can produce even greater output as well. PRO_MATENG_REPLIC Replikacja PRO_MATENG_REPLIC_DESC Previous iterations of assembly techniques were essentially ways to avoid or remove particularly vexing problems with manipulation of matter. None of these techniques fundamentally changed the basic method however, which was to assemble larger objects out of smaller parts, be they prefabricated subsections, or individual atoms. By converting pure energy directly into the desired material object, eliminating the need for precursor parts or supplied materials, the ultimate level of flexible and efficient assembly is achieved. PRO_ZERO_GEN Zero-Point Generation PRO_ZERO_GEN_DESC Any power generation mechanism that involves a material fuel supply is limited by the relativistic mass-energy relationship: no more energy can be produced than equivalent mass consumed, even with perfect efficiency. By tapping the inherent energy of the vacuum, or zero-point energy, an effectively infinite source is made available. The rate, or power, of this extraction is also theoretically unbounded, with limits only in the available means to collect and use the output. CON_ORBITAL_CON Konstrukje Orbitalne CON_ORBITAL_CON_DESC On a planet, there is always a fixed reference direction: "up". Microgravity is effectively isotropic. This single difference has a multitude of consequences for the types of structures that can be built, and which of those forms is the optimal use of space, materials and energy in each environment. As well, the interior configuration of spaces in orbit must be rethought. However, while it is appealing to attempt to completely revolutionize interior design in a paradigm completely independent of the styles used on planet surfraces, the practical use of these spaces will be initial primarily by those who are used to, and adapated for, those planet surfaces. Rather than a complete break from older styles, a gradual transition may be more effective. CON_ARCH_PSYCH Architektura Psychologi CON_ARCH_PSYCH_DESC The form of a structure or inhabited space is not merely guided by the physical limitations of the materials from which it is constructed. Psychological effects on the inhabitants within, or observers outside can have a far greater influence on the success of a design than the strength of a wall or sturdiness of a foundation. CON_INFRA_ECOL Infrastruktura Ekologiczna CON_INFRA_ECOL_DESC The basic infrastructure of an established planetary colony may seem to be created entirely by the colonizers, and to function only according to their designs. In reality, however, the ecology of the planet on which it is built is the foundation and support mechanism for the added infrastructure, and often forms an integral part of its function. Understanding the interaction between natural and artificial components, and the limits of the resources an ecological system can provide are essential to the development of an optimal and sustainable infrastructure for any colony. CON_ORGANIC_STRC Struktury Organiczne CON_ORGANIC_STRC_DESC Buildings formed of inanitmate minerals are functional and occasionally elegant, and those of harvested but dead organics are often simple and inexpensive. Actual living structures, however, can be grown into their final shape with no additional labour, as well effect some degree of self-repair when damaged. They may also naturally self-regulate their internal environments, or potentially adapt to varied or changing surroundings as necessary, during or after their initial growth. CON_METRO_INFRA Infrastruktura Metroplex CON_METRO_INFRA_DESC When the entire surface of a world is covered, continued development must occur above and below pre-existing construction. Care must be taken to ensure the stability of the undercut or overshadowed structures are not damaged, and transportation and supply routes must be rethought to support vastly increased population densities. Furthermore, novel stylistic and functional issues must be considered, to ensure that the newer levels, and the combined whole, are worth inhabiting. CON_TRANS_STRC Przeksztalcenie Struktury CON_TRANS_STRC_DESC A shutter functions as both a solid wall and open window, according to the desire of its user. A room may be refurnished to serve an entirely new purpose, within the limits of the space available. This concept may also be extended to the actual form and structure of an entire building or city, whether mechanical or organic. Eliminating the need for demolition and rebulding permits much greater infrastructure flexibility and efficiency. Single or isolated structures may also serve many purposes simultaneously, that would previously have required much larger and elaborate fixed designs. CON_ARCH_MONOFILS Architectural Monofilaments CON_ARCH_MONOFILS_DESC Essentially unbreakable and merely a few atoms in diamater, single-crystal filaments have many uses in improving traditional structure designs in durability and economy of construction. The capacity to suspend or stress other materials in previously impossible configurations also permits a wholly new designs. Low weight and high strength filaments are of particular use in large-scale orbital or surface to orbit spanning structures, where variations in gravity across lengths were previously very prohibative. CON_SELFGRAV_STRC Self-Gravitating Structures CON_SELFGRAV_STRC_DESC As orbital construction grows ever larger in scale, eventually the mass of a single installation is sufficient to appreciably self-gravitate. Where previously the microgravity environment was fundamental, designs must be rethought again, just as they were when originally moving surface activity into orbit. Rather than expanding endlessly in efficient regular patterns, the natural curved shapes of planetary bodies begins to emerge in artificial bodies as well. Advantages over surface construction are retained, however, as the artifical mass is designed and built with its purpose in mind. CON_ASYMP_MATS Materialy Asymptotyczne CON_ASYMP_MATS_DESC Once certain thresholds of performance are passed, measuring the physical properties of materials for relative comparison becomes impractical in any terms other than orders of magnitude or logarithmic scales. Much like superconductivity in electronics, the tensile strength, toughness, density, elasticity, refractory index and other mechanical properties of materials may be controlled with effectively no limits. With all previously significant limitations removed, structure designs are further unhindered, and may extend or change by similar order of magnitude scales. CON_STRC_INT_FLDS Struktura Integralnosci Obszaru CON_STRC_INT_FLDS_DESC Advanced materials and architecture can greatly extend the practical size of rigid structures. Eventually however, the stresses placed on load-bearing matter approach the magnitude of the strong nuclear force which holds atomic nuclei together, at which point alternative sources of support become essential. Projected energy support fields may serve this purose, and