Italiano

#Questa è la tabella dei messaggi in italiano per FreeOrion
#Translated by Claudio Giordano - claudio.giordano@autistici.org

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

APPNAME
FreeOrion

BROWSE_BTN
Sfoglia...

OK
OK

APPLY
Applica

CANCEL
Annulla

DONE
Fatto

CLOSE
Chiudi

LOAD
Carica

SAVE
Salva

OPEN
Apri

OR
o

AND
e

YES
Si

NO
No

EMPIRE
Impero

PLAYER
Giocatore

HUMAN_PLAYER
Umano

AI_PLAYER
IA

ADD_AI_PLAYER
Agg IA

OBSERVER
Osservatore

MODERATOR
Moderatore

NO_PLAYER
Nessuno

DROP_PLAYER
Scarta

HOST
Host

ALL
Tutti

RENAME
Rinomina

ENTER_NEW_NAME
Inserisci il nuovo nome

UNKNOWN_VALUE_SYMBOL
?

ERROR
ERRORE

RESET
Ripristina

TURN
Turno

CHAT_WHISPER
Messaggio privato

UP
Su

NEXT
Succ

BACK
Prec

LAST
Ultimo

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

NEW_FLEET_NAME_NO_NUMBER
Flotta

EMPTY_SPACE
Spazio Profondo

UNEXPLORED_REGION
Regione Inesplorata

UNEXPLORED_SYSTEM
Sistema Inesplorato

NOT_APPLICABLE
N/A

BOMBER
Bombardiere

INTERCEPTOR
Intercettore

DEFAULT_EMPIRE_NAME
Impero Terrestre

DEFAULT_PLAYER_NAME
Giocatore_Umano

UNIVERSEOBJECT
Oggetto Generico

SYSTEM
Sistema

FLEET
Flotta

SHIP
Nave

PLANET
Pianeta

BUILDING
Edificio

FIELD
Campo

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

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

ALL_OF
Tutto Di:

ANY_OF
Qualunque Di:

DUMP
Debug Data Dump

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

SD_SCOUT
Esploratore

SD_SCOUT_DESC
Nave piccola ed economica progettata per la ricognizione e l'esplorazione.

SD_MARK_1
Mark I
SD_MARK1_DESC
Fregata da pattugliamento di base armata di cannone a rotaia.

SD_MARK_2
Mark II
SD_MARK2_DESC
Fregata da pattugliamento migliorata armata di cannone a rotaia.

SD_MARK_3
Mark III
SD_MARK3_DESC
Fregata da pattugliamento di base armata di laser.

SD_MARK_4
Mark IV
SD_MARK4_DESC
Fregata da pattugliamento migliorata armata di laser.

SD_MARK_A1
Mark I

SD_MARK_A2
Mark II

SD_MARK_A3
Mark III

SD_MARK_A3B
Mark III B

SD_MARK_A4
Mark IV

SD_MARK_A4B
Mark IV B

SD_MARK_A5
Mark V
SD_MARK5_DESC
Fregata da pattugliamento di base armata di laser.

SD_MARK_A5B
Mark V B

SD_MARK_A6
Mark VI
SD_MARK6_DESC
Fregata da pattugliamento migliorata armata di laser.

SD_MARK_A6B
Mark VI B

SD_MARK_A7
Mark VII
SD_MARK7_DESC
Fregata da pattugliamento avanzata armata di laser.

SD_MARK_A7B
Mark VII B

SD_MARK_A8
Mark VIII
SD_MARK8_DESC
Fregata da pattugliamento definitiva armata di laser.

SD_MARK_A8B
Mark VIII B

SD_MARK_B_ROBOTIC1
Robotic I
SD_MARK_B_ROBOTIC1_DESC
Incrociatore avanzato con armamenti pesanti e armature per fare il lavoro sporco.

SD_MARK_B_ROBOTIC2
Robotic II
SD_MARK_B_ROBOTIC2_DESC
Incrociatore avanzato con armamenti pesanti e armature per fare il lavoro sporco.

SD_MARK_B_ROBOTIC3
Robotic III
SD_MARK_B_ROBOTIC3_DESC
Incrociatore avanzato con armamenti pesanti e armature per fare il lavoro sporco.

SD_MARK_B_ROBOTIC4
Robotic IV
SD_MARK_B_ROBOTIC4_DESC
Incrociatore avanzato con armamenti pesanti e armature per fare il lavoro sporco.

SD_MARK_A_ORGANIC1
Organic I
SD_MARK_A_ORGANIC1_DESC
Progetto di scafo organico con armamento laser preliminare

SD_MARK_A_ORGANIC2
Organic II
SD_MARK_A_ORGANIC2_DESC
Progetto di scafo organico con armamento laser

SD_MARK_A_ORGANIC3
Organic III
SD_MARK_A_ORGANIC3_DESC
Progetto di scafo organico con armamento laser

SD_MARK_A_ORGANIC4
Organic IV
SD_MARK_A_ORGANIC4_DESC
Progetto di scafo organico con armamento laser

SD_MARK_B_ORGANIC1
Organic V
SD_MARK_B_ORGANIC1_DESC
Progetto di scafo organico con armamento al plasma preliminare.

SD_MARK_C_ENDO1
Endomorphic I
SD_MARK_C_ENDO1_DESC
Incrociatore avanzato endomorfo con armamenti pesanti ed armature per fare il lavoro sporco.

SD_MARK_C_ENDO2
Endomorphic II
SD_MARK_C_ENDO2_DESC
Incrociatore avanzato endomorfo con armamenti pesanti ed armature per fare il lavoro sporco.

SD_MARK_C_ENDO3
Endomorphic III
SD_MARK_C_ENDO3_DESC
Incrociatore avanzato endomorfo con armamenti pesanti ed armature per fare il lavoro sporco.

SD_MARK_C_ENDO4
Endomorphic IV
SD_MARK_C_ENDO4_DESC
Incrociatore avanzato endomorfo con armamenti pesanti ed armature per fare il lavoro sporco.

SD_MARK_C_ENDO5
Endomorphic V
SD_MARK_C_ENDO5_DESC
Incrociatore avanzato endomorfo con armamenti pesanti ed armature per fare il lavoro sporco.

SD_MARK_C_ENDO6
Endomorphic VI
SD_MARK_C_ENDO6_DESC
Incrociatore avanzato endomorfo con armamenti pesanti ed armature per fare il lavoro sporco.

SD_MARK_C_ENDO7
Endomorphic VII
SD_MARK_C_ENDO7_DESC
Incrociatore avanzato endomorfo con armamenti pesanti ed armature per fare il lavoro sporco.

SD_MARK_C_ENDO8
Endomorphic VIII
SD_ENDO8_DESC
Incrociatore avanzato endomorfo con armamenti pesanti ed armature per fare il lavoro sporco.

SD_GRAVITATING1
Gravitating I
SD_GRAVITATING1_DESC
Massiccia nave da guerra armata e protetta con gli ultimi ritrovati tecnologici. Fissato il prezzo di conseguenza.

SD_COLONY_SHIP
Nave Colonizzatrice

SD_COLONY_SHIP_DESC
Vascello disarmato capace di trasportare in sicurezza milioni di cittadini su nuovi siti per colonia.

SD_OUTPOST_SHIP
Nave Avamposto

SD_OUTPOST_SHIP_DESC
Vascello disarmato capace di creare un avamposto su un mondo inabitabile.

SD_COLONY_BASE
Base Colonia

SD_COLONY_BASE_DESC
Vascello disarmato capace di creare una colonia nel sistema dove viene prodotta.

SD_OUTPOST_BASE
Base Avamposto

SD_OUTPOST_BASE_DESC
Unarmed vessel capable of creating an outpost in the system where it is produced.

SD_TROOP_SHIP
Nave Truppa

SD_TROOP_SHIP_DESC
Trasporta una brigata di terra [[encyclopedia TROOP_TITLE]] ed attrezzature che possono essere utilizzate per invadere un pianeta.

SD_DRAGON_TOOTH
Dragon Tooth

SD_DRAGON_TOOTH_DESC
Progetto antico di nave con armi avanzate e sistemi difensivi.

SM_MONSTER
Mostri

SM_KRILL_1
Small Krill Swarm
SM_KRILL_1_DESC
'''Space Krill are small, vaguely insectile organisms that feed on the dust and rocks far from any gravity well. Individually simple, Krill communicate via coherent light, allowing the swarm to coordinate and calculate trajectories. Though normally not aggressive, their numbers become a hazard for navigation, and block resupply. The high quantity of low-G resources found in an asteroid belt, provide Krill with the perfect conditions to rapidly multiply.'''

SM_KRILL_2
Medium Krill Swarm
SM_KRILL_2_DESC
'''Space Krill are small, vaguely insectile organisms that feed on the dust and rocks far from any gravity well. Individually simple, Krill communicate via coherent light, allowing the swarm to coordinate and calculate trajectories. Though normally not aggressive, their numbers become a hazard for navigation, and block resupply. The high quantity of low-G resources found in an asteroid belt, provide Krill with the perfect conditions to rapidly multiply.'''

SM_KRILL_3
Large Krill Swarm
SM_KRILL_3_DESC
'''Space Krill are small, vaguely insectile organisms that feed on the dust and rocks far from any gravity well. Individually simple, Krill communicate via coherent light, allowing the swarm to coordinate and calculate trajectories. When in large enough numbers they begin to become agressive towards ships. The high quantity of low-G resources found in an asteroid belt, provide Krill with the perfect conditions to rapidly multiply.'''

