0 A.D. - en to en_GB translation catalogue (1099 entries)

note: [message]: speaker=Nog
en: Nog scared of big water and bright sun, but Nog will not dishonor Great Leader. Great Leader say follow Kaleh, and Nog will do so.
en_GB: Nog scared of big water and bright sun, but Nog will not dishonour Great Leader. Great Leader say follow Kaleh, and Nog will do so.

note: [message]: speaker=Kaleh
en: Though the cost be high, we do what we must. Come let us go capture those boats.
en_GB: Though the cost be high, we do what we must. Come, let us go and capture those boats.

note: [message]: speaker=Kaleh
en: Good, then let’s get out of here. The merfolk will help you guide the ships. I’ll muster the rest of our people and retreat from this bloody battlefield. We’ll meet you along the coastline west of here. Don’t worry about losing us, we’ll stick to the coast and the merfolk will help us keep in contact. Once we’ve escaped and are out of range of any counterattacks by the humans, we can load the rest of our people onto the ships.
en_GB: Good, then let’s get out of here. The merfolk will help you guide the ships. I’ll muster the rest of our people and retreat from this bloody battlefield. We’ll meet you along the coastline west of here. Don’t worry about losing us, we’ll stick to the coast and the merfolk will help us keep in contact. Once we’ve escaped and are out of range of any counter-attacks by the humans, we can load the rest of our people on to the ships.

note: [message]: speaker=Melusand
en: Hail Kaleh, long have I waited to see you in person.
en_GB: Hail Kaleh! Long have I waited to see you in person.

note: [message]: speaker=Melusand
en: This will go much faster if you don’t interrupt me. Now, as I was saying, the Empire of Wesnoth was very learned in the magical arts and had vast repositories of knowledge. Back then there was only one sun in the sky, the sun you call Sela. But the king decreed that he would raise a second sun into the heavens, to lengthen their days and shorten the darkness. All the mages, sorcerers and wise men came together and cast a mountain into the sky and made it glow as bright as the sun. They sent this second sun, the one you call Naia, hurtling through the sky so that only a few hours of darkness remained each night. Though some had called the attempt foolish, it was a resounding success and stood as a tribute to the power and might of the humans. The golden age glowed brighter than ever and the many believed that they had dispelled evil and darkness forever.
en_GB: This will go much faster if you don’t interrupt me. Now, as I was saying, the Empire of Wesnoth was very learned in the magical arts and had vast repositories of knowledge. Back then there was only one sun in the sky, the sun you call Sela. But the king decreed that he would raise a second sun into the heavens, to lengthen their days and shorten the darkness. All the mages, sorcerers and wise men came together and cast a mountain into the sky and made it glow as bright as the sun. They sent this second sun, the one you call Naia, hurtling through the sky so that only a few hours of darkness remained each night. Though some had called the attempt foolish, it was a resounding success and stood as a tribute to the power and might of the humans. The golden age glowed brighter than ever and the many believed that they had dispelled evil and darkness for ever.

note: [message]: speaker=Melusand
en: But with their prosperity and power, over the generations the humans grew arrogant. One day a young descendant of the original king decreed that darkness should be abolished altogether from the land, so that light and goodness would shine forth everywhere. But the people had grown lazy and complacent and the ranks of mages who still trained hard to harness the magical arts had decreased greatly. Still the king believed he was all-powerful and would not listen to the mages’ protests. So, seeking to duplicate the previous success of their ancestors, the mages tried to lift a second mountain into the sky. But a great evil befell them that day; their power failed and the mountain crashed down onto the human capital, crushing all within. In an instant the center of the Empire of Wesnoth was utterly destroyed.
en_GB: But with their prosperity and power, over the generations the humans grew arrogant. One day a young descendant of the original king decreed that darkness should be abolished altogether from the land, so that light and goodness would shine forth everywhere. But the people had grown lazy and complacent and the ranks of mages who still trained hard to harness the magical arts had decreased greatly. Still the king believed he was all-powerful and would not listen to the mages’ protests. So, seeking to duplicate the previous success of their ancestors, the mages tried to lift a second mountain into the sky. But a great evil befell them that day; their power failed and the mountain crashed down on the human capital, crushing all within. In an instant the centre of the Empire of Wesnoth was utterly destroyed.

note: [message]: speaker=Melusand
en: You are probably wondering why I know all this history. Far out in the sea is a string of islands that was once colonized by some humans from the Empire of Wesnoth. During the Golden Age ships traveled often to the mainland carrying trade goods and news. Apparently the colony was led by a group of mages who wanted a safe place to perform their experiments. Protected by their magic and their isolation, these colonists held out longer than most after the fall of the empire. What happened to them we do not know for certain, but many years ago my people discovered the ruins of their settlements. While exploring the ruins we found a library full of letters and several journals. With our magics and knowledge we were able to decipher the writings and thus we could piece together the history of the end of the Golden Age.
en_GB: You are probably wondering why I know all this history. Far out in the sea is a string of islands that was once colonized by some humans from the Empire of Wesnoth. During the Golden Age ships travelled often to the mainland carrying trade goods and news. Apparently the colony was led by a group of mages who wanted a safe place to perform their experiments. Protected by their magic and their isolation, these colonists held out longer than most after the fall of the empire. What happened to them we do not know for certain, but many years ago my people discovered the ruins of their settlements. While exploring the ruins we found a library full of letters and several journals. With our magics and knowledge we were able to decipher the writings and thus we could piece together the history of the end of the Golden Age.

note: [message]: speaker=Melusand
en: The islands seemed lush and bountiful so we decided to settle in the shallow waters. But we discovered that the largest island was a strange and sinister place. The interior of the island was choked with a thick jungle, and at the center we could see several tall rocky peaks. On the tallest peak was built some sort of stronghold and occasionally at night we saw strange lights emanating from it. We sent several expeditions into the jungle to explore the building, but none ever returned. Soon afterwards merfolk sleeping on the shores would disappear at night, leaving only bloody trails leading into the dense jungle. It was clear that something was lurking in the jungle, but we knew not what. Our priests felt a strange presence that they could not understand, and darkness clouded our attempts at scrying.
en_GB: The islands seemed lush and bountiful so we decided to settle in the shallow waters. But we discovered that the largest island was a strange and sinister place. The interior of the island was choked with a thick jungle, and at the centre we could see several tall rocky peaks. On the tallest peak was built some sort of stronghold and occasionally at night we saw strange lights emanating from it. We sent several expeditions into the jungle to explore the building, but none ever returned. Soon afterwards merfolk sleeping on the shores would disappear at night, leaving only bloody trails leading into the dense jungle. It was clear that something was lurking in the jungle, but we knew not what. Our priests felt a strange presence that they could not understand, and darkness clouded our attempts at scrying.

note: [message]: speaker=Melusand
en: You must realize that if she is not stopped, who knows how far her pestilence might spread? I have scryed far and wide and there are few that have the strength to stand up to such a force. If we do not, who will?
en_GB: You must realize that if she is not stopped, who knows how far her pestilence might spread? I have scried far and wide and there are few that have the strength to stand up to such a force. If we do not, who will?

note: [message]: speaker=Kaleh
en: No, no, no! Too much blood has been spilled. This has gone on way too far for us to just end it now and walk away. You saw what she did to Keratur and Tanstafaal, their blood is on my hands and I will have vengeance!
en_GB: No, no, no! Too much blood has been spilled. This has gone on way too far for us to just end it now and walk away. You saw what she did to Keratur and Tanstafaal; their blood is on my hands and I will have vengeance!

note: [message]: speaker=Zhul
en: I admit that Melusand does have a point. We cannot return under the mountains the way we came, the humans will be heavily guarding that path for sure by now. We could ask the merfolk to return us back to the coasts to the north or south of where we came, but I do not know these lands at all. We would be wandering aimlessly through the wilderness. Oh, if only we did have Eloh to guide us. We need her now more than ever.
en_GB: I admit that Melusand does have a point. We cannot return under the mountains the way we came: the humans will be heavily guarding that path for sure by now. We could ask the merfolk to return us back to the coasts to the north or south of where we came, but I do not know these lands at all. We would be wandering aimlessly through the wilderness. Oh, if only we did have Eloh to guide us. We need her now more than ever.

note: [message]: speaker=Nym
en: No, no, no one is blaming you, Kaleh.
en_GB: No, no, no-one is blaming you, Kaleh.

note: [message]: speaker=$ally_name
en: Yes, remember boy, the fight is not yet lost while we still draw breath.
en_GB: Yes, remember, boy, the fight is not yet lost while we still draw breath.

note: [message]: speaker=Kaleh
en: You are right. I believe Melusand, strange as her tale sounds. From all I have seen Yechnagoth truly is a scourge on this earth, and I would gladly give up my life for a chance to destroy her once and for all. But this is not a choice that I can make for all of our people.
en_GB: You are right. I believe Melusand, strange as her tale sounds. From all I have seen, Yechnagoth truly is a scourge on this earth, and I would gladly give up my life for a chance to destroy her once and for all. But this is not a choice that I can make for all of our people.

note: [message]: speaker=Zhul
en: As strange as it may sound, there are some things in this world that are more important than the fate of our people. Years from now the suns shall rise anew, a seed will grow into a flower, a child will be born. And I believe that if Yechnagoth is victorious then all that is good and beautiful will be corrupted and twisted and destroyed. This is a harsh world that we live in, but there is beauty and goodness in it, and no matter what may happen to us, I would gladly give my life to see that beauty and goodness survive.
en_GB: As strange as it may sound, there are some things in this world that are more important than the fate of our people. Years from now the suns shall rise anew, a seed will grow into a flower, a child will be born. And I believe that if Yechnagoth is victorious, then all that is good and beautiful will be corrupted and twisted and destroyed. This is a harsh world that we live in, but there is beauty and goodness in it, and no matter what may happen to us, I would gladly give my life to see that beauty and goodness survive.

note: [message]: speaker=Grog
en: Even in deepest tunnels my people could not escape Yechnagoth’s power forever if she is not stopped. Against such evil I am sure the Great Leader would give you whole army of trolls, but I am afraid you only have Grog. Still, Grog will do what he can to see her destroyed.
en_GB: Even in deepest tunnels my people could not escape Yechnagoth’s power for ever if she is not stopped. Against such evil I am sure the Great Leader would give you whole army of trolls, but I am afraid you only have Grog. Still, Grog will do what he can to see her destroyed.

note: [message]: speaker=Nog
en: Even in deepest tunnels my people could not escape Yechnagoth’s power forever if she is not stopped. Against such evil I am sure the Great Leader would give you whole army of trolls, but I am afraid you only have Nog. Still, Nog will do what he can to see her destroyed.
en_GB: Even in deepest tunnels my people could not escape Yechnagoth’s power for ever if she is not stopped. Against such evil I am sure the Great Leader would give you whole army of trolls, but I am afraid you only have Nog. Still, Nog will do what he can to see her destroyed.

note: [message]: speaker=Rogrimir [message]: speaker=Jarl
en: Even in the deepest tunnels underground we could not forever escape Yechnagoth’s power if she remains unchecked. Against such evil I am sure my king would give you a whole army of dwarves, but I am afraid you only have me. Still, I will do what I can to see her destroyed.
en_GB: Even in the deepest tunnels underground we could not for ever escape Yechnagoth’s power if she remains unchecked. Against such evil I am sure my king would give you a whole army of dwarves, but I am afraid you only have me. Still, I will do what I can to see her destroyed.

note: [message]: speaker=Kaleh
en: Then it is decided. Still in this matter we cannot speak for all our people. Those who go on this quest may never return, and this battle is certainly no place for the young or the elderly. Let all who are afraid or cannot fight stay behind with the merfolk. I will ask Melusand to arrange that if we fail, they be taken far away from here, that they might live out their lives in what peace they can find.
en_GB: Then it is decided. Still, in this matter we cannot speak for all our people. Those who go on this quest may never return, and this battle is certainly no place for the young or the elderly. Let all who are afraid or cannot fight stay behind with the merfolk. I will ask Melusand to arrange that if we fail, they should be taken far away from here, that they might live out their lives in what peace they can find.

note: [message]: speaker=Kaleh
en: Yes we have. Yechnagoth has played us like fools. We have all lost loved ones because of her machinations. Her arrogance will not go unchallenged; we will aid you in your cause.
en_GB: Yes we have. Yechnagoth has played us for fools. We have all lost loved ones because of her machinations. Her arrogance will not go unchallenged; we will aid you in your cause.

note: [message]: speaker=Melusand
en: Excellent. Due to our limited numbers, we cannot mount a full frontal assault against all her forces. Instead a sneak attack may allow us to bypass her defenses and strike at her heart. There are many among my people who yearn to strike against the Eater of Souls. I will help orchestrate an attack on one of the outermost northern islands to create a diversion. I also want to thank you for rescuing my brethren from the humans. They owe you their lives and they wish to return their debt of gratitude. They have volunteered to guide and escort you to your destination.
en_GB: Excellent. Due to our limited numbers, we cannot mount a full frontal assault against all her forces. Instead a sneak attack may allow us to bypass her defences and strike at her heart. There are many among my people who yearn to strike against the Eater of Souls. I will help orchestrate an attack on one of the outermost northern islands to create a diversion. I also want to thank you for rescuing my brethren from the humans. They owe you their lives and they wish to return their debt of gratitude. They have volunteered to guide and escort you to your destination.

note: [message]: speaker=Melusand
en: Because Zocthanol means accursed in our tongue. Anyway, it is there that I think you will find the source of the corruption. We will not be able to continue our attack for long, but it should give you enough time to slip through the outer defenses and reach Zocthanol Isle. You must explore the island, find the source of the darkness that infests it and destroy it before the rest of Yechnagoth’s minions have time to return.
en_GB: Because Zocthanol means accursed in our tongue. Anyway, it is there that I think you will find the source of the corruption. We will not be able to continue our attack for long, but it should give you enough time to slip through the outer defences and reach Zocthanol Isle. You must explore the island, find the source of the darkness that infests it and destroy it before the rest of Yechnagoth’s minions have time to return.

note: [message]: speaker=Kaleh
en: We thank you for such beautiful gifts. We will wear them with honor.
en_GB: We thank you for such beautiful gifts. We will wear them with honour.

note: [message]: speaker=Kaleh
en: We have one favor to ask of you.
en_GB: We have one favour to ask of you.

note: [message]: speaker=Kaleh
en: We go into this darkness knowing that perhaps none of us will return alive. But I cannot ask all my people to go with me against their will. This battle is also no place for our children or our elders. I ask that you protect those that we leave behind, and should the fight go ill, please take them as far away from here as possible. At the least perhaps they can get some peace and happiness in the distant wilds.
en_GB: We go into this darkness knowing that perhaps none of us will return alive. But I cannot ask all my people to go with me against their will. This battle is also no place for our children or our elders. I ask that you protect those that we leave behind, and, should the fight go ill, please take them as far away from here as possible. At the least, perhaps they can get some peace and happiness in the distant wilds.

note: [message]: speaker=Zhul
en: Zhangor appeared to them in the guise of a beautiful elven youth and told them that a great darkness was coming, which would destroy all the knowledge that they had collected. He said if they worshiped him as a god he would protect them and reveal unto them knowledge and magics that they could only dream of. But he wanted more; he demanded a blood sacrifice of one elf a month. Some of the elves were revolted, but most were tempted by the prospect of even greater power, and so they bowed down and worshiped him as their god. Those few who protested his ascendancy were the first to be thrown into jails and sacrificed.
en_GB: Zhangor appeared to them in the guise of a beautiful elven youth and told them that a great darkness was coming, which would destroy all the knowledge that they had collected. He said if they worshipped him as a god he would protect them and reveal unto them knowledge and magics that they could only dream of. But he wanted more; he demanded a blood sacrifice of one elf a month. Some of the elves were revolted, but most were tempted by the prospect of even greater power, and so they bowed down and worshipped him as their god. Those few who protested his ascendancy were the first to be thrown into gaols and sacrificed.

note: [message]: speaker=Zhul
en: And so as the rest of the lands succumbed to darkness and chaos, Wesmere Forest was one of the few islands of peace and safety. But Zhangor played upon the elves’ fears and demanded more from his followers. He declared that all other elves were heretics and did not deserve life. So the Wesmere elves gave sanctuary to refugees, and then they turned them over to their dark priests, who sacrificed them on Zhangor’s bloody altars. Zhangor feasted on these sacrifices and grew stronger and more powerful. He wanted even more. When no more refugees came, the priests ordered raiding parties to go out and bring back any poor souls they could find. When no more elves could be found they preyed upon humans, dwarves, orcs, anyone they could find in the nearby lands.
en_GB: And so, as the rest of the lands succumbed to darkness and chaos, Wesmere Forest was one of the few islands of peace and safety. But Zhangor played upon the elves’ fears and demanded more from his followers. He declared that all other elves were heretics and did not deserve life. So the Wesmere elves gave sanctuary to refugees, and then they turned them over to their dark priests, who sacrificed them on Zhangor’s bloody altars. Zhangor feasted on these sacrifices and grew stronger and more powerful. He wanted even more. When no more refugees came, the priests ordered raiding parties to go out and bring back any poor souls they could find. When no more elves could be found they preyed upon humans, dwarves, orcs — anyone they could find in the nearby lands.

note: [message]: speaker=Zhul
en: Our priests also declared that Zhangor’s name and his story were forbidden knowledge, to speak of him meant death. Their constant vigilance was rewarded; in a few generations only the high priests knew of the tale, and so it was passed down to me. Though these measures may seem harsh, I believe they were justified. If Zhangor was ever summoned back I don’t think we could have survived another schism. And so the story of Zhangor was passed down from generation to generation to remind us guardians of knowledge of the folly of valuing knowledge higher than the welfare of our people.
en_GB: Our priests also declared that Zhangor’s name and his story were forbidden knowledge, to speak of him meant death. Their constant vigilance was rewarded; in a few generations only the high priests knew of the tale, and so it was passed down to me. Though these measures may seem harsh, I believe they were justified. If Zhangor had ever been summoned back I don’t think we could have survived another schism. And so the story of Zhangor was passed down from generation to generation to remind us guardians of knowledge of the folly of valuing knowledge higher than the welfare of our people.

note: [message]: speaker=Melusand
en: And now I must bid you farewell. The merfolk you rescued will help show you the path to the island, and I must go orchestrate our diversion. We will begin our attack at the end of the next long night, so by dawn the large island should be left relatively unguarded. I will pray for our success, with luck we shall all meet again.
en_GB: And now I must bid you farewell. The merfolk you rescued will help show you the path to the island, and I must go and orchestrate our diversion. We will begin our attack at the end of the next long night, so by dawn the large island should be left relatively unguarded. I will pray for our success; with luck we shall all meet again.

note: [objective]: condition=win
en: Reach the black citadel in the center of the island
en_GB: Reach the black citadel in the centre of the island

note: [message]: race=merman
en: I think there were some human ruins in the southwestern part of the island. If you explore the land to the west, then we will swim through the shallows and see what we can find.
en_GB: I think there were some human ruins in the south-western part of the island. If you explore the land to the west, then we will swim through the shallows and see what we can find.

note: [message]: speaker=Kaleh
en: Indeed. It seems much more open to the south. The merfolk mentioned that there were human ruins to the southwest. Maybe we should explore there first. I don’t think I want to hack through the jungle until we have more elves at our side.
en_GB: Indeed. It seems much more open to the south. The merfolk mentioned that there were human ruins to the south-west. Maybe we should explore there first. I don’t think I want to hack through the jungle until we have more elves at our side.

note: [message]: speaker=Boyicht
en: You trespass on holy ground, The One says you must die!
en_GB: You trespass on holy ground. The One says you must die!

note: [message]: speaker=second_unit
en: I say good riddance. He creeped me out.
en_GB: I say good riddance. He was creepy.

note: [message]: race=merman
en: Fear not, here we are! We have explored the southern half of the island. And except for those lizards you found, and some abandoned villages, it seem to be empty. We captured those villages for you, to help support your troops.
en_GB: Fear not, here we are! We have explored the southern half of the island. And, except for those lizards you found and some abandoned villages, it seem to be empty. We captured those villages for you, to help support your troops.

note: [message]: speaker=Zhul
en: Good, now we can start recruiting and recalling our warriors. Of course with so few people left, training new warriors will be very difficult and expensive. But if we lose this battle, then what use will gold be to us?
en_GB: Good, now we can start recruiting and recalling our warriors. Of course, with so few people left, training new warriors will be very difficult and expensive. But if we lose this battle, then what use will gold be to us?

note: [message]: speaker=Kaleh
en: Now that we’ve set up a base of operations we should make our way to the black citadel in the mountains at the center of the island. I bet it’s somewhere in the middle of that dark jungle.
en_GB: Now that we’ve set up a base of operations we should make our way to the black citadel in the mountains at the centre of the island. I bet it’s somewhere in the middle of that dark jungle.

note: [message]: speaker=unit
en: We’ve reached what looks like the citadel, but it is surrounded by a huge perfectly smooth obsidian wall. I can’t find any way to get in.
en_GB: We’ve reached what looks like the citadel, but it is surrounded by a huge, perfectly smooth obsidian wall. I can’t find any way to get in.

note: [message]: speaker=Eloh
en: Sigh, you elves are so predictable.
en_GB: (sigh) You elves are so predictable.

note: [message]: speaker=Nym
en: I’ve saved his sorry ass all this way, I’m not going to let him go and let himself get killed now!
en_GB: I’ve saved his sorry arse all this way, I’m not going to let him go and let himself get killed now!

note: [message]: speaker=Zhul
en: Nymphtessa, my darling, you have always been a rebel. But eventually you must learn to respect your leaders’ decisions. Kaleh has made his choice, and if Eloh wills it he will prevail. You see how all our losses weigh upon him. He would not want us to disobey him and sacrifice our lives too.
en_GB: Nymphtessa my darling, you have always been a rebel. But eventually you must learn to respect your leaders’ decisions. Kaleh has made his choice, and if Eloh wills it he will prevail. You see how all our losses weigh upon him. He would not want us to disobey him and sacrifice our lives too.

note: [message]: speaker=Kaleh
en: I have crossed deserts, mountains, and oceans and watched my people bleed every step of the way. I did not come all this way to give up now. I am tired of being called boy; I am Kalehssar, the leader of my people and I will fight you until my dying breath!
en_GB: I have crossed deserts, mountains, and oceans and watched my people bleed every step of the way. I did not come all this way to give up now. I am tired of being called boy; I am Kalehssar, the leader of my people, and I will fight you until my dying breath!

note: [message]: speaker=Eloh
en: So be it. You choose death? Then you shall receive it from those you hold most dear. Kill the unbelievers, let none survive!
en_GB: So be it. You choose death? Then you shall receive it from those you hold most dear. Kill the unbelievers; let none survive!

note: [message]: speaker=Anarion
en: Yes mistress.
en_GB: Yes, mistress.

note: [message]: speaker=Kaleh
en: Ignore our brethren, we must destroy her!
en_GB: Ignore our brethren; we must destroy her!

note: [message]: type=Quenoth Fighter, Tauroch Rider
en: Yes priestess.
en_GB: Yes, priestess.

note: [message]: speaker=Kaleh
en: That central body is healing faster than we can damage it. It’s almost as if our attacks are doing no damage at all. We got to try another tactic, and fast!
en_GB: That central body is healing faster than we can damage it. It’s almost as if our attacks are doing no damage at all. We’ve got to try another tactic, and fast!

note: [message]: speaker=Kaleh
en: Yes, she’s dead Nym.
en_GB: Yes, she’s dead, Nym.

note: [message]: speaker=Kaleh
en: I stumbled out into the daylight, scarcely believing that we were victorious. Looking out over the island it took me a moment to realize what had changed. The fetid darkness had lifted from the land and I saw the suns shining brightly for what seemed like the first time in ages. Gazing across the bright green trees and sparkling ocean I realized that once this had been a place of beauty. Several of our brethren were waiting for me and I was overjoyed to discover that they were no longer the mindless slaves I had seen before. They too had broken free from their enchantment.
en_GB: I stumbled out into the daylight, scarcely believing that we were victorious. Looking out over the island it took me a moment to realize what had changed. The foetid darkness had lifted from the land and I saw the suns shining brightly for what seemed like the first time in ages. Gazing across the bright green trees and sparkling ocean I realized that once this had been a place of beauty. Several of our brethren were waiting for me and I was overjoyed to discover that they were no longer the mindless slaves I had seen before. They too had broken free from their enchantment.

note: [message]: speaker=Kaleh
en: A few days later Melusand herself appeared and she declared the cleansing of this island a miracle. We made a pact between elf and merfolk and vowed to live together in peace and prosperity. Melusand blessed the island, and named it ‘Quenoth Isle’ in honor of our people. The merfolk have been very helpful in teaching us how to adapt to this strange land, though I still have trouble getting used to being surrounded by water. It used to be more precious than gold. Still, I could hardly imagine a better home for my people. Between the bounty of the sea and the many fruits of the jungle there is no shortage of food. We are isolated from the chaos on the mainland and the merfolk guard the waters. Melusand says now is a time for peace and prosperity. Part of me didn’t think we would survive our journey, there were so many close calls. Coming here almost does seem like a miracle. If only I could forget the price we paid...
en_GB: A few days later Melusand herself appeared and she declared the cleansing of this island a miracle. We made a pact between elf and merfolk and vowed to live together in peace and prosperity. Melusand blessed the island, and named it ‘Quenoth Isle’ in honour of our people. The merfolk have been very helpful in teaching us how to adapt to this strange land, though I still have trouble getting used to being surrounded by water. It used to be more precious than gold. Still, I could hardly imagine a better home for my people. Between the bounty of the sea and the many fruits of the jungle there is no shortage of food. We are isolated from the chaos on the mainland and the merfolk guard the waters. Melusand says now is a time for peace and prosperity. Part of me didn’t think we would survive our journey, there were so many close calls. Coming here almost does seem like a miracle. If only I could forget the price we paid...

note: [message]: speaker=Kaleh
en: Although I believe that our battle in the black citadel was our finest hour, I am still haunted by Nym’s death in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Nym was willing to sacrifice her life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But sometimes that seems a small consolation.
en_GB: Although I believe that our battle in the black citadel was our finest hour, I am still haunted by Nym’s death in that dark place. And so every morning at sunrise I come out to the south-eastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Nym was willing to sacrifice her life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But sometimes that seems a small consolation.

note: [message]: speaker=Kaleh
en: Although I believe that our battle in the black citadel was our finest hour, I am still haunted by Zhul’s death in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Zhul was willing to sacrifice her life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But sometimes that seems a small consolation.
en_GB: Although I believe that our battle in the black citadel was our finest hour, I am still haunted by Zhul’s death in that dark place. And so every morning at sunrise I come out to the south-eastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Zhul was willing to sacrifice her life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But sometimes that seems a small consolation.

note: [message]: speaker=Kaleh
en: Although I believe that our battle in the black citadel was our finest hour, I am still haunted by the death of Grog in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Grog was willing to sacrifice his life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But when I think of the desperate war that his people are probably still fighting underground, it seems a small consolation.
en_GB: Although I believe that our battle in the black citadel was our finest hour, I am still haunted by the death of Grog in that dark place. And so every morning at sunrise I come out to the south-eastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Grog was willing to sacrifice his life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But when I think of the desperate war that his people are probably still fighting underground, it seems a small consolation.

note: [message]: speaker=Kaleh
en: Although I believe that our battle in the black citadel was our finest hour, I am still haunted by the death of Nog in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Nog was willing to sacrifice his life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But when I think of the desperate war that his people are probably still fighting underground, it seems a small consolation.
en_GB: Although I believe that our battle in the black citadel was our finest hour, I am still haunted by the death of Nog in that dark place. And so every morning at sunrise I come out to the south-eastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Nog was willing to sacrifice his life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But when I think of the desperate war that his people are probably still fighting underground, it seems a small consolation.

note: [message]: speaker=Kaleh
en: Although I believe that our battle in the black citadel was our finest hour, I am still haunted by the death of Rogrimir in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Rogrimir was willing to sacrifice his life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But when I think of the desperate war that his people are probably still fighting underground, it seems a small consolation.
en_GB: Although I believe that our battle in the black citadel was our finest hour, I am still haunted by the death of Rogrimir in that dark place. And so every morning at sunrise I come out to the south-eastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Rogrimir was willing to sacrifice his life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But when I think of the desperate war that his people are probably still fighting underground, it seems a small consolation.

note: [message]: speaker=Kaleh
en: Although I believe that our battle in the black citadel was our finest hour, I am still haunted by the death of Jarl in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Jarl was willing to sacrifice his life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But when I think of the desperate war that his people are probably still fighting underground, it seems a small consolation.
en_GB: Although I believe that our battle in the black citadel was our finest hour, I am still haunted by the death of Jarl in that dark place. And so every morning at sunrise I come out to the south-eastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Jarl was willing to sacrifice his life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But when I think of the desperate war that his people are probably still fighting underground, it seems a small consolation.

note: [message]: speaker=Kaleh
en: Although I believe that our battle in the black citadel was our finest hour, I am still haunted by my friends’ deaths in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that they were willing to sacrifice their lives to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But I still miss each one of them horribly.
en_GB: Although I believe that our battle in the black citadel was our finest hour, I am still haunted by my friends’ deaths in that dark place. And so every morning at sunrise I come out to the south-eastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that they were willing to sacrifice their lives to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But I still miss each one of them horribly.

note: [message]: speaker=Kaleh
en: Zhul’s funeral was a huge ceremony, like those she told us about from ages ago. I led a procession of our few remaining priestesses and all of the faithful around the entire island, so that she might see all that she had given to us. Being a priestess of the desert sands we buried her in one of the large beaches at the northwest end of the island. At the final battle she was one of the oldest elves left and I suppose I should thank Eloh that she did not die during our journey. She was my guide and my faith and my link to the past. I am sorry that she did not live to see the fruits of her labors, but I hope that she is with Eloh now, in a better place.
en_GB: Zhul’s funeral was a huge ceremony, like those she told us about from ages ago. I led a procession of our few remaining priestesses and all of the faithful around the entire island, so that she might see all that she had given to us. Being a priestess of the desert sands we buried her in one of the large beaches at the north-west end of the island. At the final battle she was one of the oldest elves left and I suppose I should thank Eloh that she did not die during our journey. She was my guide and my faith and my link to the past. I am sorry that she did not live to see the fruits of her labours, but I hope that she is with Eloh now, in a better place.

note: [message]: speaker=Kaleh
en: I am saddened by the death of Grog, but by saving my life in the end he did fulfill his life debt to me. I think he also would have been glad to have died in battle. I considered leading an expedition to go back and return his body to his people, but my fellow elves have been weakened by our long journey and I do not want to risk losing any more. Instead I searched all across the islands and at last in the rocky outcroppings to the northwest I found a series of caves. They were not as deep as his homeland but I thought Grog would have appreciated being laid to rest under some solid rock. And so we buried him with much honor and will long remember the service that his kind has done for our people.
en_GB: I am saddened by the death of Grog, but by saving my life in the end he did fulfil his life debt to me. I think he also would have been glad to have died in battle. I considered leading an expedition to go back and return his body to his people, but my fellow elves have been weakened by our long journey and I do not want to risk losing any more. Instead I searched all across the islands and at last in the rocky outcroppings to the north-west I found a series of caves. They were not as deep as his homeland but I thought Grog would have appreciated being laid to rest under some solid rock. And so we buried him with much honour and will long remember the service that his kind has done for our people.