replacing or augmenting fixed supports in this manner allows a drastic reduction in the necessary structural materials mass and volume. As well, such methods may allow dynamic adjustment of reinforcement in response to rapidly changing stress patterns, whereas fixed supports must remain in place even when not being actively used. CON_CONTGRAV_ARCH Architektura Kontrolowanej Grawitacji CON_CONTGRAV_ARCH_DESC By fully controlling the orientation and strength of gravitational forces acting upon and existant within a structure, designs may simultaneously exhibit the freedom of weightlessness and the utility of having a defined up and down. The structure itself, and the local environments it seeks to provide, may take any shape in space, extending to great lengths, looping about itself, and making arbitrary interconnections. Simultaneously, local environments within may be infused with a useful tug, which may vary from or be entirely different from immediately adjacent areas. Such versatility permits great new functional designs for social, manufacturing or other uses. CON_GAL_INFRA Infrastruktura Galaktyczna CON_GAL_INFRA_DESC Integration and development of the infrastructures on highly productive worlds into a unified galaxy-spanning network is one of the greatest logistical effort conceivable. When completed, such a system functionally unifies the worlds of which it is composed. Integrated transportation, housing, maintenance, and construction tools may be fluidly deployed wherever needed to optimally alter resource allocations or adjust to changes. CON_FRC_ENRG_STRC Struktury Pola Silowego CON_FRC_ENRG_STRC_DESC When forces and energy can be manipulated as desired to provide the same functionality as solid surfaces, there is no essential need to have physical materials enclosing the occupants of a building. Structures composed entirely of energy have many advantages, including simple reconfiguration, resiliance, portability and novel design possibilities. CON_ART_HEAVENLY Sztuczne Ciala Niebieskie CON_ART_HEAVENLY_DESC When roughly the mass of a small moon or larger, it is no longer suffient to conceive of what is wrought as a "structure", "station" or "ship". Rather, beyond this scale, the object becomes more like a heavenly body; its gravitational pull influences orbital motions, it may retain an thin atmosphere on its surface, and it may be orbitted by, rather than orbitting with, lesser structures. At even larger scales, entire planets may be built, or rebuilt, or even new stars may be formed and ignited, broadcasting the power and determination of their creators throughout the universe. CON_TRANS_ARCH Architektura Transcendentna CON_TRANS_ARCH_DESC The epitome of design unifies optimal functionality with elegance of form. A transcendent structure expands and inspires the minds of its occupants or observers with its shape, placement, substance and integration, whether through awe-inspiring scale, perfect emphasis of a single idea, perception or lack thereof, or utter simplicity and fitness for purpose. CON_NDIM_STRC Struktury N-wymiarowe CON_NDIM_STRC_DESC Of all the bizarre feats of applied physics, the ability to to fold space onto itself has the most direct and profound influence on structural form and design. The potential is endless, literally as hallways are made to bend back upon their beginning, or given a twist so that their ceiling becomes their floor. As well, the concept of urban sprawl becomes laughable, as any number of people may fit into an arbitrarily small volume, safely tucked into an adjacent plane of existence. ECO_MARKET_ECON Rynek Ekonomii ECO_MARKET_ECON_DESC The free exchange of goods and services between individuals and groups, whether by simple barter or through a commonly accepted credit currency, can be a effective and dynamic economic system. In the idealized case, the market is fully self-regulating, with supply and demand forces pushing the economy towards optimally efficient resource use and worker employment. As well, the opportunity for personal gain in such systems can be a powerful motivator for innovation and worker effort. Caution must be observed however, as that same motivation can also lead to explotation and collusion amongst the priviledged and successful, which can negate and undo much of the system's proported benefits. ECO_PLANNED_ECON Planowanie Ekonomiczne ECO_PLANNED_ECON_DESC By identifying and prioritizing needs and specific goals for society, then actively implementing the necessary steps to realize them, a focused and stable economic system may be achieved. Whether the path taken is decided by high-level central planners or through distributed local bodies, in the ideal case all unnecessary diversions and waste are eliminated and all resources are focused on the top priorities. As well, a collective purpose and effective planning eliminates innactivity and waste by ensuring a opportunity to contrbute for all workers. Caution must be observed, however, as individuals may lack dedication to the communal goals or the specific plan to achieve them, which may undermine worker motivation. ECO_EXTERN_INTEG Integracja Zewnetrzna ECO_EXTERN_INTEG_DESC Unsophisticated economic systems feature decision-making based on factors affecting only the decision-makers directly. Other factors, or externalities, that affect non-decision makers exclusively, are not considered, which has accordingly unexpected consequences, resulting in an overall loss of economic efficiency in an otherwise ideal system. By integrating factors such as environmental degredation, tragedies of the commons, or consequences of networking effects, the overall economy can be brought closer to its theoretical ideal form. ECO_ECON_SPECTRO Spektroskopia Ekonomiczna ECO_ECON_SPECTRO_DESC With careful analysis and well-formed models, a linearly independent set of basis states as a frequency parameterization of an economy may be constructed. Cyclical economic trends and indicators of particular recurrance periods may then be studied independently, and may be amplitude- or phase-adjusted to achieve desired economic goals. Such manipulations must be conducted with great caution however, as simultaneously phase-matched cyclical effects which initially appear to be unbounded growth will inevitably reach a peak, after which the economic collapse will be equally dramatic. ECO_INTSTEL_TRADE Handel Miedzygwiezdny ECO_INTSTEL_TRADE_DESC Commerce between the stars can be seen as essentially equivalent to trade confined to a single planet or continent, aside from the scale of the distances involved. While concepts such as trade routes, merchant guilds and piracy all remain in some form, effectively adapting methods of economic interchange and its regulation and control to space-based forms is nontrivial. As in earlier times, the harnessing or misuse of these factors can have drastic effects on the economies that grow to depend on them. ECO_ENV_ADAPTION Dostosowanie Srodowiska ECO_ENV_ADAPTION_DESC When the colonization