SM_KRILL_4
Plague of Krill
SM_KRILL_4_DESC
'''Space Krill are small, vaguely insectile organisms that feed on the dust and rocks far from any gravity well. Individually simple, Krill communicate via coherent light, allowing the swarm to coordinate and calculate trajectories. Krill behavior changes radically when a critical population is reached-- somewhere in the 10s of millions. The normally flighty Krill, become aggressive, attacking ships and destroying orbital structures. The high quantity of low-G resources found in an asteroid belt, provide Krill with the perfect conditions to rapidly multiply.'''

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

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

SM_FLOATER
Floater
SM_FLOATER_DESC
Gas-filled bulbous sac drifting through space.

SM_DRAGON
Vacuum Dragon
SM_DRAGON_DESC
Terrifying giant monster that prowls space for prey.

SM_DRONE
Drone
SM_DRONE_DESC
'''Tool of a forgotten war, the Drone Fighter still fulfills its original purpose: mindlessly attacking any ships in range.'''

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

SM_GUARD_1
Sentry
SM_GUARD_1_DESC
Sentries guard cool minor stuff.

SM_GUARD_2
Sentinel
SM_GUARD_2_DESC
Sentinels guard cool stuff.

SM_GUARD_3
Warden
SM_GUARD_3_DESC
Wardens guard cool major stuff.

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

SM_KRAKEN_2
Kraken
SM_KRAKEN_2_DESC
A formidable medium-weight space monster.

SM_KRAKEN_3
Great Kraken
SM_KRAKEN_3_DESC
A formidable medium-weight space monster.

SM_BLACK_KRAKEN
Black Kraken
SM_BLACK_KRAKEN_DESC
A powerful, unnatural-seeming space monster.

SM_SNOWFLAKE_1
Small Snowflake
SM_SNOWFLAKE_1_DESC
A formidable light-weight space monster.

SM_SNOWFLAKE_2
Snowflake
SM_SNOWFLAKE_2_DESC
A formidable light-weight space monster.

SM_SNOWFLAKE_3
Large Snowflake
SM_SNOWFLAKE_3_DESC
A formidable light-weight space monster.

SM_PSIONIC_SNOWFLAKE
Psionic Snowflake
SM_PSIONIC_SNOWFLAKE_DESC
A monster with the power to neutralize the minds of organic beings.

SM_JUGGERNAUT_1
Small Juggernaut
SM_JUGGERNAUT_1_DESC
A formidable heavy-weight space monster.

SM_JUGGERNAUT_2
Juggernaut
SM_JUGGERNAUT_2_DESC
A formidable heavy-weight space monster.

SM_JUGGERNAUT_3
Large Juggernaut
SM_JUGGERNAUT_3_DESC
A formidable heavy-weight space monster.

SM_BLOATED_JUGGERNAUT
Bloated Juggernaut
SM_BLOATED_JUGGERNAUT_DESC
A massive, sickly-looking space monster.

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

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

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

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

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

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

SM_ACIREMA_GUARD
Acirema Guard Ship
SM_ACIREMA_GUARD_DESC
An unmanned armed ship built by the Acirema guards the system.

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

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

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

FLD_ION_STORM
Tempesta di Ioni

FLD_ION_STORM_DESC
Vortice magnetico di particelle cariche relativistiche che possono interferire con i sensori e danneggiare navi e pianeti.


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

FN_HOME_FLEET
Flotta Interna

FN_BATTLE_FLEET
Flotta da battaglia

FN_SCOUT_FLEET
Flotta da esplorazione

FN_COLONY_FLEET
Flotta colonizzatrice

FN_INVASION_FLEET
Flotta da invasione

MONSTERS
Mostri

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

RETURN_TO_INTRO
Ritorna al Menu Principale

SERVER_WONT_START
Il server non può essere avviato.

SERVER_TIMEOUT
Il server non risponde.

SERVER_LOST
La connessione al server è stata persa.

SERVER_GAME_END
Il server ha inviato un messaggio di fine partita. Buh-bye.

PLAYER_DISCONNECTED
Il giocatore %1% si è disconnesso.

PLAYER_DEFEATED
Sei stato sconfitto.

EMPIRE_DEFEATED
L'impero %1% non esiste più.

UNKNOWN_EMPIRE
Impero Sconosciuto

LAST_OPPONENT_DEFEATED_VICTORY
L'ultimo avversario è stato sconfitto ed hai vinto!

INVALID_CLIENT_SAVE_DATA_RECEIVED
Il server ha ricevuto dal client dei dati di salvataggio non validi. Alcuni possono essere ignorati.

NON_HOST_SAVE_REQUEST_IGNORED
Il server ha ricevuto una richiesta di salvataggio gioco non valida dal vostro client. Non sei il sistema ospite, quindi non è possibile salvare il gioco.

UNABLE_TO_WRITE_CONFIG_XML
Errore scrivendo il file config.xml. Imposssibile salvare le opzioni.

UNABLE_TO_READ_CONFIG_XML
Errore leggendo il file config.xml. Vengono usate le opzioni predefinite.

UNABLE_TO_WRITE_SAVE_FILE
Errore scrivendo il file del salvataggio.

UNABLE_TO_READ_SAVE_FILE
Errore leggendo il file del salvataggio.

EMPIRE_NOT_FOUND_CANT_HANDLE_ORDERS
Non controlli un impero e quindi non puoi dare ordini.

ORDERS_FOR_WRONG_EMPIRE
Non puoi dare ordini ad un impero che non controlli.

SERVER_ALREADY_HOSTING_GAME
Questo server sta già ospitando una partita.

SERVER_UNABLE_TO_SELECT_HOST
Il server non è in grado di selezionare un sistema ospite.

SERVER_FOUND_NO_ACTIVE_PLAYERS
Impossibile generare una partita senza giocatori attivi.

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

COMMAND_LINE_USAGE
Utilizzo: 

COMMAND_LINE_DEFAULT
Predefiniti: 

OPTIONS_DB_HELP
Mostra questo messaggio di aiuto.

OPTIONS_DB_GENERATE_CONFIG_XML
Utilizza tutte le impostazioni da qualsiasi file config.xml esistente e quelli indicati sulla riga di comando per generare un file config.xml. Questo sovrascriverà il file config.xml corrente, se esiste.

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

OPTIONS_DB_SOUND_ON
Abilita il suono durante la partita.

OPTIONS_DB_MUSIC_ON
Abilita la musica durante la partita.

OPTIONS_DB_BG_MUSIC
Imposta la traccia da riprodurre per il sottofondo musicale.

OPTIONS_DB_FULLSCREEN
Avvia il gioco in modalità schermo intero. Potrebbe essere necessario riavviare il gioco perchè abbia effetto.

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

OPTIONS_DB_UI_CHAT_HIDE_INTERVAL
Intervallo di tempo, in secondi, dopo il quale la finestra di chat multiutente scomparirà se non viene utilizzata. Un valore di 0 indica che la finestra non dovrebbe mai scomparire.

OPTIONS_DB_UI_CHAT_EDIT_HISTORY
Il numero dei messaggi in uscita da mantenere nel box della chat.

OPTIONS_DB_GALAXY_MAP_GAS
Rendering della sostanza gassosa per determinare la forma della galassia. Può rallentare il rendering su vecchi sistemi.

OPTIONS_DB_GALAXY_MAP_STARFIELDS
Rendering del campo stellare intorno al sistema. Può rallentare il rendering su vecchi sistemi.

OPTIONS_DB_GALAXY_MAP_SCALE_LINE
Visualizza la scala per le distanze dell'universo sulla mappa della galassia.

OPTIONS_DB_GALAXY_MAP_ZOOM_SLIDER
Toggles whether to show the zoom slider on galaxy map.

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

OPTIONS_DB_OPTIMIZED_SYSTEM_RENDERING
Usa l'ottimizzazione OpenGL 1.5 nel rendering del sistema nella mappa della galassia. Può provocare crash con vecchie schede video.

OPTIONS_DB_STARLANE_THICKNESS
Imposta la larghezza in pixel da visualizzare per la rotta stellare.

OPTIONS_DB_STARLANE_CORE
Moltiplicatore di larghezza delle linee stellari per il cuore dell'impero.

OPTIONS_DB_RESOURCE_STARLANE_COLOURING
Assegna alle rotte i colori dell'Impero che può utilizzarle per il commercio.

OPTIONS_DB_UNOWNED_STARLANE_COLOUR
Imposta i colori predefiniti delle rotte.

OPTIONS_DB_FLEET_SUPPLY_LINES
Assegna alle rotte di rifornimento gli indicatori colorati dell'Impero

OPTIONS_DB_FLEET_SUPPLY_LINE_WIDTH
Imposta la larghezza in pixels da visulaizzare per le rotte di rifornimento.

OPTIONS_DB_FLEET_SUPPLY_LINE_DOT_SPACING
Imposta la distanza dei punti da visualizzare sulle linee di rifornimento.

OPTIONS_DB_FLEET_SUPPLY_LINE_DOT_RATE
Sets how fast to render dots for fleet supply lines.

OPTIONS_DB_GALAXY_MAP_DETECTION_RANGE
Toggles whether to show circles around objects to indicate their detection range on the galaxy map.

OPTIONS_DB_FORCE_EXTERNAL_SERVER
Impedisce al client l'esecuzione automatica del server.

OPTIONS_DB_EXTERNAL_SERVER_ADDRESS
L'indirizzo del server esterno. Se usato, questo client diventa il manager del gioco.

OPTIONS_DB_MP_HOST_ADDRESS
Address to connect to when joining a multiplayer game.

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

OPTIONS_DB_UI_MAIN_MENU_X
Posizione centrale del menu nella schermata iniziale, da 0 a 1 in riferimento alla larghezza totale.