note: [message]: speaker=Kaleh
en: I am saddened by the death of Nog, but by saving my life in the end he did fulfill his life debt to me. I think he also would have been glad to have died in battle. I considered leading an expedition to go back and return his body to his people, but my fellow elves have been weakened by our long journey and I do not want to risk losing any more. Instead I searched all across the islands and at last in the rocky outcroppings to the northwest I found a series of caves. They were not as deep as his homeland but I thought Nog would have appreciated being laid to rest under some solid rock. And so we buried him with much honor and will long remember the service that his kind has done for our people.
en_GB: I am saddened by the death of Nog, but by saving my life in the end he did fulfil his life debt to me. I think he also would have been glad to have died in battle. I considered leading an expedition to go back and return his body to his people, but my fellow elves have been weakened by our long journey and I do not want to risk losing any more. Instead I searched all across the islands and at last in the rocky outcroppings to the north-west I found a series of caves. They were not as deep as his homeland but I thought Nog would have appreciated being laid to rest under some solid rock. And so we buried him with much honour and will long remember the service that his kind has done for our people.

note: [message]: speaker=Kaleh
en: I am saddened by the death of Rogrimir, but by saving my life in the end he did fulfill his life debt to me. I think he also would have been glad to have died in battle. I considered leading an expedition to go back and return his body to his people, but my fellow elves have been weakened by our long journey and I do not want to risk losing any more. Instead I searched all across the islands and at last in the rocky outcroppings to the northwest I found a series of caves. They were not as deep as his homeland but I thought Rogrimir would have appreciated being laid to rest under some solid rock. And so we buried him with much honor and will long remember the service that his kind has done for our people.
en_GB: I am saddened by the death of Rogrimir, but by saving my life in the end he did fulfil his life debt to me. I think he also would have been glad to have died in battle. I considered leading an expedition to go back and return his body to his people, but my fellow elves have been weakened by our long journey and I do not want to risk losing any more. Instead I searched all across the islands and at last in the rocky outcroppings to the north-west I found a series of caves. They were not as deep as his homeland but I thought Rogrimir would have appreciated being laid to rest under some solid rock. And so we buried him with much honour and will long remember the service that his kind has done for our people.

note: [message]: speaker=Kaleh
en: I am saddened by the death of Jarl, but by saving my life in the end he did fulfill his life debt to me. I think he also would have been glad to have died in battle. I considered leading an expedition to go back and return his body to his people, but my fellow elves have been weakened by our long journey and I do not want to risk losing any more. Instead I searched all across the islands and at last in the rocky outcroppings to the northwest I found a series of caves. They were not as deep as his homeland but I thought Jarl would have appreciated being laid to rest under some solid rock. And so we buried him with much honor and will long remember the service that his kind has done for our people.
en_GB: I am saddened by the death of Jarl, but by saving my life in the end he did fulfil his life debt to me. I think he also would have been glad to have died in battle. I considered leading an expedition to go back and return his body to his people, but my fellow elves have been weakened by our long journey and I do not want to risk losing any more. Instead I searched all across the islands and at last in the rocky outcroppings to the north-west I found a series of caves. They were not as deep as his homeland but I thought Jarl would have appreciated being laid to rest under some solid rock. And so we buried him with much honour and will long remember the service that his kind has done for our people.

note: [message]: speaker=Kaleh
en: Although I am not as devout as Zhul is, I thank Eloh every day that Nym survived that horrible battle in the Black Citadel. No one has been more enthusiastic than she in embracing our life among the islands. She delights in swimming and sailing among the shallows and spends so much time in the water that sometimes I think she is half mermaid herself. Her sparkling laugh and quick wit are a daily gift to us. She entertains the children with thrilling (though often slightly embellished) tales of our great journey, and at times when I get moody, she reminds me what a joy it is to be alive in this great land. She is a living testament to the fact that even though we were born among the sands we can thrive anywhere we have the will to live.
en_GB: Although I am not as devout as Zhul is, I thank Eloh every day that Nym survived that horrible battle in the Black Citadel. No-one has been more enthusiastic than she in embracing our life among the islands. She delights in swimming and sailing among the shallows and spends so much time in the water that sometimes I think she is half mermaid herself. Her sparkling laugh and quick wit are a daily gift to us. She entertains the children with thrilling (though often slightly embellished) tales of our great journey, and at times when I get moody, she reminds me what a joy it is to be alive in this great land. She is a living testament to the fact that even though we were born among the sands we can thrive anywhere we have the will to live.

note: [message]: speaker=Kaleh
en: It has been several years since the events that I chronicle here, and I’m not quite as spry and limber as I used to be, so I decided it was about time that I write this all down lest something happen to me. My one wish is that our descendants do not forget all those who made the ultimate sacrifice so that there might be a future for our people. Looking at the ruins of the ancient empires, I know that time erases all things. We have forgotten so much about the Golden Age. Do not let our story suffer the same fate. For as long as the tales of those now departed are still told, in some sense they are still alive and still with us. Honor those who have died. Remember our mistakes so you will not repeat them. And most of all, treasure every day, for it is a gift, from us to you.
en_GB: It has been several years since the events that I chronicle here, and I’m not quite as spry and limber as I used to be, so I decided it was about time that I write this all down lest something happen to me. My one wish is that our descendants do not forget all those who made the ultimate sacrifice so that there might be a future for our people. Looking at the ruins of the ancient empires, I know that time erases all things. We have forgotten so much about the Golden Age. Do not let our story suffer the same fate. For as long as the tales of those now departed are still told, in some sense they are still alive and still with us. Honour those who have died. Remember our mistakes so you will not repeat them. And most of all, treasure every day, for it is a gift, from us to you.

note: [message]: speaker=Nym
en: Well, your timing was perfect. Zhul is dedicating the new grove to Eloh, and you know there’ll be one heck of a celebration afterwards.
en_GB: Well, your timing was perfect. Zhul is dedicating the new grove to Eloh, and you know there’ll be one hell of a celebration afterwards.

note: [unit_type]: id=Pulsing Spire, race=monster [unit_type]: id=Central Body Base, race=monster [unit_type]: id=Crawling Horror, race=monster
en: This thing is impossible to describe, no one has seen anything like it before.
en_GB: This thing is impossible to describe; no-one has seen anything like it before.

note: [regenerate]: id=regenerates_yec
en: female^alien regenerates
en_GB: alien regenerates

note: [unit_type]: id=Naga Warden, race=naga [unit_type]: id=Naga Guardian, race=naga [unit_type]: id=Naga Sentinel, race=naga
en: These heavy fighters are the elite guards of the naga. They are slower and more heavily armored than most naga and wield huge maces which they use to crush their enemies. They mostly guard naga outposts, but occasionally participate in offensive raids.
en_GB: These heavy fighters are the elite guards of the naga. They are slower and more heavily armoured than most naga and wield huge maces which they use to crush their enemies. They mostly guard naga outposts, but occasionally participate in offensive raids.

note: [unit_type]: id=Dark Assassin1, race=quenoth
en: The Dark Assassin appears and disappears at a moment’s notice. No one knows where he came from or why he acts the way he does, but the trail of death he leaves in his wake is unmistakeable.
en_GB: The Dark Assassin appears and disappears at a moment’s notice. No-one knows where he came from or why he acts the way he does, but the trail of death he leaves in his wake is unmistakable.

note: [unit_type]: id=Quenoth Archer, race=quenoth
en: With the open sands providing much less protection than the old forests did, the wide ranks of elvish archers that once formed the core of the elvish military have all but disappeared. Instead, the few who still dedicate themselves to the traditional weapon of their ancestors practice the art from the saddle, allowing them to more easily avoid the perils of melee combat.
en_GB: With the open sands providing much less protection than the old forests did, the wide ranks of elvish archers that once formed the core of the elvish military have all but disappeared. Instead, the few who still dedicate themselves to the traditional weapon of their ancestors practise the art from the saddle, allowing them to more easily avoid the perils of melee combat.

note: [unit_type]: id=Quenoth Champion, race=quenoth
en: Standing at the forefront of most Quenoth spear lines, Champions are those who have mastered the use of the glaive to near perfection. Perhaps only slightly lacking in finesse in strategy, these elves more than compensate with raw power and can force their way through all but the most secure of defenses.
en_GB: Standing at the forefront of most Quenoth spear lines, Champions are those who have mastered the use of the glaive to near perfection. Perhaps only slightly lacking in finesse in strategy, these elves more than compensate with raw power and can force their way through all but the most secure of defences.

note: [unit_type]: id=Corrupted Quenoth Elf, race=quenoth
en: Imbued with a dark spirit these corrupted elves combine unhuman strength with potent magics to create formidable opponents. Though the elvish body often decays quickly, these abominations are potent weapons of the undead lords.
en_GB: Imbued with a dark spirit, these corrupted elves combine inhuman strength with potent magics to create formidable opponents. Though the elvish body often decays quickly, these abominations are potent weapons of the undead lords.

note: [unit_type]: id=Divine Avatar, race=quenoth
en: female^Divine Avatar
en_GB: Divine Avatar

note: [unit_type]: id=Divine Incarnation
en: female^Divine Incarnation
en_GB: Divine Incarnation

note: [unit_type]: id=Quenoth Druid, race=quenoth
en: female^Quenoth Druid
en_GB: Quenoth Druid

note: [unit_type]: id=Quenoth Fighter, race=quenoth
en: Long ago, during more prosperous times, Elven warriors favored the use of swords as more elegant, versatile weapons compared to other melee armaments. However, in recent times, the dearth of supplies for smithing has reduced the availability of blade-crafting, necessitating the fashioning of cheaper, more easily repaired weaponry. Quenoth Fighters are remarkably skilled in coordinated groups, where they can counteract the lack of more sophisticated weaponry by forming robust spear ranks capable of repelling nearly any frontal assault.
en_GB: Long ago, during more prosperous times, Elven warriors favoured the use of swords as more elegant, versatile weapons compared to other melee armaments. However, in recent times, the dearth of supplies for smithing has reduced the availability of blade-crafting, necessitating the fashioning of cheaper, more easily repaired weaponry. Quenoth Fighters are remarkably skilled in co-ordinated groups, where they can counteract the lack of more sophisticated weaponry by forming robust spear ranks capable of repelling nearly any frontal assault.

note: [unit_type]: id=Quenoth Flanker, race=quenoth
en: Some fighters find that their true talents lie not within rigid spear ranks, but out in the sands, striking at the flanks and rear of enemy forces. Fast and nimble, these elves make use of the weaknesses in enemy formations to disrupt their lines and sow chaos on the battlefield. In more cutthroat conflicts, Flankers even rely on the use of poison — a tool whose use was frowned on by their ancestors — to cripple their foes before charging in for the finish.
en_GB: Some fighters find that their true talents lie not within rigid spear ranks, but out in the sands, striking at the flanks and rear of enemy forces. Fast and nimble, these elves make use of the weaknesses in enemy formations to disrupt their lines and sow chaos on the battlefield. In more cut-throat conflicts, Flankers even rely on the use of poison — a tool whose use was frowned on by their ancestors — to cripple their foes before charging in for the finish.

note: [unit_type]: id=Quenoth Mystic, race=quenoth
en: female^Quenoth Mystic
en_GB: Quenoth Mystic

note: [unit_type]: id=Quenoth Scout, race=quenoth
en: Riding the graceful, agile dustboks, Quenoth Scouts move with unmatched speed across the sands. Their practiced skill with sword and sling are useful abilities to harry enemies and allows them to act as effective hunters and patrolmen.
en_GB: Riding the graceful, agile dustboks, Quenoth Scouts move with unmatched speed across the sands. Their practised skill with sword and sling are useful abilities to harry enemies and allows them to act as effective hunters and patrolmen.

note: [unit_type]: id=Quenoth Shaman, race=quenoth
en: female^Quenoth Shaman
en_GB: Quenoth Shaman

note: [unit_type]: id=Quenoth Shyde, race=quenoth
en: female^Quenoth Shyde
en_GB: Quenoth Shyde

note: [unit_type]: id=Quenoth Sun Singer, race=quenoth
en: female^Quenoth Sun Singer
en_GB: Quenoth Sun Singer

note: [unit_type]: id=Quenoth Sun Sylph, race=quenoth
en: female^Quenoth Sun Sylph
en_GB: Quenoth Sun Sylph

note: [unit_type]: id=Quenoth Sun Sylph, race=quenoth
en: In times past, those who stepped beyond the boundary of the worlds of elf and faerie were called Sylphs, mystics with unparalleled knowledge of the secrets of the natural sphere. However, in the harsh new world, the path into the realm of the faerie became no longer a journey into the heart of nature, but a diverging path between light and darkness. Those elves who embrace the burning suns as the fulcrum of life and death learn also to harness their power, transforming into beings imbued with radiant fire. These Sun Sylphs very much embody the power that they wield: light that heals and protects, and flames that smolder with destruction.
en_GB: In times past, those who stepped beyond the boundary of the worlds of elf and faerie were called Sylphs, mystics with unparalleled knowledge of the secrets of the natural sphere. However, in the harsh new world, the path into the realm of the faerie became no longer a journey into the heart of nature, but a diverging path between light and darkness. Those elves who embrace the burning suns as the fulcrum of life and death learn also to harness their power, transforming into beings imbued with radiant fire. These Sun Sylphs very much embody the power that they wield: light that heals and protects, and flames that smoulder with destruction.

note: [unit_type]: id=Tauroch, race=monster
en: Taurochs are huge, hardened beasts of the desert, considered untamable by most surviving races. However, the elves’ affinity with nature has allowed them to form an unlikely bond with these unruly animals. While Taurochs can easily carry or pull heavy loads, their thick hides and unwavering resolution also make them formidable mounts in battle.
en_GB: Taurochs are huge, hardened beasts of the desert, considered impossible to tame by most surviving races. However, the elves’ affinity with nature has allowed them to form an unlikely bond with these unruly animals. While Taurochs can easily carry or pull heavy loads, their thick hides and unwavering resolution also make them formidable mounts in battle.

note: [unit_type]: id=Tauroch Protector, race=quenoth
en: From the journal of Syniel, the Sand Skipper:
    
    The orcs ambushed me near the oasis at twilight. I had to flee into the desert, but even there, the wolves were nearly fast enough to keep up with me. I ran and ran for hours until I could barely feel my legs and still, they hounded me under the bright moonlight. I thought that I was dead for sure, but as Eloh would have it, I came across a young Tauroch that had wandered away from her pack. She must have sensed my trouble, for she came to me swiftly and fought beside me all through the long night; beyond exhaustion, we somehow managed to drive off dozens of orcs and wolves by ourselves. By dawn, we were alone, but wounded and weary to our bones with nothing but sand in sight. I used what little remained of my supplies to tend to the Tauroch’s wounds, then I succumbed to fatigue and I remember little after that.
    
    -----------------------
    
    I woke up today in the village, tired, but alive. My friends told me that the Tauroch had carried me through the desert for many hours at no little cost to herself, for she was in worse condition than I by the time we had arrived. I can only be grateful that I managed to survive that dreadful night, for it is only by Eloh’s grace that I happened upon such a loyal companion. She is my savior, my watchful guardian, a blessing from the Goddess herself. I think I will call her Nala, meaning ‘Protector’ in our tongue. I am sure we will have many more adventures together.
en_GB: From the journal of Syniel, the Sand Skipper:
    
    The orcs ambushed me near the oasis at twilight. I had to flee into the desert, but even there, the wolves were nearly fast enough to keep up with me. I ran and ran for hours until I could barely feel my legs and still, they hounded me under the bright moonlight. I thought that I was dead for sure, but as Eloh would have it, I came across a young Tauroch that had wandered away from her pack. She must have sensed my trouble, for she came to me swiftly and fought beside me all through the long night; beyond exhaustion, we somehow managed to drive off dozens of orcs and wolves by ourselves. By dawn, we were alone, but wounded and weary to our bones with nothing but sand in sight. I used what little remained of my supplies to tend to the Tauroch’s wounds, then I succumbed to fatigue and I remember little after that.
    
    -----------------------
    
    I woke up today in the village, tired, but alive. My friends told me that the Tauroch had carried me through the desert for many hours at no little cost to herself, for she was in worse condition than I was by the time we had arrived. I can only be grateful that I managed to survive that dreadful night, for it is only by Eloh’s grace that I happened upon such a loyal companion. She is my saviour, my watchful guardian, a blessing from the goddess herself. I think I will call her Nala, meaning ‘Protector’ in our tongue. I am sure we will have many more adventures together.

note: [unit_type]: id=Tauroch Rider, race=quenoth
en: Taurochs are huge, hardened beasts of the desert, considered untamable by most surviving races. However, the elves’ affinity with nature has allowed them to form an unlikely bond with these unruly animals. While Taurochs can easily carry or pull heavy loads, their thick hides and unwavering resolution also make them formidable mounts in battle. A Tauroch guided by a skilled rider can hold off multiple enemies by itself and serves as a powerful warden to protect elven villages and caravans.
en_GB: Taurochs are huge, hardened beasts of the desert, considered impossible to tame by most surviving races. However, the elves’ affinity with nature has allowed them to form an unlikely bond with these unruly animals. While Taurochs can easily carry or pull heavy loads, their thick hides and unwavering resolution also make them formidable mounts in battle. A Tauroch guided by a skilled rider can hold off multiple enemies by itself and serves as a powerful warden to protect elven villages and caravans.

note: [unit_type]: id=Tauroch Stalwart, race=quenoth
en: When encountering wild Taurochs, Quenoth hunters often observe the curious behavior of particularly stubborn beasts, who will brace their rugged bodies and absolutely refuse to budge when provoked. Though difficult to placate, these Taurochs are sometimes selected by skilled riders for their exceptional resilience. Any warrior who finds their advance blocked by a Stalwart would undoubtedly be wise to seek another path, for trying to displace the beast would be akin to trying to fight a stone wall.
en_GB: When encountering wild Taurochs, Quenoth hunters often observe the curious behaviour of particularly stubborn beasts, who will brace their rugged bodies and absolutely refuse to budge when provoked. Though difficult to placate, these Taurochs are sometimes selected by skilled riders for their exceptional resilience. Any warrior who finds their advance blocked by a Stalwart would undoubtedly be wise to seek another path, for trying to displace the beast would be akin to trying to fight a stone wall.

note: [female]: description={NYM_DESCRIPTION}
en: female^Quenoth Youth
en_GB: Quenoth Youth

note: [special_note]
en: SPECIAL_NOTE^Unlike normal Nightgaunts, Ethereal Nightgaunts cannot hide at night.
en_GB: Unlike normal Nightgaunts, Ethereal Nightgaunts cannot hide at night.

note: [special_note]
en: SPECIAL_NOTE^ Unlike normal Shadows, Ethereal Shadows cannot hide at night.
en_GB: Unlike normal Shadows, Ethereal Shadows cannot hide at night.

note: [unit_type]: id=Haunt
en: Haunts are the tortured souls of those who have died suddenly and never been laid to rest. Paralyzed by the shock of their death, they are cursed to forever haunt the place of their death and relive their final moments over and over and over.
en_GB: Haunts are the tortured souls of those who have died suddenly and never been laid to rest. Paralysed by the shock of their death, they are cursed to for ever haunt the place of their death and relive their final moments over and over and over.

note: [unit_type]: id=Spider Lich, race=undead
en: No one is quite sure how spider liches are created, but they are a horrific sight to behold. Crawling around on huge skeletal legs, and wielding huge magical staves, these abominations are fearsome undead foes.
en_GB: No-one is quite sure how spider liches are created, but they are a horrific sight to behold. Crawling around on huge skeletal legs, and wielding huge magical staves, these abominations are fearsome undead foes.

note: [race]: id=quenoth
en: race^Quenoth Elf
en_GB: Quenoth Elf

note: [race]: id=quenoth
en: race+female^Quenoth Elf
en_GB: Quenoth Elf

note: [race]: id=quenoth
en: race^Quenoth Elves
en_GB: Quenoth Elves

note: [special_note]
en: SPECIAL_NOTE^This unit is able to move through solid stone walls.
en_GB: This unit is able to move through solid stone walls.

note: [dummy]: id=teaching
en: female^teaching
en_GB: teaching

note: [dummy]: id=formation
en: female^formation
en_GB: formation

note: [dummy]: id=formation
en: This unit gains a +10% bonus to defense when another unit with the same ability is adjacent to it. However, this cannot raise the unit’s defense above 70%.
en_GB: This unit gains a +10% bonus to defence when another unit with the same ability is adjacent to it. However, this cannot raise the unit’s defence above 70%.

note: [dummy]: id=disengage
en: female^disengage
en_GB: disengage

note: [dummy]: id=daze
en: When hit with this attack, an enemy suffers a 10% penalty both to their defense and chance to hit for one turn. Other specials that affect chance to hit (e.g. magical and marksman) take precedence over this special.
    
    Magical attacks will still have a 70% chance to hit.
    Marksman attacks are only affected if the chance to hit is greater than 60%.
en_GB: When hit with this attack, an enemy suffers a 10% penalty both to their defence and chance to hit for one turn. Other specials that affect chance to hit (e.g. magical and marksman) take precedence over this special.
    
    Magical attacks will still have a 70% chance to hit.
    Marksman attacks are only affected if the chance to hit is greater than 60%.

note: [skirmisher]: id=distract
en: female^distract
en_GB: distract

note: [dummy]: id=support
en: female^support
en_GB: support

note: [special_note]
en: This unit can daze its enemies, reducing their accuracy and defense until they end a turn.
en_GB: This unit can daze its enemies, reducing their accuracy and defence until they end a turn.

note: [unstore_unit]
en: female^dazed
en_GB: dazed

note: [message]: speaker=unit
en: Farewell Nym, I go to the sea god. You elves must go on without me.
en_GB: Farewell, Nym, I go to the sea god. You elves must go on without me.

note: [message]: speaker=Nym
en: Farewell Esanoo. You were my favorite of the merfolk.
en_GB: Farewell, Esanoo. You were my favourite of the merfolk.

note: [message]: speaker=unit
en: This can’t be the end, I have too much left to see.
en_GB: This can’t be the end! I have too much left to see.

note: [floating_text]
en: female^thirst
en_GB: thirst

note: [floating_text] [unstore_unit]
en: female^refreshed
en_GB: refreshed

note: [part]
en: I was giddy on the journey back home, my heart pumping with elation and pride. I had fought my first battle; now I was a man like my father. Then one night during the long dark a harsh wind came up, moaning and howling around our tents. By dawn it had only gotten worse; I wondered if some dark god was trying to avenge the massacre of the orcs. I’d seen sandstorms before, but I had never experienced one like this. I hid in my tent praying to Eloh as if my life depended on it. The air grew thick with sand, and everything grew dark and hazy...
en_GB: I was giddy on the journey back home, my heart pumping with elation and pride. I had fought my first battle; now I was a man like my father. Then one night during the long dark a harsh wind came up, moaning and howling around our tents. By dawn it had only got worse; I wondered if some dark god was trying to avenge the massacre of the orcs. I’d seen sandstorms before, but I had never experienced one like this. I hid in my tent praying to Eloh as if my life depended on it. The air grew thick with sand, and everything grew dark and hazy...

note: [part]
en: The next thing I remember, someone was bending over me shaking me awake. I was half buried in sand, and I felt weak but alive. Our equipment was scattered across the dunes or buried in the sand. Looking around I only saw a few of my companions, who were digging in the sand, fervently hoping to find other survivors. I dug furiously at the sand with my bare hands and yelled until I was hoarse, but try as I might, I could not find my father. They told me he had been swallowed by the sand, but I would not be consoled. In one instant my world crumbled; I never looked at the sands quite the same way again. I learned that day that the desert can be fickle and fierce, and death is always lurking just over the horizon.
en_GB: The next thing I remember, someone was bending over me shaking me awake. I was half buried in sand, and I felt weak but alive. Our equipment was scattered across the dunes or buried in the sand. Looking around I only saw a few of my companions, who were digging in the sand, fervently hoping to find other survivors. I dug furiously at the sand with my bare hands and yelled until I was hoarse; but, try as I might, I could not find my father. They told me he had been swallowed by the sand, but I would not be consoled. In one instant my world crumbled; I never looked at the sands quite the same way again. I learned that day that the desert can be fickle and fierce, and death is always lurking just over the horizon.

note: [part]
en: Now I journeyed out again across the sands, but this time it was not just myself, but my entire people that I had to protect. They were depending on my judgment, and I was only too aware of the weight on my narrow shoulders. Thinking of the last time we had gone out in force, I made a silent prayer to my father to watch over us. There was nowhere to go but north.
en_GB: Now I journeyed out again across the sands, but this time it was not just myself, but my entire people that I had to protect. They were depending on my judgement, and I was only too aware of the weight on my narrow shoulders. Thinking of the last time we had gone out in force, I made a silent prayer to my father to watch over us. There was nowhere to go but north.

note: [part]
en: That night, as I slept, I dreamt again, for the first time since that first fateful night. Eloh came to me again, and this time she appeared in a vision as a beautiful glowing figure, as bright as the suns. She said <i>“Have courage, for though soon you shall go through a time of darkness, all your trials shall be richly rewarded in the end. You must go under the northern mountains, not over them. You will find the ruins of an ancient watch tower made of black obsidian in the desert by the edge of the hills. By that tower you will find the entrance to the tunnels you seek. Follow the smooth ancient tunnel down under the mountains and when you again see the sky and my suns, I shall contact you. But beware those who lurk in the darkness, they hide from my light, and must not be trusted. I have no power in the dark, so you are my hand of justice. Punish the non-believers. Go now, and fear not the dark.”</i> And again, just like before, I was woken up by a shout in the night.
en_GB: That night, as I slept, I dreamt again, for the first time since that first fateful night. Eloh came to me again, and this time she appeared in a vision as a beautiful glowing figure, as bright as the suns. She said <i>‘Have courage, for though soon you shall go through a time of darkness, all your trials shall be richly rewarded in the end. You must go under the northern mountains, not over them. You will find the ruins of an ancient watch tower made of black obsidian in the desert by the edge of the hills. By that tower you will find the entrance to the tunnels you seek. Follow the smooth ancient tunnel down under the mountains and when you again see the sky and my suns, I shall contact you. But beware those who lurk in the darkness, they hide from my light, and must not be trusted. I have no power in the dark, so you are my hand of justice. Punish the non-believers. Go now, and fear not the dark.’</i> And again, just like before, I was woken up by a shout in the night.

note: [part]
en: Chapter 4: We found the crumbling obsidian tower that Eloh had described, and we camped at the edge of the foothills before the mountains. I was still shocked by the loss of Garak and all the other elves who fell in the battle last night. There was so much death in this land, had it always been this way? As we traveled I pondered what this world might have been like back before the Great Fall and I remembered the tale that had been told to me many times since I was a child:
en_GB: Chapter 4: We found the crumbling obsidian tower that Eloh had described, and we camped at the edge of the foothills before the mountains. I was still shocked by the loss of Garak and all the other elves who fell in the battle last night. There was so much death in this land, had it always been this way? As we travelled I pondered what this world might have been like back before the Great Fall and I remembered the tale that had been told to me many times since I was a child:

note: [part]
en: A long, long time ago was the golden age among elves. Our people lived in harmony with nature in lands filled with trees, trees as far as the eye could see. There was peace among Elves and the other races such as Humans and Dwarves, and evil creatures were driven deep within the earth. The foul name of Uria was not yet known among our people, and our powers were so great that we raised another sun into the sky, so that the days were lengthened and dark hours were few. Happy indeed were our people during these long years, but it was not to last forever.
en_GB: A long, long time ago was the golden age among elves. Our people lived in harmony with nature in lands filled with trees, trees as far as the eye could see. There was peace among Elves and the other races such as Humans and Dwarves, and evil creatures were driven deep within the earth. The foul name of Uria was not yet known among our people, and our powers were so great that we raised another sun into the sky, so that the days were lengthened and dark hours were few. Happy indeed were our people during these long years, but it was not to last for ever.

note: [part]
en: Eventually peace and prosperity fostered corruption and decadence. Through her powers of deception and guile, Uria cultivated secret groups of followers, promising to fulfill their darkest desires. She bided her time, and slowly stretched her black hands out across the world. At first, petty arguments between humans, elves and dwarves erupted into conflicts, embroiling our people in the first wars they had fought for ages. Then orcs and other foul creatures came back into the world and raided our settlements, razing villages and massacring hundreds. Uria’s followers studied the necromantic arts and raised armies of undead. Our people had grown weak and soft in the time of peace and plenty and were ill-suited to cope with these new trials. Even nature herself seemed to quail under the onslaught: crops failed, the trees sickened and our forests began to die. Most disturbing was the way the nights lengthened, creating the long dark we suffer today. Many of our people despaired, and many embraced the oncoming darkness, worshiping Uria in hopes of saving themselves. Former friends fought over what few resources remained, and chaos threatened to overwhelm us all.
en_GB: Eventually peace and prosperity fostered corruption and decadence. Through her powers of deception and guile, Uria cultivated secret groups of followers, promising to fulfil their darkest desires. She bided her time, and slowly stretched her black hands out across the world. At first, petty arguments between humans, elves and dwarves erupted into conflicts, embroiling our people in the first wars they had fought for ages. Then orcs and other foul creatures came back into the world and raided our settlements, razing villages and massacring hundreds. Uria’s followers studied the necromantic arts and raised armies of undead. Our people had grown weak and soft in the time of peace and plenty and were ill-suited to cope with these new trials. Even nature herself seemed to quail under the onslaught: crops failed, the trees sickened and our forests began to die. Most disturbing was the way the nights lengthened, creating the long dark we suffer today. Many of our people despaired, and many embraced the oncoming darkness, worshipping Uria in hopes of saving themselves. Former friends fought over what few resources remained, and chaos threatened to overwhelm us all.

note: [part]
en: Chapter 6: The troll Zurg led us through a maze of twisting passages speaking scarcely a word. Finally after what seemed like hours of marching he stopped. He motioned us to be very quiet and we crept forward; all I could hear was the soft patter of feet and my heavy breathing. Even that little noise seemed to echo off the cramped walls of our rough-hewn passage. I was suddenly aware of the sheer mass of rock and earth above us and for a moment I despaired of ever seeing the sun again. Then I grabbed my sword with fresh determination and vowed to see this mission through.
en_GB: Chapter 6: The troll Zurg led us through a maze of twisting passages speaking scarcely a word. Finally, after what seemed like hours of marching, he stopped. He motioned us to be very quiet and we crept forward; all I could hear was the soft patter of feet and my heavy breathing. Even that little noise seemed to echo off the cramped walls of our rough-hewn passage. I was suddenly aware of the sheer mass of rock and earth above us and for a moment I despaired of ever seeing the sun again. Then I grabbed my sword with fresh determination and vowed to see this mission through.

note: [part]
en: I do not know how long we tramped through those tiny dark passages; time seemed to flow differently down there, deep under the earth. But when we finally got to our destination, what I saw was breathtaking. We entered into a large cavern, where the dwarves had built a huge city out of stone. Protected by stone walls and gates that were bigger than I had ever seen, the place seemed virtually impregnable. As we entered I marveled at their stonework and I saw that the place was crawling with dwarves. It was bigger than any village I had ever seen.
en_GB: I do not know how long we tramped through those tiny dark passages; time seemed to flow differently down there, deep under the earth. But when we finally got to our destination, what I saw was breathtaking. We entered into a large cavern, where the dwarves had built a huge city out of stone. Protected by stone walls and gates that were bigger than I had ever seen, the place seemed virtually impregnable. As we entered I marvelled at their stonework and I saw that the place was crawling with dwarves. It was bigger than any village I had ever seen.