of space begins, the great variety of planetary environments that are encountered will seem to be nothing but a hindrance, as most environments are inhospitable to any given race, and population growth and expansion are thus limited. However, as expantion continues and empires become established in multiple star systems, environmental diversity becomes increasingly beneficial if properly harnessed. Each environment provides its own set of direct and indirect benefits, particularly for the creation or extraction of physical and conceptual commodities, which may then be traded and shared between systems. By adapting the economic system of each world to best suit its unique characteristics, these benefits are maximized. ECO_GAL_MONEY_POL Galaktyczna Polityka Pieniezna ECO_GAL_MONEY_POL_DESC As interstellar trade expands, a transition is made between isolated planetary economies to integrated regional or imperial economies. Inter-empire exchange rates, lending and trade policies and their consequent effects for seemingly dissociated regions become the most significant factors in the overall health of the galactic economy. Accordingly, unilateral economic considerations must be tempered, and local issues considered only in the context of wider-ranging policies, in order to ensure economic prosperity for all. ECO_ECON_FLUIDITY Plynnosc Ekonomiczna ECO_ECON_FLUIDITY_DESC When the physical distance separating star systems is no longer matched by the perceived distance for those whose economic activity occurs between them, a paradigm shift occurs. Previously, the interstellar economy could be thought of like a solid, with atomic local economies and rigid trade bonds between close neighbours. With the perceptual shift, the economy of the empire undergoes a conceptual state change into a fluid. Economic activity begins to flow freely between the stars, into previously unharness crevices, filling cracks, following new flow-channels and eliminating localized unstable asymmetry. ECO_PLANET_COLONY Kolonializm Planetarny ECO_PLANET_COLONY_DESC When an expending empire encoutners a planet that is rich in resources and which is populated by primitive native sentients, the opportunity arises to treat the planet as a colonial posession. A large and well-adapted workforce is immediately available, and can often be a source of information about the non-obvious unique resources of the planet. Care must be taken, however, to ensure that the native population, or at least its leaders, remains inclined to participate in the economic partnership, as former colonial workers can make an equally well-adapted rebel army. ECO_ECON_PRESCIEN Przewidywanie Ekonomiczne ECO_ECON_PRESCIEN_DESC Feedback control systems often consider the present, the past, and projected future states of a system when making correctional adjustments. Making projections is error-prone to the point of uselessness, however, for any highly complex and non-deterministic systems of interacting sentients such as an economy or society. To resolve this difficultly, precognitive projection can be employed to reveal many of the possible future time-paths and their relative probabilities, as well as the best adjustments to make to adjust these probablities as desired. By this method, the unpredictable and often illogical choices of sentients may be isolated, and the economy can finally be described and controlled as well as a macroscopic physical system. ECO_STAB_HYPGROW Stabilized Hypergrowth ECO_STAB_HYPGROW_DESC Economic activity functions as a positive feedback into its own growth. An exponential growth curve naturally follows from this in many cases, and economic growth is thus often described as a ratio of the economy's size. Occasional bursts of hyperexponential growth intermittantly occur, but are unstable and followed by painful corrections. However, through proper structuring and management, and careful cultivation of the necessary conditions for it to begin, indefinite hyperexponential growth may be maintained. ECO_ECON_HEGEMONY Hegemonia Ekonomiczna ECO_ECON_HEGEMONY_DESC An economy in optimal form represents a great variety of financial, cultural and other social mechanisms that may be employed to achieve the goals of those who are able to control them. Through use of these tools, other less-developed economies may be completely controlled, either through overt domination or destruction, or more subtle and targetted manipulations. By extention, an externally-controlled economy may be used to exert influence or control on all other aspects of a society. Through these means, a power equal or greater than any martial force is realized. SHP_SPACE_TACTICS Taktyka Kosmiczna SHP_SPACE_TACTICS_DESC Battles in microgravity and vacuum require specialized weapon and defensive systems, as well as the theoretical tactics that motivate their use. SHP_GAL_EXPLO Eksploracja Galaktyczna SHP_GAL_EXPLO_DESC The discovery of interstellar travel via starlanes ushers in a new era of development of society. Old political squabbles between minor factions become insignificant when the entire civilization is faced with the limitless potential of the stars... for growth and prosperity, or utter destruction. SHP_NAVIGATION Nawigacja Miedzygwiezdna SHP_NAVIGATION_DESC Starlanes form a relatively restrictive network of possible pathes, but interstellar travel is complicated and risky without proper navigation techniques.\n\nIn future, this tech might do something related to starlanes or ship speed or range... ######################################### # Tech Application Names & Descriptions # ######################################### DOES_NOTHING_SHORT_DESC Bezuzyteczny: Nic nie robi SHIP_PART_UNLOCK_SHORT_DESC Odblokowuje Czci Statku SHIP_HULL_UNLOCK_SHORT_DESC Odblokowuje Kadlub Statku BUILDING_UNLOCK_SHORT_DESC Odblokowuje Budownictwo RESEARCH_SHORT_DESC Poprawia Badania Naukowe FARMING_SHORT_DESC Poprawia Rolnictwo MINING_SHORT_DESC Poprawia Gornictwo INDUSTRY_SHORT_DESC Poprawia Przemysl TRADE_SHORT_DESC Poprawia Handel CONSTRUCTION_SHORT_DESC Poprawia Infrastructure POPULATION_SHORT_DESC Zwiksza Ilosc Mieszkacow Planety FLEET_RANGE_DESC Poprawia Zaopatrzenie Floty CON_TERRAFORM Terraformowanie CON_TERRAFORM_DESC Changing the environmental type of a planet is a massive undertaking, the challenge of this process is to a large degree logistical. The precise method depends greatly on the type of planet to be changed and the desired result. However in all cases much of the surface of the entire planet and it's atmosphere needs to be converted to other types of molecules, vented into space or buried under the crust. The process takes years. CON_TERRAFORM_SHORT_DESC Pozwala na ulepszanie przez terraformowanie planet CON_RAPID_TERRAFORM Szybkie terraformowanie CON_RAPID_TERRAFORM_DESC Advances in orbital deployment now enable any terrestrial planet in an inhabited system to be terraformed to any environmental preference. Nanites can accomplish the transformation in half the time of conventional