OPTIONS_DB_UI_MAIN_MENU_Y
Posizione centrale del menu nella schermata iniziale, da 0 a 1 in riferimento all'altezza totale.

OPTIONS_DB_APP_WIDTH
Imposta la risoluzione orizzontale dell'applicazione.

OPTIONS_DB_APP_HEIGHT
Imposta la risoluzione verticale dell'applicazione.

OPTIONS_DB_APP_WIDTH_WINDOWED
Imposta la risoluzione orizzontale dell'applicazione in modalità finestra.

OPTIONS_DB_APP_HEIGHT_WINDOWED
Imposta la risoluzione verticale dell'applicazione in modalità finestra.

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

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

OPTIONS_DB_COLOR_DEPTH
Imposta la profondità di colore in bit.

OPTIONS_DB_SHOW_FPS
Attiva la visualizzazione dei FPS (1 o 0).

OPTIONS_DB_LIMIT_FPS
Attiva il limite dei FPS (1 o 0). Il limite è impostato con l'opzione Max FPS.

OPTIONS_DB_MAX_FPS
Iposta il limite dei FPS, se abilitato. è attivato con Limit FPS.

OPTIONS_DB_UI_SOUND_ENABLED
Attiva gli effetti sonori dell'interfaccia (1 o 0).

OPTIONS_DB_UI_SOUND_VOLUME
Il volume (0 - 255) con il quale vengono riprodotti gli effetti sonori.

OPTIONS_DB_UI_SOUND_BUTTON_ROLLOVER
Il file audio riprodotto quando il mouse passa sopra un pulsante.

OPTIONS_DB_UI_SOUND_BUTTON_CLICK
Il file audio riprodotto quando viene cliccato un pulsante.

OPTIONS_DB_UI_SOUND_TURN_BUTTON_CLICK
Il file audio riprodotto quando viene cliccato il pulsante di fine turno.

OPTIONS_DB_UI_SOUND_LIST_SELECT
Il file audio riprodotto quando viene selezionata un lista od un menu a discesa.

OPTIONS_DB_UI_SOUND_ITEM_DROP
Il file audio riprodotto quando un elemento viene rilasciato in una lista.

OPTIONS_DB_UI_SOUND_LIST_PULLDOWN
Il file audio riprodotto quando viene aperto un menu a discesa.

OPTIONS_DB_UI_SOUND_TEXT_TYPING
Il file audio riprodotto quando l'utente scrive del testo.

OPTIONS_DB_UI_SOUND_WINDOW_MAXIMIZE
Il file audio riprodotto quando una finestra viene ingrandita.

OPTIONS_DB_UI_SOUND_WINDOW_MINIMIZE
Il file audio riprodotto quando una finestra viene ridotta.

OPTIONS_DB_UI_SOUND_WINDOW_CLOSE
Il file audio riprodotto quando una finestra viene chiusa.

OPTIONS_DB_UI_SOUND_ALERT
Il file audio riprodotto quando si verifica un errore oppure un'azione non consentita.

OPTIONS_DB_UI_SOUND_PLANET_BUTTON_CLICK
Il file audio riprodotto quando viene cliccato il pulsante di un pianeta.

OPTIONS_DB_UI_SOUND_FLEET_BUTTON_ROLLOVER
Il file audio riprodotto quando il mouse passa sopra un pulsante di flotta.

OPTIONS_DB_UI_SOUND_FLEET_BUTTON_CLICK
Il file audio riprodotto quando viene cliccato un pulsante di flotta.

OPTIONS_DB_UI_SOUND_SYSTEM_ICON_ROLLOVER
Il file audio riprodotto quando il mouse passa sopra un'icona dei sistemi.

OPTIONS_DB_UI_SOUND_SIDEPANEL_OPEN
Il file audio riprodotto quando viene aperto il pannello laterale del sistema.

OPTIONS_DB_UI_SOUND_FARMING_FOCUS
Il file audio riprodotto quando viene premuto un pulsante di priorità alimentare.

OPTIONS_DB_UI_SOUND_INDUSTRY_FOCUS
Il file audio riprodotto quando viene premuto un pulsante di priorità industriale.

OPTIONS_DB_UI_SOUND_RESEARCH_FOCUS
Il file audio riprodotto quando viene premuto un pulsante di priorità scientifica.

OPTIONS_DB_UI_SOUND_MINING_FOCUS
Il file audio riprodotto quando viene premuto un pulsante di priorità mineraria.

OPTIONS_DB_UI_SOUND_TRADE_FOCUS
Il file audio riprodotto quando viene premuto un pulsante di priorità commerciale.

OPTIONS_DB_UI_SOUND_BALANCED_FOCUS
Il file audio riprodotto quando viene premuto un pulsante di priorità bilanciata.

OPTIONS_DB_UI_FONT
Imposta il file del font.

OPTIONS_DB_UI_FONT_BOLD
Imposta il file del font grassetto.

OPTIONS_DB_UI_FONT_ITALIC
Imposta il file del font corsivo.

OPTIONS_DB_UI_FONT_BOLD_ITALIC
Imposta il file del font grassetto corsivo.

OPTIONS_DB_UI_FONT_SIZE
Imposta la dimensione del font per l'interfaccia.

OPTIONS_DB_UI_TITLE_FONT
Imposta il file del font per il titolo.

OPTIONS_DB_UI_TITLE_FONT_SIZE
Imposta la dimensione del font per il titolo.

OPTIONS_DB_UI_WND_COLOR
Imposta il colore di sfondo dell'interfaccia.

OPTIONS_DB_UI_TEXT_COLOR
Imposta il colore del testo dell'interfaccia.

OPTIONS_DB_UI_DEFAULT_LINK_COLOR
Imposta il colore predefinito per il collegamento dell'interfaccia.

OPTIONS_DB_UI_ROLLOVER_LINK_COLOR
Imposta il colore per il passaggio del mouse sui collegamenti.

OPTIONS_DB_UI_CTRL_COLOR
Imposta il colore di sfondo dei pulsanti di controllo.

OPTIONS_DB_UI_CTRL_BORDER_COLOR
Imposta il colore del bordo dei pulsanti di controllo.

OPTIONS_DB_UI_STATE_BUTTON_COLOR
Imposta il colore dei pulsanti selezionati.

OPTIONS_DB_UI_DROPDOWNLIST_ARROW_COLOR
Imposta il colore delle freccie per i menu a discesa.

OPTIONS_DB_UI_EDIT_HILITE
Imposta il colore di selezione nei controlli di modifica del testo.

OPTIONS_DB_UI_STAT_INCREASE_COLOR
Imposta il colore di incremento nelle statistiche.

OPTIONS_DB_UI_STAT_DECREASE_COLOR
Imposta il colore di riduzione nelle statistiche.

OPTIONS_DB_UI_WND_OUTER_BORDER_COLOR
Imposta il colore del bordo esterno delle finestre.

OPTIONS_DB_UI_WND_INNER_BORDER_COLOR
Imposta il colore del bordo interno delle finestre.

OPTIONS_DB_UI_KNOWN_TECH
Imposta il colore delle tecnologie conosciute nell'albero tecnologico.

OPTIONS_DB_UI_KNOWN_TECH_BORDER
Imposta il colore dei testi e dei bordi delle tecnologie conosciute nell'albero tecnologico.

OPTIONS_DB_UI_RESEARCHABLE_TECH
Imposta il colore delle tecnologie ricercabili nell'albero tecnologico.

OPTIONS_DB_UI_RESEARCHABLE_TECH_BORDER
Imposta il colore dei testi e dei bordi delle tecnologie ricercabili nell'albero tecnologico.

OPTIONS_DB_UI_UNRESEARCHABLE_TECH
Imposta il colore delle tecnologie non ancora ricercabili nell'albero tecnologico.

OPTIONS_DB_UI_UNRESEARCHABLE_TECH_BORDER
Imposta il colore dei testi e dei bordi delle tecnologie non ancora ricercabili nell'albero tecnologico.

OPTIONS_DB_UI_TECH_PROGRESS_BACKGROUND
Imposta il colore di sfondo della barra di avanzamento nell'albero tecnologico.

OPTIONS_DB_UI_TECH_PROGRESS
Imposta il colore della barra di avanzamento nell'albero tecnologico.

OPTIONS_DB_UI_SCROLL_WIDTH
Imposta la larghezza di scorrimento.

OPTIONS_DB_UI_SYSTEM_ICON_SIZE
Imposta la dimensione delle icone dei sistemi.

OPTIONS_DB_UI_SYSTEM_FOG
Attiva l'offuscamento sopra le icone dei sistemi.

OPTIONS_DB_UI_SYSTEM_FOG_SPACING
Imposta la spaziatura delle linee di offuscamento (in pixels).

OPTIONS_DB_UI_SYSTEM_CIRCLES
Attiva il disegno di un cerchio attorno ai sistemi.

OPTIONS_DB_UI_SYSTEM_CIRCLE_SIZE
Imposta la dimensione dei cerchi attorno ai sistemi, relativo alla dimensione delle icone.

OPTIONS_DB_UI_SYSTEM_NAME_UNOWNED_COLOR
Imposta il colore dei sistemi non controllati nella mappa.

OPTIONS_DB_UI_MEDIUM_FLEET_BUTTON_MIN_ZOOM
Imposta il livello minimo di ingrandimento al quale le flotte medie sono mostrate sulla mappa.

OPTIONS_DB_UI_SMALL_FLEET_BUTTON_MIN_ZOOM
Imposta il livello minimo di ingrandimento al quale le flotte piccole sono mostrate nella mappa.