note: [part]
en: The dwarf king was away cleaning up after the recent battle, and would not be back for several days. I happily spent what little time I had learning as much as I could about these strange people. I was very impressed by their craftsmanship; they made weapons and armor of a quality I had never seen before. We were also quite the curiosity to the dwarves; I have no idea when they had last seen an elf. While some seemed suspicious or frightened of us, the dwarves overall were very polite and met our every need. Finally the summons came to meet with the dwarven king...
en_GB: The dwarf king was away cleaning up after the recent battle, and would not be back for several days. I happily spent what little time I had learning as much as I could about these strange people. I was very impressed by their craftsmanship; they made weapons and armour of a quality I had never seen before. We were also quite the curiosity to the dwarves; I have no idea when they had last seen an elf. While some seemed suspicious or frightened of us, the dwarves overall were very polite and met our every need. Finally the summons came to meet the dwarven king...

note: [part]
en: I do not know how long we tramped through those tiny dark passages; time seemed to flow differently down there, deep under the earth. But finally we stepped out into a large cavern. Dominating the cavern were the remains of what must have originally been a dwarf city. The large stone walls were riddled with giant holes and the iron gates had been blasted asunder. As we entered through the gates, we saw dead dwarves and other more grisly signs of recent battle. All around us were many trolls, working hard to repair the walls and other defenses. Zurg led us through the chaos to several side caverns which had until recently been used as storerooms. There was sufficient space for us to bed down and stay out of the way, and the dwarves had left behind plenty of provisions.
en_GB: I do not know how long we tramped through those tiny dark passages; time seemed to flow differently down there, deep under the earth. But finally we stepped out into a large cavern. Dominating the cavern were the remains of what must have originally been a dwarf city. The large stone walls were riddled with giant holes and the iron gates had been blasted asunder. As we entered through the gates, we saw dead dwarves and other more grisly signs of recent battle. All around us were many trolls, working hard to repair the walls and other defences. Zurg led us through the chaos to several side caverns which had until recently been used as storerooms. There was sufficient space for us to bed down and stay out of the way, and the dwarves had left behind plenty of provisions.

note: [part]
en: Zurg told us that they had just captured this city from the dwarves, and that the Great Leader had moved here to set up his base of operations. They were clearly worried about a dwarf counterattack. Luckily the trolls were quite skilled at stonework and the walls were quickly repaired. The trolls didn’t talk much, but seemed very intelligent and not the mere bloodthirsty savages they had been purported to be. Overall they actually seemed quite peaceful, except when provoked. I learned that the leadership was balanced between the warriors and the shamans. The troll’s military leader was chosen and advised by a council of their shamans.
en_GB: Zurg told us that they had just captured this city from the dwarves, and that the Great Leader had moved here to set up his base of operations. They were clearly worried about a dwarf counter-attack. Luckily the trolls were quite skilled at stonework and the walls were quickly repaired. The trolls didn’t talk much, but seemed very intelligent and not the mere bloodthirsty savages they had been purported to be. Overall they actually seemed quite peaceful, except when provoked. I learned that the leadership was balanced between the warriors and the shamans. The troll’s military leader was chosen and advised by a council of their shamans.

note: [part]
en: Just then we crested over the last dune and I indeed saw what she meant. Sparkling blue covered the entire horizon. I fell to my knees in awe, I had never seen so much water in one place. I cannot write down in words the shock and amazement I felt. To have grown up in a land where water was as precious as gold, and then see miles and miles of it. It was only then that I understood where the merfolk truly came from. I’d been to some strange places, high up in the mountains, deep down under thousands of tons of rock, but this world of water was the most alien of them all.
en_GB: Just then we crested over the last dune and I indeed saw what she meant. Sparkling blue covered the entire horizon. I fell to my knees in awe; I had never seen so much water in one place. I cannot write down in words the shock and amazement I felt. To have grown up in a land where water was as precious as gold, and then see miles and miles of it. It was only then that I understood where the merfolk truly came from. I’d been to some strange places, high up in the mountains, deep down under thousands of tons of rock, but this world of water was the most alien of them all.

note: [part]
en: Which brings me to the other alien concept I was trying to comprehend: our goddess Eloh. What was her plan? Why did she want me to surrender to the humans? Do the humans worship her as well? The humans seem so brutish and vile, that I can’t imagine them worshiping the same god as us. I thought Eloh was just our god, I don’t remember Zhul mentioning any other races worshiping her after the Great Fall, though perhaps things had changed in the intervening years. Her commands don’t make any sense; she doesn’t seem at all like the goddess Zhul told me about. And what was Esanoo talking about? How did his master know about ‘Yechnagoth’ and ‘Zhangor’? If Eloh won’t help me, then I desperately need some answers. I pray to whatever gods may be left that I’m not leading my people into a trap...
en_GB: Which brings me to the other alien concept I was trying to comprehend: our goddess Eloh. What was her plan? Why did she want me to surrender to the humans? Do the humans worship her as well? The humans seem so brutish and vile, that I can’t imagine them worshipping the same god as us. I thought Eloh was just our god, I don’t remember Zhul mentioning any other races worshipping her after the Great Fall, though perhaps things had changed in the intervening years. Her commands don’t make any sense; she doesn’t seem at all like the goddess Zhul told me about. And what was Esanoo talking about? How did his master know about ‘Yechnagoth’ and ‘Zhangor’? If Eloh won’t help me, then I desperately need some answers. I pray to whatever gods may be left that I’m not leading my people into a trap...

note: [part]
en: And yet, here in the dark, Eloh says she is powerless. Here she cannot help us, we must fend for ourselves. Though she is our god, I cannot just lie back and depend on her to always save us. These are my people too, and I have a responsibility to them as their leader. I must make my own decisions as I see best. And as Zhul told me when I was but a child, Eloh forgives all our sins. If I err in my judgment she will surely understand. Eloh may be our guide, but I am our leader and I will do what I must to protect my people during our journey.
en_GB: And yet, here in the dark, Eloh says she is powerless. Here she cannot help us; we must fend for ourselves. Though she is our god, I cannot just lie back and depend on her to always save us. These are my people too, and I have a responsibility to them as their leader. I must make my own decisions as I see best. And as Zhul told me when I was but a child, Eloh forgives all our sins. If I err in my judgement she will surely understand. Eloh may be our guide, but I am our leader and I will do what I must to protect my people during our journey.

note: [part]
en: In the end, almost all of my people decided to join in this final battle. I was surprised. They had gone through so much, and yet they still had faith in me. Looking around at them, I could not help noticing how many familiar faces were missing. Barely a fourth of those who set out with us on our journey had survived. If I had known it would be this bad would I have ever left in the first place? I thought Eloh was protecting us and guiding our steps, but in truth it was all me. For better or for worse I have no one to blame but myself.
en_GB: In the end, almost all of my people decided to join in this final battle. I was surprised. They had gone through so much, and yet they still had faith in me. Looking around at them, I could not help noticing how many familiar faces were missing. Barely a fourth of those who set out with us on our journey had survived. If I had known it would be this bad would I have ever left in the first place? I thought Eloh was protecting us and guiding our steps, but in truth it was all me. For better or for worse I have no-one to blame but myself.

en: female^heroic
en_GB: heroic

en: female^expert
en_GB: expert

en: female^epic
en_GB: epic

en: female^legendary
en_GB: legendary

note: [lua]: training.apply
en: female^trained
en_GB: trained

en: ’bout time. Been forever since I had a good fight, eh?
en_GB: ’bout time. Been for ever since I had a good fight, eh?

en: Listen up, ye primitive screwheads! This... is me BOOM STICK. Lemme show you what this baby can do!
en_GB: Listen up, ye primitive screw-heads! This... is me BOOM STICK. Lemme show you what this baby can do!

en: Need a hand? Me an’ me bird can get just about anywheres you need.
en_GB: Need a hand? Me an’ me bird can get just about anywhere you need.

en: Today is a most auspicious day for you, for I deem you worthy of the power of dragonfire. Show me your foes and I will incinerate them!
en_GB: Today is a most auspicious day for you, for I deem you worthy of the power of dragon-fire. Show me your foes and I will incinerate them!

en: ...fine. I guess.
en_GB: ...fine. I suppose.

note: [lua]: preshow
en: Carryover rate is 15% and split evenly among players. Negative amounts will not carry over. Early finish bonus is superior to village control, but it is not directly related to the carryover amount.
en_GB: Carry-over rate is 15% and split evenly among players. Negative amounts will not carry over. Early finish bonus is superior to village control, but it is not directly related to the carry-over amount.

note: [lua]: preshow
en: <b>Autorecall</b>
en_GB: <b>Auto-recall</b>

note: [lua]: preshow
en: In every scenario the game generates as many bonus points on the map as there are players in the game, the bonus points can be picked up by player units and either contain artifacts, loyal units, or training.
en_GB: In every scenario the game generates as many bonus points on the map as there are players in the game, the bonus points can be picked up by player units and either contain artefacts, loyal units, or training.

note: #-#-#-#-#  2805  #-#-#-#-# [lua]: wct_map_2a_post_bunus_decoration
en: water^Springs
en_GB: Springs

note: #-#-#-#-#  2805  #-#-#-#-# [lua]: wct_map_3c_post_bunus_decoration
en: river^Delta
en_GB: Delta

note: #-#-#-#-#  2805  #-#-#-#-# [lua]: world_conquest_tek_map_repaint_3d
en: Sulfurous
en_GB: Sulphurous

note: #-#-#-#-#  2805  #-#-#-#-# [lua]: wct_map_3e_post_bunus_decoration
en: made of^Coral
en_GB: Coral

note: #-#-#-#-#  2805  #-#-#-#-# [chance]
en: +$hitpoints| hitpoints
en_GB: +$hitpoints| hit-points

note: #-#-#-#-#  2805  #-#-#-#-# [chance]
en: +$hitpoints| hitpoints per level
en_GB: +$hitpoints| hit-points per level

note: #-#-#-#-#  2805  #-#-#-#-# [chance]
en: Village/Castle: +5 defense
en_GB: Village/Castle: +5 defence

note: #-#-#-#-#  2805  #-#-#-#-# [chance]
en: $terrain|: +$def| defense and full movement, +$res| resistance vs $dmg_type|
en_GB: $terrain|: +$def| defence and full movement, +$res| resistance vs $dmg_type|

note: #-#-#-#-#  2805  #-#-#-#-# [chance]
en: $terrain|: +10 defense and full movement
en_GB: $terrain|: +10 defence and full movement

note: #-#-#-#-#  2805  #-#-#-#-# [chance]
en: +moves defense
en_GB: +moves defence

en: Adamant armor
en_GB: Adamant armour

en: The sturdy plates of this lightweight armor increase the user’s physical resistances (to a maximum of 10%) and grants the steadfast ability.
en_GB: The sturdy plates of this lightweight armour increase the user’s physical resistances (to a maximum of 10%) and grants the steadfast ability.

en: This pulsing ring empowers the bearer’s melee attacks with the ability to drain lifeforce from their victim.
en_GB: This pulsing ring empowers the bearer’s melee attacks with the ability to drain life-force from their victim.

en: Forcefield
en_GB: Force-field

en: Charged with intense magic, this shield generates a forcefield causing adjacent enemies to inflict less damage around the wielder.
en_GB: Charged with intense magic, this shield generates a force-field causing adjacent enemies to inflict less damage around the wielder.

en: This grisly concoction instills the drinker with an insatiable unholy hunger for more blood. Every time a foe is slain, a part of his lifeforce is eternally claimed through arcane ghoulish powers.
en_GB: This grisly concoction instils the drinker with an insatiable unholy hunger for more blood. Every time a foe is slain, a part of his life-force is eternally claimed through arcane ghoulish powers.

en: Herald armor
en_GB: Herald armour

en: This holy armor of thin gold radiates pure light, illuminating the bearer’s body and soul. This effect will heal allies, blind evil, and preemptively smite those who seek to do harm.
en_GB: This holy armour of thin gold radiates pure light, illuminating the bearer’s body and soul. This effect will heal allies, blind evil, and pre-emptively smite those who seek to do harm.

en: Winged scepter
en_GB: Winged sceptre

en: This wondrous rod imparts the user the ability to soar through the skies, making it a breeze to move through most terrain. Units that can already fly get improved defenses.
en_GB: This wondrous rod imparts the user the ability to soar through the skies, making it a breeze to move through most terrain. Units that can already fly get improved defences.

en: Full movement and up to 50% defense in all terrains but cave or mushroom grove.
en_GB: Full movement and up to 50% defence in all terrains but cave or mushroom grove.

en: Full movement and up to 60% defense in water or swamp and up to 70% defense in reef.
en_GB: Full movement and up to 60% defence in water or swamp and up to 70% defence in reef.

en: forcefield
en_GB: force-field

en: terrain^water
en_GB: water

en: improved defenses
en_GB: improved defences

en: no undead^consumed by a living being:
en_GB: consumed by a living being:

en: What, you want me to join the fight? Quite out of the question, old boy! I’m afraid battlefields just aren’t my scene - no drama, no style, no romance! No finesse at all! You probably wouldn’t understand, so let me show you. I’ll teach you how to break out of those dreary marching formations and step light as a feather!
en_GB: What, you want me to join the fight? Quite out of the question, old boy! I’m afraid battlefields just aren’t my scene - no drama, no style, no romance! No finesse at all! You probably wouldn’t understand, so let me show you. I’ll teach you how to break out of those dreary marching formations and step as lightly as a feather!

en:  Join the battle? Nay, lads, my talents would be wasted on the frontlines. Give me some raw recruits to work with, though, and I’ll whip ’em into shape for you. I know what real battle is like; by the time I’m through with ’em, your newbies might have some idea of it too.
en_GB:  Join the battle? Nay, lads, my talents would be wasted on the front-lines. Give me some raw recruits to work with, though, and I’ll whip ’em into shape for you. I know what real battle is like; by the time I’m through with ’em, your newbies might have some idea of it too.

en: A randomly generated cooperative campaign for 3 players. It has 6 level of difficulties.
    (Expert level, 5 scenarios.)
en_GB: A randomly generated co-operative campaign for 3 players. It has 6 level of difficulties.
    (Expert level, 5 scenarios.)

note: [option]: id=gzip
en: save_compression^Gzip
en_GB: Gzip

note: [option]: id=gzip
en: save_compression_desc^Default compression, faster
en_GB: Default compression, faster

note: [option]: id=bzip2
en: save_compression^Bzip2
en_GB: Bzip2

note: [option]: id=bzip2
en: save_compression_desc^Best compression, slower
en_GB: Best compression, slower

note: [option]: id=none
en: save_compression^No
en_GB: No

note: [option]: id=none
en: save_compression_desc^Large plain text files
en_GB: Large plain text files

note: [advanced_preference]: type=int
en: Chat message aging
en_GB: Chat message ageing

note: [advanced_preference]: type=int
en: Number of minutes to wait before clearing an ingame chat message. Set to 0 to disable.
en_GB: Number of minutes to wait before clearing an in-game chat message. Set to 0 to disable.

note: [advanced_preference]: type=boolean
en: Show all unit types in the help (requires restart). If unset, only units that have been encountered will be shown.
en_GB: Show all unit types in the help (requires restart). If not set, only units that have been encountered will be shown.

note: [advanced_preference]: type=boolean
en: Use colored mouse cursors
en_GB: Use coloured mouse cursors

note: [advanced_preference]: type=custom
en: Customize orb colors
en_GB: Customize orb colours

note: [objectives] [lua]: generate_objectives
en: Gold carryover:
en_GB: Gold carry-over:

note: [about]
en: General Purpose Administration and Coordination
en_GB: General Purpose Administration and Co-ordination

note: [item]: id=armor-golden
en: Golden Armor
en_GB: Golden Armour

note: [item]: id=potion-gray
en: Gray Potion
en_GB: Grey Potion

note: [item]: id=summoning-center
en: Summoning Center
en_GB: Summoning Centre

note: [item]: id=trash
en: Trash Pile
en_GB: Rubbish Pile

note: [print]
en: Location selection canceled
en_GB: Location selection cancelled

note: [revoke_behavior_orders]
en: Clear behavior orders
en_GB: Clear behaviour orders

note: [do]
en: Objective: $ai_controller.side_$ally_side|_current_settings.currently_doing_objective_description
    Behavior: $ai_controller.side_$ally_side|_current_settings.currently_doing_behavior_description
en_GB: Objective: $ai_controller.side_$ally_side|_current_settings.currently_doing_objective_description
    Behaviour: $ai_controller.side_$ally_side|_current_settings.currently_doing_behavior_description

note: [literal]
en: Set behavior...
en_GB: Set behaviour...

note: [message]: speaker=unit
en: With this golden coin, I wish that this battle end in a swift and safe victory.
en_GB: With this golden coin, I wish that this battle may end in a swift and safe victory.

note: [message]: speaker=unit
en: I wish this single gold coin be returned ten-fold to me.
en_GB: I wish that this single gold coin be returned ten-fold to me.

en: holy water^Take it
en_GB: Take it

en: holy water^Leave it
en_GB: Leave it

en: storm trident^Take it
en_GB: Take it

en: storm trident^Leave it
en_GB: Leave it

note: Generator for female dunefolk human names; see <https://wiki.wesnoth.org/Context-free_grammar> for syntax
en: 
    main={name_long}|{prefix}{suffix}|{name_mid}{connector}{surname}
    name_mid={prefix}{suffix}|{name_short}
    surname={name_mid_male}|{name_mid}|{name_mid_male}
    name_long={prefix}{suffix}|{prefix}{centre}{suffix}
    name_short=Afaf|Aida|Alya|Arij|Arwa|Asma|Asra|Azra|Dua|Fajr|Hala|Hana|Hiba|Inas|Isra|Lina|Mona|Muna|Nida|Nima|Nur|Rana|Rim|Ruba|Ruya|Ruwa|Sana|Sara|Suha|Tuba|Uzma|Zara
    prefix=Ab|Bas|Fat|Gha|Al|Ba|Ja|Ha|Mu|Ra|Raz|Abi|Am|La|ʿAj|Ala|ʿAk|Fa|Du|Im|Ju|Mun|Ma|Ni|Ji|Mu|Lab|Luf|Mih|Mi|Qu|Tal|Ta|Tha|Za|Zi|Yas|Wa|Su|Qa|ʿIkri|Lu|Su|Osa|Rag|Saf|Da|Fay|Nib|Nash
    suffix=a|ab|ad|ah|af|aj|al|am|an|ar|as|at|ay|az|da|een|ia|ij|in|ir|la|ma|mas|n|na|nab|ni|r|ra|raa|ran|rat|ul|ur|uz|wa|ya|yah|yam|za|zi
    connector= al-| ibna | bint
    centre=ʿ|ʾ|hi|sa|kar|da|na|ja|tay|ki|hai|saw
    
    These nonterminals are literally copied from the male names.
    name_mid_male={prefix_male}{suffix_male}|{name_short_male}
    name_short_male=Din|Sif|Din|Taj|Sud|Ali|Lut|Nuh|Qays|Nimr|Jad|Bushr|Lut|Maʿd|Nur|Fadl
    prefix_male=Ab|Bas|Fat|Gha|Al|Ba|Ja|Ha|Mu|Ra|Raz|Abi|Am|La|ʿAj|Ala|ʿAk|Fa|Du|Im|Ju|Mun|Ma|Ni|Ji|Mu|Lab|Luf|Mih|Mi|Qu|Tal|Ta|Tha|Za|Zi|Yas|Wa|Su|Qa|ʿIkri|Lu|Su|Osa|Rag|Saf|Da|Fay|Nib|Nash
    suffix_male=af|al|lih|bair|sur|bi|lah|at|sim|ma|ih|yl|iq|raj|mam|man|ya|zid|riya|ail|air|ah|en|in|ayd|ud|rah|wah|nan|as|ir|ba|ni|yad|ras|zuq|hid|mal|kib
en_GB: 
    main={name_long}|{prefix}{suffix}|{name_mid}{connector}{surname}
    name_mid={prefix}{suffix}|{name_short}
    surname={name_mid_male}|{name_mid}|{name_mid_male}
    name_long={prefix}{suffix}|{prefix}{centre}{suffix}
    name_short=Afaf|Aida|Alya|Arij|Arwa|Asma|Asra|Azra|Dua|Fajr|Hala|Hana|Hiba|Inas|Isra|Lina|Mona|Muna|Nida|Nima|Nur|Rana|Rim|Ruba|Ruya|Ruwa|Sana|Sara|Suha|Tuba|Uzma|Zara
    prefix=Ab|Bas|Fat|Gha|Al|Ba|Ja|Ha|Mu|Ra|Raz|Abi|Am|La|ʿAj|Ala|ʿAk|Fa|Du|Im|Ju|Mun|Ma|Ni|Ji|Mu|Lab|Luf|Mih|Mi|Qu|Tal|Ta|Tha|Za|Zi|Yas|Wa|Su|Qa|ʿIkri|Lu|Su|Osa|Rag|Saf|Da|Fay|Nib|Nash
    suffix=a|ab|ad|ah|af|aj|al|am|an|ar|as|at|ay|az|da|een|ia|ij|in|ir|la|ma|mas|n|na|nab|ni|r|ra|raa|ran|rat|ul|ur|uz|wa|ya|yah|yam|za|zi
    connector= al-| ibna | bint
    centre=ʿ|ʾ|hi|sa|kar|da|na|ja|tay|ki|hai|saw
    
    These non-terminals are literally copied from the male names.
    name_mid_male={prefix_male}{suffix_male}|{name_short_male}
    name_short_male=Din|Sif|Din|Taj|Sud|Ali|Lut|Nuh|Qays|Nimr|Jad|Bushr|Lut|Maʿd|Nur|Fadl
    prefix_male=Ab|Bas|Fat|Gha|Al|Ba|Ja|Ha|Mu|Ra|Raz|Abi|Am|La|ʿAj|Ala|ʿAk|Fa|Du|Im|Ju|Mun|Ma|Ni|Ji|Mu|Lab|Luf|Mih|Mi|Qu|Tal|Ta|Tha|Za|Zi|Yas|Wa|Su|Qa|ʿIkri|Lu|Su|Osa|Rag|Saf|Da|Fay|Nib|Nash
    suffix_male=af|al|lih|bair|sur|bi|lah|at|sim|ma|ih|yl|iq|raj|mam|man|ya|zid|riya|ail|air|ah|en|in|ayd|ud|rah|wah|nan|as|ir|ba|ni|yad|ras|zuq|hid|mal|kib

note: [music]
en: Traveling Minstrels
en_GB: Travelling Minstrels

note: [color_range]: id=gold
en: color^Gold
en_GB: Gold

note: #-#-#-#-#  wesnoth.wml.pot (PACKAGE VERSION)  #-#-#-#-# [lua]: set_status
en: female^poisoned
en_GB: poisoned

note: #-#-#-#-#  wesnoth.wml.pot (PACKAGE VERSION)  #-#-#-#-# [lua]: set_status
en: female^slowed
en_GB: slowed

note: #-#-#-#-#  wesnoth.wml.pot (PACKAGE VERSION)  #-#-#-#-# [lua]: set_status
en: female^petrified
en_GB: petrified

note: [lua]: set_status
en: female^unhealable
en_GB: unhealable

note: [leadership]: id=magical_leadership
en: female^magical leadership
en_GB: magical leadership

note: [leadership]: id=magical_leadership
en: This unit can lead your own units that are next to it, making them fight better with magicals weapons.
    Adjacent own units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels.
en_GB: This unit can lead your own units that are next to it, making them fight better with magical weapons.
    Adjacent own units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels.

note: [resistance]: id=melee_steadfast This is not vanilla steadfast
en: This unit’s resistances are added to 20%, up to a maximum of 50%, when defending to melle attacks. Vulnerabilities are not affected.
en_GB: This unit’s resistances are increased by 20%, up to a maximum of 50% resistance, when defending against melee attacks. Vulnerabilities are not affected.

note: [chance_to_hit]: id=marksman_leadership
en: female^cantor
en_GB: cantor

note: [heals]: id=aura of death 4 [heals]: id=aura of death 8
en: female^aura of death (
en_GB: aura of death (

note: [action]: id=button-playreplay, type=image
en: replay^Play
en_GB: Play

note: [action]: id=button-stopreplay, type=image
en: replay^Stop
en_GB: Stop

note: [action]: id=button-resetreplay, type=image
en: replay^Reset
en_GB: Reset

note: [theme]: id=Default
en: theme^Default
en_GB: Default

note: [unit_level]: id=unit-level
en: statuspanel^lvl
en_GB: lvl

note: [tip]
en: Poisoned units will lose eight hitpoints every turn until they are one point from dying. They will then remain at death’s door until the poison is removed. Healers can prevent a poisoned unit from deteriorating, but the poison will not be removed unless the unit regenerates, or begins a turn in a village, in an oasis, or next to a unit with the <i>Cures</i> ability.
en_GB: Poisoned units will lose eight hit-points every turn until they are one point from dying. They will then remain at death’s door until the poison is removed. Healers can prevent a poisoned unit from deteriorating, but the poison will not be removed unless the unit regenerates, or begins a turn in a village, in an oasis, or next to a unit with the <i>Cures</i> ability.

note: [tip]
en: You can reuse units from a previous scenario by selecting <b>Recall</b> from the <b>Actions</b> menu. By recalling the same units over and over, you can build up a powerful and experienced army.
en_GB: You can re-use units from a previous scenario by selecting <b>Recall</b> from the <b>Actions</b> menu. By recalling the same units over and over, you can build a powerful and experienced army.

note: [tip]
en: Units stationed in villages will either heal eight hitpoints at the beginning of their turn, or will recover from poisoning.
en_GB: Units stationed in villages will either heal eight hit-points at the beginning of their turn, or will recover from poisoning.

note: [tip]
en: Don’t move an injured unit if you don’t have to — let it rest. If a unit does not move or attack, it will recover two hitpoints at the beginning of its next turn.
en_GB: Don’t move an injured unit if you don’t have to — let it rest. If a unit does not move or attack, it will recover two hit-points at the beginning of its next turn.

note: [tip]
en: On maps where <i>Shroud</i> or <i>Fog of War</i> has been enabled, all units’ sightlines are limited by their maximum movement. If you have some valuable but slow units, keep at least one fast unit with them so that you are not caught out by a surprise attack.
en_GB: On maps where <i>Shroud</i> or <i>Fog of War</i> has been enabled, all units’ lines of sight are limited by their maximum movement. If you have some valuable but slow units, keep at least one fast unit with them so that you are not caught out by a surprise attack.

note: [tip]
en: Horse-based units are generally resistant to attacks with bladed or impact weapons, but are vulnerable to attacks with piercing weapons, including bows and spears.
en_GB: Horse based units are generally resistant to attacks with bladed or impact weapons, but are vulnerable to attacks with piercing weapons, including bows and spears.

note: [tip]
en: Patience is often key. Rather than attacking in bad conditions or with few troops, wait for better conditions and then attack.
en_GB: Patience is often the key. Rather than attacking in bad conditions, or with few troops, wait for better conditions and then attack.

note: [tip]
en: Try to avoid moving next to unoccupied villages. An enemy unit may move into the village and attack you, while enjoying the defense and healing of the village.
en_GB: Try to avoid moving next to unoccupied villages. An enemy unit may move into the village and attack you, while enjoying the defence and healing of the village.

note: [tip]
en: For any player, controlling villages is often key to winning a scenario. You may use this knowledge to lure your opponents into a trap by leaving some villages unoccupied, but keep in mind that an enemy unit becomes much harder to dislodge from a village! Plan your movements accordingly.
en_GB: For any player, controlling villages is often the key to winning a scenario. You may use this knowledge to lure your opponents into a trap by leaving some villages unoccupied, but keep in mind that an enemy unit becomes much harder to dislodge from a village! Plan your movements accordingly.

note: [tip]
en: Read the <b>Hotkeys</b> list in the <b>Preferences</b> menu.
en_GB: Read the <b>Hot-keys</b> list in the <b>Preferences</b> menu.

note: [tip]
en: Instead of leveling up, high-level units gain an <i>After Maximum Level Advancement</i> (AMLA) bonus, which usually increases the unit’s maximum hitpoints by three and fully heals it. This is much less than the normal benefits of advancing a level, so it is generally wiser to advance your lower-level units instead.
en_GB: Instead of advancing another level, top-level units gain an <i>After Maximum Level Advancement</i> (AMLA) bonus, which usually increases the unit’s maximum hit-points by three and fully heals it. This is much less than the normal benefits of advancing a level, so it is generally wiser to advance your lower-level units instead.

note: [tip]
en: Nearly every button and icon in the Wesnoth game has a tooltip. Hover the mouse pointer over any button or icon to get a description or explanation of what it does.
en_GB: Nearly every button and icon in the Wesnoth game has a tool tip. Hover the mouse pointer over any button or icon to get a description or explanation of what it does.

note: [tip]
en: Few units have good defenses in water; a line of attackers along the edge of a river can inflict heavy casualties. Elves can use the edge of a forest in a similar manner, and dwarves can do the same with mountains.
en_GB: Few units have good defences in water; a line of attackers along the edge of a river can inflict heavy casualties. Elves can use the edge of a forest in a similar manner, and dwarves can do the same with mountains.

note: [tip]
en: The <i>Slow</i> ability is extremely powerful because it has such wide-ranging effects. Enemy undead get half the normal benefit from their <i>Drain</i> ability, the damage bonus from <i>Charge</i> or <i>Backstab</i> is cancelled, and the <i>Berserk</i> ability is weakened. Fast foes struggle to escape; slow enemies are almost immobilized, and your own units suffer less retaliation damage, so it’s quicker to heal them.
en_GB: The <i>Slow</i> ability is extremely powerful because it has such wide-ranging effects. Enemy undead get half the normal benefit from their <i>Drain</i> ability, the damage bonus from <i>Charge</i> or <i>Back-stab</i> is cancelled, and the <i>Berserk</i> ability is weakened. Fast foes struggle to escape; slow enemies are almost immobilized, and your own units suffer less retaliation damage, so it’s quicker to heal them.

note: [tip]
en: Units with three or more attacks — especially magical attacks — are ideal for finishing off enemies with only a few hitpoints remaining. Be sure to use leadership — or a strong or dextrous unit — whenever the extra point or two of damage makes a one-hit kill possible.
en_GB: Units with three or more attacks — especially magical attacks — are ideal for finishing off enemies with only a few hit-points remaining. Be sure to use leadership — or a strong or dexterous unit — whenever the extra point or two of damage makes a one-hit kill possible.

note: [tip]
en: When a tough unit is heavily injured, send it to heal in a village several turns’ movement away from the fighting. Then it can recover in peace (at 10 hitpoints per turn) without tying up front-line villages.
en_GB: When a tough unit is heavily injured, send it to heal in a village several turns’ movement away from the fighting. Then it can recover in peace (at 10 hit-points per turn) without tying up front-line villages.

note: [tip]
en: If your forces have weak defenses everywhere on the map, occupy the areas where your enemies can only attack you by sharing the same disadvantages. Avoid places where your defenses are poor and your enemy’s are merely average. Plan for heavy losses, and take firm control of any hex where the land does favor you.
en_GB: If your forces have weak defences everywhere on the map, occupy the areas where your enemies can only attack you by sharing the same disadvantages. Avoid places where your defences are poor and your enemy’s are merely average. Plan for heavy losses, and take firm control of any hex where the land does favour you.

note: TRANSLATORS: In networked games, when one player has the choice between multiple advancements of a unit, this text is sent to other players. It will be embedded within a message.
en: waiting for^an advancement choice
en_GB: an advancement choice

en: An invalid attacker weapon got selected.
en_GB: An invalid attacker weapon was selected.

en: female^cured
en_GB: cured

en: Part of 'Units sighted! (...)' sentence^1 friendly | $friends friendly
en_GB[0]: 1 friendly
en_GB[1]: $friends friendly

en: Part of 'Units sighted! (...)' sentence^1 enemy | $enemies enemy
en_GB[0]: 1 enemy
en_GB[1]: $enemies enemy

en: The add-on <i>$addon_title</i> has an invalid file or directory name and cannot be published. File or directory names may not contain '..' or end with '.' or be longer than 255 characters. It also may not contain whitespace, control characters, or any of the following characters:
    
    &quot; * / : &lt; &gt; ? \ | ~
en_GB: The add-on <i>$addon_title</i> has an invalid file or directory name and cannot be published. File or directory names may not contain '..' or end with '.' or be longer than 255 characters. It also may not contain white-space, control characters, or any of the following characters:
    
    &quot; * / : &lt; &gt; ? \ | ~

en: addon_type^Campaign
en_GB: Campaign

en: addon_type^Scenario
en_GB: Scenario

en: addon_type^SP/MP Campaign
en_GB: SP/MP campaign

en: addon_type^MP era
en_GB: MP era

en: addon_type^MP faction
en_GB: MP faction

en: addon_type^MP map-pack
en_GB: MP map-pack

en: addon_type^MP scenario
en_GB: MP scenario

en: addon_type^MP campaign
en_GB: MP campaign

en: addon_type^Modification
en_GB: Modification

en: addon_type^Core
en_GB: Core

en: addon_type^Resources
en_GB: Resources

en: addon_type^Other
en_GB: Other

en: addon_type^(unknown)
en_GB: (unknown)

en: The add-on contains files or directories with illegal names.
    