methods. CON_RAPID_TERRAFORM_SHORT_DESC Umozliwia szybkie i zdalne ulepszanie przez terraformowanie planet CON_GRAVITY_WELLS Kontrolowana studnia grawitacyjna CON_GRAVITY_WELLS_DESC By installing a massive null gravity generator at a planet's core, it becomes possible to turn a planet's gravity on or off like a light switch, but in a narrow well. The planet's industry then gains all the benefits of low-G and zero-G, but without the drawbacks. Reverse gravity wells can also be created, making space launches cost practically nothing. CON_MEGALITH Konstrukcja Megalityczna CON_MEGALITH_DESC Mastering advanced orbital construction techniques, scientists create methods to enable construction of the awe inspiring Megalith. CON_ORBITAL_FACT Fabryki Orbitalne CON_ORBITAL_FACT_DESC Since all colonies begin in space and raw materials are largely imported from off-world, the common Exodus practice of complete planet-fall for new colony ships is wasteful. The manufacturing work so badly needed for upstart colonies can be done more cheaply in orbit. Equipping new colonies with pre-built orbital factory kits helps them make use of the natural resource of low orbit. CON_PLANET_RING Piercien Planetarny CON_PLANET_RING_DESC Space elevators are now a relatively modest task. It now becomes possible to undertake their natural extension. By placing several elevators in a ring around a world like spokes in a wheel, and then connecting them together by enormous chains of satellites and space stations, a planetary ring can be created. CON_SPACE_ELEVATOR Winda Orbitalna CON_SPACE_ELEVATOR_DESC Nano-construction enables production of tensile cables strong enough to reach beyond geostationary orbit. Shuttles magnetically lifted up the cable are superior to the expensive, inefficient, and highly dangerous rocket launches to escape velocity. CON_SUBTER_CONST Budownictwo Podziemne CON_SUBTER_CONST_DESC When space is at a premium, the holy grail of construction is the ability to build down as easily as up. Modern techniques finally make this possible. CON_ORBITAL_INFRA Infrastruktura Orbitalna CON_ORBITAL_INFRA_DESC A well-developed general support infrastructure located in orbit permits great flexibility and rapid development of resource production capacity. ECO_COLONIAL_ECO Colonial Economic Blueprinting ECO_COLONIAL_ECO_DESC With advanced economic planning now a reality, the economy for an entire developing world can be blueprinted with the precision of a physical building. Upstart markets tap their raw potential for growth, without risk of being mired in traditionally immature "wild frontier" mentalities. ECO_COMM_UNION Handlowa Unia Kolonii ECO_COMM_UNION_DESC The combination of applications as diverse as economic spectroscopy, bio-mimetics, digital psychology and advanced game theory produce a shift in the paradigm of economic thinking. The means to organize economic markets orders of magnitude above any previously envisioned becomes possible. ECO_DEEP_GREEN Geboka Zielen ECO_DEEP_GREEN_DESC The quantum fractal nature of the equations of economic spectroscopy make all but the relatively superficial analyses impractical for most markets. However a massive computer designed from the ground up to handle the unusual algorithms, could supply an entire empire with economic foresight and stability. ECO_ECO_ETHER Economic Etherealization ECO_ECO_ETHER_DESC In the Exodus age of vast possibilities, the economic systems of most worlds have been slow to abandon the archaic paper and pencil, trading floor mentality. The final step in economic modernization is to dispense with out-dated, corporeal economic systems once and for all and transcend to a purer plane of digital information and virtual presence. This transition will boost the markets of all worlds, especially those largest. ECO_PARADISE Rajska Planeta ECO_PARADISE_DESC The Paradise Planet is the ultimate tourist resort, a world whose entire economic structure has been converted to tourism and pleasure seeking. The benefits of such a planet would extend to the citizenry of distant worlds. ECO_SINKHOLE Economic Sinkholes ECO_SINKHOLE_DESC When economic activity is viewed as a flowing fluid, the capability to affect its flow becomes apparent. By creating a localized sinkhole in surface over which trade flows, trade centres well removed from the sinkhole itself are strongly affected. Such trade current disruption propegates out in all directions however, and is difficult or impossible to target selectively. GRO_SELF_ROTATING_CROPS Plodozmian GRO_SELF_ROTATING_CROPS_DESC High-intensity farming output benefits from a thorough understanding of the environment and application of this knowledge in custom-tailoring crops via genetic modification. Self-rotating crops may be grown continually, without the traditional need to alternate to less productive, but soil rejuvinating, plants every few growing seasons.\n\n+ 5 to max farming per 10 population on primary farming focused worlds. GRO_BIOTERROR Wyposazenie Bioterror GRO_BIOTERROR_DESC A research centre created to safely develop the most dangerous of biological weaponry while keeping prying eyes out. Biological weaponry takes effect too slowly to be of much use in a direct military conflict but as a weapon of terror it is unsurpassed, a slowly growing contamination will spread panic before it, images of a desperate people quarantined by their own government sows despair beyond the affected area, however care must be taken when developing such organisms to ensure they are not accidental released furthermore utter secrecy is required at the risk of damaging relations with other empires and our own people. GRO_HABITATION_DOMES Kopula Mieszkalna GRO_HABITATION_DOMES_DESC While terraforming efforts can make planets much more useful, the process is expensive and time consuming. Habibation Domes provide a faster and cheaper, though more limited, alternative for increasing the population capacity of inhospitable worlds, allowing moderate levels of infrastructure and resource capacity to be developed.