OPTIONS_DB_UI_TINY_FLEET_BUTTON_MIN_ZOOM
Imposta il livello minimo di ingrandimento al quale le flotte minori sono mostrate nella mappa. Ad ingrandimenti minori nessuna flotta è mostrata sulla mappa.

OPTIONS_DB_UI_FLEET_SELECTION_INDICATOR_SIZE
Imposta la dimensione dell'indicatore di selezione della flotta (relativo all'icona della flotta).

OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_SIZE
Imposta la dimensione dell'indicatore di selezione del sistema (relativo all'icona del sistema).

OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_FPS
Imposta la velocità dei fotogrammi dell'animazione per l'indicatore di selezione del sistema.

OPTIONS_DB_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD
Imposta la dimensione minima delle icone dei sistemi oltre la quale viene mostrata la piccola icona fissa.

OPTIONS_DB_UI_TOOLTIP_DELAY
Imposta il ritardo del tooltip, in ms.

OPTIONS_DB_UI_MULTIPLE_FLEET_WINDOWS
Se Attivato, un click sul pulsante di flotta multipla aprirà multiple finestre contemporaneamente. Altrimenti l'apertura di una causerà la chiusura di qualunque altra correntemente aperta.

OPTIONS_DB_UI_WINDOW_QUICKCLOSE
Chiude le finestre aperte quando viene cliccato il pulsante destro del mouse sulla mappa.

OPTIONS_DB_UI_SIDEPANEL_WIDTH
Imposta la larghezza del pannello laterale del sistema.

OPTIONS_DB_UI_SIDEPANEL_PLANET_MAX_DIAMETER
Imposta la dimensione del pianeta rotante più grande nel pannello laterale del sistema.

OPTIONS_DB_UI_SIDEPANEL_PLANET_MIN_DIAMETER
Imposta la dimensione del pianeta rotante più piccolo nel pannello laterale del sistema.

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

OPTIONS_DB_GAMESETUP_SEED
'''The seed used for randomly generating the galaxy.
Galaxies generated with the same settings and the same seed will be identical.'''

OPTIONS_DB_GAMESETUP_STARS
'''Il numero approssimativo di sistemi per la galassia che sarà generata.
Per una partita bilanciata il numero consigliato è 15-30 sistemi per impero.
Numeri molto elevati di sistemi potrebbero causare dei rallentamenti di FreeOrion, specialmente nelle fasi avanzate.'''

OPTIONS_DB_GAMESETUP_GALAXY_SHAPE
La forma della galassia da generare.

OPTIONS_DB_GAMESETUP_GALAXY_AGE
L'età della galassia da generare.

OPTIONS_DB_GAMESETUP_PLANET_DENSITY
Il numero di pianeti per sistema da generare.

OPTIONS_DB_GAMESETUP_STARLANE_FREQUENCY
Il numero di rotte da generare.

OPTIONS_DB_GAMESETUP_SPECIALS_FREQUENCY
Il numero di apparizioni speciali da generare.

OPTIONS_DB_GAMESETUP_MONSTER_FREQUENCY
The frequency of monsters in the galaxy to be generated.

OPTIONS_DB_GAMESETUP_NATIVE_FREQUENCY
The frequency of natives in the galaxy to be generated.

OPTIONS_DB_GAMESETUP_AI_MAX_AGGRESSION
The maximum aggression level for AI opponents

OPTIONS_DB_GAMESETUP_EMPIRE_NAME
'''Il nome del tuo impero.'''

OPTIONS_DB_GAMESETUP_PLAYER_NAME
'''Il nome usato nel gioco dal giocatore.'''

OPTIONS_DB_GAMESETUP_EMPIRE_COLOR
'''Il colore usato per il tuo impero.'''

OPTIONS_DB_GAMESETUP_STARTING_SPECIES_NAME
'''Your empire's starting species.
Has no effect on planets in your empire colonized by other species.'''

OPTIONS_DB_GAMESETUP_NUM_AI_PLAYERS
Il numero di avversari IA nel gioco.

OPTIONS_DB_UI_TECH_LAYOUT_HORZ_SPACING
La spaziatura orizzontale fra tecnologie nell'albero tecnologico, in multipli della larghezza di ogni singola tecnologia.

OPTIONS_DB_UI_TECH_LAYOUT_VERT_SPACING
La spaziatura verticale fra tecnologie nell'albero tecnologico, in multipli dell altezza di ogni singola tecnologia.

OPTIONS_DB_SAVE_DIR
Imposta la cartella dove risiedono i salvataggi. I nomi delle cartelle sono considerati relativi alla posizione dell'applicazione.

OPTIONS_DB_RESOURCE_DIR
Imposta la cartella radice per i file di gioco (contenuti del gioco e file di dati).

OPTIONS_DB_LOG_LEVEL
Imposta il livello sopra al quale i messaggi di log verranno mostrati (livelli in ordine decrescente: DEBUG, INFO, NOTICE, WARN, ERROR, CRIT, ALERT, FATAL, EMERG)

OPTIONS_DB_STRINGTABLE_FILENAME
Imposta il file della lingua.

OPTIONS_DB_AUTOSAVE_SINGLE_PLAYER
Salvataggi automatici per la modalità giocatore singolo.

OPTIONS_DB_AUTOSAVE_MULTIPLAYER
Salvataggi automatici per la modalità Multigiocatore.

OPTIONS_DB_AUTOSAVE_TURNS
Imposta il numero di turnida attendere fra due salvataggi automatici.

OPTIONS_DB_AUTOSAVE_LIMIT
Sets the maximum number of autosave files to keep.

OPTIONS_DB_UI_MOUSE_LR_SWAP
Swaps results of clicking left and right mouse buttons.

OPTIONS_DB_MUSIC_VOLUME
Il volume (da 0 a 255) per la musica durante la partita.

OPTIONS_DB_COMBAT_ENABLE_GLOW
Attiva gli effetti luminosi.

OPTIONS_DB_COMBAT_ENABLE_SKYBOX
Attiva lo sfondo del cielo.

OPTIONS_DB_COMBAT_ENABLE_LENS_FLARE
Attiva l'effetto lente.

OPTIONS_DB_COMBAT_FILLED_SELECTION
Usa un'effetto riempimento invece di contorno sugli oggetti selezionati.

OPTIONS_DB_QUICKSTART
Avvio veloce senza mostrare il menu.

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

OPTIONS_DB_CHECKED_GL_VERSION
Stores whether the OpenGL version of this system has been checked. If false, several rendering options may be altered depending on the GL version, after which, this option will be set to true.

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

OPTIONS_DB_AUTO_EFFECT_DESC
Alterna l'inclusione di testo generato automaticamente in tecnologia, edilizia o descrizioni di parti della nave.

OPTIONS_DB_VERBOSE_LOGGING_DESC
Toggles verbose logging of universe contents and effect evaluation.

OPTIONS_DB_VERBOSE_SITREP_DESC
Toggles inclusion of situation report messages with errors.

OPTIONS_DB_TECH_DEMO
Prova la demo di combattimento 3D tecnologico.

OPTIONS_DB_TEST_3D_COMBAT
Test 3D combat resolution.

OPTIONS_DB_LOAD
Loads the specified single-player save game.

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

FILE_DLG_FILES
File(s):

FILE_DLG_FILE_TYPES
Tipo(i):

FILE_DLG_MALFORMED_FILENAME
Nome del file non valido.

FILE_DLG_OVERWRITE_PROMPT
'''%1% esiste.
sovrascrivere?'''

FILE_DLG_INVALID_FILENAME
'''"%1%"
è un nome di file non valido.'''

FILE_DLG_FILENAME_IS_A_DIRECTORY
'''"%1%"
è una cartella.'''

FILE_DLG_FILE_DOES_NOT_EXIST
'''Il file "%1%"
non esiste.'''

FILE_DLG_DEVICE_IS_NOT_READY
Il dispositivo non è pronto.


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

COLOR_DLG_NEW
Nuovo

COLOR_DLG_OLD
Vecchio

COLOR_DLG_RED
R:

COLOR_DLG_GREEN
V:

COLOR_DLG_BLUE
B:

COLOR_DLG_HUE
H:

COLOR_DLG_SATURATION
S:

COLOR_DLG_VALUE
V:

COLOR_DLG_ALPHA
A:


#################
# Intro Screen  #
#################

#Window title####

INTRO_WINDOW_TITLE
FreeOrion Menu Principale


#Button names####

INTRO_BTN_SINGLE_PLAYER
Giocatore Singolo

INTRO_BTN_QUICK_START
Partita Veloce

INTRO_BTN_MULTI_PLAYER
Multi Giocatore

INTRO_BTN_LOAD_GAME
Carica Partita

INTRO_BTN_OPTIONS
Opzioni

INTRO_BTN_ABOUT
Informazioni

INTRO_BTN_CREDITS
Ringraziamenti

INTRO_BTN_EXIT
Esci


#Error Messages####

ERR_CONNECT_TIMED_OUT
Tempo scaduto durante il tentativo di connessione al server

ERR_VERSION_MISMATCH
Impossibile connettersi al server, perché questo client utilizza una versione diversa delle seguenti impostazioni e/o file:


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

#Window title####

SCONNECT_WINDOW_TITLE
Connessione al server


#Static labels####

LAN_GAME_LABEL
Partita in rete su:

INTERNET_GAME_LABEL
Partita su internet su:

PLAYER_NAME_LABEL
Nome Giocatore


#Button names####

HOST_GAME_BN
Ospita una nuova partita

JOIN_GAME_BN
Unisciti ad una partita

REFRESH_LIST_BN
Aggiorna Lista


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

MPLOBBY_WINDOW_TITLE
Impostazioni Multigiocatore

MPLOBBY_HOST_ABORTED_GAME
The host player has terminated this game setup.