    Names containing whitespace, control characters, or any of the following symbols are not allowed:
    
        " * / : < > ? \ | ~
    
    Additionally, names may not be longer than 255 characters, contain '..', or end with '.'.
en_GB: The add-on contains files or directories with illegal names.
    
    Names containing white-space, control characters, or any of the following symbols are not allowed:
    
        " * / : < > ? \ | ~
    
    Additionally, names may not be longer than 255 characters, contain '..', or end with '.'.

en: No add-on author/maintainer email specified.
en_GB: No add-on author/maintainer e-mail specified.

en: Invalid Color
en_GB: Invalid Colour

en: Invalid color in range:
en_GB: Invalid colour in range:

en: Missing addon: $name
en_GB: Missing add-on: $name

en: Missing addon: $id
en_GB: Missing add-on: $id

en: scenario_abbreviation^S
en_GB: S

en: campaign_abbreviation^C
en_GB: C

en: mp_game_available_slots^Full
en_GB: Full

en: vision^none
en_GB: none

en: time limit^none
en_GB: none

en: The nickname ‘$nick’ is inactive. You cannot claim ownership of this nickname until you activate your account via email or ask an administrator to do it for you.
en_GB: The nickname ‘$nick’ is inactive. You cannot claim ownership of this nickname until you activate your account via e-mail or ask an administrator to do it for you.

en: The email address for the nickname ‘$nick’ is banned on this server’s forums for $duration|.
en_GB: The e-mail address for the nickname ‘$nick’ is banned on this server’s forums for $duration|.

en: The email address for the nickname ‘$nick’ is banned on this server’s forums.
en_GB: The e-mail address for the nickname ‘$nick’ is banned on this server’s forums.

en: Carryover percentage:
en_GB: Carry-over percentage:

en: <header>text='Subgroups of units within this group'</header>
en_GB: <header>text='Sub-groups of units within this group'</header>

note: TRANSLATORS: alternative names for command-line commands, only shown if there is at least one of them.
en: command^Alias: | Aliases:
en_GB[0]: Alias:
en_GB[1]: Aliases:

note: TRANSLATORS: These are the arguments accepted by the "idle" command, which must be a side-number and then optionally "on" or "off". As with the command's name, "on" and "off" are hardcoded, and shouldn't change in the translation.
en: command_idle^[<side> [on/off]]
en_GB: [<side> [on/off]]

en: Show fps (Frames Per Second).
en_GB: Show FPS (Frames Per Second).

en: Set the command used by the custom command hotkey
en_GB: Set the command used by the custom command hot-key

en: Toggle overlaying of x,y coordinates on hexes.
en_GB: Toggle overlaying of x,y co-ordinates on hexes.

en: Can't droid invalid side: '$side'.
en_GB: Can't use droid on invalid side: '$side'.

en: Can't droid networked side: '$side'.
en_GB: Can't use droid on networked side: '$side'.

en: Side '$side' is already droided.
en_GB: Side '$side' is already AI controlled.

en: Side '$side' is already not droided.
en_GB: Side '$side' is already human controlled.

en: prompt^Command:
en_GB: Command:

note: TRANSLATORS:  In networked games, this text is shown for other clients, while they wait to receive the content of a global variable from another player. This text will be embedded into a sentence.
en: waiting for^a global variable
en_GB: a global variable

en: maximum^max.
en_GB: max.

en: minimum^min.
en_GB: min.

en: Defense:
en_GB: Defence:

en: weapon^None
en_GB: None

en: Save names should not end on '.gz' or '.bz2'. Please remove the extension.
en_GB: Save names should not end with '.gz' or '.bz2'. Please remove the extension.

en: prefix_milli^m
en_GB: m

en: prefix_micro^µ
en_GB: µ

en: prefix_nano^n
en_GB: n

en: prefix_pico^p
en_GB: p

en: prefix_femto^f
en_GB: f

en: prefix_atto^a
en_GB: a

en: prefix_zepto^z
en_GB: z

en: prefix_yocto^y
en_GB: y

note: TRANSLATORS: Translate the K in KiB only
en: prefix_kibi^K
en_GB: K

en: prefix_kilo^k
en_GB: k

en: prefix_mega^M
en_GB: M

en: prefix_giga^G
en_GB: G

en: prefix_tera^T
en_GB: T

en: prefix_peta^P
en_GB: P

en: prefix_exa^E
en_GB: E

en: prefix_zetta^Z
en_GB: Z

en: prefix_yotta^Y
en_GB: Y

note: TRANSLATORS: Translate the i in (for example) KiB only
en: infix_binary^i
en_GB: i

note: TRANSLATORS: In networked games, this text is shown for other clients, while they wait for an action from another player. This text will be embedded into a sentence.
en: waiting for^input
en_GB: input

en: Hotkey(s):
en_GB: Hot-key(s):

en: female^lawful
en_GB: lawful

en: female^neutral
en_GB: neutral

en: female^chaotic
en_GB: chaotic

en: female^liminal
en_GB: liminal

en: In this tutorial, you will learn what option Widelands offers to adjust your economy. Recommended for players with some experience.
en_GB: In this tutorial, you will learn what options Widelands offers to adjust your economy. Recommended for players with some experience.

en: A few miles in front of Gerion Coast lies a small unnamed island. Until now, you have not seen any reason to sail there, but yesterday a big fireball came from the sky and touched down in its center. Is this a sign of the Gods? You believe it is and you hope that your tribe will find the treasure of this island before other tribes will follow.
en_GB: A few miles in front of Gerion Coast lies a small unnamed island. Until now, you have not seen any reason to sail there, but yesterday a big fireball came from the sky and touched down in its centre. Is this a sign of the Gods? You believe it is and you hope that your tribe will find the treasure of this island before other tribes will follow.

en: Long after a meteor crashed into a couple of mountains, life blossoms in the crater. Two tribes are now fighting for the rich resources.
en_GB: Long after a meteor crashed into the mountains, life blossoms in the crater. Two tribes are now fighting for the rich resources.

en: Four tribes struggle with their nearest neighbor to be the first to reach the mountain of gold that promises riches beyond belief. But can the two remaining ones share the resources wisely?
en_GB: Four tribes struggle with their nearest neighbour to be the first to reach the mountain of gold that promises riches beyond belief. But can the two remaining ones share the resources wisely?

en: The breath-taking beauty of these emerald lands has lured many tribes into an attempt to take them for themselves.
en_GB: The breathtaking beauty of these emerald lands has lured many tribes into an attempt to take them for themselves.

en: Is this a test by the Gods or an evil plan by someone else, that you and your tribe woke up on this island among fire and lava? Until now it seems as if you are alone, but no-one knows what might happen if you met an opposing tribe?
en_GB: Is this a test by the Gods or an evil plan by someone else, that you and your tribe woke up on this island among fire and lava? Until now it seems as if you are alone, but no-one knows what might happen if you met an opposing tribe.

en: Well protected in their mighty fortresses, four power-hungry warlords are completing their schemes to dominate these lands…
en_GB: Well-protected in their mighty fortresses, four power-hungry warlords are completing their schemes to dominate these lands…

en: For centuries, you’ve lived peacefully side by side with the other tribe on the neighboring island. This peace seems to come to an end now – your neighbor has begun to expand.
en_GB: For centuries, you’ve lived peacefully side by side with the other tribe on the neighbouring island. This peace seems to come to an end now – your neighbour has begun to expand.

en: A special tournament in Atlantean culture is the so-called ‘Island Hopping’, where two or more groups try to reach the center island as fast as possible, to be the first erecting a castle on the top of the central mountain.
en_GB: A special tournament in Atlantean culture is the so-called ‘Island Hopping’, where two or more groups try to reach the centre island as fast as possible, to be the first erecting a castle on the top of the central mountain.

en: Your well established smuggling routes suddenly got busy: two other tribes have appeared and now a rivalry among smugglers has started. Which team will be the first to smuggle a certain number of wares?
en_GB: Your well-established smuggling routes suddenly got busy: two other tribes have appeared and now a rivalry among smugglers has started. Which team will be the first to smuggle a certain number of wares?

en: A mystical land, full of different landscapes, which are all crossed by a handful of big rivers.
en_GB: A mystical land, full of different landscapes, crossed by several large rivers.

en: Some say that impenetrable lands to the far north scared away even the most courageous settlers and the bravest of the brave warriors. Big and old forests, full of big and predatory game, cut across by wetlands and hills were shrouded in mystery. The ones who had managed to come back mentioned tremendous buildings, decorated with carvings and gold from majestic mountain ranges somewhere amongst the wilderness. Dozens of years after only some crumbly ruins remain of these good old times, covered with moss and trees. Their shapes give only an idea about the craftsmanship of ancient constructors. Nobody knows why they (have) disappeared. Nobody knows why. People say that now nothing is blocking the road to wealth. But many will die pulled apart by wolves, engulfed by swamp… encircled by hostile tribes.
en_GB: Some say that impenetrable lands to the far north scared away even the most courageous settlers and the bravest of the brave warriors. Big and old forests, full of big and predatory game, cut across by wetlands and hills were shrouded in mystery. The ones who had managed to come back mentioned tremendous buildings, decorated with carvings and gold from majestic mountain ranges somewhere amongst the wilderness. Dozens of years after only some crumbly ruins remain of these good old times, covered with moss and trees. Their shapes give only an idea about the craftsmanship of ancient constructors. Nobody knows why they disappeared. People say that now nothing is blocking the road to wealth. But many will die pulled apart by wolves, engulfed by swamp… encircled by hostile tribes.

en: There is something mystical like a gray atmosphere around these three oases, which no one has found out about yet. Perhaps you will be the one, but be aware of the others who are searching too!
en_GB: There is something mystical like a grey atmosphere around these three oases, which no one has found out about yet. Perhaps you will be the one, but be aware of the others who are searching too!

en: The four mighty harbors of the Craw Islands have been trading their goods among each other for ages. All of them needed resources that they could not produce in their own territory and in exchange provided other resources to those that could not produce them. Based on these trades, a very friendly commerce was common between the four harbors and the people living on the Craw Islands – until recently, when two of the harbors united to form an exclusive trade alliance, forcing the other two to do the same. Suddenly, it seems only a matter of time before the first fights between the harbors will shatter the peaceful life that has lasted for so long…
en_GB: The four mighty harbours of the Craw Islands have been trading their goods among each other for ages. All of them needed resources that they could not produce in their own territory and in exchange provided other resources to those that could not produce them. Based on these trades, a very friendly commerce was common between the four harbours and the people living on the Craw Islands – until recently, when two of the harbours united to form an exclusive trade alliance, forcing the other two to do the same. Suddenly, it seems only a matter of time before the first fights between the harbours will shatter the peaceful life that has lasted for so long…

en: Many beautiful, green islands await the ones brave enough to pass the thousand waves, twinkling in the sun.
en_GB: Many beautiful green islands await those brave enough to pass the thousand waves, twinkling in the sun.

en: It seems as if this magical valley has been inhabited by wisents since the beginning of days. When your tribe came to this place, you were sure that it offered enough space for a peaceful life. But can your tribe live in peace with your neighbors?
en_GB: It seems as if this magical valley has been inhabited by wisents since the beginning of days. When your tribe came to this place, you were sure that it offered enough space for a peaceful life. But can your tribe live in peace with your neighbours?

en: The black player is surrounded in the center with no resources, so there are three different ways to use this map: without the black player for a normal 4 players’ map, with a black AI to add a complication to the expansion of the other players, or you can play as a challenge with the black player against the other 4 (VERY difficult).
en_GB: The black player is surrounded in the centre with no resources, so there are three different ways to use this map: without the black player for a normal 4 players’ map, with a black AI to add a complication to the expansion of the other players, or you can play as a challenge with the black player against the other 4 (VERY difficult).

en: Defeat Lanissa and capture the ancient castle.
en_GB: Defeat Lanissa and capture the Ancient Castle.

en: By the Gods! One of our scouts has discovered a mighty castle at the center of the old plateau. The castle must be quite old and seems to have been built in a foreign style. It’s quite obvious that this is not barbarian craft.
en_GB: By the Gods! One of our scouts has discovered a mighty castle at the centre of the old plateau. The castle must be quite old and seems to have been built in a foreign style. It’s quite obvious that this is not barbarian craft.

en: Wonderful! Our troops have finally defeated Lanissa and her soldiers. The ancient castle is ours!
en_GB: Wonderful! Our troops have finally defeated Lanissa and her soldiers. The Ancient Castle is ours!

en: If you finish a castle in the target area on the second island, you will get a third headquarters on the third island. You must build a castle at the center of the third island and hold it for 20 minutes to win the game.
en_GB: If you finish a castle in the target area on the second island, you will get a third headquarters on the third island. You must build a castle at the centre of the third island and hold it for 20 minutes to win the game.

en: A sending spot
en_GB: A sending end

en: A receiving spot
en_GB: A receiving end

en: Food is very important for mines and military training areas. Establish a well working food environment by building at least one farm, one blackroot farm and a mill. The two kinds of flour together with water from a well will be baked into bread in a bakery, so build a bakery and a well, too.
en_GB: Food is very important for mines and military training areas. Establish a well-working food environment by building at least one farm, one blackroot farm and a mill. The two kinds of flour together with water from a well will be baked into bread in a bakery, so build a bakery and a well, too.

en: The other two important food wares are smoked fish and smoked meat. Raw meat is delivered from a hunter. A fisher gets the fish out of the sea while a fish breeder makes sure that a school of fish does not go extinct by breeding more. Make sure that there are always fish left, otherwise the fish breeder won’t be able to breed new ones. The smoking happens in a smokery, you will need at least two of those.
en_GB: The other two important food wares are smoked fish and smoked meat. Raw meat is delivered from a hunter. A fisherman gets the fish out of the sea while a fish breeder makes sure that a school of fish does not go extinct by breeding more. Make sure that there are always fish left, otherwise the fish breeder won’t be able to breed new ones. The smoking happens in a smokery, you will need at least two of those.

en: Build a mill to make cornmeal and blackroot flour
en_GB: Build a mill to make cornflour and blackroot flour

en: Build a bakery to bake bread from cornmeal, blackroot flour and water
en_GB: Build a bakery to bake bread from cornflour, blackroot flour and water

en: Build a fisher’s house close to water to get raw fish
en_GB: Build a fisherman’s house close to water to get raw fish

en: Build a fish breeder’s house close to the fisher to make sure the fish do not die out
en_GB: Build a fish breeder’s house close to the fisherman to make sure the fish do not die out

en: The ores have to be smelted at a smelting works before they can be used. The refined materials are then used in the weapon smithy, the armor smithy and the toolsmithy.
en_GB: The ores have to be smelted at a smelting works before they can be used. The refined materials are then used in the weapon smithy, the armour smithy and the toolsmithy.

en: Build an armor smithy and a weapon smithy
en_GB: Build an armour smithy and a weapon smithy

en: Like all other tribes, the Atlanteans are also able to train soldiers: the dungeon trains attack – the major attribute of the Atlanteans – and the labyrinth trains evasion, health and defense. The items produced by the industry are used to train better soldiers in the two training sites.
en_GB: Like all other tribes, the Atlanteans are also able to train soldiers: the dungeon trains attack – the major attribute of the Atlanteans – and the labyrinth trains evasion, health and defence. The items produced by the industry are used to train better soldiers in the two training sites.

en: Build 3 ships to escape from the island
en_GB: Build three ships to escape from the island

en: Favored by the God
en_GB: Favoured by the God

note: TRANSLATORS: Loftomor
en: May Satul warm you, Jundlina! The most important things for building a settlement are the building materials. There are some trees here, so we should build housings for some woodcutters and of course also for foresters, so we will not run out of trees. Oh, and we mustn’t forget the sawmill, for most buildings can’t be made out of logs alone. Stronger buildings also need granite, but there is plenty to the north-east of here; we just need to build a quarry, and my stonemasons will go to work promptly.
en_GB: May Satul warm you, Jundlina! The most important things for building a settlement are the building materials. There are some trees here, so we should build housings for some woodcutter's and of course also for foresters, so we will not run out of trees. Oh, and we mustn’t forget the sawmill, for most buildings can’t be made out of logs alone. Stronger buildings also need granite, but there is plenty to the north-east of here; we just need to build a quarry, and my stonemasons will go to work promptly.

note: TRANSLATORS: Jundlina
en: May Satul warm you too, Colionder. Yes, I wondered if there is a way that we could centralize our food production. We lose a lot of productivity because our people are accustomed to making their own food. I feel if we could split responsibilities, it would be better for us all. I want your thoughts on this.
en_GB: May Satul warm you too, Colionder. Yes, I wondered if there is a way that we could centralise our food production. We lose a lot of productivity because our people are accustomed to making their own food. I feel if we could split responsibilities, it would be better for us all. I want your thoughts on this.

note: TRANSLATORS: Colionder
en: But we might find a compromise in between: for me, making bread is a troublesome task. Grinding the blackroots and corn to flour and then baking the bread is tedious and boring; I feel a more industrial approach would be helpful here. I for one would love to just have fresh bread delivered to my house every day.
en_GB: But we might find a compromise in between: for me, making bread is a troublesome task. Grinding the blackroot and corn to flour and then baking the bread is tedious and boring; I feel a more industrial approach would be helpful here. I for one would love to just have fresh bread delivered to my house every day.

note: TRANSLATORS: Sidolus
en: May Satul warm you, Jundlina. Have you considered mining for resources in the mountains around us? We are running short of quartz and diamonds for our buildings. Also, we could use more iron, gold and especially coal. If we find an ample supply of those commodities, we could start producing weapons and tools; this would help enormously. Of course, we would need smelters, a weapon smithy, an armor smithy and a toolsmithy. And maybe even more.
en_GB: May Satul warm you, Jundlina. Have you considered mining for resources in the mountains around us? We are running short of quartz and diamonds for our buildings. Also, we could use more iron, gold and especially coal. If we find an ample supply of those commodities, we could start producing weapons and tools; this would help enormously. Of course, we would need smelters, a weapon smithy, an armour smithy and a toolsmithy. And maybe even more.

note: TRANSLATORS: Jundlina
en: I do not fear the cost and labor as long as it keeps your people at bay. You shall get your buildings. But note that I will not tolerate any rogue soldier; if similar things happen again, I will make you responsible for them. Dismissed.
en_GB: I do not fear the cost and labour as long as it keeps your people at bay. You shall get your buildings. But note that I will not tolerate any rogue soldier; if similar things happen again, I will make you responsible for them. Dismissed.

note: TRANSLATORS: Jundlina
en: We found one more building of this strange making. We have yet to see any of its builders. But obviously there has been a community on this island before and obviously it was militarized. I have to check on our military status with my generals. I will not allow that a potential enemy will find us unprepared.
en_GB: We found one more building of this strange making. We have yet to see any of its builders. But obviously there has been a community on this island before and obviously it was militarised. I have to check on our military status with my generals. I will not allow that a potential enemy will find us unprepared.

en: To do so, place a flag up on the mountain’s flank to the east (on mountain terrain though, not mountain meadow). When you click on the new flag, you can send geologists there. Because the flag is on a mountain, the geologists will search for ores; otherwise, they would search for water. Then build a mine for both kinds of resources that they will find, choosing the appropriate mine to be built:
en_GB: To do so, plant a flag up on the mountain’s flank to the east (on mountain terrain though, not mountain meadow). When you click on the new flag, you can send geologists there. Because the flag is on a mountain, the geologists will search for ores; otherwise, they would search for water. Then build a mine for both kinds of resources that they will find, choosing the appropriate mine to be built:

en: In order to call a geologist to search for water, click on a flag in the area that you want him to search and then on the button labeled ‘Send geologist to explore site’.
en_GB: In order to call a geologist to search for water, click on a flag in the area that you want him to search and then on the button labelled ‘Send geologist to explore site’.

note: TRANSLATORS: Khantrukh
en: Khantrukh nods satisfied…
en_GB: Khantrukh nods, satisfied…

en: Thron recognizes…
en_GB: Thron recognises…

note: TRANSLATORS: Khantrukh
en: Wonderful! Our roofs are not dripping anymore, and we have all the material we need for, well, whichever monumental building we see fit!
en_GB: Wonderful! Our roofs are not dripping any more, and we have all the material we need for, well, whichever monumental building we see fit!

note: TRANSLATORS: Thron
en: The winter is upon us. Many of us are suffering from the cold, yet we must endure. The day we may return cannot be far anymore – it must not be far anymore.
en_GB: The winter is upon us. Many of us are suffering from the cold, yet we must endure. The day we may return cannot be far any more – it must not be far any more.

en: Build a fisher’s hut
en_GB: Build a fisherman’s hut

en: Enhance your metal workshop to an ax workshop in order to produce weapons, and build up a second metal workshop to ensure the production of tools. When the blacksmith reaches his next level (master blacksmith), you can even enhance the ax workshop to a war mill, which will produce additional weapons.
en_GB: Enhance your metal workshop to an axe workshop in order to produce weapons, and build up a second metal workshop to ensure the production of tools. When the blacksmith reaches his next level (master blacksmith), you can even enhance the axe workshop to a war mill, which will produce additional weapons.

en: Build a helm smithy to the west of the mountains to provide your soldiers with better armor.
en_GB: Build a helm smithy to the west of the mountains to provide your soldiers with better armour.

en: Barracks train basic soldiers while training sites like a training camp or a battle arena are used for training soldiers in their different attributes. These attributes are important in fights and the better a soldier is, the higher is the chance to win a fight.
en_GB: Barracks train basic soldiers while training sites like a training camp or a battle arena are used for training soldiers in their different attributes. These attributes are important in fights and the better a soldier is, the higher chance they have to win a fight.

en: The attributes are: health, attack, defense and evade.
en_GB: The attributes are: health, attack, defence and evade.

note: TRANSLATORS: Boldreth
en: The BASTARD! Only one man of our frontier patrol came back alive. He carried a message from Kalitath, telling us that he will punish every move of our troops with their own blood! We cannot accept this behavior. From now on, there is war between Kalitath and us!
en_GB: The BASTARD! Only one man of our frontier patrol came back alive. He carried a message from Kalitath, telling us that he will punish every move of our troops with their own blood! We cannot accept this behaviour. From now on, there is war between Kalitath and us!

note: TRANSLATORS: Khantrukh
en: Boldreth is right! We don’t have enough food to survive a long, cold winter. We should start building a well, a fisher’s and a hunter’s hut. And if we find enough space, we should as well build up a farm and a bakery! One of our farmers seems to be very clever – he already got some crops to grow in this cold soil.
en_GB: Boldreth is right! We don’t have enough food to survive a long, cold winter. We should start building a well, a fishermen’s hut and a hunter’s hut. And if we find enough space, we should also build a farm and a bakery! One of our farmers seems to be very clever – he already managed to grow some crops in this cold soil.

note: TRANSLATORS: Thron
en: Khantrukh has just informed me that our basic food economy was built up successfully. Finally, none of us has to fear starvation anymore.
en_GB: Khantrukh has just informed me that our basic food economy was built up successfully. Finally, none of us has to fear starvation any more.

note: TRANSLATORS: Boldreth
en: Thron told me that he discovered tracks in the snow to the northeast of our settlement. He has instructed us to build a tower, to have a greater visual range over the area around our hall to protect our people from sudden attacks.
en_GB: Thron told me that he discovered tracks in the snow to the north-east of our settlement. He has instructed us to build a tower, to have a greater visual range over the area around our hall to protect our people from sudden attacks.

note: TRANSLATORS: Thron
en: I just got informed that our mining economy has started its work. This news brought a smile to my face – even if the hardest part is still waiting to be done, now that our smiths will give their best to further ease our lives.
en_GB: I was just informed that our mining economy has started its work. This news brought a smile to my face – even if the hardest part is still waiting to be done, now that our smiths will give their best to further ease our lives.

note: TRANSLATORS: Thron
en: When the young sun rises above the trees tomorrow morning, I will order the assault. By dusk, I will celebrate my victory in the wooden halls of the warlord and sacrifice a newborn lamb in the honor of my father, whose eyes are set upon me today.
en_GB: When the young sun rises above the trees tomorrow morning, I will order the assault. By dusk, I will celebrate my victory in the wooden halls of the warlord and sacrifice a newborn lamb in the honour of my father, whose eyes are set upon me today.

en: Build 2 lumberjack’s houses and a sawmill
en_GB: Build two lumberjack’s houses and a sawmill

en: Build three lumberjack’s houses, a forester’s house and a sawmill.
en_GB: Build three woodcutter's hut's, a forester’s hut and a sawmill.

en: Protect Your Colony
en_GB: Protect Your colony

en: Build a stonemason’s house and then a complete mining and production infrastructure (coal mine and / or charcoal kiln, iron mine, toolsmithy, weapon smithy, armor smithy and smelting works).
en_GB: Build a stonemason’s house and then a complete mining and production infrastructure (coal mine and / or charcoal kiln, iron mine, toolsmithy, weapon smithy, armour smithy and smelting works).

note: TRANSLATORS: Saledus
en: It would be a good source for bolstering our supply of quality marble, beyond the meager quantities available from the quarry. Perhaps you were right when you said that this island was like paradise.
en_GB: It would be a good source for bolstering our supply of quality marble, beyond the meagre quantities available from the quarry. Perhaps you were right when you said that this island was like paradise.

note: TRANSLATORS: Saledus
en: By the Gods, this is an unbelievable stroke of fortune! There are two more mountains, and it seems that one has a large quantity of coal and the other of iron ore. I advise you to immediately build iron and coal mines (or at least charcoal kilns), smelting works, toolsmithies, armor and weapon smithies.
en_GB: By the Gods, this is an unbelievable stroke of fortune! There are two more mountains, and it seems that one has a large quantity of coal and the other of iron ore. I advise you to immediately build iron and coal mines (or at least charcoal kilns), smelting works, toolsmithies, armour and weapon smithies.

en: Build a lumberjack’s house, a sawmill and a stonemason’s house
en_GB: Build a woodcutter’s hut, a sawmill and a stonemason’s house

en: Lumberjack, Sawmill and Stonemason
en_GB: Woodcutter, Sawmill and Stonemason

en: Build a lumberjack’s house, a sawmill and a stonemason’s house as soon as there is enough space for them. This will complete the basic building material supply chain.
en_GB: Build a woodcutter’s hut, a sawmill and a stonemason’s house as soon as there is enough space for them. This will complete the basic building material supply chain.

en: Produce at least six bars of gold to be able to colonize your vicinity.
en_GB: Produce at least six bars of gold to be able to colonise your vicinity.

note: TRANSLATORS: Lutius - Diary
en: Finally, we were set towards Fremil again. I couldn’t await the chance to clear my records of this big defeat by the Barbarians.
en_GB: Finally, we were set to sail to Fremil again. I couldn’t await the chance to clear my records of the big defeat by the Barbarians.

note: TRANSLATORS: Amalea
en: Additionally, this would gain us some granite and some marble to build up our new world. We can use them as soon as there will finally be enough space for buildings.
en_GB: Additionally, this would gain us some granite and some marble to build up our new world. We can use them as soon as there is enough space for more buildings.

note: TRANSLATORS: Amalea
en: Good news from the people, Lutius. I got the message that our first quarry has started its work today.
en_GB: Good news from the people, Lutius. I got the message that our first quarryman has started his work today.

note: TRANSLATORS: Amalea
en: Perhaps it would be a good idea to wait until it has cleared some space and then build up a basic construction material industry.
en_GB: Perhaps it would be a good idea to wait until he has cleared some space and then build up a basic construction material industry.

note: TRANSLATORS: Saledus
en: Sire, I just pondered our way home. It is of utmost importance to build a port for loading our ships and starting an expedition.
en_GB: Sire, I just pondered about our way home. It is of utmost importance to build a port for loading our ships and starting an expedition.

note: TRANSLATORS: Saledus
en: I think I have heard the wind carrying some weird but well known sounds from the north. If I’m not totally wrong, I have heard some Barbarian war drums. So, we should better go and have a look at what is going on up there.
en_GB: I think I have heard the wind carrying some weird but well known sounds from the north. If I’m not totally wrong, I have heard some Barbarian war drums. So, we should go and have a look at what is going on up there.

note: TRANSLATORS: Amalea
en: I strongly recommend building a production chain for mining and melting some gold. I think we need a vineyard, a winery, a tavern, a fisher’s house or a hunter’s house and a smelting works. And the mines themselves of course.
en_GB: I strongly recommend building a production chain for mining and smelting some gold. I think we need a vineyard, a winery, a tavern, a fisher’s or a hunter’s house and a smelting works. And the mines themselves of course.

note: TRANSLATORS: Amalea
en: If there are difficulties with building all the buildings needed, we should think about all we have learned so far. We can cut down all the rocks. We should perhaps optimize our roads to free up some building sites, or even dismantle some military buildings to obtain more space for our economy.
en_GB: If there are difficulties with building all the buildings needed, we should think about all we have learned so far. We can cut down all the rocks. We should perhaps optimise our roads to free up some building sites, or even dismantle some military buildings to obtain more space for our economy.

note: TRANSLATORS: Amalea
en: Lutius, we have just solved another problem. We managed to melt enough gold to send out at least three expeditions. Perhaps we might even keep some gold to make some jewelry.
en_GB: Lutius, we have just solved another problem. We managed to smelt enough gold to send out at least three expeditions. Perhaps we might even keep some gold to make some jewellery.

note: TRANSLATORS: Amalea
en: Lutius. I really appreciate that you and Saledus are so concerned about our security. But I think we could use the little space on this island better than by building a lot of military buildings.
en_GB: Lutius. I really appreciate that you and Saledus are so concerned about our security. But I think we could utilise the little space on this island better than by building a lot of military buildings.

note: TRANSLATORS: Amalea
en: Now that our fleet is growing and growing we should discover the complete region. Let’s try to find more land and eventually get more resources.
en_GB: Now that our fleet is growing and growing we should explore the complete region. Let’s try to find more land and eventually get more resources.