\n\nIncreases by +2 the maximum population of Terrible environment worlds with current construction of at least 20. GRO_CADUCEAN The Caducean Institute GRO_CADUCEAN_DESC A premiere centralized medical academy and research centre has benefits to health and population growth throughout an empire. Adequately funding such an institute can greatly tax smaller economies, however, potentially limiting its attraction to large or economically powerfully empires. GRO_GENOME_BANK Bank Genomu GRO_GENOME_BANK_DESC The unknown variables in genomic calculations for any given species remain severe for all but the simplest genetic repairs, not to mention the changes that a genetic modification can potentially have on a larger multi-species biosphere. To truly realize the benefits of genetic medicine, it is necessary to collect a massive genome database for all the species from all known worlds. GRO_LIVING_PLANET Zywa Planeta GRO_LIVING_PLANET_DESC Teoretycznie jest mozliwe, aby calkowicie przewidziec ekologie pojedynczej planety poprzez mapowanie jej calej sieci wspolzaleznosci biologicznych, zarowno czujacych jak i nie czujacych we fraktalach algorytmow. W praktyce jednak moze to byc zrealizowane poprzez budowe ogromnej planety obejmujacej sieciowo uruchomiony program komputerowy przeznaczony do regulacji calej biosfery planety. Ten komputer stanie sie w rzeczywistosci, mozgiem nowego rodzaju zycia - jeden organizm planetarny, z inteligentnymi mieszkancami jako czesc swojej struktury, obiekt bedzie wiekszy. GRO_ORBITAL_GARDENS Ogrody Orbitalne GRO_ORBITAL_GARDENS_DESC A marvel of engineering and design, the Orbital Gardens feature samples of flora gathered from throughout the known galaxy, each cultivated within the wide range of artificial environments re-created within this small artificial moon. GRO_URBAN_FARM Urban Farming GRO_URBAN_FARM_DESC On industrialized worlds, where arable land is rare to non-existent, the capability to produce food in hydroponic or aeroponic environments tightly packed into multi-storey buildings becomes critical to maintain food output. LRN_STELLAR_TOMOGRAPHY Stellar Tomography LRN_STELLAR_TOMOGRAPHY_DESC A network of specialized satellites can use tomographic methods to reconstruct the activities occurs deep within a star. These otherwise costly-to-produce conditions are ideal for a variety of research endeavours, with larger benefits for more exotic star types.\n\nProvides + 4 to research per 10 population on primary research focused worlds in systems with black holes.\nProvides +3 to planets in systems with neutron stars.\nProvides +2 to planets in systems with white or blue stars.\nProvides +1 to planets in systems with red, orange or yellow stars. LRN_AUTOLAB_I Podstawowe Autom. Laboratorium LRN_AUTOLAB_I_DESC Automated laboratories can produce significant research output without direct supervision, however it remains necessary to provide guidance to such labs regarding what avenues or research to persue, and extract the resulting information from them. A specailzed control centre is required to facilitate these exchanges. Consequently, while individual worlds develop their own autolabs without additional cost, the control centre requires signifiant up-front production effort to build. This makes autolabs more attractive to empires with excess production capacity, but lacking in research output, and less useful for empires already producing significant reserach, but lacking in industrial or minreals capacity. Additionally, autolabs produce larger quantities of waste products than standard laboratories, negatively impacting health on worlds on which they are used. LRN_THEOREM_PROVER Automatic Theorem Prover LRN_THEOREM_PROVER_DESC Abstract mathematical discoveries frequently have practical, if unforseen, applications in future research. Increasingly complex formal systems require correspondingly increased time to manipulate in order to prove such discoveries, limiting progress. Elegant algorithmic methods to automate Theorm Proving can overcome this problem, however doing so requires significant research effort itself, limiting the method's usefulness to empires which have chosen to focus on research in the long-term. LRN_COLLECTIVE_NET Collective Thought Network LRN_COLLECTIVE_NET_DESC By transferring the mind into cyberspace, thousands of minds can act as one, solving problems and making breakthroughs that no single mind could. LRN_DISTRIB_THOUGHT Distributed Thought Computing LRN_DISTRIB_THOUGHT_DESC The average citizen literally wastes his mind away, one of the finest computing devices in the universe. By tapping into the idle brain cycles of a sufficiently large population through a network of simple cybernetic transceivers, the research centers of a world can gain access to cheap and plentiful raw computing power. LRN_ENCLAVE_VOID Enclave of the Void LRN_ENCLAVE_VOID_DESC Study of the Void Mind could be accelerated by genetically engineering the populace of an entire world to be attuned to the Void. This new priestly class could transform the entire social structure of their world to better understand and channel the wisdom of the Void Mind to the entire empire. LRN_LOOKING_GLASS Poszukiwanie Szkla LRN_LOOKING_GLASS_DESC A window into Space-Time, the Looking Glass will be the ultimate museum. Instead of excavating the ancient ruins of eras past, it is possible to simply open a window into time. Great leaders of the past would no longer be accessible only through books and holo-vids, but directly observable. Such a museum would gather flocks of both tourists and academicians. LRN_MONUMENT_EXODUS Pomnik Exodusu LRN_MONUMENT_EXODUS_DESC The greatest artists and engineers of an Exodus society are called together to produce a design for a fitting tribute to their accomplishments, and usher in the Exodus Age. LRN_PSICORP PsiCorp LRN_PSICORP_DESC It is now possible to identify the nascent psionic abilities inherent in rare individuals at birth. But to truly cultivate their gifts, it would be necessary to create an academy dedicated to psionics. Graduates of this academy, would comprise a highly trained task-force of Psi elite that could be assigned to research projects as conduits and amplifiers for the greatest researchers of an empire. PRO_AUTOFACTORY_I Podstawowa Autom. Fabryka PRO_AUTOFACTORY_I_DESC Automated factories greatly increase industirial output without direct supervision, however it remains necessary to provide guidance to such labs regarding what needs to be produced. A specailzed control centre is required to facilitate these exchanges, and the language in which they are conducted requires extensive research prior to implementation. Consequently, the use of automated factories may only be practical for empires that conduct large amouts of research. Conversely, empires with minimal research, but much existing production capacity, may find other production-enhancing methods more practical. PRO_HEAVY_MINING_I Procesy Ciezkiego Gornictwa PRO_HEAVY_MINING_I_DESC When increased minerals production is the only concern, no environmental damage considerations exist, and the environment itself is condusive, partially automated bulk mining activites can be optimal. Significant processing capacity is required, however, necessitating the use of centralized ore-processing facilties. PRO_ENVIRO_MINING_I Gornictwo Swiadome Ekologicznie PRO_ENVIRO_MINING_I_DESC Many mining methods are incompatiable with highly populous planets, due to environmental damage. Careful consideration of Planetary Ecology is required to permit limited mining techniques to be employed without such downsides. Minerals production is less per unit of population than more extreme methods, however additional population may somewhat offset this. Additionaly, these limited techniques are only applicable to worlds capable of supporting high populations: Superb or Optimal for a given race.\n\nIncreases minerals production by +2 per 10 population on primary mining focused worlds.