MULTIPLAYER_GAME_START_CONDITIONS
Richiesti nome impero e colori univoci

MULTIPLAYER_PLAYER_LIST_TYPES
Tipo

MULTIPLAYER_PLAYER_LIST_NAMES
Giocatore

MULTIPLAYER_PLAYER_LIST_EMPIRES
Impero

MULTIPLAYER_PLAYER_LIST_COLOURS
Colore Impero

MULTIPLAYER_PLAYER_LIST_ORIGINAL_NAMES
Giocatore Precedente

MULTIPLAYER_PLAYER_LIST_STARTING_SPECIES
Specie Iniziali

NEW_GAME_BN
Nuova Partita

LOAD_GAME_BN
Carica Partita

START_GAME_BN
Avvia Partita


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

#Window title####

GSETUP_WINDOW_TITLE
Impostazioni Galassia 

#Strings
GSETUP_GRAPHICS_FILES
File Grafici

GSETUP_PLAYER_NAME
Nome Giocatore

GSETUP_EMPIRE_NAME
Nome Impero

GSETUP_EMPIRE_COLOR
Colore Impero

GSETUP_SPECIES
Specie Iniziali

GSETUP_NUMBER_AIS
Numero di giocatori controllati dal computer

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

GSETUP_SEED
Seme
GSETUP_RANDOMIZE
Randomizza
GSETUP_STARS
Sistemi
GSETUP_SHAPE
Forma Galassia
GSETUP_AGE
Età Galassia
GSETUP_STARLANE_FREQ
Frequenza rotte stellari
GSETUP_PLANET_DENSITY
Densità Pianeti
GSETUP_SPECIALS_FREQ
Frequenza Speciali
GSETUP_MONSTER_FREQ
Frequenza Mostri
GSETUP_NATIVE_FREQ
Frequenza Nativa
GSETUP_AI_AGGR
Max AI Aggression

GSETUP_2ARM
Spirale, 2-bracci
GSETUP_3ARM
Spirale, 3-bracci
GSETUP_4ARM
Spirale, 4-bracci
GSETUP_CLUSTER
Agglomerato
GSETUP_ELLIPTICAL
Ellittica
GSETUP_IRREGULAR
Irregolare
GSETUP_RING
Ad anello
GSETUP_RANDOM
Casuale

GSETUP_NONE
Nessuna
GSETUP_LOW
Bassa
GSETUP_MEDIUM
Media
GSETUP_HIGH
Alta

GSETUP_YOUNG
Giovane
GSETUP_MATURE
Matura
GSETUP_ANCIENT
Antica

GSETUP_BEGINNER
Principiante
GSETUP_TURTLE
Testuggine
GSETUP_DEFENSIVE
Cauto
GSETUP_MODERATE
Tradizionale
GSETUP_AGGRESSIVE
Aggressivo
GSETUP_MANIACAL
Maniacale

#Error messages####

GSETUP_ERR_NOEXIST
non esiste.

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

#License button text####

LICENSE
Licenza

ABOUT_WINDOW_TITLE
Informazioni su FreeOrion

CREDITS
Ringraziamenti

VISION
Visione

FREEORION_VISION
FreeOrion, un gioco open-source basato su Master of Orion, è un gioco epico spaziale di strategia a turni che si basa sul classico modello '4X' che prevede la costruzione degli elementi di gioco come Europa Universalis 2 ed un versatile motore della battaglia. Mentre la sua struttura open-source modulare permette un notevole grado di personalizzazione del motore di gioco e degli elementi della storia da parte della comunità, la squadra di FreeOrion si è dedicata alla costruzione di un modello di 'grande campagna' in un universo vivibile e di grande respiro. 

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

GAME_MENU_WINDOW_TITLE
Menu

GAME_MENU_SAVE
Salva Partita

GAME_MENU_LOAD
Carica Partita

GAME_MENU_RESIGN
Abbandona

GAME_MENU_SAVE_FILES
Salvataggi

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

OPTIONS_TITLE
Opzioni

OPTIONS_MULTIPLE_FLEET_WNDS
Finestre flotta multiple

OPTIONS_QUICK_CLOSE_WNDS
Chiusura rapida finestre

OPTIONS_SHOW_SIDEPANEL_PLANETS
Mostra pannello laterale pianeti

OPTIONS_MISC_UI
Impostazioni varie interfaccia utente

OPTIONS_SINGLEPLAYER
Giocatore Singolo

OPTIONS_MULTIPLAYER
Multi giocatore

OPTIONS_AUTOSAVE_LIMIT
Salvataggi automatici da conservare

OPTIONS_AUTOSAVE_TURNS_BETWEEN
Turni tra un salvataggio automatico e l'altro

OPTIONS_LANGUAGE
File della lingua

OPTIONS_FONTS
Tipo Carattere

OPTIONS_FONT_SIZES
Dimensione carattere

OPTIONS_FONT_TEXT
Testo

OPTIONS_FONT_TITLE
Titoli finestre

OPTIONS_TECH_SPACING
Spaziatura tecnologie

OPTIONS_HORIZONTAL
Orizzontale

OPTIONS_VERTICAL
Verticale

OPTIONS_TOOLTIP_DELAY
Ritardo testo a comparsa (ms)

OPTIONS_SWAP_MOUSE_LR
Scambia tasto sinistro e destro del mouse

OPTIONS_VIDEO_MODE
Modalità video a schermo intero (richiede riavvio)

OPTIONS_VIDEO_MODE_LIST_DESCRIPTION
Imposta i bit per pixel e la risoluzione a schermo intero.

OPTIONS_VIDEO_MODE_WINDOWED
Modalità video in finestra (richiede riavvio)

OPTIONS_VIDEO_MODE_WINDOWED_SPINNERS_DESCRIPTION
Imposta larghezza ed altezza della modalità a finetra. Questa modalità utilizza i bit per pixel della modalità schermo intero.

OPTIONS_VIDEO_SETTINGS
Impostazioni video

OPTIONS_APP_WIDTH_WINDOWED
Larghezza finestra

OPTIONS_APP_HEIGHT_WINDOWED
Altezza finestra

OPTIONS_APP_LEFT_WINDOWED
Posizione Margine Sinistro Finestra

OPTIONS_APP_TOP_WINDOWED
Window Top Position

OPTIONS_FULLSCREEN
Schermo intero

OPTIONS_FULLSCREEN_MONITOR_ID
Fullscreen Monitor ID

OPTIONS_SHOW_FPS
Mostra FPS

OPTIONS_LIMIT_FPS
Limite FPS

OPTIONS_MAX_FPS
FPS Massimi

OPTIONS_APPLY
Applica

OPTIONS_CHAT
Chat

OPTIONS_CHAT_HISTORY
Cronologia Chat

OPTIONS_CHAT_HIDE
Attesa scomparsa chat

OPTIONS_GALAXY_MAP
Mappa Galassia

OPTIONS_DESCRIPTIONS
Descrizione contesto

OPTIONS_SYSTEM_ICONS
Icone sistema

OPTIONS_OPTIMIZED_SYSTEM_RENDERING
Sistema di rendering ottimizzato

OPTIONS_UI_SYSTEM_ICON_SIZE
Dimensione icone del sistema

OPTIONS_UI_SYSTEM_FOG
Linee Nebbia di guerra del Sistema

OPTIONS_UI_SYSTEM_FOG_SPACING
Spaziatura linee Nebbia di Guerra

OPTIONS_UI_SYSTEM_CIRCLES
Chiusura cerchio Sistema

OPTIONS_UI_SYSTEM_CIRCLE_SIZE
Grandezza cerchio

OPTIONS_UI_SYSTEM_SELECTION_INDICATOR_SIZE
Grandezza indicatore di selezione

OPTIONS_UI_SYSTEM_SELECTION_INDICATOR_FPS
Velocità dei fotogrammi per l'indicatore animato di selezione sistema

OPTIONS_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD
Soglia grandezza icone sistema

OPTIONS_UI_SYSTEM_NAME_UNOWNED_COLOR
Colore nome sistema libero

OPTIONS_FLEET_ICONS
Icone flotta

OPTIONS_UI_TINY_FLEET_BUTTON_MIN_ZOOM
Zoom minimo icona flotta (piccolissima)

OPTIONS_UI_SMALL_FLEET_BUTTON_MIN_ZOOM
Zoom minimo icona flotta (piccola)

OPTIONS_UI_MEDIUM_FLEET_BUTTON_MIN_ZOOM
Zoom minimo icona flotta (media)

OPTIONS_UI_FLEET_SELECTION_INDICATOR_SIZE
Grandezza indicatore selezione flotta

OPTIONS_GALAXY_MAP_GENERAL
Generale

OPTIONS_GALAXY_MAP_GAS
Rendering gas mappa galassia

OPTIONS_GALAXY_MAP_STARFIELDS
Rendering campo stellato mappa galassia

OPTIONS_GALAXY_MAP_SCALE_LINE
Scala distanze mappa galassia

OPTIONS_GALAXY_MAP_ZOOM_SLIDER
Galaxy map zoom slider

OPTIONS_GALAXY_MAP_DETECTION_STEALTH_THRESHOLD
Galaxy map detection range displayed stealth threshold