en: We need some cloth as well for producing armor in our armor smithy. We need it to build some of the training buildings for our soldiers. And most important and most imminent of all, we need it to send out expeditions.
en_GB: We need some cloth as well for producing armour in our armour smithy. We need it to build some of the training buildings for our soldiers. And most important and most imminent of all, we need it to send out expeditions.

en: The king will be very pleased with our victory.
en_GB: The emporer will be very pleased with our victory.

en: Build at least 3 lumberjack’s houses and 2 quarries
en_GB: Build at least 3 woodcutter’s houses and 2 quarries

en: Quarries and Lumberjacks
en_GB: Quarries and woodcutters

en: Build at least three lumberjack’s houses and two quarries to renew your building material supply chain.
en_GB: Build at least three woodcutter’s houses and two quarries to renew your building material supply chain.

en: Build Two New Forester’s Houses
en_GB: Build two new forester’s houses

en: End the Barbarian intrusion into your very own part of the world.
en_GB: End the Barbarian intrusion into your part of the world.

en: Build 2 charcoal kiln
en_GB: Build 2 charcoal kilns

en: Build Two Charcoal Kilns
en_GB: Build two charcoal kilns

note: TRANSLATORS: Amalea
en: One of our lumberjacks told me that the reproduction of our forests is far behind his experience and expectations. So, I took a close look at our foresters’ performance.
en_GB: One of our woodcutters told me that the reproduction of our forests is far behind his experience and expectations. So, I took a close look at our foresters’ performance.

note: TRANSLATORS: Amalea
en: Well, Lutius, we have just solved another weird behavior in our economy. Now our lumberjacks should be supplied with enough trees to enhance our economy.
en_GB: Well, Lutius, we have just solved another weird behavior in our economy. Now our woodcutters should be supplied with enough trees to enhance our economy.

note: TRANSLATORS: Amalea
en: And you wouldn’t believe it, but nobody knows how to improve the technology or how to build more efficient buildings. I only heard some rumors about a monastery in the north where the priestesses are supposed to possess some knowledge about improved technologies.
en_GB: And you wouldn’t believe it, but nobody knows how to improve the technology or how to build more efficient buildings. I only heard some rumours about a monastery in the north where the priestesses are supposed to possess some knowledge about improved technologies.

note: TRANSLATORS: Amalea
en: The only problem might be that it will take significant time to collect all the wares. In particular, we will need to shorten the supply to our mines drastically. This will give us a real drawback in metal production.
en_GB: The only problem might be that it will take significant time to collect all the wares. In particular, we will need to shorten the supply to our mines drastically. This will be a real drawback in metal production.

note: TRANSLATORS: Amalea
en: As soon as we have melted some iron, we need to start producing tools. Perhaps we should control the production of them via the economy settings. In the meantime, we can start raising the buildings that we need most urgently. I think we are still lacking a vineyard in our economy.
en_GB: As soon as we have smelted some iron, we need to start producing tools. Perhaps we should control the production of them via the economy settings. In the meantime, we can start raising the buildings that we need most urgently. I think we are still lacking a vineyard in our economy.

en: Amalea Analyzes the Economy
en_GB: Amalea analyses the economy

note: TRANSLATORS: Amalea
en: Look Lutius, I have just analyzed our economy somewhat further. I think there might be a problem with our farms. They don’t show any productivity although there is enough space to plant wheat.
en_GB: Look Lutius, I have just analysed our economy somewhat further. I think there might be a problem with our farms. They don’t show any productivity although there is enough space to plant wheat.

note: TRANSLATORS: Amalea
en: Therefore I took the freedom to restrict our current building options to the lumberjack’s house until we have gained enough building materials by dismantling the ineffective buildings.
en_GB: Therefore I took the freedom to restrict our current building options to the woodcutter’s house until we have gained enough building materials by dismantling the ineffective buildings.

note: TRANSLATORS: Amalea
en: Look Brother, I have just realized we haven’t cleared the road network yet. I think we should do so very quickly to free enough space for new buildings.
en_GB: Look Brother, I have just realised we haven’t cleared the road network yet. I think we should do so very quickly to free enough space for new buildings.

note: TRANSLATORS: Saledus
en: Sire, after training a bunch of recruits, our trainers conferred with our builders and developed better and more efficient training buildings together.
en_GB: Sire, after training a bunch of recruits, our trainers conferred with our builders and developed better and more efficient training buildings altogether.

en: Build an iron mine, a furnace, a blacksmithy and a small armor smithy.
en_GB: Build an iron mine, a furnace, a blacksmithy and a small armour smithy.

note: TRANSLATORS: Hauke – build a warehouse
en: We are expanding our territory further and further to the east, and wares need to be transported over longer distances. We should build warehouses near our eastern border in certain distances and preferably store construction materials in the easternmost one. Our headquarters is too far in the west to be useful for long-time ware storage.
en_GB: We are expanding our territory further and further to the east, and wares need to be transported over longer distances. We should build warehouses near our eastern border at regular intervals and preferably store construction materials in the easternmost one. Our headquarters is too far in the west to be useful for long-time ware storage.

note: TRANSLATORS: Reebaud – mining economy
en: Build an iron mine and perhaps a gold mine. As they produce only ores, we will need a furnace to smelt them. Also build a blacksmithy to ensure we won’t run out of tools – and yes, a small armor smithy as well. It produces helmets as well as swords. I hope we won’t meet enemies here, but it’s better to be prepared.
en_GB: Build an iron mine and perhaps a gold mine. As they produce only ores, we will need a furnace to smelt them. Also build a blacksmithy to ensure we won’t run out of tools – and yes, a small armour smithy as well. It produces helmets as well as swords. I hope we won’t meet enemies here, but it’s better to be prepared.

note: TRANSLATORS: Reebaud – recruit 1
en: We could use these weapons to equip some new soldiers. I hope we won’t find enemies here, but it is always better to be prepared. New soldiers are equipped in a barracks with a short sword and a fur garment, the uniform of all honorable warriors.
en_GB: We could use these weapons to equip some new soldiers. I hope we won’t find enemies here, but it is always better to be prepared. New soldiers are equipped in a barracks with a short sword and a fur garment, the uniform of all honourable warriors.

note: TRANSLATORS: Hauke – recruit 2
en: I advise to build all those buildings within a short distance of each other, and to construct two warehouses nearby: One should be set to store only weapons, armor, ores, metal and coal; the other to store building materials.
en_GB: I advise to build all those buildings within a short distance of each other, and to construct two warehouses nearby: One should be set to store only weapons, armour, ores, metal and coal; the other to store building materials.

note: TRANSLATORS: Reebaud – train soldiers 2
en: Soldiers are trained in two steps in defense and health. They get fur garments studded with iron and also gold to cushion blows; and helmets forged from iron, and gold as well, to lengthen their life in battle.
en_GB: Soldiers are trained in two steps in defence and health. They get fur garments studded with iron and also gold to cushion blows; and helmets forged from iron, and gold as well, to lengthen their life in battle.

en: Planning a training center
en_GB: Planning a training centre

note: TRANSLATORS: Hauke – train soldiers 3
en: We should build these buildings close to the barracks, since it is, as I already mentioned earlier, much more efficient to centralize all our military facilities in one recruiting and training center, than if they were strewn out over a long distance. Build a third warehouse there which will store only the food needed for training.
en_GB: We should build these buildings close to the barracks, since it is, as I already mentioned earlier, much more efficient to centralise all our military facilities in one recruiting and training centre, than if they were strewn out over a long distance. Build a third warehouse there which will store only the food needed for training.

note: TRANSLATORS: Hauke – train soldiers 3
en: I recommend to train at least one soldier to the highest level in health, defense and attack. Until then, the enemy is just too strong for us.
en_GB: I recommend to train at least one soldier to the highest level in health, defence and attack. Until then, the enemy is just too strong for us.

en: When soldiers train, their old weapons are discarded. They can be turned into metal in a recycling center. Use the weapons in the store to train soldiers and recycle some scrap metal.
en_GB: When soldiers train, their old weapons are discarded. They can be turned into metal in a recycling centre. Use the weapons in the store to train soldiers and recycle some scrap metal.

note: TRANSLATORS: Murilius – Supplied Murilius. Murilius’s plan is to use the player as cannon fodder, while he himself only attacks when he has no choice
en: Now I permit you to assist us in conquering the barbarians, who live in a sheltered valley northwest to us. I charge you, expand along the northern end of the mountains enclosing this outpost; you will find the barbarians there – attack them! We will fend off attacks launched by the enemy.
en_GB: Now I permit you to assist us in conquering the barbarians, who live in a sheltered valley northwest of us. I charge you, expand along the northern end of the mountains enclosing this outpost; you will find the barbarians there – attack them! We will fend off attacks launched by the enemy.

en: You will usually start the game with one headquarters. This is the big building with the blue flag in front of it. The headquarters is a warehouse that stores wares, workers and soldiers. Some wares are needed for building houses, others for making other wares. Obviously, the wares in the headquarters will not last forever, so you must make sure to replace them. The most important wares in the early game are the basic construction wares: logs and granite. Let’s make sure that we do not run out of logs. For this, we need a lumberjack and a hut for him to stay in.
en_GB: You will usually start the game with one headquarters. This is the big building with the blue flag in front of it. The headquarters is a warehouse that stores wares, workers and soldiers. Some wares are needed for building houses, others for making other wares. Obviously, the wares in the headquarters will not last forever, so you must make sure to replace them. The most important wares in the early game are the basic construction wares: logs and granite. Let’s make sure that we do not run out of logs. For this, we need a woodcutter and a hut for him to stay in.

en: Lumberjack’s Spot
en_GB: Woodcutter’s Spot

en: There you go. I will explain about all those symbols in a minute. First, let me show you how to make a lumberjack’s hut and how to connect it with a road. There is a sweet spot for a lumberjack right next to those trees. I’ll describe the steps I will take and then ask you to click on the ‘OK’ button for me to demonstrate.
en_GB: There you go. I will explain about all those symbols in a minute. First, let me show you how to make a woodcutter’s hut and how to connect it with a road. There is a sweet spot for a woodcutter right next to those trees. I’ll describe the steps I will take and then ask you to click on the ‘OK’ button for me to demonstrate.

en: Building the Lumberjack
en_GB: Building the Woodcutter

en: First, I’ll left-click on the symbol where I want the lumberjack’s hut to be built. A window will appear where I can choose between buildings. Because I’ll click a yellow house symbol – which means that its field can house medium and small buildings – I am presented with all the medium buildings that I can build. The lumberjack’s hut is a small building, so I will go on to select the small buildings tab. Then I’ll choose the lumberjack’s hut.
en_GB: First, I’ll left-click on the symbol where I want the woodcutter’s hut to be built. A window will appear where I can choose between buildings. Because I’ll click a yellow house symbol – which means that its field can house medium and small buildings – I am presented with all the medium buildings that I can build. The woodcutter’s hut is a small building, so I will go on to select the small buildings tab. Then I’ll choose the woodcutter’s hut.

en: That won’t do yet. I still need to connect the lumberjack’s hut to the rest of my road network. After ordering the construction site, I was automatically put into road building mode, so all I have to do is click on the blue flag in front of my headquarters.
en_GB: That won’t do yet. I still need to connect the woodcutter’s hut to the rest of my road network. After ordering the construction site, I was automatically put into road building mode, so all I have to do is click on the blue flag in front of my headquarters.

en: That won’t do yet. I still need to connect the lumberjack’s hut to the rest of my road network. You have disabled the option ‘Start building road after placing a flag’ (to change that, choose ‘Options’ in the Widelands main menu). Therefore, I have entered the road building mode manually. I will tell you later how to do that. To build the road, all I have to do now is click on the blue flag in front of my headquarters.
en_GB: That won’t do yet. I still need to connect the woodcutter’s hut to the rest of my road network. You have disabled the option ‘Start building road after planting a flag’ (to change that, choose ‘Options’ in the Widelands main menu). Therefore, I have entered the road building mode manually. I will tell you later how to do that. To build the road, all I have to do now is click on the blue flag in front of my headquarters.

en: Waiting for the Lumberjack to Go Up
en_GB: Waiting for the Woodcutter to Go Up

en: Build a flag to divide the road to the lumberjack
en_GB: Plant a flag to divide the road to the woodcutter

en: Build a Flag on the Road
en_GB: Plant a Flag on the Road

en: Build a blue flag now in the middle of the road that connects your headquarters to your lumberjack’s hut.
en_GB: Plant a blue flag now in the middle of the road that connects your headquarters to your woodcutter’s hut.

en: Placing Another Flag
en_GB: Planting Another Flag

en: I wanted to teach you how to build new flags, but it seems you have already found out on your own. Well done!
en_GB: I wanted to teach you how to plant new flags, but it seems you have already found out on your own. Well done!

en: Now you have split the road in two parts with a carrier each. This means less work for him and higher efficiency for us. You should therefore always place as many flags as possible on your roads.
en_GB: Now you have split the road in two parts with a carrier each. This means less work for him and higher efficiency for us. You should therefore always plant as many flags as possible on your roads.

en: The Lumberjack’s Hut is Done
en_GB: The Woodcutter’s Hut is Done

en: Excellent. The lumberjack’s hut is done. A lumberjack will now move in and start chopping down trees, so our log income is secured for now. Now on to the granite.
en_GB: Excellent. The woodcutter’s hut is done. A woodcutter will now move in and start chopping down trees, so our log income is secured for now. Now on to the granite.

en: The quarry is a small building like the lumberjack’s hut. You can therefore build it on any field that shows a red, yellow or green house when the building spaces symbols are enabled (Press Space for that).
en_GB: The quarry is a small building like the woodcutters’s hut. You can therefore build it on any field that shows a red, yellow or green house when the building spaces symbols are enabled (Press Space for that).

en: Everything except for big buildings can be built on a yellow house symbol.
en_GB: Everything, except for big buildings, can be built on a yellow house symbol.

en: Now, about this road. I’ll enter the road building mode and then make it longer by one field at a time by left-clicking multiple times on neighboring fields for perfect control over the route the road takes, like so:
en_GB: Now, about this road. I’ll enter the road building mode and then make it longer by one field at a time by left-clicking multiple times on neighbouring fields for perfect control over the route the road takes, like so:

en: Close the messages window now by right-clicking into it.
en_GB: Close the messages window now by right-clicking it.

en: New soldiers are created differently from normal workers: recruits will walk from a warehouse (or your headquarters) to the barracks where they will receive some basic training and become soldiers. Basic Barbarian soldiers do not use armor, they only need an ax.
en_GB: New soldiers are created differently from normal workers: recruits will walk from a warehouse (or your headquarters) to the barracks where they will receive some basic training and become soldiers. Basic Barbarian soldiers do not use armour, they only need an axe.

en: Take a look at the soldiers that are on their way to our military buildings. They look different from normal workers: they have a health bar over their head that displays their remaining health, and they have four symbols, which symbolize the individual soldier’s current levels in the four different categories: health, attack, defense and evade.
en_GB: Take a look at the soldiers that are on their way to our military buildings. They look different from normal workers: they have a health bar over their head that displays their remaining health, and they have four symbols, which symbolize the individual soldier’s current levels in the four different categories: health, attack, defence and evade.

note: TRANSLATORS: the current stats are: 3 health, 5 attack, 0 defense, 2 evade.
en: If a Barbarian soldier is fully trained, he has level %1% health, level %2% attack, level %3% defense and level %4% evade. This is one fearsome warrior then! The individual abilities have the following meaning:
en_GB: If a Barbarian soldier is fully trained, he has level %1% health, level %2% attack, level %3% defence and level %4% evade. This is one fearsome warrior then! The individual abilities have the following meaning:

note: TRANSLATORS: the current stats are: 3%. The calculated health value is 3395 TRANSLATORS: The last two %% after the placeholder are the percent symbol.
en: The defense is the percentage that is subtracted from the attack value. The Barbarians cannot train in this skill and therefore have always defense level 0, which means that the damage is always reduced by %1%%%. If an attacker with an attack value of 3500 points hits a Barbarian soldier, the Barbarian will lose 3500·%2%%% = %3% health.
en_GB: The defence is the percentage that is subtracted from the attack value. The Barbarians cannot train in this skill and therefore have always defence level 0, which means that the damage is always reduced by %1%%%. If an attacker with an attack value of 3500 points hits a Barbarian soldier, the Barbarian will lose 3500·%2%%% = %3% health.

en: When your soldier has reached the highest possible level (in this case level 2), this is indicated by a white background color.
en_GB: When your soldier has reached the highest possible level (in this case level 2), this is indicated by a white background colour.

en: There is a second training site: the training camp. It is a big building too, and to complement the battle arena, it trains attack and health (remember, the Barbarian soldiers cannot be trained in defense).
en_GB: There is a second training site: the training camp. It is a big building too, and to complement the battle arena, it trains attack and health (remember, the Barbarian soldiers cannot be trained in defence).

en: There is another way how you can control the strength of a military building: by the number of soldiers stationed there. Just click on the arrow buttons to decrease or increase the desired number of soldiers. Every building has a maximum capacity. In case of the barrier, it is five, for example.
en_GB: There is another way to control the strength of a military building: by the number of soldiers stationed there. Just click on the arrow buttons to decrease or increase the desired number of soldiers. Every building has a maximum capacity. In case of the barrier, it is five, for example.

en: This is the building statistics window. It shows you all buildings you can own, sorted by their size.
en_GB: This is the building statistics window. It shows you all buildings you own, sorted by their size.

en: ‘2/4’ below your sentry: For military buildings, the stationed soldiers are shown instead of a productivity. You want to have four soldiers in your sentries, but only two soldiers are stationed in this kind of building. This leaves two vacant positions – we really need more soldiers.
en_GB: ‘2/4’ below your sentry: For military buildings, the stationed soldiers are shown instead of productivity. You want to have four soldiers in your sentries, but only two soldiers are stationed in this kind of building. This leaves two vacant positions – we really need more soldiers.

en: In both cases, the color (green - yellow - red) signals you how good the value is.
en_GB: In both cases, the colour (green - yellow - red) signals you how good the value is.

en: Widelands is nearly feature complete and is much fun to play alone and even more in multiplayer with others. Still, there is always more work to be done in all areas. If you are interested in contributing – be it by making graphics, fixing bugs or adding new features, translating the game into your language or creating new maps – get in touch on our homepage.
en_GB: Widelands is nearly feature-complete and is much fun to play alone and even more in multiplayer with others. Still, there is always more work to be done in all areas. If you are interested in contributing – be it by making graphics, fixing bugs or adding new features, translating the game into your language or creating new maps – get in touch on our homepage.

en: Using the Watch Replay option in the main menu, a previously played game will be precisely reconstructed for you to watch. Note, however, that even small changes in the game data files or the Widelands executable can cause a replay to become incompatible and to ‘go out of sync’. This is similar to how network games will suffer from desynchronization problems if one of the players has a different version of the game.
en_GB: Using the Watch Replay option in the main menu, a previously played game will be precisely reconstructed for you to watch. Note, however, that even small changes in the game data files or the Widelands executable can cause a replay to become incompatible and to ‘go out of sync’. This is similar to how network games will suffer from desynchronisation problems if one of the players has a different version of the game.

en: The player with the color of the flag. If more than one client selected the same color, these share control over the player (‘shared kingdom mode’).
en_GB: The player with the colour of the flag. If more than one client selected the same colour, these share control over the player (‘shared kingdom mode’).

en: Set as shared in starting position for another player.
en_GB: Set as shared-in starting position for another player.

en: You can place a big building on any node where you could place a medium building if there is no obstacle or non-arable terrain towards the west, northwest and northeast.
en_GB: You can place a large building on any node where you could place a medium building if there is no obstacle or non-arable terrain towards the west, north-west and north east.

[ctx: atlanteans_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Armor Smithy
en_GB: Armour Smithy

en: Main Coal Vein Exhausted
en_GB: Main Coal Seam Exhausted

[ctx: atlanteans_building]
en: This coal mine’s main vein is exhausted. Expect strongly diminished returns on investment. You should consider dismantling or destroying it.
en_GB: This coal mine’s main seam is exhausted. Expect strongly diminished returns on investment. You should consider dismantling or destroying it.

[ctx: atlanteans_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Fish Breeder’s House
en_GB: Fish Breeder's House

[ctx: atlanteans_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Forester’s House
en_GB: Forester's House

[ctx: atlanteans_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Hunter’s House
en_GB: Hunter's House

[ctx: atlanteans_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Smokery
en_GB: Smokehouse

[ctx: atlanteans_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Woodcutter’s House
en_GB: Woodcutter's House

[ctx: barbarians_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Ax Workshop
en_GB: Axe Workshop

note: TRANSLATORS: Completed/Skipped/Did not start forging an ax because ...
en: forging an ax
en_GB: forging an axe

note: TRANSLATORS: Completed/Skipped/Did not start forging a sharp ax because ...
en: forging a sharp ax
en_GB: forging a sharp axe

note: TRANSLATORS: Completed/Skipped/Did not start forging a broad ax because ...
en: forging a broad ax
en_GB: forging a broad axe

[ctx: barbarians_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Big Inn
en_GB: Large Inn

[ctx: barbarians_building]
en: This coal mine’s main vein is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.
en_GB: This coal mine’s main seam is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.

[ctx: barbarians_building]
en: This coal mine’s main vein is exhausted. Expect strongly diminished returns on investment. This mine can’t be enhanced any further, so you should consider dismantling or destroying it.
en_GB: This coal mine's main seam is exhausted. Expect strongly diminished returns on investment. This mine can’t be enhanced any further, so you should consider dismantling or destroying it.

[ctx: barbarians_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Gamekeeper’s Hut
en_GB: Gamekeeper's Hut

[ctx: barbarians_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Lumberjack’s Hut
en_GB: Woodcutter's Hut

[ctx: barbarians_building]
en: The lumberjack working at this lumberjack’s hut can’t find any trees in his work area. You should consider dismantling or destroying the building or building a ranger’s hut.
en_GB: The woodcutter working at this woodcutter’s hut can’t find any trees in his work area. You should consider dismantling or destroying the building or building a ranger’s hut.

note: TRANSLATORS: Completed/Skipped/Did not start making a felling ax because ...
en: making a felling ax
en_GB: making a felling axe

note: TRANSLATORS: Completed/Skipped/Did not start forging a bronze ax because ...
en: forging a bronze ax
en_GB: forging a bronze axe

note: TRANSLATORS: Completed/Skipped/Did not start forging a battle ax because ...
en: forging a battle ax
en_GB: forging a battle axe

note: TRANSLATORS: Completed/Skipped/Did not start forging a warrior’s ax because ...
en: forging a warrior’s ax
en_GB: forging a warrior’s axe

[ctx: empire_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Armor Smithy
en_GB: Armour Smithy

note: TRANSLATORS: Completed/Skipped/Did not start forging a suit of armor because ...
en: forging a suit of armor
en_GB: forging a suit of armour

note: TRANSLATORS: Completed/Skipped/Did not start forging a suit of chain armor because ...
en: forging a suit of chain armor
en_GB: forging a suit of chain armour

note: TRANSLATORS: Completed/Skipped/Did not start forging a suit of gilded armor because ...
en: forging a suit of gilded armor
en_GB: forging a suit of gilded armour

[ctx: empire_building]
en: This coal mine’s main vein is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.
en_GB: This coal mine's main seam is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.

[ctx: empire_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Forester’s House
en_GB: Forester's House

[ctx: empire_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Hunter’s House
en_GB: Hunter's House

[ctx: empire_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Lumberjack’s House
en_GB: Woodcutter’s House

[ctx: empire_building]
en: The lumberjack working at this lumberjack’s house can’t find any trees in his work area. You should consider dismantling or destroying the building or building a forester’s house.
en_GB: The woodcutter working at this woodcutter’s house can’t find any trees in his work area. You should consider dismantling or destroying the building or building a forester’s house.

[ctx: empire_building]
en: This marble mine’s main vein is exhausted. Expect strongly diminished returns on investment. This mine can’t be enhanced any further, so you should consider dismantling or destroying it.
en_GB: This marble mine's main vein is exhausted. Expect strongly diminished returns on investment. This mine can't be enhanced any further, so you should consider dismantling or destroying it.

[ctx: frisians_building]
en: This coal mine’s main vein is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.
en_GB: This coal mine's main seam is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.

[ctx: frisians_building]
en: This coal mine’s main vein is exhausted. Expect strongly diminished returns on investment. This mine can’t be enhanced any further, so you should consider dismantling or destroying it.
en_GB: This coal mine's main seam is exhausted. Expect strongly diminished returns on investment. This mine can’t be enhanced any further, so you should consider dismantling or destroying it.

[ctx: frisians_building]
en: This gold mine’s main vein is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.
en_GB: This gold mine's main vein is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.

[ctx: frisians_building]
en: This gold mine’s main vein is exhausted. Expect strongly diminished returns on investment. This mine can’t be enhanced any further, so you should consider dismantling or destroying it.
en_GB: This gold mine's main vein is exhausted. Expect strongly diminished returns on investment. This mine can't be enhanced any further, so you should consider dismantling or destroying it.

[ctx: frisians_building]
en: This iron mine’s main vein is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.
en_GB: This iron mine's main vein is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.

[ctx: frisians_building]
en: This iron mine’s main vein is exhausted. Expect strongly diminished returns on investment. This mine can’t be enhanced any further, so you should consider dismantling or destroying it.
en_GB: This iron mine's main vein is exhausted. Expect strongly diminished returns on investment. This mine can't be enhanced any further, so you should consider dismantling or destroying it.

[ctx: frisians_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Recycling Center
en_GB: Recycling Centre

[ctx: frisians_building]
en: This rock mine’s main vein is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.
en_GB: This rock mine's main vein is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.

[ctx: frisians_building]
en: This rock mine’s main vein is exhausted. Expect strongly diminished returns on investment. This mine can’t be enhanced any further, so you should consider dismantling or destroying it.
en_GB: This rock mine's main vein is exhausted. Expect strongly diminished returns on investment. This mine can't be enhanced any further, so you should consider dismantling or destroying it.

[ctx: atlanteans_building]
note: TRANSLATORS: Completed/Skipped/Did not start upgrading ... because ...
en: upgrading soldier defense from level 0 to level 1
en_GB: upgrading soldier defence from level 0 to level 1

[ctx: atlanteans_building]
note: TRANSLATORS: Completed/Skipped/Did not start upgrading ... because ...
en: upgrading soldier defense from level 1 to level 2
en_GB: upgrading soldier defence from level 1 to level 2

[ctx: frisians_building]
note: TRANSLATORS: Completed/Skipped/Did not start upgrading ... because ...
en: upgrading soldier defense from level 1 to level 2
en_GB: upgrading soldier defence from level 1 to level 2

[ctx: frisians_building]
note: TRANSLATORS: Completed/Skipped/Did not start upgrading ... because ...
en: upgrading soldier defense from level 0 to level 1
en_GB: upgrading soldier defence from level 0 to level 1

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Armor
en_GB: Armour

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Chain Armor
en_GB: Chain Armour

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Gilded Armor
en_GB: Gilded Armour

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Ax
en_GB: Axe

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Battle Ax
en_GB: Battle Axe

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Broad Ax
en_GB: Broad Axe

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Bronze Ax
en_GB: Bronze Axe

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Sharp Ax
en_GB: Sharp Axe

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Warrior’s Ax
en_GB: Warrior’s Axe

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Cornmeal
en_GB: Cornflour

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Felling Ax
en_GB: Felling Axe

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Pick
en_GB: Pickaxe

[ctx: atlanteans_worker]
note: TRANSLATORS: This is a worker name used in lists of workers
en: Armorsmith
en_GB: Armoursmith

[ctx: atlanteans_worker]
note: TRANSLATORS: This is a worker name used in lists of workers
en: Fisher
en_GB: Fisherman

[ctx: barbarians_worker]
note: TRANSLATORS: This is a worker name used in lists of workers
en: Fisher
en_GB: Fisherman

[ctx: barbarians_worker]
note: TRANSLATORS: This is a worker name used in lists of workers
en: Lime-Burner
en_GB: Lime Burner

[ctx: empire_worker]
note: TRANSLATORS: This is a worker name used in lists of workers
en: Armorsmith
en_GB: Armoursmith

[ctx: empire_worker]
note: TRANSLATORS: This is a worker name used in lists of workers
en: Fisher
en_GB: Fisherman

[ctx: empire_worker]
note: TRANSLATORS: This is a worker name used in lists of workers
en: Lumberjack
en_GB: Woodcutter

[ctx: atlanteans_building]
note: TRANSLATORS: Purpose helptext for a building
en: Forges shields that are used for training soldiers’ defense in the labyrinth.
en_GB: Forges shields that are used for training soldiers’ defence in the labyrinth.

[ctx: building]
note: TRANSLATORS: Purpose helptext for a building
en: Constructs ships that are used for overseas colonization and for trading between ports.
en_GB: Constructs ships that are used for overseas colonisation and for trading between ports.

[ctx: barbarians_building]
note: TRANSLATORS: Lore helptext for a building
en: ‘A new warrior’s ax brings forth the best in its wielder – or the worst in its maker.’
en_GB: ‘A new warrior’s axe brings forth the best in its wielder – or the worst in its maker.’

[ctx: barbarians_building]
note: TRANSLATORS: Note helptext for a building
en: The Barbarian ax workshop is the intermediate production site in a series of three buildings. It is enhanced from the metal workshop but doesn’t require additional qualification for the worker.
en_GB: The Barbarian axe workshop is the intermediate production site in a series of three buildings. It is enhanced from the metal workshop but doesn’t require additional qualifications for the worker.

[ctx: barbarians_building]
en: All three weapons take the same time for making, but the required raw materials vary.
en_GB: All three weapons take the same time to make, but the raw materials required vary.

[ctx: barbarians_building]
note: TRANSLATORS: Performance helptext for a building
en: If all needed wares are delivered in time, this building can produce each type of ax in about %s on average.
en_GB: If all needed wares are delivered in time, this building can produce each type of axe in about %s on average.

[ctx: barbarians_building]
note: TRANSLATORS: Note helptext for a building
en: This mine exploits only %s of the resource. From there on out, it will only have a 5%% chance of finding any coal.
en_GB: This mine exploits only %s of the resource. After that it will only have a 5%% chance of finding any coal.

[ctx: barbarians_building]
note: TRANSLATORS: Performance helptext for a building
en: The fisher pauses %s before going to work again.
en_GB: The fisherman pauses %s before going to work again.

[ctx: barbarians_building]
note: TRANSLATORS: Purpose helptext for a building
en: Releases animals into the wild to steady the meat production.
en_GB: Releases animals into the wild to secure meat production.

[ctx: barbarians_building]
note: TRANSLATORS: Note helptext for a building
en: This mine exploits only %s of the resource. From there on out, it will only have a 5%% chance of finding any gold ore.
en_GB: This mine exploits only %s of the resource. After that it will only have a 5%% chance of finding any gold ore.

[ctx: barbarians_building]
note: TRANSLATORS: Lore author helptext for a granite mine building, part 2
en: The same man had all the 244 granite blocks ready only a week later, and they still fortify the city’s levee.
en_GB: The same man had all the 244 granite blocks ready only a week later, and they still fortify the city’s dyke.

[ctx: barbarians_building]
note: TRANSLATORS: Note helptext for a building
en: This mine exploits only %s of the resource. From there on out, it will only have a 5%% chance of finding any iron ore.
en_GB: This mine exploits only %s of the resource. After that it will only have a 5%% chance of finding any iron ore.