\nIncreases minreals production by +1 per 10 population on primary balanced and secondary mining focused worlds.\nMultiple focus balances are cumulative: primary and secondary mining focus provides +3 to mineral production per 10 population. PRO_ASTEROID_MINE Gornictwo Asteroidalne PRO_ASTEROID_MINE_DESC Mineral resource extraction from subplanetoid-sized bodies involves challenges, and provides opportunities quite distinct from those of full-fledged planets. Lacking sufficient mass to self-liquify and differentiate, asteroids can provide much easier access to some heavier elements, and lack of a gravity can make extraction for use in space much more efficient. Conversely, the limited size of each source asteroid requires fully portable self-sufficient extraction facilities. As well, the challenges of any microgravity environment must be overcome, requiring redesign of many traditional methods. The initial implementation of asteroid mining techniques yields moderate gains to mineral production in systems with suitable asteroid belts to exploit. Increased mining output occurs on all planets in system, allowing planets with environments normally difficult to mine, which often also allow larger populations, to produce large amounts of minerals per unit of population. Normally large mining output per unit population is limited to low-population capacity worlds, limiting actual mineral output. PRO_ORBITAL_MINE Gornictwo Orbitalne PRO_ORBITAL_MINE_DESC On solid, habitable planets, traditional bulk surface mining is effective and relatively efficient. For gas giants and terrestrial planets that are unable to support a sizable population however, the ability to extract usable minearals with space-based facilities is far more practical. A primary challenge to this method is overcoming the planetary gravity well, but once this is accomplished, vast new sources of minerals become available. As well, specialized resources on uninhabitable planets become accessible for the first time. PRO_CORE_MINE Glebokie Gornictwo Jadra PRO_CORE_MINE_DESC The pressure and temperatures in terrestrial planet mantles and cores create large quantities of crystal and mineral formations that only appear on upper crust layers due to vulcanism. The lower atmospheric layers and core materials of gascious planet contain even more exotic materials, in greater concentrations. Accessing these regions to extract the materials is difficult and treacherous, but eminently rewarding, compared to traditional surface mining activities. PRO_ART_BLACK_HOLE Sztuczna Czarna Dziura PRO_ART_BLACK_HOLE_DESC By carefully collapsing a singularity in a distant solar orbit, a conveniently located source of unlimited power would be possible. This would be a highly expensive and dangerous task, but with far reaching benefits. PRO_EXOBOTS Exobots PRO_EXOBOTS_DESC Exobots, as they become commonly known, are a marvel of form meets function. They are robots designed to fulfill nearly any manufacturing job, in fields as wide ranging as electronics to large-scale construction. Easily mass produced, they serve best on colonies that lack the infrastructure and work force to dedicate to specialized factories. Every colony receives a standard issue team of exobots, boosting their construction during the early development phase. PRO_FUSION_PLANTS Fusion Plants PRO_FUSION_PLANTS_DESC Fusion plants, while expensive to produce and maintain, easily pay for themselves on industrialized worlds with ever increasing power demands. Reliance on old fission based nuclear plants will gradually become a thing of the past. PRO_HYPER_DAM Bariera Hiperprzestrzenna PRO_HYPER_DAM_DESC Once the greatest fear of N-dimensional physicists, now the noblest goal. To deliberately create a hyperspatial rift between our universe and the next, but inside a dimensional bubble, safely separate from known space-time. Once this is accomplished, it would be a relatively simple matter to tap into the enormous flow of energy that would travel across the rift. PRO_MINI_SUN Miniaturowe Slonce PRO_MINI_SUN_DESC A magnetically contained, self-perpetuating fusion reaction could be safely built and placed in coincident orbit above a planet's night facing hemisphere. This new star would dominate the night sky, providing constant twilight on its planet-facing hemisphere, while its outward facing hemisphere would be harnessed as a massive fusion power plant. PRO_MINING_ENGINEERING Inzynieria Gornictwa PRO_MINING_ENGINEERING_DESC Applying the concepts of Planetary Geology allows effective extraction of minerals from near the surface of planets. By identifying the probable locations and ideal extraction methods, efficiency and total possible production are increased. As well, proper planning and analysis increase mine safety and longevity.\n\nBonuses depend on planet type:\nBarren and Inferno recive +4 per 10 population of planet at mining focused worlds.\nDesert, Radiated and Toxic recive +2.\nTundra and Terran recive +1.\nOcean and Swap receive no bonus.\n\nLarge research cost and time and lack of building-production requirement to receive effect make technology attractive for research-focused empires, but less useful for production-focused. Bonuses are largest on low-population planet types, making overall benefit small until future advances can increase the popluations of these planet types. PRO_INDUSTRY_CENTRE_I Centrum Przemyslowe PRO_INDUSTRY_CENTRE_I_DESC Coordinating industrial activity between planets and star systems can be effectively accomplished at large centralized complexes.\n\nFacility's large cost and build time, as well as significant future range growth potential, require strong planning to produce in location with ideal future utility. Large industrial benefits come with large up-front cost, in both production resources and time, but with minimal research prerequisites, making facility useful for high-production strategies, but unattractive for research-focused empires. PRO_ENERGY_CONV Przemiana Energii PRO_ENERGY_CONV_DESC At appropriate scales and under specific conditions, matter-energy becomes a unified phenomenon. Applied at larger scales, complete control over the structure of matter and the dynamics of energy becomes possible, as does the interchange between the two. Transmutation and replication, at limited scales, become possible. However, despite the enormous rest mass energy equivalence of matter, converting directly to energy for bulk power generation is generally less effective than comparatively simple fusion generation. PRO_NEUTRONIUM_EXTRACTION Ekstrakcja Neutrin PRO_NEUTRONIUM_EXTRACTION_DESC The core of a neutron star consists of degenerate neutron matter, compressed by gravity to a density far greater than the heaviest normal matter. This exotic material has numerous applications once extracted from the star, allowing production of otherwise impossible structures and ship parts. SHP_LIGHTHOUSE Latarnie Miedzygwiezdne SHP_LIGHTHOUSE_DESC Useful for ships travelling into and out of a system by starlanes, Interstellar "Lighthouses" indicate