OPTIONS_GALAXY_MAP_STEALTH_THRESHOLD_SLIDER
Galaxy map stealth threshold slider

OPTIONS_GALAXY_MAP_DETECTION_RANGE
Cerchi area di rilevamento

OPTIONS_GALAXY_MAP_POPUP
Menu di scelta rapida mappa galassia

OPTIONS_STARLANES
Rotte spaziali

OPTIONS_STARLANE_THICKNESS
Spessore rotte

OPTIONS_RESOURCE_STARLANE_COLOURING
Colorazione rotte commerciali

OPTIONS_FLEET_SUPPLY_LINES
Linee rifornimento flotta

OPTIONS_FLEET_SUPPLY_LINE_WIDTH
Larghezza linee rifornimento flotta

OPTIONS_FLEET_SUPPLY_LINE_DOT_SPACING
Spaziatura linee rifornimento flotta

OPTIONS_FLEET_SUPPLY_LINE_DOT_RATE
Quantità di punti nelle linee dei rifornimenti della flotta

OPTIONS_UNOWNED_STARLANE_COLOUR
Colore predefinito rotta

OPTIONS_MUSIC
Musica

OPTIONS_UI_SOUNDS
Suoni Interfaccia

OPTIONS_BACKGROUND_MUSIC
Musica

OPTIONS_SOUNDS
Suoni

OPTIONS_SOUND_CLOSE
Chiudi finestra

OPTIONS_SOUND_MINIMIZE
Riduci finestra

OPTIONS_SOUND_MAXIMIZE
Ingrandisci finestra

OPTIONS_SOUND_CLICK
Click

OPTIONS_SOUND_ROLLOVER
Passaggio

OPTIONS_SOUND_FLEET_CLICK
Click tasto flotta

OPTIONS_SOUND_FLEET_ROLLOVER
Passaggio tasto flotta

OPTIONS_SOUND_SYSTEM_ROLLOVER
Passaggio icona sistema

OPTIONS_SOUND_WINDOW
Suoni finestre

OPTIONS_SOUND_BUTTON
Suoni pulsanti

OPTIONS_SOUND_FLEET
Suoni pulsanti flotte

OPTIONS_SOUND_ALERT
Attenzione

OPTIONS_SOUND_TYPING
Scrittura

OPTIONS_SOUND_TURN
Click tasto turno

OPTIONS_SOUND_SIDEPANEL
Apertura pannello laterale

OPTIONS_SOUND_PLANET
Selezione pianeta

OPTIONS_SOUND_FOCUS
Selezione priorità

OPTIONS_SOUND_BALANCED
Priorità bilanciata

OPTIONS_SOUND_FARMING
Priorità alimentare

OPTIONS_SOUND_INDUSTRY
Priorità industriale

OPTIONS_SOUND_MINING
Priorità mineraria

OPTIONS_SOUND_RESEARCH
Priorità ricerca

OPTIONS_SOUND_LIST
Lista suoni

OPTIONS_SOUND_DROP
Rilascia elemento

OPTIONS_SOUND_PULLDOWN
Apertura menu a tendina

OPTIONS_SOUND_SELECT
Selezione lista

OPTIONS_GENERAL_COLORS
Generale

OPTIONS_CONTROL_COLORS
Controlli interfaccia utente

OPTIONS_FILL_COLOR
Riempimento

OPTIONS_BORDER_COLOR
Bordo

OPTIONS_TEXT_COLOR
Testo

OPTIONS_DEFAULT_LINK_COLOR
Collegamenti predefiniti

OPTIONS_ROLLOVER_LINK_COLOR
Collegamenti al passaggio del mouse

OPTIONS_HIGHLIGHT_COLOR
Evidenziazione selezione

OPTIONS_DROPLIST_ARROW_COLOR
Colore freccia menu a tendina

OPTIONS_STATE_BUTTON_COLOR
Pulsante di commutazione selezionato

OPTIONS_STAT_INCREASE_COLOR
Incremento statistiche

OPTIONS_STAT_DECREASE_COLOR
Decremento statistiche

OPTIONS_INTERIOR_COLOR
Interno

OPTIONS_WINDOW_COLORS
Finestre

OPTIONS_INNER_BORDER_COLOR
Bordo interno

OPTIONS_OUTER_BORDER_COLOR
Bordo esterno

OPTIONS_PAGE_VIDEO
Video

OPTIONS_PAGE_AUDIO
Audio

OPTIONS_PAGE_AUTOSAVE
Salvataggio Automatico

OPTIONS_PAGE_UI
Interfaccia utente

OPTIONS_PAGE_COLORS
Colori

OPTIONS_PAGE_COMBAT
Combattimento

OPTIONS_PAGE_DIRECTORIES
Cartelle

OPTIONS_TECH_COLORS
Tecnologie

OPTIONS_TEXT_AND_BORDER_COLOR
Testo e bordi

OPTIONS_KNOWN_TECH_COLORS
Tecnologie conosciute

OPTIONS_RESEARCHABLE_TECH_COLORS
Tecnologie ricercabili

OPTIONS_UNRESEARCHABLE_TECH_COLORS
Tecnologie non ricercabili

OPTIONS_TECH_PROGRESS_COLORS
Barra di avanzamento ricerca

OPTIONS_PROGRESS_BAR_COLOR
Colore barra

OPTIONS_PROGRESS_BACKGROUND_COLOR
Sfondo

OPTIONS_COMBAT_ENABLE_GLOW
Effetti luminosi

OPTIONS_COMBAT_ENABLE_SKYBOX
Sfondo del cielo

OPTIONS_COMBAT_ENABLE_LENS_FLARES
Effetto lente

OPTIONS_COMBAT_FILLED_SELECTION
Effetto riempimento selezione

OPTIONS_ANY_FILE
Tutti i file

OPTIONS_FOLDER_SETTINGS
Files di risorse

OPTIONS_FOLDER_SAVE
Cartella salvataggi

OPTIONS_LANGUAGE_FILE
File della lingua

OPTIONS_VOLUME_AND_MUSIC
Volume e Musica

OPTIONS_MUSIC_FILE
File della musica

OPTIONS_SOUND_FILE
File dei suoni

OPTIONS_AUTO_EFFECT_DESC
Auto-generated effect descriptions

OPTIONS_VERBOSE_LOGGING_DESC
Registrazione messaggi dettagliata per debug

OPTIONS_VERBOSE_SITREP_DESC
Rapporti sulla situazione con errori

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

AUTO_PLACE_SHIPS
Posizionamento Automatico Navi

REDO_PLACEMENTS
Ripristina Posizionamenti

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

MAP_BTN_TURN_UPDATE
Turno %1%

MAP_INDICATOR_FPS
%1% FPS

MAP_SCALE_INDICATOR
%1% uu

MAP_BTN_MENU
Menu

MAP_BTN_OBJECTS
Oggetti

MAP_BTN_SITREP
Eventi

MAP_BTN_RESEARCH
Ricerca

MAP_BTN_PRODUCTION
Produzione

MAP_BTN_DESIGN
Progettazione

MAP_BTN_PEDIA
Guida

MAP_PRODUCTION_TITLE
Produzione

MAP_PRODUCTION_TEXT
Produzione totale impero

MAP_PROD_WASTED_TITLE
Produzione Inutilizzata

MAP_PROD_WASTED_TEXT
'''Produzione Totale : %1%
Produzione Sprecata : %2%

Click qui per aprire il menu di produzione'''

MAP_RESEARCH_TITLE
Ricerca

MAP_RESEARCH_TEXT
Ricerca totale impero

MAP_RES_WASTED_TITLE
Ricerca Inutilizzata

MAP_RES_WASTED_TEXT
'''Ricerca Totale : %1%
Ricerca Sprecata : %2%

Click qui per aprire il menu di ricerca'''

MAP_POPULATION_DISTRIBUTION
Censimento

MAP_POPULATION_COUNT
%1%: %2%

MAP_DETECTION_TITLE
Rilevamento Impero

MAP_DETECTION_TEXT
Forza Rilevamento Impero

MAP_TRADE_TITLE
Commercio

MAP_TRADE_TEXT
Commercio totale impero. (Commercio non fa nulla)

MAP_FLEET_TITLE
Conteggio Flotte

MAP_FLEET_TEXT
Numero totale di navi

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

SIDE_PANEL
Pannello laterale

SP_SYSTEM_PRODUCTION
Produzione Sistema

RESOURCE_PRODUCTION_TOOLTIP
Sistema %1%: %2%
RESOURCE_ALLOCATION_TOOLTIP
Sistema %1%: %2%

INDUSTRY_PRODUCTION
Produzione Industriale
RESEARCH_PRODUCTION
Produzione Ricerca
TRADE_PRODUCTION
Produzione Commercio

INDUSTRY_CONSUMPTION
Consumo Industriale
RESEARCH_CONSUMPTION
Consumo Ricerca
TRADE_CONSUMPTION
Consumo Commercio

INTERSYSTEM_EXCHANGE_TOOLTIP
Commercio tra sistemi
IMPORT_EXPORT_TOOLTIP
Importazione / Esportazione
RESOURCE_IMPORT
Importazione
RESOURCE_EXPORT
Disponibile per l'esportazione
RESOURCE_SELF_SUFFICIENT
Nessuna importazione od esportazione

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

PLANET_PANEL
Pannello Pianeta
PL_ASTEROID_BELT
Cintura di asteroidi
PL_ASTEROID_BELT_OF_SYSTEM
%1% Asteroidi
PL_UNINHABITED
Disabitato
PL_SIZE
Dimensione
PL_COLONIZE
Colonizza (%1%)
PL_CANCEL_COLONIZE
Annulla Colonizzazione
PL_OUTPOST
Piazza Avamposto
PL_CANCEL_OUTPOST
Annulla Avamposto
PL_INVADE
Invadi (+%1%)
PL_CANCEL_INVADE
Annulla Invasione
PL_SELECT_COLONY_SHIP_INSTRUCTION
Seleziona nave colonizzatrice per colonizzare.
PL_TYPE_SIZE
%1% %2%
PL_TYPE_SIZE_ENV
%1% %2% (%3%)