[ctx: barbarians_building]
note: TRANSLATORS: Lore author helptext for a building
en: Ragnald the Child’s answer to the question, what he’s doing in the dirt. His ‘new stone’ now is an important building material.
en_GB: Ragnald the Child’s answer to the question: "What are you doing in the dirt?" His ‘new stone’ now is an important building material.

[ctx: barbarians_building]
note: TRANSLATORS: Note helptext for a building
en: The lime kiln’s output will only go to construction sites that need it. Those are predominantly houses that work with fire, and some military sites.
en_GB: The lime kiln’s output will only go to construction sites that need it. Those are predominantly buildings that work with fire, and some military sites.

[ctx: barbarians_building]
note: TRANSLATORS: Lore helptext for a building
en: ‘Take 200 hits to fell a tree and you’re a baby. Take 100 and you’re a soldier. Take 50 and you’re a hero. Take 20 and soon you will be a honorable lumberjack.’
en_GB: ‘Take 200 hits to fell a tree and you’re a baby. Take 100 and you’re a soldier. Take 50 and you’re a hero. Take 20 and soon you will be a honourable woodcutter.’

[ctx: barbarians_building]
note: TRANSLATORS: Note helptext for a building
en: The lumberjack’s hut needs trees to fell within the work area.
en_GB: The woodcutter’s hut needs trees to fell within the work area.

[ctx: barbarians_building]
note: TRANSLATORS: Performance helptext for a building
en: The lumberjack needs %s to fell a tree, not counting the time he needs to reach the destination and go home again.
en_GB: The woodcutter needs %s to fell a tree, not counting the time he needs to reach the destination and go home again.

[ctx: barbarians_building]
note: TRANSLATORS: Lore author helptext for a building
en: Inscription on the threshold of the now ruined Olde Forge at Harradsheim, the eldest known smithy.
en_GB: Inscription on the threshold of the now ruined Olde Forge at Harradsheim, the oldest known smithy.

[ctx: barbarians_building]
note: TRANSLATORS: Lore author helptext for a building
en: Widespread toast among miners
en_GB: Widespread toast among Miners

[ctx: barbarians_building]
note: TRANSLATORS: Purpose helptext for a building
en: Produces beer of the lower grade. This beer is a vital component of the snacks that inns and big inns prepare for miners in deep mines.
en_GB: Produces beer of the lower grade. This beer is a vital component of the snacks that inns and large inns prepare for miners in deep mines.

[ctx: barbarians_building]
note: TRANSLATORS: Note helptext for a building
en: The Barbarian war mill is their most advanced production site for weapons. As such you will need to enhance an ax workshop in order to get one.
en_GB: The Barbarian war mill is their most advanced production site for weapons. As such you will need to enhance an axe workshop in order to get one.

[ctx: barbarians_building]
en: All weapons require the same time for making, but the consumption of the same raw materials increases from step to step. The last two need gold.
en_GB: All weapons take the same time to make, but the amount of raw materials required increases from step to step. The last two need gold.

[ctx: empire_building]
note: TRANSLATORS: Purpose helptext for a building
en: Forges armor and helmets that are used for training soldiers’ health in the training camp.
en_GB: Forges armour and helmets that are used for training soldiers’ health in the training camp.

[ctx: empire_building]
note: TRANSLATORS: Purpose helptext for a building
en: Fishes on the coast near the fisher’s house.
en_GB: Fishes on the coast near the fisherman’s house.

[ctx: empire_building]
note: TRANSLATORS: Note helptext for a building
en: The fisher’s house needs water full of fish within the work area.
en_GB: The fisherman’s house needs water full of fish within the work area.

[ctx: empire_building]
note: TRANSLATORS: Note helptext for a building
en: The lumberjack's house needs trees to fell within the work area.
en_GB: The woodcutter's house needs trees to fell within the work area.

[ctx: frisians_building]
note: TRANSLATORS: Purpose helptext for a building
en: Recycles old armor and weapon parts that have been discarded by training sites into fur, iron and gold.
en_GB: Recycles old armour and weapon parts that have been discarded by training sites into fur, iron and gold.

[ctx: frisians_building]
note: TRANSLATORS: Purpose helptext for a building
en: Breeds strong reindeer for adding them to the transportation system. Also keeps them for their fur, which is turned into armor and cloth.
en_GB: Breeds strong reindeer for adding them to the transportation system. Also keeps them for their fur, which is turned into armour and cloth.

[ctx: building]
note: TRANSLATORS: Purpose helptext for a building
en: Equips fur garments with iron or gold to produce good armor.
en_GB: Equips fur garments with iron or gold to produce good armour.

[ctx: atlanteans_building]
en: Equips the soldiers with all necessary weapons and armor parts.
en_GB: Equips the soldiers with all necessary weapons and armour parts.

[ctx: atlanteans_building]
note: TRANSLATORS: Purpose helptext for a building
en: Trains soldiers in ‘Defense’, ‘Evade’, and ‘Health’.
en_GB: Trains soldiers in ‘Defence’, ‘Evade’, and ‘Health’.

[ctx: barbarians_building]
note: TRANSLATORS: Note helptext for a building
en: Barbarian soldiers cannot be trained in ‘Defense’ and will remain at their initial level.
en_GB: Barbarian soldiers cannot be trained in ‘Defence’ and will remain at their initial level.

[ctx: barbarians_building]
en: Equips the soldiers with all necessary weapons and armor parts.
en_GB: Equips the soldiers with all necessary weapons and armour parts.

[ctx: empire_building]
note: TRANSLATORS: Note helptext for a building
en: Imperial soldiers cannot be trained in ‘Defense’ and will remain at the level with which they came.
en_GB: Imperial soldiers cannot be trained in ‘Defence’ and will remain at the level with which they came.

[ctx: empire_building]
en: Equips the soldiers with all necessary weapons and armor parts.
en_GB: Equips the soldiers with all necessary weapons and armour parts.

[ctx: frisians_building]
note: TRANSLATORS: Purpose helptext for a building
en: Trains soldiers in Attack, Defense and Health to the final level. Equips the soldiers with all necessary weapons and armor parts.
en_GB: Trains soldiers in Attack, Defence and Health to the final level. Equips the soldiers with all necessary weapons and armour parts.

[ctx: frisians_building]
note: TRANSLATORS: Purpose helptext for a building
en: Trains soldiers in Attack up to level 3 as well as in Defense and Health to level 1. Equips the soldiers with all necessary weapons and armor parts.
en_GB: Trains soldiers in Attack up to level 3 as well as in Defence and Health to level 1. Equips the soldiers with all necessary weapons and armour parts.

[ctx: atlanteans_building]
note: TRANSLATORS: Purpose helptext for a building
en: Serves as a base for overseas colonization and trade. Also stores your soldiers, wares and tools.
en_GB: Serves as a base for overseas colonisation and trade. Also stores your soldiers, wares and tools.

[ctx: barbarians_building]
note: TRANSLATORS: Purpose helptext for a building
en: Serves as a base for overseas colonization and trade. Also stores your soldiers, wares and tools.
en_GB: Serves as a base for overseas colonisation and trade. Also stores your soldiers, wares and tools.

[ctx: empire_building]
note: TRANSLATORS: Purpose helptext for a building
en: Serves as a base for overseas colonization and trade. Also stores your soldiers, wares and tools.
en_GB: Serves as a base for overseas colonisation and trade. Also stores your soldiers, wares and tools.

[ctx: frisians_building]
note: TRANSLATORS: Purpose helptext for a building
en: Serves as a base for overseas colonization and trade. Also stores your soldiers, wares and tools.
en_GB: Serves as a base for overseas colonisation and trade. Also stores your soldiers, wares and tools.

en: Defense Training
en_GB: Defence Training

en: Trains ‘Defense’ from %1% up to %2%
en_GB: Trains ‘Defence’ from %1% up to %2%

en: Skip confirmation dialog
en_GB: Skip confirmation dialogue

en: While connecting two flags: Place flags automatically
en_GB: While connecting two flags: Plant flags automatically

en: Center main mapview on starting location
en_GB: Centre main mapview on starting location

en: This soldier cannot be trained in defense.
en_GB: This soldier cannot be trained in defence.

[ctx: empire_ware]
note: TRANSLATORS: Helptext for a ware: Armor
en: Basic armor for Empire soldiers. It is produced in the armor smithy and used in the training camp – together with food – to train soldiers from health level 1 to level 2.
en_GB: Basic armour for Empire soldiers. It is produced in the armour smithy and used in the training camp – together with food – to train soldiers from health level 1 to level 2.

[ctx: empire_ware]
note: TRANSLATORS: Helptext for a ware: Chain Armor
en: The chain armor is a medium armor for Empire soldiers. It is produced in an armor smithy and used in a training camp – together with food – to train soldiers from health level 2 to level 3.
en_GB: The chain armour is a medium armour for Empire soldiers. It is produced in an armour smithy and used in a training camp – together with food – to train soldiers from health level 2 to level 3.

[ctx: empire_ware]
note: TRANSLATORS: Helptext for a ware: Gilded Armor
en: The gilded armor is the strongest armor an Empire soldier can have. It is produced in the armor smithy and used in the training camp – together with food – to train soldiers from health level 3 to level 4.
en_GB: The gilded armour is the strongest armour an Empire soldier can have. It is produced in the armour smithy and used in the training camp – together with food – to train soldiers from health level 3 to level 4.

[ctx: empire_ware]
note: TRANSLATORS: Helptext for a ware: Helmet
en: The helmet is the basic defense of a warrior. It is produced in an armor smithy. In combination with a wooden spear, it is the equipment to fit out young soldiers. Helmets are also used in training camps – together with food – to train soldiers from health level 0 to level 1.
en_GB: The helmet is the basic defence of a warrior. It is produced in an armour smithy. In combination with a wooden spear, it is the equipment to fit out young soldiers. Helmets are also used in training camps – together with food – to train soldiers from health level 0 to level 1.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Ax
en: The ax is the basic weapon of the Barbarians. All young soldiers are equipped with it.
en_GB: The axe is the basic weapon of the Barbarians. All young soldiers are equipped with it.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Broad Ax
en: The broad ax is produced by the ax workshop and the war mill. It is used in the training camp – together with food – to train soldiers with a fundamental fighting knowledge from attack level 1 to attack level 2.
en_GB: The broad axe is produced by the axe workshop and the war mill. It is used in the training camp – together with food – to train soldiers with a fundamental fighting knowledge from attack level 1 to attack level 2.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Bronze Ax
en: The bronze ax is considered a weapon that is hard to handle. Only skilled soldiers can use it. It is produced at the war mill and used in the training camp – together with food – to train soldiers from attack level 2 to level 3.
en_GB: The bronze axe is considered a weapon that is hard to handle. Only skilled soldiers can use it. It is produced at the war mill and used in the training camp – together with food – to train soldiers from attack level 2 to level 3.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Sharp Ax
en: Young soldiers are proud to learn to fight with this powerful weapon. It is heavier and sharper than the ordinary ax. It is produced in ax workshops and war mills. In training camps, it is used – together with food – to train soldiers from attack level 0 to level 1.
en_GB: Young soldiers are proud to learn to fight with this powerful weapon. It is heavier and sharper than the ordinary axe. It is produced in axe workshops and war mills. In training camps, it is used – together with food – to train soldiers from attack level 0 to level 1.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Warrior’s Ax
en: The warrior’s ax is the most dangerous of all Barbarian weapons. Only a few soldiers ever were able to handle this huge and powerful ax. It is produced in a war mill and used – together with food – in a training camp to train soldiers from attack level 4 to level 5.
en_GB: The warrior’s axe is the most dangerous of all Barbarian weapons. Only a few soldiers ever were able to handle this huge and powerful axe. It is produced in a war mill and used – together with food – in a training camp to train soldiers from attack level 4 to level 5.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Beer
en: Beer is produced in micro breweries and used in inns and big inns to produce snacks.
en_GB: Beer is produced in micro breweries and used in inns and large inns to produce snacks.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Strong Beer
en: Only this beer is acceptable for the soldiers in a battle arena. Some say that the whole power of the Barbarians lies in this ale. It helps to train the soldiers’ evade level from 0 to 1 to 2. Strong beer is also used in big inns to prepare meals.
en_GB: Only this beer is acceptable for the soldiers in a battle arena. Some say that the whole power of the Barbarians lies in this ale. It helps to train the soldiers’ evade level from 0 to 1 to 2. Strong beer is also used in large inns to prepare meals.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for a ware: Blackroot
en: Blackroots are a special kind of root produced at blackroot farms and processed in mills. The Atlanteans like their strong taste and use their flour for making bread.
en_GB: Blackroot are a special kind of root produced at blackroot farms and processed in mills. The Atlanteans like their strong taste and use their flour for making bread.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for a ware: Blackroot Flour
en: Blackroot Flour is produced in mills out of blackroots. It is used in bakeries to make a tasty bread.
en_GB: Blackroot Flour is produced in mills from blackroot. It is used in bakeries to make a tasty bread.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for a ware: Bread
en: This tasty bread is made in bakeries out of cornmeal, blackroot flour and water. It is appreciated as basic food by miners, scouts and soldiers in training sites (labyrinth and dungeon).
en_GB: This tasty bread is made in bakeries from cornflour, blackroot flour, and water. It is appreciated as the basic food of miners, scouts, and soldiers in training sites (labyrinth and dungeon).

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Pitta Bread
en: The Barbarian bakers are best in making this flat and tasty pitta bread. It is made out of wheat and water following a secret recipe. Pitta bread is used in the taverns, inns and big inns to prepare rations, snacks and meals. It is also consumed at training sites (training camp and battle arena).
en_GB: The Barbarian bakers are best in making this flat and tasty pitta bread. It is made out of wheat and water following a secret recipe. Pitta bread is used in the taverns, inns and large inns to prepare rations, snacks and meals. It is also consumed at training sites (training camp and battle arena).

[ctx: empire_ware]
note: TRANSLATORS: Helptext for a ware: Bread
en: The bakers of the Empire make really tasty bread out of flour and water. It is used in taverns and inns to prepare rations and meals. Bread is also consumed at the training sites (arena, colosseum, training camp).
en_GB: The bakers of the Empire make really tasty bread out of flour and water. It is used in taverns and inns to prepare rations and meals. Bread is also consumed at the training sites (arena, colosseum and training camp).

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Bread Paddle
en: Bread paddles are produced in the metal workshop like all other tools (but cease to be produced by the building if it is enhanced to an ax workshop and war mill).
en_GB: Bread paddles are produced in the metal workshop like all other tools (but cease to be produced by the building if it is enhanced to an axe workshop or war mill).

[ctx: empire_ware]
note: TRANSLATORS: Helptext for a ware: Cloth
en: Cloth is needed to build several buildings. It is also consumed in the armor smithy.
en_GB: Cloth is needed to build several buildings. It is also consumed in the armour smithy.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for a ware: Coal
en: The Atlantean fires in smelting works, armor smithies and weapon smithies are fed with coal.
en_GB: The Atlantean fires in smelting works, armour smithies and weapon smithies are fed with coal.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Coal
en: The fires of the Barbarians are usually fed with coal. Consumers are several buildings: lime kiln, smelting works, ax workshop, war mill, and helm smithy.
en_GB: The fires of the Barbarians are usually fed with coal. Consumers are several buildings: lime kiln, smelting works, axe workshop, war mill and helm smithy.

[ctx: empire_ware]
note: TRANSLATORS: Helptext for a ware: Coal
en: The fires of the Empire smelting works, armor smithies and weapon smithies are usually fed with coal.
en_GB: The fires of the Empire smelting works, armour smithies and weapon smithies are usually fed with coal.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for a ware: Corn
en: This corn is processed in the mill into fine cornmeal that every Atlantean baker needs for a good bread. Also horse and spider farms need to be provided with corn.
en_GB: This corn is processed in the mill into fine cornmeal that every Atlantean baker needs for a good bread. Horse and spider farms also need to be provided with corn.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for a ware: Cornmeal
en: Cornmeal is produced in a mill out of corn and is one of three parts of the Atlantean bread produced in bakeries.
en_GB: Cornflour is produced in a mill from corn and is one of the three ingredients of the Atlantean bread produced in bakeries.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for a ware: Diamond
en: These wonderful diamonds are used to build some exclusive buildings. They are mined in a crystal mine.
en_GB: These wonderful diamonds are used to build some exclusive buildings. They are mined in crystal mines.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Fish
en: Besides pitta bread and meat, fish is also a foodstuff for the Barbarians. It is used in the taverns, inns and big inns and at the training sites (training camp and battle arena).
en_GB: Besides pitta bread and meat, fish is also a foodstuff for the Barbarians. It is used in the taverns, inns and large inns and at the training sites (training camp and battle arena).

[ctx: empire_ware]
note: TRANSLATORS: Helptext for a ware: Fish
en: Besides bread and meat, fish is also a foodstuff for the Empire. Fish are used in taverns, inns and training sites (arena, colosseum, training camp).
en_GB: Besides bread and meat, fish is also a foodstuff for the Empire. Fish are used in taverns, inns and training sites (arena, colosseum and training camp).

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for a ware: Fishing Net
en: The fishing net is used by the fisher and produced by the toolsmith.
en_GB: The fishing net is used by the fisherman and produced by the toolsmith.

[ctx: ware]
note: TRANSLATORS: Helptext for a ware: Fishing Rod
en: Fishing rods are needed by fishers to catch fish.
en_GB: Fishing rods are needed by fishermen to catch fish.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Fishing Rod
en: They are one of the basic tools produced in a metal workshop (but cease to be produced by the building if it is enhanced to an ax workshop and war mill).
en_GB: They are one of the basic tools produced in a metal workshop (but cease to be produced by the building if it is enhanced to an axe workshop or war mill).

[ctx: frisians_ware]
note: TRANSLATORS: Helptext for a ware: Fur Garment
en: Fur can be sewn into garments. They are used as basic armor. All new soldiers are clothed in a fur garment.
en_GB: Fur can be sewn into garments. They are used as basic armour. All new soldiers are clothed in a fur garment.

[ctx: frisians_ware]
note: TRANSLATORS: Helptext for a ware: Golden Fur Garment
en: Ordinary fur garments can be decorated with iron and gold. Such clothes are the best armor.
en_GB: Ordinary fur garments can be decorated with iron and gold. Such clothes are the best armour.

[ctx: frisians_ware]
note: TRANSLATORS: Helptext for a ware: Old Fur Garment
en: Old garments can be turned into fur in a recycling center.
en_GB: Old garments can be turned into fur in a recycling centre.

[ctx: frisians_ware]
note: TRANSLATORS: Helptext for a ware: Studded Fur Garment
en: Ordinary fur garments can be decorated with iron to give them a silvery shine. These clothes make good armor.
en_GB: Ordinary fur garments can be decorated with iron to give them a silvery shine. These clothes make good armour.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for a ware: Hammer
en: Geologists, builders, weaponsmiths and armorsmiths all need a hammer. Make sure you’ve always got some in reserve! They are produced by the toolsmith.
en_GB: Geologists, builders, weaponsmiths and armoursmiths all need a hammer. Make sure you’ve always got some in reserve! They are produced by the toolsmith.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Hammer
en: Geologists, builders, blacksmiths and helmsmiths all need a hammer. Make sure you’ve always got some in reserve! They are one of the basic tools produced at the metal workshop (but cease to be produced by the building if it is enhanced to an ax workshop and war mill).
en_GB: Geologists, builders, blacksmiths and helmsmiths all need a hammer. Make sure you’ve always got some in reserve! They are one of the basic tools produced at the metal workshop (but cease to be produced by the building if it is enhanced to an axe workshop or war mill).

[ctx: frisians_ware]
note: TRANSLATORS: Helptext for a ware: Helmet
en: A helmet is a basic tool to protect soldiers. It is produced in the small armor smithy and used to train soldiers from health level 0 to level 1.
en_GB: A helmet is a basic tool to protect soldiers. It is produced in the small armour smithy and used to train soldiers from health level 0 to level 1.

[ctx: frisians_ware]
note: TRANSLATORS: Helptext for a ware: Golden Helmet
en: A golden helmet protects soldiers. It is produced in the large armor smithy and used to train soldiers from health level 1 to level 2.
en_GB: A golden helmet protects soldiers. It is produced in the large armour smithy and used to train soldiers from health level 1 to level 2.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Mask
en: This is the most enhanced Barbarian armor. It is produced in the helm smithy and used in the training camp – together with food – to train soldiers from health level 2 to level 3.
en_GB: This is the most enhanced Barbarian armour. It is produced in the helm smithy and used in the training camp – together with food – to train soldiers from health level 2 to level 3.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Warhelm
en: A warhelm is an enhanced armor for Barbarian soldiers. It is produced in a helm smithy and used in a training camp – together with food – to train soldiers from health level 1 to level 2.
en_GB: A warhelm is an enhanced armour for Barbarian soldiers. It is produced in a helm smithy and used in a training camp – together with food – to train soldiers from health level 1 to level 2.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Hunting Spear
en: Hunting spears are produced in the metal workshop (but cease to be produced by the building if it is enhanced to an ax workshop and war mill).
en_GB: Hunting spears are produced in the metal workshop (but cease to be produced by the building if it is enhanced to an axe workshop or war mill).

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Meal
en: A meal is made out of pitta bread, strong beer and fish/meat in a big inn. This substantial food is exactly what workers in a deeper mine need.
en_GB: A meal is made out of pitta bread, strong beer and fish/meat in a large inn. This substantial food is exactly what workers in a deeper mine need.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Meat
en: Meat is used in the taverns, inns and big inns to prepare rations, snacks and meals for the miners. It is also consumed at the training sites (training camp and battle arena).
en_GB: Meat is used in the taverns, inns and large inns to prepare rations, snacks and meals for the miners. It is also consumed at the training sites (training camp and battle arena).

[ctx: empire_ware]
note: TRANSLATORS: Helptext for a ware: Meat
en: Meat can also be obtained as pork from piggeries. It is used in the inns and taverns to prepare lunch for the miners and is consumed at the training sites (arena, colosseum, training camp).
en_GB: Meat can also be obtained as pork from piggeries. It is used in the inns and taverns to prepare lunch for the miners and is consumed at the training sites (arena, colosseum and training camp).

[ctx: frisians_ware]
note: TRANSLATORS: Helptext for a ware: Needles
en: Needles are used by seamstresses to sew cloth and fur garments.
en_GB: Needles are used by seamstress' to sew cloth and fur garments.

[ctx: ware]
note: TRANSLATORS: Helptext for a ware: Pick
en: Picks are used by stonecutters and miners. They are produced by the toolsmith.
en_GB: Pickaxes are used by stonecutters and miners. They are produced by the toolsmith.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Pick
en: Picks are used by stonemasons and miners. They are produced in the metal workshop (but cease to be produced by the building if it is enhanced to an ax workshop and war mill).
en_GB: Pickaxes are used by stonemasons and miners. They are produced in the metal workshop (but cease to be produced by the building if it is enhanced to an axe workshop or war mill).

[ctx: empire_ware]
note: TRANSLATORS: Helptext for a ware: Pick
en: Picks are used by stonemasons and miners. They are produced by the toolsmith.
en_GB: Pickaxes are used by stonemasons and miners. They are produced by the toolsmith.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Ration
en: Rations are produced in a tavern, an inn or a big inn out of fish or meat or pitta bread.
en_GB: Rations are produced in a tavern, an inn or a large inn out of fish or meat or pitta bread.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for a ware: Saw
en: The saw is needed by the sawyer, the woodcutter and the toolsmith. It is produced by the toolsmith.
en_GB: The saw is needed by the sawyer, the lumberjack and the toolsmith. It is produced by the toolsmith.

[ctx: frisians_ware]
note: TRANSLATORS: Helptext for a ware: Scrap Iron TRANSLATORS: Helptext for a ware: Scrap metal (mixed)
en: Discarded weapons and armor can be recycled in a recycling center to produce new tools, weapon and armor.
en_GB: Discarded weapons and armour can be recycled in a recycling centre to produce new tools, weapon and armour.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Scythe
en: Scythes are produced by the metal workshop (but cease to be produced by the building if it is enhanced to an ax workshop and war mill).
en_GB: Scythes are produced by the metal workshop (but cease to be produced by the building if it is enhanced to an axe workshop o war mill).

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for a ware: Advanced Shield
en: These advanced shields are used by the best soldiers of the Atlanteans. They are produced in the armor smithy and used in the labyrinth – together with food – to train soldiers from defense level 1 to level 2.
en_GB: These advanced shields are used by the best soldiers of the Atlanteans. They are produced in the armour smithy and used in the labyrinth – together with food – to train soldiers from defence level 1 to level 2.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for a ware: Steel Shield
en: This steel shield is produced in the armor smithy and used in the labyrinth – together with food – to train soldiers from defense level 0 to level 1.
en_GB: This steel shield is produced in the armour smithy and used in the labyrinth – together with food – to train soldiers from defence level 0 to level 1.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Shovel
en: Therefore the gardener and the ranger use them. Produced at the metal workshop (but cease to be produced by the building if it is enhanced to an ax workshop and war mill).
en_GB: Therefore the gardener and the ranger use them. Produced at the metal workshop (but cease to be produced by the building if it is enhanced to an axe workshop or war mill).

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a ware: Snack
en: A bigger morsel than the ration to provide miners in deep mines. It is produced in an inn or a big inn out of fish/meat, pitta bread and beer.
en_GB: A bigger morsel than the ration to provide miners in deep mines. It is produced in an inn or a large inn out of fish/meat, pitta bread and beer.

[ctx: empire_ware]
note: TRANSLATORS: Helptext for a ware: Heavy Spear
en: This is a strong spear with a steel-tip and a little blade. It is produced in the weapon smithy and used in the training camp – together with food – train soldiers from attack level 2 to level 3.
en_GB: This is a strong spear with a steel-tip and a small blade. It is produced in the weapon smithy and used in the training camp – together with food – train soldiers from attack level 2 to level 3.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for a ware: Spidercloth
en: Spidercloth is made out of spider silk in a weaving mill. It is used in the toolsmithy and the shipyard. Also some higher developed buildings need spidercloth for their construction.
en_GB: Spidercloth is made out of spider silk in a weaving mill. It is used in the toolsmithy and the shipyard. Also some higher-developed buildings need spidercloth for their construction.

[ctx: frisians_ware]
note: TRANSLATORS: Helptext for a ware: Short sword
en: This is the basic weapon of the Frisian soldiers. Together with a fur garment, it makes up the equipment of young soldiers. Short swords are produced by the small armor smithy.
en_GB: This is the basic weapon of the Frisian soldiers. Together with a fur garment, it makes up the equipment of young soldiers. Short swords are produced by the small armour smithy.

[ctx: atlanteans_worker]
note: TRANSLATORS: Helptext for a worker: Armorsmith
en: Produces armor for the soldiers.
en_GB: Produces armour for the soldiers.

[ctx: atlanteans_worker]
note: TRANSLATORS: Helptext for a worker: Carrier
en: Carries items along your roads.
en_GB: Carries items along the roads.

[ctx: atlanteans_worker]
note: TRANSLATORS: Helptext for a worker: Fisher
en: The fisher fishes delicious fish.
en_GB: The fisherman fishes for delicious fish.

[ctx: atlanteans_worker]
note: TRANSLATORS: Helptext for a worker: Miller
en: Grinds blackroots and corn to produce blackroot flour and cornmeal, respectively.
en_GB: Grinds blackroot and corn to produce blackroot flour and cornmeal, respectively.

[ctx: atlanteans_worker]
note: TRANSLATORS: Helptext for a worker: Toolsmith
en: Produces tools for the workers.
en_GB: Produces tools for workers.

[ctx: atlanteans_worker]
note: TRANSLATORS: Helptext for a worker: Weaponsmith
en: Produces weapons for the soldiers.
en_GB: Produces weapons for soldiers.

[ctx: atlanteans_worker]
note: TRANSLATORS: Helptext for a worker: Woodcutter
en: Fells trees.
en_GB: Fells trees to produce timber.

[ctx: barbarians_worker]
note: TRANSLATORS: Helptext for a worker: Gamekeeper
en: The gamekeeper makes sure that the natural population of animals never drops too low.
en_GB: The Gamekeeper makes sure that the natural population of animals never drops too low.

[ctx: barbarians_worker]
note: TRANSLATORS: Helptext for a worker: Helmsmith
en: Fells trees.
en_GB: Fells trees to produce timber.

[ctx: empire_worker]
note: TRANSLATORS: Helptext for a worker: Armorsmith
en: Produces armor for the soldiers.
en_GB: Produces armour for the soldiers.

[ctx: empire_worker]
note: TRANSLATORS: Helptext for a worker: Carrier
en: Carries items along your roads.
en_GB: Carries items along the roads.

[ctx: empire_worker]
note: TRANSLATORS: Helptext for a worker: Lumberjack
en: Fells trees.
en_GB: Fells trees to produce timber.

[ctx: empire_worker]
note: TRANSLATORS: Helptext for a worker: Toolsmith
en: Produces tools for the workers.
en_GB: Produces tools for workers.

[ctx: empire_worker]
note: TRANSLATORS: Helptext for a worker: Weaponsmith
en: Produces weapons for the soldiers.
en_GB: Produces weapons for soldiers.

[ctx: frisians_worker]
note: TRANSLATORS: Helptext for a worker: Blacksmith
en: Produces weapons and armor for soldiers and tools for workers.
en_GB: Produces weapons and armour for soldiers and tools for workers.

[ctx: frisians_worker]
note: TRANSLATORS: Helptext for a worker: Master Blacksmith
en: Produces the best weapons and armor for soldiers and tools for workers.
en_GB: Produces the best weapons and armour for soldiers and tools for workers.

[ctx: frisians_worker]
note: TRANSLATORS: Helptext for a worker: Master Seamstress
en: Sews armor out of fur garments and metal.
en_GB: Sews armour out of fur garments and metal.