the location of a starlane entrance in a system, and also make the lane safely navigable in either direction. Use of the lane is made significant safer. SHP_FLEET_LOGISTICS Logistyka Floty SHP_FLEET_LOGISTICS_DESC Gives planets ability to resupply fleets in systems several starlane jumps away. SHP_SUSPENDED_ANIMATION Hibernacja SHP_SUSPENDED_ANIMATION_DESC Through chemical manipulation and cryonics, life processes may be halted without terminating them permanently. Beings in this state are preserved indefinitely, consume no resources and require very little storage - not living - space. With this technique, the capacity of colony ships can be greatly increased. SHP_ION_CANNON Dzialo Jonowe SHP_ION_CANNON_DESC Odblokuj element statku: Dziao Jonowe. SHP_NUCLEAR_MISSILE Pociski Jadrowe SHP_NUCLEAR_MISSILE_DESC Odblokuj element statku: Pociski Jadrowe. SHP_DEFLECTOR Deflector Shield SHP_DEFLECTOR_DESC Unlocks Deflector Shield ship part. SHP_RADAR Aktywny Radar SHP_RADAR_DESC Unlocks Active Radar ship part. SHP_DEUTERIUM_TANK Zbiornik Deuteru SHP_DEUTERIUM_TANK_DESC Unlocks Deuterium Tank ship part. SHP_MEDIUM_HULL Sredni kadlub statku SHP_MEDIUM_HULL_DESC Sredni kadlub statku SHP_LARGE_HULL Duzy kadlub statku SHP_LARGE_HULL_DESC Duzy kadlub statku SHP_HUGE_HULL Olbrzymi kadlub statku SHP_HUGE_HULL_DESC Olbrzymi kadlub statku ######################################## # Tech Refinement Names & Descriptions # ######################################## BUILDING_REFINE_SHORT_DESC Refines Building PRO_ASTEROID_MINE_II Advanced Asteroid Mines PRO_ASTEROID_MINE_II_DESC Experience with operation of initial implementations of asteroid mining techniques allows more refined methods to be devised. The same asteroid field and population produces additional minerals at all planets in-system that focus primarily on mining. PRO_INDUSTRY_CENTRE_II Greater Industrial Centre PRO_INDUSTRY_CENTRE_II_DESC Improved centralized management of dispersed industrial activities increases the range and size of increased industiral output provided. PRO_INDUSTRY_CENTRE_III Supreme Industrial Centre PRO_INDUSTRY_CENTRE_III_DESC Additional experience and facilities improvements further extend the range and size of industrial output improvement. ################################# # Building Names & Descriptions # ################################# BLD_IMERIAL_PALACE Palac Cesarski BLD_IMERIAL_PALACE_DESC Represents imperial power and prestige and functions as a centre of control for the empire's holdings.\n\nPlanet on which palace is built receive +5 to max construction. BLD_SHIPYARD_BASE Stocznia BLD_SHIPYARD_BASE_DESC Orbital production facility for assembly of interstellar military-grade spacecraft. Allows production of ships in the system where it is located. Can be upgraded by producing additional buildings in the same system. BLD_BIOTERROR_PROJECTOR Bioterror Projection Base BLD_BIOTERROR_PROJECTOR_DESC Projects negative health effects of minor biological warfare to nearby planets.\n\nPlanets within 2 starlane jumps owned by other empires receive -4 to max health.\nPlanets within 2 starlane jumps owned exclusively by the empire that builds the projector receive -1 to max health.\nRequires empire operating it to own at least one Bioterror Research Centre; otherwise produces no negative health effects on other empires' planets. BLD_BIOTERROR_LAB Bioterror Research Centre BLD_BIOTERROR_LAB_DESC Is required for Bioterror Projection Bases to affect other empires.\n\nCauses -2 to max health of planets in system where it is built, regardless of that planet's ownership. BLD_AUTOFACTORY_CONTROL Autofactory Control Centre BLD_AUTOFACTORY_CONTROL_DESC Provides +2 to max production output per 10 population on primary industry focused worlds.\nProvides additional +1 to max industry output per 10 population on secondary industry focused worlds. BLD_AUTOLAB_CONTROL Autolab Control Centre BLD_AUTOLAB_CONTROL_DESC Provides +2 to max research output per 10 population and -2 to max health on primary research focused worlds.\nProvides additional +1 to max research output per 10 population and -1 to max health on secondary research focused worlds. BLD_THEORM_PROVER Automatic Theorm Prover BLD_THEORM_PROVER_DESC Provides +5 to max research output per 10 population on primary research focused worlds, non-stacking.\nProvides additional +1 to max research output per 10 population on secondary research focused worlds, non-stacking. BLD_LIGHTHOUSE Interstellar Lighthouse BLD_LIGHTHOUSE_DESC Increases by 1 starlane jump the supply meter of all planets - regardless of owner - within 200 distance units. BLD_HEAVY_MINE_PROCESSOR Heavy Mining Processor BLD_HEAVY_MINE_PROCESSOR_DESC Provides +5 mining to mining-focused worlds, non stacking, within 100 distance of the facility, that are of type Barren, Radiated, Toxic or Inferno. Also proves +2 to mining and -5 to farming, both non-stacking, on planet at which it is built. BLD_INDUSTRY_CENTRE Centrum Przemyslowe BLD_INDUSTRY_CENTRE_DESC '''Initially provides +5 industry within 100 direct-line distance of facility, non stacking, to industry-focused worlds. [[tech PRO_INDUSTRY_CENTRE_II]] refinement increases bonus to +6 and increases distance to 200. [[tech PRO_INDUSTRY_CENTRE_III]] refinement further increases bonus to +7 and range to 300.''' BLD_ASTEROID_MINE Asteroid Mining Facility BLD_ASTEROID_MINE_DESC Initially provides +4 minerals production per 10 population to planets in same system that contains an asteroid belt.\nWith Advanced Asteroid Mines refinement, provides additional +4, or +8 total minerals production per 10 population to planets in same system that contains an asteroid belt. BLD_GRAVITY_WELLS Controlled Gravity Wells BLD_GRAVITY_WELLS_DESC A null gravity generator installed deep in the planet's core, greatly boosting industry and commerce in the system. BLD_MEGALITH Megalit BLD_MEGALITH_DESC A marvel of Exodus-era Architecture, the Megalith is an abnormally massive Starscraper, kilometers in diameter. The Megalith is an inspiration to architects sector-wide and is often the crown jewel of a powerful real estate mogul's empire. BLD_PLANET_RING Pierscien Planetarny BLD_PLANET_RING_DESC A ring of satellites completely encircling a world, tethered to the planet's equator by spoke-like space elevators. These are used for housing, micro-gravity construction and inter-world trade. BLD_SPACE_ELEVATOR Winda Orbitalna BLD_SPACE_ELEVATOR_DESC An enormous and practically unbreakable line of cable tethered to a satellite in geo-stationary low orbit on one end, and a launch platform on the planet-bound end. The space elevator boosts the trade for the entire system. BLD_COMM_UNION Handlowa Unia Kolonii BLD_COMM_UNION_DESC The Commercial Union of the Colonies (CUC) is an organization with the means and will to monitor and regulate the entire galactic market. The first empire to complete the CUC gains an empire wide bonus to trade on all worlds. BLD_DEEP_GREEN Gleboka Zielen BLD_DEEP_GREEN_DESC A central economic forecast computer fed with data from all the economic markets of the known galaxy, it is capable of near perfect economic foresight and is used to boost all the markets in the empire. BLD_PARADISE Rajska Planeta BLD_PARADISE_DESC A world whose entire infrastructure has been converted to tourism, giving an enormous boost to trade and tourism in the region, but eliminating almost all useful industrial and mining output. BLD_CADUCEAN The Caducean Institute BLD_CADUCEAN_DESC Available with The Caducean Institute.