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

RP_FOCUS_TOOLTIP
Obbiettivo: %1%

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

BP_INCOMPLETE_BUILDING_TOOLTIP
'''%1% (Incompleto)

%2%'''

BP_COMPLETE_BUILDING_TOOLTIP
'''%1%

%2%'''

ORDER_BUIDLING_SCRAP
Demolisci Struttura

ORDER_CANCEL_BUIDLING_SCRAP
Annulla demolizione struttura

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

TT_THIS_TURN
Questo Turno

TT_NEXT_TURN
Turno Successivo

TT_CHANGE
Variazione

TT_BREAKDOWN_SUMMARY
%1%: %2% 

TT_TARGETS_BREAKDOWN_SUMMARY
%1% Modifiche: %2%

TT_INHERENT
Innato

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

TT_BUILDING
%1% Struttura <i>%2%</i>

TT_SHIP_HULL
Nave <i>%1%</i> Scafo <i>%2%</i>

TT_SHIP_PART
Nave <i>%1%</i> Parte <i>%2%</i>

TT_SPECIAL
Speciale <i>%2%</i>

TT_SPECIES
Specie <i>%2%</i>

TT_FIELD
<i>%2%</i>

TT_UNKNOWN
Sconosciuto

TT_RESOURCE_PRODUCTION
%1% produce %2%

TT_RESOURCE_ALLOCATION
%1% consuma %2%

TT_SPECIES_POPULATION
%1% [[METER_POPULATION]]

SP_RENAME_PLANET
Rinomina Pianeta

SP_ENTER_NEW_PLANET_NAME
Inserisci il nuovo nome del pianeta

SP_PLANET_SUITABILITY
Idoneità Pianeta

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

FW_FLEET_HOLDING_AT
Mantenimento a %1%

FW_FLEET_MOVING_TO
Sposta su %1%

FW_FLEET_EXPLORING_REFUEL
In attesa di carburante

FW_FLEET_EXPLORING_WAITING
Attesa per sistema da esplorare

FW_FLEET_EXPLORING_TO
Esplorando %1%

FW_FLEET_ETA_NEVER
Mai

FW_FLEET_ETA_UNKNOWN
Sconosciuto

FW_FLEET_ETA_OUT_OF_RANGE
Fuori portata

FW_AGGRESSIVE
Controllo del Sistema

FW_AGGRESSIVE_DESC
La flotta blocca gli imperi nemici ed inizia uno scontro con ogni nemico nel sistema.

FW_PASSIVE
Nascondi

FW_PASSIVE_DESC
La flotta cerca di rimanere nascosta; non bloccherà od inizierà uno scontro.

FW_SHIP_CLASS
Classe Nave

FW_UNKNOWN_DESIGN_NAME
Progetto sconosciuto

FW_SPECIES_SHIP_DESIGN_LABEL
(%2%) %1%

# the name of the new fleet icon in the fleet listbox
FW_NEW_FLEET_LABEL
<i>Nuova Flotta</i>

FW_EMPIRE_FLEETS_AT_SYSTEM
%1% Flotte su %2%

FW_EMPIRE_FLEETS
%1% Flotte

FW_NO_FLEET
No Flotte

FW_GENERIC_FLEETS_AT_SYSTEM
Flotte su %1%

FW_GENERIC_FLEETS
Flotte

FW_HOME_FLEET
Flotta Interna

FW_BATTLE_FLEET
Flotta da battaglia

# the name that is used for fleets the player does not control
FW_FOREIGN_FLEET
Flotta straniera

# the name that is used for fleets that no player controls
FW_ROGUE_FLEET
Flotta Canaglia

# the name that is used for ships the player does not control
FW_FOREIGN_SHIP
Nave straniera

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

SHIP_DAMAGE_STAT_TITLE
Danno

SHIP_DAMAGE_STAT_MAIN
Danno totale inflitto dalle armi della nave per turno di combattimento.

SHIP_SPEED_STAT_TITLE
Velocità

SHIP_SPEED_STAT_MAIN
Massima distanza stellare percorribile per turno.

FW_FLEET_FUEL_SUMMARY
Carburante flotta - Pari al carburante minimo delle navi della flotta.

FW_FLEET_SPEED_SUMMARY
Velocità flotta - Pari alla velocità minima delle navi della flotta.

FW_FLEET_SHIELD_SUMMARY
Scudi Flotta - Pari agli scudi totali delle navi della flotta.

FW_FLEET_STRUCTURE_SUMMARY
Struttura Flotta - Pari alla struttura totale delle navi della flotta.

FW_FLEET_DAMAGE_SUMMARY
Danno Flotta - Pari al danno totale delle navi della flotta.

FW_FLEET_COUNT_SUMMARY
Conteggio Flotta - Pari al numero totale delle navi della flotta.

FW_SPLIT_DAMAGED_FLEET
Separa Navi Danneggiate dalla Flotta

FW_SPLIT_UNFUELED_FLEET
Separa Navi Senza Carburante dalla Flotta

FW_SPLIT_FLEET
Separa Flotta

ORDER_SHIP_SCRAP
Demolisci Nave

ORDER_FLEET_SCRAP
Rottama Navi

ORDER_CANCEL_SHIP_SCRAP
Annulla demolizione nave

ORDER_CANCEL_FLEET_SCRAP
Annulla Rottamazione Navi

ORDER_FLEET_EXPLORE
Esplora

ORDER_CANCEL_FLEET_EXPLORE
Interrompi Esplorazione


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

MOD_DESTROY
Moderatore: Distruggi

MOD_SET_OWNER
Moderatore: Imposta Proprietario

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

DIPLOMACY
Diplomazia

PEACE
Pace

WAR
Guerra

WAR_DECLARATION
Dichiara Guerra

PEACE_PROPOSAL
Proponi Pace

PEACE_PROPOSAL_CANEL
Annulla Proposta di Pace

PEACE_ACCEPT
Accetta Proposta di Pace


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

TECH_DISPLAY
Schermo

TECH_NAVIGATION
Navigazione

TECH_TOTAL_COST_STR
%1% PR e %2% Turni

TECH_TURN_COST_STR
+%1% PR

TECH_TURNS_LEFT_STR
%1% Turni

TECH_TURNS_LEFT_NEVER
Mai

TECH_WND_TECH_COMPLETED
COMPLETATO

TECH_WND_TECH_QUEUED
In coda

TECH_WND_TECH_INCOMPLETE
Incompleto

TECH_WND_TYPE_THEORIES
Teorie

TECH_WND_TYPE_APPLICATIONS
Applicazioni

TECH_WND_TYPE_REFINEMENTS
Rifiniture

TECH_WND_STATUS_COMPLETED
Completato

TECH_WND_STATUS_RESEARCHABLE
Ricercabile

TECH_WND_STATUS_LOCKED
Bloccato

TECH_WND_UNRESEARCHABLE
Non Ricercabile

TECH_WND_ENQUEUED
Accodato

TECH_WND_UNRESEARCHED_PREREQUISITES
Prerequisiti Non Ricercati: 

TECH_WND_LIST_VIEW
Visualizza come Lista

TECH_WND_TREE_VIEW
Vista ad Albero

TECH_WND_REQUIRES
Richiede

TECH_WND_UNLOCKS
Sblocca

TECH_WND_PROGRESS
'''%1% / %2% PR
+ %3% / %4% PR/turno'''

TECH_WND_ETA
%1% turni restanti


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

PRODUCTION_INFO_TOTAL_PS_LABEL
Totale Punti Disponibili

PRODUCTION_INFO_WASTED_PS_LABEL
Punti Sprecati

PRODUCTION_INFO_PROJECTS_IN_PROGRESS_LABEL
Progetti in Corso

PRODUCTION_INFO_PS_TO_UNDERFUNDED_PROJECTS_LABEL
Progetto Sottofinanziato

PRODUCTION_INFO_PROJECTS_IN_QUEUE_LABEL
Progetti in coda


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

RESEARCH_WND_TITLE
Ricerca

RESEARCH_INFO_PANEL_TITLE
Ricerca

RESEARCH_INFO_RP
PR

RESEARCH_QUEUE_PROMPT
Doppio click o Maiuscolo-click su un elemento disponibile per aggiungerlo alla coda di ricerca.


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

PRODUCTION_WND_BUILD_ITEMS_TITLE
Strutture Edificabili

PRODUCTION_WND_BUILD_ITEMS_TITLE_LOCATION
Strutture Edificabili Presso %1%

PRODUCTION_WND_CATEGORY_BT_BUILDING
Strutture

PRODUCTION_WND_CATEGORY_BT_SHIP
Navi

PRODUCTION_WND_AVAILABILITY_AVAILABLE
Disponibile

PRODUCTION_WND_AVAILABILITY_UNAVAILABLE
Non disponibile

PRODUCTION_TOTAL_COST_STR
%1% PP e %2% Turni

PRODUCTION_TURN_COST_STR
+%1% PP

PRODUCTION_TURNS_LEFT_STR
%1% Turni

PRODUCTION_TURNS_LEFT_NEVER
Mai

PRODUCTION_DETAIL_NUMBER_TO_BUILD
Quantità

PRODUCTION_DETAIL_ADD_TO_QUEUE
Aggiungi alla coda

PRODUCTION_DETAIL_CENTER_ON_BUILD
Centra sulla Ricerca

PRODUCTION_QUEUE_PROMPT
Doppio click su un elemento disponibile per aggiungerlo alla coda di produzione.