[ctx: frisians_worker]
note: TRANSLATORS: Helptext for a worker: Smelter
en: Smelts iron and gold at furnaces or recycling centers.
en_GB: Smelts iron and gold at furnaces or recycling centres.

note: * TRANSLATORS: Tooltip for the map origin tool in the editor
en: Set the position that will have the coordinates (0, 0). This will be the top-left corner of a generated minimap.
en_GB: Set the position that will have the coordinates (0, 0). This will be the top-left corner of a generated minimap.

en: Widelands could not load the file "%s". The file format seems to be incompatible.
en_GB: Widelands could not load the file "%s". The file format seems to be incompatible.

en: This game was saved using an older version of Widelands and cannot be loaded anymore, or it's a new version that can't be handled yet.
en_GB: This game was saved using an older version of Widelands and cannot be loaded any more, or it's a new version that can't be handled yet.

en: Militarysite lost!
en_GB: Military site lost!

en: The end of the replay has been reached and the game has been paused. You may unpause the game and continue watching if you want to.
en_GB: The end of the replay has been reached and the game has been paused. You may unpause the game and continue watching if you want to.

en: Bluebyte Settlers II Map. No comment defined!
en_GB: Bluebyte Settlers II Map. No comment defined!

en: /me checked the received file. Although md5 check summing succeeded, I can not handle the file.
en_GB: /me checked the received file. Although md5 checksumming succeeded, I cannot handle the file.

en: Disconnected from Host
en_GB: Disconnected from host

en: You can not kick yourself!
en_GB: You cannot kick yourself!

en: Widelands could not establish a connection to the given address.
    Either there was no metaserver running at the supposed port or
    your network setup is broken.
en_GB: Widelands could not establish a connection to the given address.
    Either there was no metaserver there or your network set-up
    is broken.

en: Successfully reconnected to the metaserver!
en_GB: Successfully reconnected to the metaserver.

en: The metaserver sent a strange ERROR during connection
en_GB: The metaserver sent an unknown ERROR during connection

en: Message could not be sent: You are not connected to the metaserver!
en_GB: Message could not be sent: You are not connected to the metaserver.

en: The protocol version you are using is not supported!
en_GB: The protocol version you are using is not supported.

en: You are already logged in!
en_GB: You are already logged in.

en: The connection to the metaserver was lost.
en_GB: Connection to the metaserver was lost.

en: Metaserver did not answer
en_GB: Metaserver did not answer.

en: You got disconnected from the metaserver, as you did not answer a PING request in time.
en_GB: You were disconnected from the metaserver as you did not answer a PING request in time.

en: The game has started just after you tried to connect.
en_GB: The game started just after you tried to connect.

en: Client and host have become desynchronized.
en_GB: Client and host have become desynchronised.

en: Client sent unexpected synchronization report.
en_GB: Client sent unexpected synchronisation report.

en: Client requests file although none is available to send.
en_GB: Client requested a file which is not available.

en: WARNING:
    The saved game you selected is a directory. This happens if you set the option ‘nozip’ to true or manually unzipped the saved game.
    Widelands is not able to transfer directory structures to the clients, please select another saved game or zip the directories’ content.
en_GB: WARNING:
    The saved game you selected is a directory. This happens if you set the option ‘nozip’ to true or manually unzipped the saved game.
    Widelands is not able to transfer directory structures to the clients, please select another saved game or zip the directory’s content.

en: Start building road after placing a flag
en_GB: Start building road after plantng a flag

en: Big buildings
en_GB: Large buildings

en: Center view on this
en_GB: Centre view on this

en: Build big building
en_GB: Build large building

en: Place a flag
en_GB: Plant a flag

en: Build flag
en_GB: Plant flag

note: * TRANSLATORS: Tooltip in the messages window
en: Center main mapview on location
en_GB: Centre main mapview on location

en: Scout towards the north west
en_GB: Scout north-westwards

en: Scout towards the north east
en_GB: Scout north-eastwards

en: Scout towards the west
en_GB: Scout westwards

en: Scout towards the east
en_GB: Scout eastwards

en: Scout towards the south west
en_GB: Scout south-westwards

en: Explore the island’s coast counter clockwise
en_GB: Explore the island’s coast anticlockwise

en: Scout towards the south east
en_GB: Scout south-eastwards

en: Center the main view on this
en_GB: Centre the main view on this

en:  --metaserver=[...]
                          Connect to a different metaserver for internet gaming.
en_GB:  --metaserver=[...]
                          Connect to a different metaserver for Internet gaming.

en:  --metaserverport=[...]
                          Port number of the metaserver for internet gaming.
en_GB:  --metaserverport=[...]
                          Port number of the metaserver for Internet gaming.

en:  --script=FILENAME    Run the given Lua script after initialization.
                          Only valid with --scenario, --loadgame, or --editor.
en_GB:  --script=FILENAME    Run the given Lua script after initialisation.
                          Only valid with --scenario, --loadgame, or --editor.

en: As wood gnome you like big forests, so your task is to have more trees on your territory than any other player. The game will end after 4 hours of playing. The one with the most trees at that point will win the game.
en_GB: As a Wood Gnome you like big forests, so your task is to have more trees on your territory than any other player. The game will end after 4 hours of playing. The one with the most trees at that point will win the game.

en: The program "io.elementary.calendar" may not be installed
en_GB: The programme "io.elementary.calendar" may not be installed

en: Fixed issue with text color
en_GB: Fixed issue with text colour

en: <span color='red' style='italic'>Please install xdg-utils package so that
    Xarchiver can recognize more file types.</span>
en_GB: <span color='red' style='italic'>Please install xdg-utils package so that
    Xarchiver can recognise more file types.</span>

en: Archive format is not recognized!
en_GB: Archive format is not recognised!

en: GTK;android;archiver;archiving;comic book;compression;front end;frontend;7-zip;7z;7za;7zip;7zr;apk;ar;arj;bunzip2;bz2;bzip2;cbz;compress;cpio;deb;epub;gtar;gunzip;gz;gzip;jar;lha;lrz;lrzip;lsar;lz;lz4;lzh;lzip;lzma;lzo;lzop;oxt;rar;rar4;rar5;rpm;tar;unar;unarchiver;unarj;unrar;unzip;xpi;xz;zip;zst;Zstandard;zstd;
en_GB: GTK;Android;archiver;archiving;comic book;compression;front end;frontend;7-zip;7z;7za;7zip;7zr;apk;ar;arj;bunzip2;bz2;bzip2;cbz;compress;cpio;deb;epub;gtar;gunzip;gz;gzip;jar;lha;lrz;lrzip;lsar;lz;lz4;lzh;lzip;lzma;lzo;lzop;oxt;rar;rar4;rar5;rpm;tar;unar;unarchiver;unarj;unrar;unzip;xpi;xz;zip;zst;Zstandard;zstd;

en: If checked the archive comment is shown after the archive is loaded
en_GB: If ticked the archive comment is shown after the archive is loaded

en: Please check the 'Store archiver output' option to see it.
en_GB: Please tick the 'Store archiver output' option to see it.

en: Sorted list of encodings used by xed for automatically detecting the encoding of a file. "CURRENT" represents the current locale encoding. Only recognized encodings are used.
en_GB: Sorted list of encodings used by xed for automatically detecting the encoding of a file. "CURRENT" represents the current locale encoding. Only recognised encodings are used.

en: Default value for eject checkbox
en_GB: Default value for eject tickbox

en: E_ject disk
en_GB: E_ject disc

en: Cannot recognize state of drive and disc
en_GB: Cannot recognise state of drive and disc

en: <b>Unable to retrieve the speed list for the drive.</b>
    
    This is a known bug for drives. If you're interested in fixing it, please have a look at the libburn library.
    
    Burning should still work, but if there are problems anyways, please let us know.
    
    <i>Thank you!</i>
en_GB: <b>Unable to retrieve the speed list for the drive.</b>
    
    This is a known bug, which occurs with some drives. Please report it to <i>xfburn@xfce.org</i> together with the console output to increase the chances that it will get fixed.
    
    Burning should still work, but if there are problems anyways, please let us know.
    
    <i>Thank you!</i>

en: Drive can't burn on the inserted disc
en_GB: Drive can't burn to the inserted disc

en: Unable to initialize the burning backend.
en_GB: Unable to initialise the burning backend.

en: Cannot recognize the state of the drive and disc.
en_GB: Cannot recognise the state of the drive and disc.

en: The gstreamer transcoder uses the gstreamer
    library for creating audio compositions.
    
    Essentially all audio files should be supported
    given that the correct plugins are installed.
    If an audio file is not recognized, make sure
    that you have the 'good','bad', and 'ugly'
    gstreamer plugin packages installed.
en_GB: The gstreamer transcoder uses the gstreamer
    library for creating audio compositions.
    
    Essentially all audio files should be supported
    given that the correct plugins are installed.
    If an audio file is not recognised, make sure
    that you have the 'good','bad', and 'ugly'
    gstreamer plugin packages installed.

en: Always c_enter the window
en_GB: Always c_entre the window

en: (No battery, AC on-line)
en_GB: (No batter, AC on-line)

en: Bar _colors
en_GB: Bar _colours

en: By default the action is triggerred by a selection, check this option to trigger the action only when you make a manual copy
en_GB: By default the action is triggerred by a selection, tick this option to trigger the action only when you make a manual copy

en: If checked, the selections will be synced with the default clipboard in a way that you can paste what you select
en_GB: If ticked, the selections will be synced with the default clipboard in a way that you can paste what you select

en: If checked, this option will restore the history on every new Xfce session
en_GB: If ticked, this option will restore the history on every new Xfce session

en: If checked, this option allows to store one image inside the history
en_GB: If ticked, this option allows to store one image inside the history

en: If checked, the selections won't affect the history except the manual copies
en_GB: If ticked, the selections won't affect the history except the manual copies

en: Reverse order of the history shown in the menu
en_GB: If ticked, this option will restore the history on every new Xfce session

en: Unable to open the settings dialog
en_GB: Unable to open the settings dialogue

en: Color 1:
en_GB: Colour 1:

en: Color 2:
en_GB: Colour 2:

en: Color 3:
en_GB: Colour 3:

en: Bars color:
en_GB: Bars colour:

en: "%s" is spelled correctly (%s).
en_GB: "%s" is spelt correctly (%s).

en: Please set the spell check command in the preferences dialog.
en_GB: Please set the spell check command in the preferences dialogue.

en: Wikipedia, the free encyclopedia (EN)
en_GB: Wikipedia, the free encyclopaedia (EN)

en: <b>Colors:</b>
en_GB: <b>Colours:</b>

en: Spelled correctly:
en_GB: Spelt correctly:

en: Spelled incorrectly:
en_GB: Spelt incorrectly:

en: Bar color
en_GB: Bar colour

en: Press to change color
en_GB: Press to change colour

en: Read bar color
en_GB: Read bar colour

en: Write bar color
en_GB: Write bar colour

en: The folder list cannot be retrieved until a server, username, and probably password are set.  Also be sure to check any security settings in the Advanced dialog.
en_GB: The folder list cannot be retrieved until a server, username, and probably password are set.  Also be sure to check any security settings in the Advanced dialogue.

en: Canceling read: read too many bytes without a newline
en_GB: Cancelling read: read too many bytes without a newline

en: tells how many new messages in each mailbox|    %d in %s
en_GB: %d in %s

en: %s: Error in initializing:
    %s
en_GB: %s: Error in initalising:
    %s

en: Bar color (i_ncoming):
en_GB: Bar colour (i_ncoming):

en: Bar color (_outgoing):
en_GB: Bar colour (_outgoing):

en: _Colorize values
en_GB: _Colourise values

en: Carmine
en_GB: Carmin

en: Customize how notifications appear on your screen
en_GB: Customise how notifications appear on your screen

en: Customize the panel
en_GB: Customise the panel

en: Show the 'Panel Preferences' dialog
en_GB: Show the 'Panel Preferences' dialogue

en: Show the 'Add New Items' dialog
en_GB: Show the 'Add New Items' dialogue

en: Add a new plugin to the panel
en_GB: Add a new plug-in to the panel

en: Failed to show the preferences dialog
en_GB: Failed to show the preferences dialogue

en: Failed to show the add new items dialog
en_GB: Failed to show the add new items dialogue

en: Failed to add a plugin to the panel
en_GB: Failed to add a plug-in to the panel

en: This will create a new launcher plugin on the panel and inserts the dropped files as menu items.
en_GB: This will create a new launcher plug-in on the panel and inserts the dropped files as menu items.

en: Invalid plugin event syntax specified. Use PLUGIN-NAME:NAME[:TYPE:VALUE].
en_GB: Invalid plug-in event syntax specified. Use PLUGIN-NAME:NAME[:TYPE:VALUE].

en: Please choose a panel for the new plugin:
en_GB: Please choose a panel for the new plug-in:

en: Plugin "%s" unexpectedly left the panel, do you want to restart it?
en_GB: Plug-in "%s" unexpectedly left the panel, do you want to restart it?

en: The plugin restarted more than once in the last %d seconds. If you press Execute the panel will try to restart the plugin otherwise it will be permanently removed from the panel.
en_GB: The plug-in restarted more than once in the last %d seconds. If you press Execute the panel will try to restart the plug-in otherwise it will be permanently removed from the panel.

en: The panel and plugin configurations will be permanently removed
en_GB: The panel and plug-in configurations will be permanently removed

en: Select this option if you want maximized windows to cover the area behind the panel. This only works when the panel is attached to a screen edge.
en_GB: Select this option if you want maximised windows to cover the area behind the panel. This only works when the panel is attached to a screen edge.

en: Select this option to automatically increase the length of the panel if the plugins request more space.
en_GB: Select this option to automatically increase the length of the panel if the plug-ins request more space.

en: Pick a Panel Color
en_GB: Pick a Panel Colour

en: _Show confirmation dialog
en_GB: _Show confirmation dialogue

en: Show a confirmation dialog with a 30 second timeout for some of the actions.
en_GB: Show a confirmation dialogue with a 30 second timeout for some of the actions.

en: Restore the minimized windows
en_GB: Restore the minimised windows

en: Minimize all open windows and show the desktop
en_GB: Minimise all open windows and show the desktop

en: Restore minimized windows to current _workspace
en_GB: Restore minimised windows to current _workspace

en: Show only _minimized windows
en_GB: Show only _minimised windows

en: Authorized to suspend
en_GB: Authorised to suspend

en: Authorized to hibernate
en_GB: Authorised to hibernate

en: Authorized to shutdown
en_GB: Authorised to shutdown

en: Show colored _bars
en_GB: Show coloured _bars

en: Xfce4 Sensors %s
    This program is published under the GPL v2.
    The license text can be found inside the program's source archive or under /usr/share/apps/LICENSES/GPL_V2 or at http://www.gnu.org/licenses/old-licenses/gpl-2.0.txt
en_GB: Xfce4 Sensors %s
    This program is published under the GPL v2.
    The licence text can be found inside the program's source archive or under /usr/share/apps/LICENSES/GPL_V2 or at http://www.gnu.org/licenses/old-licenses/gpl-2.0.txt

en: The saved states of your applications will not be restored during your next login.
en_GB: The application will lose any unsaved state and will not be restarted in your next session.

en: Log out without displaying the logout dialog
en_GB: Log out without displaying the logout dialogue

en: Halt without displaying the logout dialog
en_GB: Halt without displaying the logout dialogue

en: Reboot without displaying the logout dialog
en_GB: Reboot without displaying the logout dialogue

en: Suspend without displaying the logout dialog
en_GB: Suspend without displaying the logout dialogue

en: Hibernate without displaying the logout dialog
en_GB: Hibernate without displaying the logout dialogue

en: Hybrid Sleep without displaying the logout dialog
en_GB: Hybrid Sleep without displaying the logout dialogue

en: Switch user without displaying the logout dialog
en_GB: Switch user without displaying the logout dialogue

en: Start GNOME services, such as gnome-keyring
en_GB: Start GNOME services, such as gnome-keyring and the GNOME accessibility framework

en: Customize the look of your desktop
en_GB: Customise the look of your desktop

en: Beha_vior
en_GB: Beha_viour

en: Specifies whether the keyboard layout is controlled with this settings dialog, or by the X server
en_GB: Specifies whether the keyboard layout is controlled with this settings dialogue, or by the X server

en: Could not create the settings dialog.
en_GB: Could not create the settings dialogue.

en: Read your email
en_GB: Read your e-mail

en: Active device in the dialog
en_GB: Active device in the dialogue

en: Configure pointer device behavior and appearance
en_GB: Configure pointer device behaviour and appearance

en: Settings dialog to show
en_GB: Settings dialogue to show

en: Customize your desktop
en_GB: Customise your desktop

en: Solarized (dark)
en_GB: Solarised (dark)

en: Solarized (light)
en_GB: Solarised (light)

en: Option "%s" requires specifying the color as its parameter
en_GB: Option "%s" requires specifying the colour as its parameter

en: Unable to parse color: %s
en_GB: Unable to parse colour: %s

en: Received invalid color data: Wrong format (%d) or length (%d)
en_GB: Received invalid colour data: Wrong format (%d) or length (%d)

en: Open the preferences dialog
en_GB: Open the preferences dialogue

en: Set Title Co_lor...
en_GB: Set Title Co_lour...

en: Choose title color
en_GB: Choose title colour

en: None (use solid color)
en_GB: None (use solid colour)

en: Show unsafe _paste dialog
en_GB: Show unsafe _paste dialogue

en: Show a dialog that allows to edit text that is considered unsafe for pasting.
en_GB: Show a dialogue that allows to edit text that is considered unsafe for pasting.

en: Choose text color
en_GB: Choose text colour

en: Note: Ctrl+click for color editor.
en_GB: Note: Ctrl+click for colour editor.

en: Tab activit_y color:
en_GB: Tab activit_y colour:

en: Choose tab activity color
en_GB: Choose tab activity colour

en: _Use system theme colors for text and background
en_GB: _Use system theme colours for text and background

en: _Vary the background color for each tab
en_GB: _Vary the background colour for each tab

en: The random color is based on the selected background color, keeping the same brightness.
en_GB: The random colour is based on the selected background colour, keeping the same brightness.

en: B_old text color:
en_GB: B_old text colour:

en: Enable this option to set a custom bold color. If disabled the text color will be used.
en_GB: Enable this option to set a custom bold colour. If disabled the text colour will be used.

en: Choose bold font color
en_GB: Choose bold font colour

en: Text _selection color:
en_GB: Text _selection colour:

en: Enable this option to set custom text and background colors for the selection. If disabled the background and text colors will be reversed.
en_GB: Enable this option to set custom text and background colours for the selection. If disabled the background and text colours will be reversed.

en: Choose text selection foreground color
en_GB: Choose text selection foreground colour

en: Choose text selection background color
en_GB: Choose text selection background colour

en: Enable this option to set custom text and background colors for the cursor. If disabled the background and text colors will be reversed.
en_GB: Enable this option to set custom text and background colours for the cursor. If disabled the background and text colours will be reversed.

en: Choose cursor background color
en_GB: Choose cursor background colour

en: Choose cursor foreground color
en_GB: Choose cursor foreground colour

en: Show bold text in b_right colors
en_GB: Show bold text in b_right colours

en: Enable this option to allow escape sequences such as '\e[1;35m' to switch text to bright colors in addition to bold. If disabled, text color will remain intact.
en_GB: Enable this option to allow escape sequences such as '\e[1;35m' to switch text to bright colours in addition to bold. If disabled, text colour will remain intact.

en: These options may cause some applications to behave
    incorrectly. They are only here to allow you to work around
    certain applications and operating systems that expect
    different terminal behavior.
en_GB: These options may cause some applications to behave
    incorrectly. They are only here to allow you to work around
    certain applications and operating systems that expect
    different terminal behaviour.

en: For locations outside Norway the elevation model that's used by the met.no webservice is not very good, so it's usually necessary to specify the altitude as an additional parameter, otherwise the reported values will not be correct.
    
    The plugin tries to auto-detect the altitude using the GeoNames webservice, but that might not always be correct too, so you can change it here.
    
    Altitude is given in meters above sea level, or alternatively in feet by changing the unit on the units page. It should match the real value roughly, but small differences will have no influence on the weather data. Inside Norway, this setting has no effect at all.
en_GB: For locations outside Norway the elevation model that's used by the met.no webservice is not very good, so it's usually necessary to specify the altitude as an additional parameter, otherwise the reported values will not be correct.
    
    The plug-in tries to auto-detect the altitude using the GeoNames webservice, but that might not always be correct too, so you can change it here.
    
    Altitude is given in meters above sea level, or alternatively in feet by changing the unit on the units page. It should match the real value roughly, but small differences will have no influence on the weather data. Inside Norway, this setting has no effect at all.

en: If the chosen location is not in your current timezone, then it is necessary to <i>put</i> the plugin into that other timezone for the times to be shown correctly. The proper timezone will be auto-detected via the GeoNames web service, but you might want to correct it if necessary.
    Leave this field empty to use the timezone set by your system. Invalid entries will cause the use of UTC time, but that may also depend on your system.
en_GB: If the chosen location is not in your current timezone, then it is necessary to <i>put</i> the plug-in into that other timezone for the times to be shown correctly. The proper timezone will be auto-detected via the GeoNames web service, but you might want to correct it if necessary.
    Leave this field empty to use the timezone set by your system. Invalid entries will cause the use of UTC time, but that may also depend on your system.

en: Available icon themes are listed here. You can add icon themes to $HOME/.config/xfce4/weather/icons (or the equivalent directory on your system). Information about how to create or use icon themes can be found in the README file. New icon themes will be detected everytime you open this config dialog.
en_GB: Available icon themes are listed here. You can add icon themes to $HOME/.config/xfce4/weather/icons (or the equivalent directory on your system). Information about how to create or use icon themes can be found in the README file. New icon themes will be detected everytime you open this config dialogue.

en: Font and color:
en_GB: Font and colour:

en: There may be problems with some themes that cause the scrollbox text to be hardly readable. If this is the case or you simply want it to appear in another color, then you can change it using this button. Middle-click on the button to unset the scrollbox text color.
en_GB: There may be problems with some themes that cause the scrollbox text to be hardly readable. If this is the case or you simply want it to appear in another colour, then you can change it using this button. Middle-click on the button to unset the scrollbox text colour.

en: No default icon theme? This should not happen, plugin will crash!
en_GB: No default icon theme? This should not happen, plug-in will crash!

en: The pascal, named after mathematician, physicist and philosopher Blaise Pascal, is a SI derived unit and a measure of force per unit area, defined as one newton per square meter. One standard atmosphere (atm) is 1013.25 hPa.
en_GB: The pascal, named after mathematician, physicist and philosopher Blaise Pascal, is a SI derived unit and a measure of force per unit area, defined as one newton per square metre. One standard atmosphere (atm) is 1013.25 hPa.

en: The torr unit was named after the physicist and mathematician Evangelista Torricelli who discovered the principle of the barometer in 1644 and demonstrated the first mercury barometer to the general public. A pressure of 1 torr is approximately equal to one millimeter of mercury, and one standard atmosphere (atm) equals 760 Torr.
en_GB: The torr unit was named after the physicist and mathematician Evangelista Torricelli who discovered the principle of the barometer in 1644 and demonstrated the first mercury barometer to the general public. A pressure of 1 torr is approximately equal to one millimetre of mercury, and one standard atmosphere (atm) equals 760 Torr.

en: Meter per second is <i>the</i> unit typically used by meteorologists to denote wind speeds.
en_GB: Metre per second is <i>the</i> unit typically used by meteorologists to denote wind speeds.

en: The foot per second (pl. feet per second) in the imperial unit system is the counterpart to the meter per second in the International System of Units.
en_GB: The foot per second (pl. feet per second) in the imperial unit system is the counterpart to the metre per second in the International System of Units.

en: 1 millimeter is one thousandth of a meter - the fundamental unit of length in the International System of Units -, or approximately 0.04 inches.
en_GB: 1 millimetre is one thousandth of a metre - the fundamental unit of length in the International System of Units -, or approximately 0.04 inches.

en: The English word <i>inch</i> comes from Latin <i>uncia</i> meaning <i>one-twelfth part</i> (in this case, one twelfth of a foot). In the past, there have been many different standards of the inch with varying sizes of measure, but the current internationally accepted value is exactly 25.4 millimeters.
en_GB: The English word <i>inch</i> comes from Latin <i>uncia</i> meaning <i>one-twelfth part</i> (in this case, one twelfth of a foot). In the past, there have been many different standards of the inch with varying sizes of measure, but the current internationally accepted value is exactly 25.4 millimetres.

en: The meter is the fundamental unit of length in the International System of Units. Originally intended to be one ten-millionth of the distance from the Earth's equator to the North Pole at sea level, its definition has been periodically refined to reflect growing knowledge of metrology (the science of measurement).
en_GB: The metre is the fundamental unit of length in the International System of Units. Originally intended to be one ten-millionth of the distance from the Earth's equator to the North Pole at sea level, its definition has been periodically refined to reflect growing knowledge of metrology (the science of measurement).

en: This reports the high-level cloud cover in percent. According to WMO definition, high-level clouds can be found in altitudes of 8,000 to 15,000 m (26,000 to 49,000 ft), or 10,000 m-18,000 m (33,000-59,000 ft) at the equator, where temperatures are so low that they are mainly composed of ice crystals. While typically thin and white in appearance, they can be seen in a magnificent array of colors when the sun is low on the horizon.
en_GB: This reports the high-level cloud cover in percent. According to WMO definition, high-level clouds can be found in altitudes of 8,000 to 15,000 m (26,000 to 49,000 ft), or 10,000 m-18,000 m (33,000-59,000 ft) at the equator, where temperatures are so low that they are mainly composed of ice crystals. While typically thin and white in appearance, they can be seen in a magnificent array of colours when the sun is low on the horizon.

en: The amount of rain, drizzle, sleet, hail, snow, graupel and other forms of water falling from the sky over a specific period.
    
    The values reported by met.no are those of precipitation in the liquid state - or in other words: of rain -, so if snow is expected (but not sleet), then the amount of snow will be <i>guessed</i> by multiplying the original value by a ratio dependent on the air temperature:
    
    <tt><small>                   T &lt; -11.1 °C (12 °F) =&gt; 1:12
    -11.1 °C (12 °F) &lt; T &lt;  -4.4 °C (24 °F) =&gt; 1:10
     -4.4 °C (24 °F) &lt; T &lt;  -2.2 °C (28° F) =&gt; 1:7
     -2.2 °C (28 °F) &lt; T &lt;  -0.6 °C (31 °F) =&gt; 1:5
     -0.6 °C (31 °F) &lt; T                    =&gt; 1:3
    
    </small></tt>Example: If temperature is -5 °C (12 °F), then snow density will be low and a rain to snow ratio of 1:10 will be used for calculation. Assuming the reported value is 5 mm, then the calculated amount of snow precipitation is 50 mm.
    
    <b>Note</b>: While air temperature is an important factor in this calculation, there are other influencing factors that the plugin doesn't know about like the type of snow and ground temperature. Because of that, these rules will only lead to rough estimates and may not represent the real amount of snow.
en_GB: The amount of rain, drizzle, sleet, hail, snow, graupel and other forms of water falling from the sky over a specific period.
    
    The values reported by met.no are those of precipitation in the liquid state - or in other words: of rain -, so if snow is expected (but not sleet), then the amount of snow will be <i>guessed</i> by multiplying the original value by a ratio dependent on the air temperature:
    
    <tt><small>                   T &lt; -11.1 °C (12 °F) =&gt; 1:12
    -11.1 °C (12 °F) &lt; T &lt;  -4.4 °C (24 °F) =&gt; 1:10
     -4.4 °C (24 °F) &lt; T &lt;  -2.2 °C (28° F) =&gt; 1:7
     -2.2 °C (28 °F) &lt; T &lt;  -0.6 °C (31 °F) =&gt; 1:5
     -0.6 °C (31 °F) &lt; T                    =&gt; 1:3
    
    </small></tt>Example: If temperature is -5 °C (12 °F), then snow density will be low and a rain to snow ratio of 1:10 will be used for calculation. Assuming the reported value is 5 mm, then the calculated amount of snow precipitation is 50 mm.
    
    <b>Note</b>: While air temperature is an important factor in this calculation, there are other influencing factors that the plug-in doesn't know about like the type of snow and ground temperature. Because of that, these rules will only lead to rough estimates and may not represent the real amount of snow.

en: Please set a location in the plugin settings.
en_GB: Please set a location in the plug-in settings.

en: Include _favorites
en_GB: Include _favourites

en: A value type must be specified to change an array into a single value
en_GB: A value type must be specified to change an array into a single value.

en: Move this dialog to the display you want to edit the settings for.
en_GB: Move this dialogue to the display you want to edit the settings for.

en: Move this dialog to the display and workspace you want to edit the settings for.
en_GB: Move this dialogue to the display and workspace you want to edit the settings for.

en: Move this dialog to the workspace you want to edit the settings for.
en_GB: Move this dialogue to the workspace you want to edit the settings for.

en: Set desktop background and menu and icon behavior
en_GB: Set desktop background and menu and icon behaviour

en: Specify the style of the color drawn behind the backdrop image.
en_GB: Specify the style of the colour drawn behind the backdrop image.

en: Specifies the solid color, or the "left" or "top" color of the gradient.
en_GB: Specifies the solid colour, or the "left" or "top" colour of the gradient.

en: Select First Color
en_GB: Select First Colour

en: Specifies the "right" or "bottom" color of the gradient.
en_GB: Specifies the "right" or "bottom" colour of the gradient.

en: Select Second Color
en_GB: Select Second Colour

en: Minimized application icons
en_GB: Minimised application icons

en: Trash Error
en_GB: Wastebasket Error

en: The selected files could not be moved to the trash
en_GB: The selected files could not be moved to the wastebasket

en: This feature requires a trash service to be present (such as the one supplied by Thunar).
en_GB: This feature requires a wastebasket service to be present (such as the one supplied by Thunar).

en: Could not empty the trash
en_GB: Could not empty the wastebasket

en: The file properties dialog could not be opened
en_GB: The file properties dialogue could not be opened

en: Trash contains one item
en_GB: Wastebasket contains one item

en: Trash contains %d items
en_GB: Wastebasket contains %d items

en: Customize your MPD client
en_GB: Customise your MPD client

en: If checked, Xfmpc will try to read the environment variables MPD_HOST and MPD_PORT otherwise it will use localhost
en_GB: If ticked, Xfmpc will try to read the environment variables MPD_HOST and MPD_PORT otherwise it will use localhost

en: Configure window behavior and shortcuts
en_GB: Configure window behaviour and shortcuts

en: Failed to initialize xfconf. Reason: %s
en_GB: Failed to initialise xfconf. Reason: %s

en: _Draw frame around selected window while cycling
en_GB: _Draw frame around selected windows while cycling

en: Honor _standard ICCCM focus hint
en_GB: Honour _standard ICCCM focus hint

en: Hide frame of windows when ma_ximized
en_GB: Hide frame of windows when ma_ximised

en: Hide title of windows when maximized
en_GB: Hide title of windows when maximised

en: Automatically _tile windows when moving toward the screen edge
en_GB: Automatically _tile windows when moving towards the screen edge

en: At the c_enter of the screen
en_GB: At the c_entre of the screen

en: Minimize _Other Windows
en_GB: Minimise _All Other Windows

en: Cannot spawn helper-dialog: %s
en_GB: Cannot spawn helper-dialogue: %s

en: 3DNow! optimized decoder
en_GB: 3DNow! optimised decoder

en: MMX optimized decoder
en_GB: MMX optimised decoder

en: Sinus tone generator by Haavard Kvaalen <havardk@xmms.org>
    Modified by Daniel J. Peng <danielpeng@bigfoot.com>
    
    To use it, add a URL: tone://frequency1;frequency2;frequency3;...
    e.g. tone://2000;2005 to play a 2000Hz tone and a 2005Hz tone
en_GB: Sinus tone generator by Håvard Kvålen <havardk@xmms.org>
    Modified by Daniel J. Peng <danielpeng@bigfoot.com>
    
    To use it, add a URL: tone://frequency1;frequency2;frequency3;...
    e.g. tone://2000;2005 to play a 2000Hz tone and a 2005Hz tone

en: Ogg Vorbis Plugin by the Xiph.org Foundation
    
    Original code by
    Tony Arcieri <bascule@inferno.tusculum.edu>
    Contributions from
    Chris Montgomery <monty@xiph.org>
    Peter Alm <peter@xmms.org>
    Michael Smith <msmith@labyrinth.edu.au>
    Jack Moffitt <jack@icecast.org>
    Jorn Baayen <jorn@nl.linux.org>
    Haavard Kvaalen <havardk@xmms.org>
    Gian-Carlo Pascutto <gcp@sjeng.org>
    
    Visit the Xiph.org Foundation at http://www.xiph.org/
en_GB: Ogg Vorbis Plugin by the Xiph.org Foundation
    
    Original code by
    Tony Arcieri <bascule@inferno.tusculum.edu>
    Contributions from
    Chris Montgomery <monty@xiph.org>
    Peter Alm <peter@xmms.org>
    Michael Smith <msmith@labyrinth.edu.au>
    Jack Moffitt <jack@icecast.org>
    Jorn Baayen <jorn@nl.linux.org>
    Håvard Kvålen <havardk@xmms.org>
    Gian-Carlo Pascutto <gcp@sjeng.org>
    