\n\nIncreases max health on all populated worlds by +2, non-stacking. BLD_GENOME_BANK Bank Genomu BLD_GENOME_BANK_DESC The largest database ever conceived. The Genome Bank includes maps of the genomes of every organism known to the empire. This database is invaluable in the treatment of disease and in establishing farming colonies. BLD_LIVING_PLANET Zywa Planeta BLD_LIVING_PLANET_DESC Convert a planet into the Living Planet by way of a sentient, almost god-like, cell-based computer program. This planet is wondrous to behold and famous throughout the known galaxy as a celebration of life and harmony. The inhabitants of this world think and act as though part of a larger organism, serving its needs simultaneously with their own. Industrial and mineral output are severely limited, however, as such activities upset the global harmonious balance. BLD_ORBITAL_GARDENS Ogrody Orbitalne BLD_ORBITAL_GARDENS_DESC An enormous moon-like satellite in orbit above a world, the Orbital Gardens are a testament throughout the galaxy to your ability to harness your environment. Besides being an excellent tourist attraction, research conducted here helps boost farming on all worlds in your empire. BLD_COLLECTIVE_NET Collective Thought Network BLD_COLLECTIVE_NET_DESC By transferring the mind into cyberspace, thousands of minds can act as one, solving problems and making breakthroughs that no single mind could. BLD_ENCLAVE_VOID Enclave of the Void BLD_ENCLAVE_VOID_DESC The population of an entire planet is genetically attuned to the Void Mind and dedicated to channeling its wisdom to the empire. The denizens of the Void Enclave are regarded as priests, channels of higher thinking and wisdom. In all matters of importance to the empire, their advice is sought after. Emissaries from the Enclave can even be sent to assist in the empire's research projects. This world may never exceed industrial or mining output greater than 30. BLD_LOOKING_GLASS The Looking Glass BLD_LOOKING_GLASS_DESC A space-time museum of galactic fame. Both tourism and science benefit from its unfettered view of all history, as the ebb and flow of all time become as transparent as glass. BLD_MONUMENT_EXODUS Pomnik Exodusu BLD_MONUMENT_EXODUS_DESC A mighty orbiting sculpture visible from the ground and to passing ships. Your triumph over the starlanes will never be forgotten and your people will forever be emboldened to colonize new worlds. Increases population growth on all frontier worlds. BLD_PSICORP PsiCorp BLD_PSICORP_DESC An academy dedicated to identifying the psionically gifted citizens throughout the colonies and training them from birth to develop their abilities to the benefit of the most advanced research programs of the empire. BLD_ART_BLACK_HOLE Sztuczna Czarna Dziura BLD_ART_BLACK_HOLE_DESC A constructed singularity in a distant orbit in one system. Its power is harnessed to advance industry for all nearby worlds. BLD_HYPER_DAM Hyperspatial Dam BLD_HYPER_DAM_DESC A tear in the fabric of the universe, safely controlled and harnessed. The hyperspatial dam serves as a source of nearly unlimited energy for the entire sector. BLD_MINI_SUN Miniaturowe Slonce BLD_MINI_SUN_DESC A miniature sun keeps the night sky above the world perpetually twilit. Besides being good for morale, the fusion reactor serves as a convenient source of energy for all planets in the system. BLD_REMOTE_CONST Zdalne Budowle BLD_REMOTE_CONST_DESC A network of matter and construction. A team of construction workers and robots can assemble structures on distant worlds without the need for freighters or construction vessels. Only a small matter-terminal ship is needed. Quickly raises the industry on all worlds to that of an Established world. BLD_ECON_SINKHOLE Economic Sinkhole BLD_ECON_SINKHOLE_DESC An Economic Sinkhole actively disrupts trade in its vicinity. This effect does not distinguish between friend or foe, however, so care must be taken in its placement to maximize disruption of enemy trade, while assuring minimal impact on that of its builders. ############## # Ship Parts # ############## SR_LASER Laser SR_LASER_DESC Niewielka masa, ale i moc SR_ION_CANNON Dzialo jonowe SR_ION_CANNON_DESC Srednia masa i jednoczesnie srednia moc LR_NUCLEAR_MISSILE Pocisk nuklearny LR_NUCLEAR_MISSILE_DESC Pocisk dalekiego zasiegu i sredniej mocy DT_ACTIVE_RADAR Radar aktywny DT_ACTIVE_RADAR_DESC Srednia skutecznosc wykrywania, niestety bardzo ulatwia tez wykrycie okrety, na ktorym jest zamontowany. FU_DEUTERIUM_TANK Zbiornik deuterium FU_DEUTERIUM_TANK_DESC Nieznacznie zwieksza zasieg okretu powiekszajac jego zasoby paliwa. Masywny i wrazliwy na ogien przeciwnika. FU_ANTIMATTER_TANK Zbiornik antymaterii FU_ANTIMATTER_TANK_DESC Zwieksza zasieg okretu powiekszajac jego zasoby paliwa. Zwarty, o niewielkiem masie. ST_EM_DAMPER Tlumik elektromagnetyczny ST_EM_DAMPER_DESC Zmniejsza wykrywalnosc okretu, na ktorym zostal zamontowany, poprzez tlumienie emisji elektromagnetycznych generowanych przez systemy okretu. Moze skompensowac tylko niewielka ilosc takich emisji, dlatego elementy generujace wiele szumow nie beda przez niego skutecznie maskowane. AR_LEAD_PLATE Olowiany pancerz poszycia AR_LEAD_PLATE_DESC Slaba ochrona przy duzej masie. SH_DEFENSE_GRID Siatka ochronna SH_DEFENSE_GRID_DESC Slaba ochrona, ale nie dodaje masy. SH_DEFLECTOR Oslony SH_DEFLECTOR_DESC Mocna ochrona przy zachowaniu niewielkiej masy. CO_COLONY_POD Kapsula kolonizacyjna CO_COLONY_POD_DESC Umozliwia osadnikom przetrwanie podrozy do nowej planety. Umozliwia okretom kolonizowanie nowych swiatow. CO_SUSPEND_ANIM_POD Krioniczna kapsula kolonizacyjna. CO_SUSPEND_ANIM_POD_DESC W trakcie podrozy kolonizacyjnej osadnicy utrzymywani sa w stanie obnizonego metabolizmu, dzieki czemu nie ma koniecznosci ich zywienia, a to z kolei zwieksza liczbe osadnikow przenoszonych przez jeden okret. ############## # Ship Hulls # ############## SH_EMPTY Pusty kadlub SH_EMPTY_DESC Szybki i tani kadlub, niestety nie pozwala na montowanie zadnych elementow. SH_SMALL Maly kadlub SH_SMALL_DESC Pozwala na zamontowanie zaledwie kilka elementow, ale za to osiaga duze szybkosci. SH_MEDIUM Sredni kadlub SH_MEDIUM_DESC Umozliwia zamontowanie sredniej liczby elementow, przy zachowaniu wzglednie wysokich predkosci. SH_LARGE Duzy kadlub SH_LARGE_DESC Pozwala na zamontowanie sporej liczby elementow, niestety kosztem zmniejszenia osiaganych predkosci. SH_HUGE Wielki kadlub SH_HUGE_DESC Oferuje bardzo duzo miejsc do montowania elementow, ale osiagane predkosci pozostawiaja wiele do zyczenia.