    Visit the Xiph.org Foundation at http://www.xiph.org/

en: Color Entry
en_GB: Colour Entry

en: OpenGL Spectrum analyzer
en_GB: OpenGL Spectrum analyser

en: OpenGL Spectrum analyzer %s
en_GB: OpenGL Spectrum analyser %s

en: Simple spectrum analyzer %s
en_GB: Simple spectrum analyser %s

en: Spectrum analyzer
en_GB: Spectrum analyser

en: Haavard Kvaalen
en_GB: Håvard Kvålen

en: Olle Hallnas (compiling fixes)
en_GB: Olle Hällnäs (compiling fixes)

en: Joerg Schuler
en_GB: Jörg Schuler

en: Robin Sylvestre (Equalizer and Playlist)
en_GB: Robin Sylvestre (Equaliser and Playlist)

en: Olle Hallnas
en_GB: Olle Hällnäs

en: Schalk W. Cronje
en_GB: Schalk W. Cronjé

en: Metin Amiroff
en_GB: MÉtin Æmirov

en: Vasif Ismailoglu
en_GB: Vasif Ä°smayÄ±loÄlu

en: Inigo Salvador Azurmendi
en_GB: Iñigo Salvador Azurmendi

en: Amila Akagic
en_GB: Amila AkagiÄ

en: Vladimir Marek
en_GB: Vladimír Marek

en: Alberto Garcia
en_GB: Alberto García

en: David Fernandez Vaamonde
en_GB: David Fernández Vaamonde

en: Juris Kudins
en_GB: Juris Kudiņš

en: Andreas Bergstrom
en_GB: Andreas Bergstrøm

en: Misu Moldovan
en_GB: Mişu Moldovan

en: Juan Manuel Garcia Molina
en_GB: Juan Manuel García Molina

en: Omer Fadil Usta
en_GB: Ömer Fadıl Usta

en: /Configure Equalizer
en_GB: /Configure Equaliser

en: XMMS Equalizer
en_GB: XMMS Equaliser

en: Load equalizer preset
en_GB: Load equaliser preset

en: Import equalizer presets
en_GB: Import equaliser presets

en: Save equalizer preset
en_GB: Save equaliser preset

en: If "Auto" is enabled on the equalizer, xmms will try to load equalizer presets like this:
    1: Look for a preset file in the directory of the file we are about to play.
    2: Look for a directory preset file in the same directory.
    3: Look for a preset saved with the "auto-load" feature
    4: Finally, try to load the "default" preset
en_GB: If "Auto" is enabled on the equaliser, xmms will try to load equaliser presets like this:
    1: Look for a preset file in the directory of the file we are about to play.
    2: Look for a directory preset file in the same directory.
    3: Look for a preset saved with the "auto-load" feature
    4: Finally, try to load the "default" preset

en: No input plugin recognized this file
en_GB: No input plugin recognised this file

en: /Equalizer WindowShade Mode
en_GB: /Equaliser WindowShade Mode

en: /Visualization Mode
en_GB: /Visualisation Mode

en: /Visualization Mode/Analyzer
en_GB: /Visualisation Mode/Analyser

en: /Visualization Mode/Scope
en_GB: /Visualisation Mode/Scope

en: /Visualization Mode/Off
en_GB: /Visualisation Mode/Off

en: /Analyzer Mode
en_GB: /Analyser Mode

en: /Analyzer Mode/Normal
en_GB: /Analyser Mode/Normal

en: /Analyzer Mode/Fire
en_GB: /Analyser Mode/Fire

en: /Analyzer Mode/Vertical Lines
en_GB: /Analyser Mode/Vertical Lines

en: /Analyzer Mode/-
en_GB: /Analyser Mode/-

en: /Analyzer Mode/Lines
en_GB: /Analyser Mode/Lines

en: /Analyzer Mode/Bars
en_GB: /Analyser Mode/Bars

en: /Analyzer Mode/Peaks
en_GB: /Analyser Mode/Peaks

en: /Analyzer Falloff
en_GB: /Analyser Falloff

en: /Analyzer Falloff/Slowest
en_GB: /Analyser Falloff/Slowest

en: /Analyzer Falloff/Slow
en_GB: /Analyser Falloff/Slow

en: /Analyzer Falloff/Medium
en_GB: /Analyser Falloff/Medium

en: /Analyzer Falloff/Fast
en_GB: /Analyser Falloff/Fast

en: /Analyzer Falloff/Fastest
en_GB: /Analyser Falloff/Fastest

en: /Visualization plugins
en_GB: /Visualisation plugins

en: /Visualization
en_GB: /Visualisation

en: BALANCE: CENTER
en_GB: BALANCE: CENTRE

en: VISUALIZATION MENU
en_GB: VISUALISATION MENU

en: /Randomize List
en_GB: /Randomise List

en: Visualization Plugins
en_GB: Visualisation Plugins

en: Visualization plugins
en_GB: Visualisation plugins

en: Equalizer doublesize linked
en_GB: Equaliser doublesize linked

en: Use colors from xpad preferences
en_GB: Use colours from xpad preferences

en: Use these colors:
en_GB: Use these colours:

en: Use colors from theme
en_GB: Use colours from theme

en: The <application>Xreader Document Viewer</application> application enables you to view documents of various formats like Portable Document Format (PDF) files and PostScript files. <application>Xreader Document Viewer</application> follows Freedesktop.org and MATE standards to provide integration with Desktop Environment.
en_GB: The <application>Xreader Document Viewer</application> application enables you to view documents of various formats like Portable Document Format (PDF) files and PostScript files. The <application>Xreader Document Viewer</application> follows Freedesktop.org and MATE standards to provide integration with Desktop Environment.

en: Shows Xreader Document Viewer main window. Contains titlebar, menubar, toolbar and display area. Menubar contains File, Edit, View, Go and Help menus.
en_GB: Shows Xreader Document Viewer main window. This contains a titlebar, menubar, toolbar and display area. The Menubar contains File, Edit, View, Go and Help menus.

en: If you try to open a document with format that <application>Xreader Document Viewer</application> does not recognize, the application displays an error message.
en_GB: If you try to open a document with format that <application>Xreader Document Viewer</application> does not recognise, the application displays an error message.

en: When you try to open a password-protected document, <application>Xreader Document Viewer</application> displays a security dialog. Type either the user password or the master password in the <guilabel>Enter document password</guilabel> text box, then click <guibutton>Open Document</guibutton>.
en_GB: When you try to open a password-protected document, <application>Xreader Document Viewer</application> displays a security dialogue. Type either the user password or the master password in the <guilabel>Enter document password</guilabel> text box, then click <guibutton>Open Document</guibutton>.

en: Xreader is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
en_GB: Xreader is free software; you can redistribute it and/or modify it under the terms of the GNU General Public Licence as published by the Free Software Foundation; either version 2 of the Licence, or (at your option) any later version.

en: Xreader is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more details.
en_GB: Xreader is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public Licence for more details.

en: You should have received a copy of the GNU General Public License along with Xreader; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301  USA
en_GB: You should have received a copy of the GNU General Public Licence along with Xreader; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301  USA

en: _Inverted Colors
en_GB: _Inverted Colours

[ctx: @info:whatsthis]
note: i18n: ectx: property (whatsThis), widget (QCheckBox, kcfg_TerminalHighlightOnManualActivation)
en: Enabling this option will make Yakuake briefly display a colored overlay above the newly focused terminal when moving focus between multiple terminals in a session, as well as over the currently focused terminal when switching to a session with multiple terminals.
en_GB: Enabling this option will make Yakuake briefly display a coloured overlay above the newly focused terminal when moving focus between multiple terminals in a session, as well as over the currently focused terminal when switching to a session with multiple terminals.

[ctx: @label:spinbox]
note: i18n: ectx: property (text), widget (QLabel, backgroundColorOpacityLabel)
en: Background color opacity:
en_GB: Background colour opacity:

[ctx: @info:whatsthis]
note: i18n: ectx: property (whatsThis), widget (QSpinBox, kcfg_BackgroundColorOpacity)
en: When using translucency, the background color will be filled in using the given opacity before the skin elements are painted on top of the background. This allows influencing the opacity and color tint of translucent areas of the skin.
en_GB: When using translucency, the background colour will be filled in using the given opacity before the skin elements are painted on top of the background. This allows influencing the opacity and colour tint of translucent areas of the skin.

[ctx: @title:group]
note: i18n: ectx: property (title), widget (QGroupBox, groupBox_2)
en: Dialogs
en_GB: Dialogues

[ctx: @info:whatsthis]
note: i18n: ectx: whatsthis, entry (Position), group (Window)
en: Center point of the application window, as a percentage, measured from the left-hand edge of the screen.
en_GB: Centre point of the application window, as a percentage, measured from the left-hand edge of the screen.

[ctx: @label]
note: i18n: ectx: label, entry (BackgroundColor), group (Appearance)
en: Window background color
en_GB: Window background colour

[ctx: @info:whatsthis]
note: i18n: ectx: whatsthis, entry (BackgroundColor), group (Appearance)
en: Background color painted below skin elements.
en_GB: Background colour painted below skin elements.

[ctx: @label]
note: i18n: ectx: label, entry (BackgroundColorOpacity), group (Appearance)
en: Background color opacity
en_GB: Background colour opacity

[ctx: @info:whatsthis]
note: i18n: ectx: whatsthis, entry (BackgroundColorOpacity), group (Appearance)
en: The opacity of the background color fill when using translucency.
en_GB: The opacity of the background colour fill when using translucency.

[ctx: @label]
note: i18n: ectx: label, entry (TerminalHighlightOnManualActivation), group (Appearance)
en: Highlight newly focused terminals
en_GB: Highlight newly focussed terminals

[ctx: @info:whatsthis]
note: i18n: ectx: whatsthis, entry (TerminalHighlightOnManualActivation), group (Appearance)
en: Whether to briefly display a colored overlay above the newly focused terminal when moving focus between multiple terminals in a session, as well as over the currently focused terminal when switching to a session with multiple terminals.
en_GB: Whether to briefly display a coloured overlay above the newly focussed terminal when moving focus between multiple terminals in a session, as well as over the currently focussed terminal when switching to a session with multiple terminals.

[ctx: @info:whatsthis]
note: i18n: ectx: whatsthis, entry (TerminalHighlightOpacity), group (Appearance)
en: The opacity of the colored overlay used to highlight a terminal.
en_GB: The opacity of the coloured overlay used to highlight a terminal.

[ctx: @label]
note: i18n: ectx: label, entry (KeyboardInputBlockIndicatorColor), group (Appearance)
en: Keyboard input block indicator color
en_GB: Keyboard input block indicator colour

[ctx: @info:whatsthis]
note: i18n: ectx: whatsthis, entry (KeyboardInputBlockIndicatorColor), group (Appearance)
en: The color of the keyboard input block indicator overlay.
en_GB: The colour of the keyboard input block indicator overlay.

[ctx: @title Preferences page name]
en: Behavior
en_GB: Behaviour

[ctx: @info:whatsthis]
en: If this is checked, the window will stay open when it loses focus.
en_GB: If this is ticked, the window will stay open when it loses focus.

en: Send email to %s
en_GB: Send e-mail to %s

note: (itstool) path: msg/msgstr ID: email.tooltip This is a format message used to format tooltips on mailto: links. Special elements in the message will be replaced with the appropriate content, as follows: <string/> - The linked-to email address
en: Send email to ‘<string/>’.
en_GB: Send e-mail to ‘<string/>’.

en: Quick Select Dialog
en_GB: Quick Select Dialogue

en: Zenity is a rewrite of gdialog, the GNOME port of dialog which allows you to display dialog boxes from the commandline and shell scripts.
en_GB: Zenity is a rewrite of gdialog, the GNOME port of dialog which allows you to display dialogue boxes from the command line and shell scripts.

en: dialog creator
en_GB: dialogue creator

en: <application>Zenity</application> enables you to create the following types of simple dialog:
en_GB: <application>Zenity</application> enables you to create the following types of simple dialogue:

en: When you write scripts, you can use <application>Zenity</application> to create simple dialogs that interact graphically with the user, as follows:
en_GB: When you write scripts, you can use <application>Zenity</application> to create simple dialogues that interact graphically with the user, as follows:

en: You can create a dialog to obtain information from the user. For example, you can prompt the user to select a date from a calendar dialog, or to select a file from a file selection dialog.
en_GB: You can create a dialogue to obtain information from the user. For example, you can prompt the user to select a date from a calendar dialogue, or to select a file from a file selection dialogue.

en: You can create a dialog to provide the user with information. For example, you can use a progress dialog to indicate the current status of an operation, or use a warning message dialog to alert the user.
en_GB: You can create a dialogue to provide the user with information. For example, you can use a progress dialogue to indicate the current status of an operation, or use a warning message dialogue to alert the user.

en: When the user closes the dialog, <application>Zenity</application> prints the text produced by the dialog to standard error.
en_GB: When the user closes the dialogue, <application>Zenity</application> prints the text produced by the dialogue to standard error.

en: An access key is a key that enables you to perform an action from the keyboard rather than use the mouse to choose a command from a menu or dialog. Each access key is identified by an underlined letter on a menu or dialog option.
en_GB: An access key is a key that enables you to perform an action from the keyboard rather than use the mouse to choose a command from a menu or dialogue. Each access key is identified by an underlined letter on a menu or dialogue option.

en: Some <application>Zenity</application> dialogs support the use of access keys. To specify the character to use as the access key, place an underscore before that character in the text of the dialog. The following example shows how to specify the letter 'C' as the access key:
en_GB: Some <application>Zenity</application> dialogues support the use of access keys. To specify the character to use as the access key, place an underscore before that character in the text of the dialogue. The following example shows how to specify the letter 'C' as the access key:

en: The user has either pressed <guibutton>Cancel</guibutton>, or used the window functions to close the dialog.
en_GB: The user has either pressed <guibutton>Cancel</guibutton>, or used the window functions to close the dialogue.

en: The dialog has been closed because the timeout has been reached.
en_GB: The dialogue has been closed because the timeout has been reached.

en: All <application>Zenity</application> dialogs support the following general options:
en_GB: All <application>Zenity</application> dialogues support the following general options:

en: Specifies the title of a dialog.
en_GB: Specifies the title of a dialogue.

en: Specifies the icon that is displayed in the window frame of the dialog. There are 4 stock icons also available by providing the following keywords - 'info', 'warning', 'question' and 'error'.
en_GB: Specifies the icon that is displayed in the window frame of the dialogue. There are 4 stock icons also available by providing the following keywords - 'info', 'warning', 'question' and 'error'.

en: Specifies the width of the dialog.
en_GB: Specifies the width of the dialogue.

en: Specifies the height of the dialog.
en_GB: Specifies the height of the dialogue.

en: Specifies the timeout in seconds after which the dialog is closed.
en_GB: Specifies the timeout in seconds after which the dialogue is closed.

en: Displays full help text for all dialogs.
en_GB: Displays full help text for all dialogues.

en: Displays help text for general dialog options.
en_GB: Displays help text for general dialogue options.

en: Displays help text for calendar dialog options.
en_GB: Displays help text for calendar dialogue options.

en: Displays help text for text entry dialog options.
en_GB: Displays help text for text entry dialogue options.

en: Displays help text for error dialog options.
en_GB: Displays help text for error dialogue options.

en: Displays help text for information dialog options.
en_GB: Displays help text for information dialogue options.

en: Displays help text for file selection dialog options.
en_GB: Displays help text for file selection dialogue options.

en: Displays help text for list dialog options.
en_GB: Displays help text for list dialogue options.

en: Displays help text for progress dialog options.
en_GB: Displays help text for progress dialogue options.

en: Displays help text for question dialog options.
en_GB: Displays help text for question dialogue options.

en: Displays help text for warning dialog options.
en_GB: Displays help text for warning dialogue options.

en: Displays help for text information dialog options.
en_GB: Displays help for text information dialogue options.

en: Displays the <guilabel>About Zenity</guilabel> dialog, which contains <application>Zenity</application> version information, copyright information, and developer information.
en_GB: Displays the <guilabel>About Zenity</guilabel> dialogue, which contains <application>Zenity</application> version information, copyright information and developer information.

en: Calendar Dialog
en_GB: Calendar Dialogue

en: Use the <option>--calendar</option> option to create a calendar dialog. <application>Zenity</application> returns the selected date to standard error. If no date is specified on the command line, the dialog uses the current date.
en_GB: Use the <option>--calendar</option> option to create a calendar dialogue. <application>Zenity</application> returns the selected date to standard error. If no date is specified on the command line, the dialogue uses the current date.

en: The calendar dialog supports the following options:
en_GB: The calendar dialogue supports the following options:

en: Specifies the text that is displayed in the calendar dialog.
en_GB: Specifies the text that is displayed in the calendar dialogue.

en: Specifies the day that is selected in the calendar dialog. <replaceable>day</replaceable> must be a number between 1 and 31 inclusive.
en_GB: Specifies the day that is selected in the calendar dialogue. <replaceable>day</replaceable> must be a number between 1 and 31 inclusive.

en: Specifies the month that is selected in the calendar dialog. <replaceable>month</replaceable> must be a number between 1 and 12 inclusive.
en_GB: Specifies the month that is selected in the calendar dialogue. <replaceable>month</replaceable> must be a number between 1 and 12 inclusive.

en: Specifies the year that is selected in the calendar dialog.
en_GB: Specifies the year that is selected in the calendar dialogue.

en: Specifies the format that is returned from the calendar dialog after date selection. The default format depends on your locale. <replaceable>format</replaceable> must be a format that is acceptable to the <command>strftime</command> function, for example <literal>%A %d/%m/%y</literal>.
en_GB: Specifies the format that is returned from the calendar dialogue after date selection. The default format depends on your locale. <replaceable>format</replaceable> must be a format that is acceptable to the <command>strftime</command> function, for example <literal>%A %d/%m/%y</literal>.

en: The following example script shows how to create a calendar dialog: <placeholder-1/>
en_GB: The following example script shows how to create a calendar dialogue: <placeholder-1/>

en: Calendar Dialog Example
en_GB: Calendar Dialogue Example

en: <placeholder-1/> calendar dialog example
en_GB: <placeholder-1/> calendar dialogue example

en: Use the <option>--file-selection</option> option to create a file selection dialog. <application>Zenity</application> returns the selected files or directories to standard error. The default mode of the file selection dialog is open.
en_GB: Use the <option>--file-selection</option> option to create a file selection dialogue. <application>Zenity</application> returns the selected files or directories to standard error. The default mode of the file selection dialogue is open.

en: The file selection dialog supports the following options:
en_GB: The file selection dialogue supports the following options:

en: Specifies the file or directory that is selected in the file selection dialog when the dialog is first shown.
en_GB: Specifies the file or directory that is selected in the file selection dialogue when the dialogue is first shown.

en: Allows the selection of multiple filenames in the file selection dialog.
en_GB: Allows the selection of multiple filenames in the file selection dialogue.

en: Allows only selection of directories in the file selection dialog.
en_GB: Allows only selection of directories in the file selection dialogue.

en: Set the file selection dialog into save mode.
en_GB: Set the file selection dialogue into save mode.

en: The following example script shows how to create a file selection dialog: <placeholder-1/>
en_GB: The following example script shows how to create a file selection dialogue: <placeholder-1/>

en: File Selection Dialog Example
en_GB: File Selection Dialogue Example

en: <placeholder-1/> file selection dialog example
en_GB: <placeholder-1/> file selection dialogue example

en: List Dialog
en_GB: List Dialogue

en: Use the <option>--list</option> option to create a list dialog. <application>Zenity</application> returns the entries in the first column of text of selected rows to standard error.
en_GB: Use the <option>--list</option> option to create a list dialogue. <application>Zenity</application> returns the entries in the first column of text of selected rows to standard error.

en: Data for the dialog must specified column by column, row by row. Data can be provided to the dialog through standard input. Each entry must be separated by a newline character.
en_GB: Data for the dialogue must specified column by column, row by row. Data can be provided to the dialogue through standard input. Each entry must be separated by a newline character.

en: The list dialog supports the following options:
en_GB: The list dialogue supports the following options:

en: Specifies the column headers that are displayed in the list dialog. You must specify a <option>--column</option> option for each column that you want to display in the dialog.
en_GB: Specifies the column headers that are displayed in the list dialogue. You must specify a <option>--column</option> option for each column that you want to display in the dialogue.

en: Specifies that the first column in the list dialog contains check boxes.
en_GB: Specifies that the first column in the list dialogue contains check boxes.

en: Specifies that the first column in the list dialog contains radio boxes.
en_GB: Specifies that the first column in the list dialogue contains radio boxes.

en: Specifies what string is used when the list dialog returns the selected entries.
en_GB: Specifies what string is used when the list dialogue returns the selected entries.

en: The following example script shows how to create a list dialog: <placeholder-1/>
en_GB: The following example script shows how to create a list dialogue: <placeholder-1/>

en: List Dialog Example
en_GB: List Dialogue Example

en: <placeholder-1/> list dialog example
en_GB: <placeholder-1/> list dialogue example

en: Message Dialogs
en_GB: Message Dialogues

en: <application>Zenity</application> can create four types of message dialog:
en_GB: <application>Zenity</application> can create four types of message dialogue:

en: For each type, use the <option>--text</option> option to specify the text that is displayed in the dialog.
en_GB: For each type, use the <option>--text</option> option to specify the text that is displayed in the dialogue.

en: Use the <option>--error</option> option to create an error dialog.
en_GB: Use the <option>--error</option> option to create an error dialogue.

en: The following example script shows how to create an error dialog: <placeholder-1/>
en_GB: The following example script shows how to create an error dialogue: <placeholder-1/>

en: Error Dialog Example
en_GB: Error Dialogue Example

en: <placeholder-1/> error dialog example
en_GB: <placeholder-1/> error dialogue example

en: Information Dialog
en_GB: Information Dialogue

en: Use the <option>--info</option> option to create an information dialog.
en_GB: Use the <option>--info</option> option to create an information dialogue.

en: The following example script shows how to create an information dialog: <placeholder-1/>
en_GB: The following example script shows how to create an information dialogue: <placeholder-1/>

en: Information Dialog Example
en_GB: Information Dialogue Example

en: <placeholder-1/> information dialog example
en_GB: <placeholder-1/> information dialogue example

en: Question Dialog
en_GB: Question Dialogue

en: Use the <option>--question</option> option to create a question dialog.
en_GB: Use the <option>--question</option> option to create a question dialogue.

en: The following example script shows how to create a question dialog: <placeholder-1/>
en_GB: The following example script shows how to create a question dialogue: <placeholder-1/>

en: Question Dialog Example
en_GB: Question Dialogue Example

en: <placeholder-1/> question dialog example
en_GB: <placeholder-1/> question dialogue example

en: Warning Dialog
en_GB: Warning Dialogue

en: Use the <option>--warning</option> option to create a warning dialog.
en_GB: Use the <option>--warning</option> option to create a warning dialogue.

en: The following example script shows how to create a warning dialog: <placeholder-1/>
en_GB: The following example script shows how to create a warning dialogue: <placeholder-1/>

en: Warning Dialog Example
en_GB: Warning Dialogue Example

en: <placeholder-1/> warning dialog example
en_GB: <placeholder-1/> warning dialogue example

en: Use the <option>--progress</option> option to create a progress dialog.
en_GB: Use the <option>--progress</option> option to create a progress dialogue.

en: The progress dialog supports the following options:
en_GB: The progress dialogue supports the following options:

en: Specifies the text that is displayed in the progress dialog.
en_GB: Specifies the text that is displayed in the progress dialogue.

en: Specifies the initial percentage that is set in the progress dialog.
en_GB: Specifies the initial percentage that is set in the progress dialogue.

en: Closes the progress dialog when 100% has been reached.
en_GB: Closes the progress dialogue when 100% has been reached.

en: 
            #!/bin/sh
            (
            echo "10" ; sleep 1
            echo "# Updating mail logs" ; sleep 1
            echo "20" ; sleep 1
            echo "# Resetting cron jobs" ; sleep 1
            echo "50" ; sleep 1
            echo "This line will just be ignored" ; sleep 1
            echo "75" ; sleep 1
            echo "# Rebooting system" ; sleep 1
            echo "100" ; sleep 1
            ) |
            zenity --progress \
              --title="Update System Logs" \
              --text="Scanning mail logs..." \
              --percentage=0
    
            if [ "$?" = -1 ] ; then
                    zenity --error \
                      --text="Update canceled."
            fi
en_GB: 
            #!/bin/sh
            (
            echo "10" ; sleep 1
            echo "# Updating mail logs" ; sleep 1
            echo "20" ; sleep 1
            echo "# Resetting cron jobs" ; sleep 1
            echo "50" ; sleep 1
            echo "This line will just be ignored" ; sleep 1
            echo "75" ; sleep 1
            echo "# Rebooting system" ; sleep 1
            echo "100" ; sleep 1
            ) |
            zenity --progress \
              --title="Update System Logs" \
              --text="Scanning mail logs..." \
              --percentage=0
    
            if [ "$?" = -1 ] ; then
                    zenity --error \
                      --text="Update cancelled."
            fi

en: The following example script shows how to create a progress dialog: <placeholder-1/>
en_GB: The following example script shows how to create a progress dialogue: <placeholder-1/>

en: Progress Dialog Example
en_GB: Progress Dialogue Example

en: <placeholder-1/> progress dialog example
en_GB: <placeholder-1/> progress dialogue example

en: Text Entry Dialog
en_GB: Text Entry Dialogue

en: Use the <option>-entry</option> option to create a text entry dialog. <application>Zenity</application> returns the contents of the text entry to standard error.
en_GB: Use the <option>-entry</option> option to create a text entry dialogue. <application>Zenity</application> returns the contents of the text entry to standard error.

en: The text entry dialog supports the following options:
en_GB: The text entry dialogue supports the following options:

en: Specifies the text that is displayed in the text entry dialog.
en_GB: Specifies the text that is displayed in the text entry dialogue.

en: Specifies the text that is displayed in the entry field of the text entry dialog.
en_GB: Specifies the text that is displayed in the entry field of the text entry dialogue.

en: Hides the text in the entry field of the text entry dialog.
en_GB: Hides the text in the entry field of the text entry dialogue.

en: The following example script shows how to create a text entry dialog: <placeholder-1/>
en_GB: The following example script shows how to create a text entry dialogue: <placeholder-1/>

en: Text Entry Dialog Example
en_GB: Text Entry Dialogue Example

en: <placeholder-1/> text entry dialog example
en_GB: <placeholder-1/> text entry dialogue example

en: Text Information Dialog
en_GB: Text Information Dialogue

en: Use the <option>--text-info</option> option to create a text information dialog.
en_GB: Use the <option>--text-info</option> option to create a text information dialogue.

en: The text information dialog supports the following options:
en_GB: The text information dialogue supports the following options:

en: Specifies a file that is loaded in the text information dialog.
en_GB: Specifies a file that is loaded in the text information dialogue.

en: Allows the displayed text to be edited. The edited text is returned to standard error when the dialog is closed.
en_GB: Allows the displayed text to be edited. The edited text is returned to standard error when the dialogue is closed.

en: The following example script shows how to create a text information dialog: <placeholder-1/>
en_GB: The following example script shows how to create a text information dialogue: <placeholder-1/>

en: Text Information Dialog Example
en_GB: Text Information Dialogue Example

en: <placeholder-1/> text information dialog example
en_GB: <placeholder-1/> text information dialogue example

en: This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
en_GB: This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public Licence as published by the Free Software Foundation; either version 2 of the Licence, or (at your option) any later version.

en: This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public License for more details.
en_GB: This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public Licence for more details.

en: You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
en_GB: You should have received a copy of the GNU Lesser General Public Licence along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.

en: Display dialog boxes from shell scripts
en_GB: Display dialogue boxes from shell scripts

en: You must specify a dialog type. See 'zenity --help' for details
en_GB: You must specify a dialogue type. See 'zenity --help' for details

en: No column titles specified for List dialog.
en_GB: No column titles specified for List dialogue.

en: You should use only one List dialog type.
en_GB: You should use only one List dialogue type.

en: Forms dialog
en_GB: Forms dialogue

en: Set the dialog title
en_GB: Set the dialogue title

en: Set dialog timeout in seconds
en_GB: Set dialogue timeout in seconds

en: Display calendar dialog
en_GB: Display calendar dialogue

en: Set the dialog text
en_GB: Set the dialogue text

en: Display text entry dialog
en_GB: Display text entry dialogue

en: Display error dialog
en_GB: Display error dialogue

en: Set the dialog icon
en_GB: Set the dialogue icon

en: Enable ellipsizing in the dialog text. This fixes the high window size with long texts
en_GB: Enable ellipsizing in the dialogue text. This fixes the high window size with long texts

en: Display info dialog
en_GB: Display info dialogue

en: Display file selection dialog
en_GB: Display file selection dialogue

note: Help for file-filter argument (name and patterns for file selection)
en: NAME | PATTERN1 PATTERN2 ...
en_GB: NAME | PATTERN1 PATTERN2 …

en: Display list dialog
en_GB: Display list dialogue

en: Use check boxes for the first column
en_GB: Use tick boxes for the first column

en: Use radio buttons for the first column
en_GB: Use radio buttons for first column

en: Display progress indication dialog
en_GB: Display progress indication dialogue

en: Dismiss the dialog when 100% has been reached
en_GB: Dismiss the dialogue when 100% has been reached

en: Display question dialog
en_GB: Display question dialogue

en: Display text information dialog
en_GB: Display text information dialogue

en: Enable an I read and agree checkbox
en_GB: Enable an I read and agree tickbox

en: Display warning dialog
en_GB: Display warning dialogue

en: Display scale dialog
en_GB: Display scale dialogue

en: Display forms dialog
en_GB: Display forms dialogue

en: Add a new Entry in forms dialog
en_GB: Add a new Entry in forms dialogue

en: Add a new Password Entry in forms dialog
en_GB: Add a new Password Entry in forms dialogue

en: Add a new Calendar in forms dialog
en_GB: Add a new Calendar in forms dialogue

en: Add a new List in forms dialog
en_GB: Add a new List in forms dialogue

en: Add a new combo box in forms dialog
en_GB: Add a new combo box in forms dialogue

en: Display password dialog
en_GB: Display password dialogue

en: Display color selection dialog
en_GB: Display colour selection dialogue

en: Set the color
en_GB: Set the colour

en: Color selection options
en_GB: Colour selection options

en: Show color selection options
en_GB: Show colour selection options

en: Password dialog options
en_GB: Password dialogue options

en: Show password dialog options
en_GB: Show password dialogue options

en: Forms dialog options
en_GB: Forms dialogue options

en: Show forms dialog options
en_GB: Show forms dialogue options

en: --%s is not supported for this dialog
en_GB: --%s is not supported for this dialogue

en: Two or more dialog options specified
en_GB: Two or more dialogue options specified

en: Non-option program arguments:
en_GB: Non-option programme arguments:

note: translators: the first %s is name of the resolvable, the second is its kind (e.g. 'zypper package')
en: Automatically agreeing with %s %s license.
en_GB: Automatically agreeing with %s %s licence.

note: translators: e.g. "... with flash package license."
en: Aborting installation due to user disagreement with %s %s license.
en_GB: Aborting installation due to user disagreement with %s %s licence.

en: Initializing Target
en_GB: Initialising Target