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

PRODUCTION_WND_TITLE
Produzione

PRODUCTION_INFO_PANEL_TITLE
Produzione

PRODUCTION_INFO_PP
PP

PRODUCTION_QUEUE_MULTIPLES
%1%x 

PRODUCTION_QUEUE_REPETITIONS
%1%⟳

PRODUCTION_QUEUE_EMPTY
'''La coda di produzione dell'impero è vuota.

Accoda la costruzione di un progetto selezionando un pianeta dal pannello laterale e facendo doppio click su un'elemento della lista.

Notare che le navi possono essere costruite solo su pianeti con un cantiere navale e che diversi altri oggetti possono avere altre restrizioni sul luogo di produzione.'''

PRODUCTION_QUEUE_ITEM_LOCATION
Su %1%


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

DESIGN_ADD_TEST
Aggiungi Progetto di Prova

DESIGN_NAME_DEFAULT
Progetto Nave Personalizzato

DESIGN_DESCRIPTION_DEFAULT
Descrizione Progetto

DESIGN_NO_PART
Nessuno

DESIGN_WND_STARTS
Avvia Progettazione

DESIGN_WND_HULLS
Scafi Vuoti

DESIGN_WND_FINISHED_DESIGNS
Progetti Completi

DESIGN_WND_SAVED_DESIGNS
Progetti Salvati

DESIGN_WND_TEMPLATES
Modelli di Progetti

DESIGN_WND_PART_PALETTE_TITLE
Parti di Nave

DESIGN_WND_MAIN_PANEL_TITLE
Dettagli Progetti

DESIGN_WND_DESIGN_NAME
Nome Progetto

DESIGN_WND_DESIGN_DESCRIPTION
Descrizione

DESIGN_WND_CONFIRM
Conferma Nuovo Progetto

DESIGN_WND_CLEAR
Rimuovi Parti

DESIGN_DELETE
Cancella Progetto


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

ENC_SPECIES_PLANET_TYPE_SUITABILITY_COLUMN1
%1%:	

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

ENC_SUITABILITY_REPORT_POSITIVE_HEADER
'''%1% è adatto per la colonizzazione da parte di queste specie.

'''

ENC_SUITABILITY_REPORT_NEGATIVE_HEADER
'''%1% non è adatto per la colonizzazione da parte di queste specie. I tentativi di colonizzazione falliranno o alla fine si estinguerà la colonia. 

'''

# types of things that can be shown in encyclopedia
ENC_SHIP_PART
Parte Nave

ENC_SHIP_HULL
Scafo Nave

ENC_TECH
Tecnologia

ENC_SPECIAL
Speciale

OBJECTS_WITH_SPECIAL
Oggetti con Speciale: 

ENC_BUILDING_TYPE
Tipo Struttura

ENC_SPECIES
Specie

ENC_SHIP_DESIGN
Progetto Nave

SHIPS_OF_DESIGN
Navi di questo Progetto: 

NO_SHIPS_OF_DESIGN
No Known Ships of this Design

ENC_INCOMPETE_SHIP_DESIGN
Progetto Nave Incompleto

ENC_EMPIRE
Impero

EMPIRE_CAPITAL
Capitale: 

NO_CAPITAL
Nessuna Capitale Conosciuta

EMPIRE_METERS
Metri:

OWNED_PLANETS
Pianeti Posseduti: 

NO_OWNED_PLANETS_KNOWN
Nessun pianeta posseduto noto

OWNED_FLEETS
Flotte Possedute: 

OWNED_FLEET_AT_SYSTEM
%1% su %2%

NO_OWNED_FLEETS_KNOWN
Nessuna flotta posseduta nota

ENC_SHIP
Nave

ENC_MONSTER
Tipo Mostro

MONSTER_TYPES
Tipi Mostro

MONSTER_OBJECTS
Mostri: 

NO_MONSTER_OBJECTS
Nessun mostro conosciuto

ENC_FLEET
Flotta

ENC_PLANET
Pianeta

ENC_BUILDING
Struttura

ENC_SYSTEM
Sistema

END_FIELD
Campo

ENC_INDEX
Indice Enciclopedia

# type of thing being shown. %1% is a bit of detail, and %2% is the general type.
# for example: %1% = "Point Defense" or "Growth" and %2% = "Ship Part" or "Building".
# %1% may be an empty string for most general types of things that can be shown.
ENC_DETAIL_TYPE_STR
<i>%1% %2%</i>

ENC_PP
PP

ENC_RP
PR

# indication of cost to produce or research thing that is shown. May be omitted if thing shown can't
# be produced or researched (e.g. specials)
# %1% will be the max cost per turn (a number, the max amount that can be spent per turn on this thing)
# %2% will be one of ENC_PP or ENC_RP, depending on whether the thing shown is built or researched
# %3% will be the minimum number of turns it takes to produce or research the thing shown
ENC_COST_AND_TURNS_STR
%1% %2% e %3% Turni

# auto-generated location condition description
ENC_LOCATION_CONDITION_STR
'''

<u>Requisito Ubicazione</u>

Un oggetto%1%'''

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

<u>Effetti</u>

%1%'''

ENC_SHIP_DESIGN_DESCRIPTION_STR
'''%1%

Scafo: %2%
Parti: %3%

Totale Danni Attacco: %17%
Strutture: %8%
[[encyclopedia SHIELDS_TITLE]]: %9%
[[encyclopedia DETECTION_RANGE_TITLE]]: %10%
[[encyclopedia STEALTH_TITLE]]: %11%
Capacità Carburante: %14%
Capacità Colonizzazione: %15%
Truppe: %16%
Velocità Stellare: %13%
'''

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

ENC_UNLOCKED_BY
'''<u>Sbloccato dalle Tecnologie:</u>

'''

ENC_UNLOCKS
'''<u>Sblocca</u>

'''

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

ENC_TECH_DETAIL_TYPE_STR
%3%

ENC_LOOKUP
Cerca %1% sulla guida

ENC_COMBAT_LOG
Log di Combattimento

ENC_COMBAT_LOG_DESCRIPTION_STR
Combattimento su %1% al turno %2%:

ENC_COMBAT_ATTACK_STR
Round %4%: %1% attacca %2% e realizza %3% danno

ENC_COMBAT_ATTACK_DESTROY_STR
Round %4%: %1% attacca %2% e realizza %3% danno, distruggendo l'obbiettivo

ENC_COMBAT_UNKNOWN_OBJECT
Sconosciuto


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

CATEGORY_GAME_CONCEPTS
Concetti Partita

GROWTH_ARTICLE_SHORT_DESC
Crescita

OUTPOSTS_ARTICLE_SHORT_DESC
Avamposti

PRODUCTION_ARTICLE_SHORT_DESC
Produzione

DIPLOMACY_ARTICLE_SHORT_DESC
Diplomazia

SPECIES_ARTICLE_SHORT_DESC
Specie

SHIPS_ARTICLE_SHORT_DESC
Navi

METER_ARTICLE_SHORT_DESC
Misuratori

POPULATION_TITLE_SHORT_DESC
Popolazione

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

PEACE_TITLE
Pace
PEACE_TEXT
La pace è lo stato diplomatico tra imperi in cui reciprocamente si impegnano a non attaccare le rispettive navi o pianeti, non ostacolare le rispettive linee di [[encyclopedia SUPPLY_TITLE]], e di non ostacolare la colonizzazione.

OUTPOSTS_TITLE
Avamposti
OUTPOSTS_TEXT
'''Gli avamposti sono stazioni non presidiate che possono essere fondati in luoghi troppo ostili per la sopravvivenza di una colonia. Non hanno popolazione e di norma non producono risorse. Ma creano [[encyclopedia SUPPLY_TITLE]] (con la giusta tecnologia) e forniscono la visione. Le colonie possono essere fondate su pianeti che hanno già un avamposto. Per costruire un avamposto, è necessario mettere un [[shippart CO_OUTPOST_POD]] su una nave. Gli avamposti si possono creare anche quando la popolazione di una colonia scende a zero per qualsiasi motivo.'''

GROWTH_FOCUS_TITLE
Focus sulla Crescita
GROWTH_FOCUS_TEXT
'''Il focus sulla crescita rappresenta l'esportazione di materiali rari e sostanze che aiutano la crescita della popolazione di una determinata specie. È disponibile solo in determinate situazioni: su alcuni mondi e su pianeti con speciali caratteristiche di crescita. Un pianeta incentrato sulla crescita aumenta la popolazione massima solo su altri pianeti ad esso collegati da linee di [[enciclopedia SUPPLY_TITLE]]. Un pianeta natale focalizzato sulla crescita aiuta solo altri pianeti della stessa specie. Pianeti con caratteristiche speciali di crescita concentrandosi sulla crescita, fà progredire lo sviluppo di una singola specie, per esempio, alcuni aiutano lo sviluppo delle specie organiche.'''

MINING_FOCUS_TITLE
Focus Minerario
MINING_FOCUS_TEXT
'''Il focus minerario è al momento disabilitato.'''
#Il focus minerario è disponibile solo su pianeti con alcune specie rare. Concentrandosi sulla produzione mineraria si ottiene un significativo premio di produzione.

TRADE_FOCUS_TITLE
Focus sul Commercio
TRADE_FOCUS_TEXT
'''Il focus sul commercio non fa nulla, ancora. E' solo un segnaposto per i prossimi aggiornamenti.'''

PROTECTION_FOCUS_TITLE
Focus sulla Protezione
PROTECTION_FOCUS_TEXT
'''Il focus sulla protezione rappresenta un pianeta interamente dedicato sulla sua difesa.  [[encyclopedia TROOP_TITLE]], [[encyclopedia DEFENSE_TITLE]] planetaria e [[encyclopedia SHIELDS_TITLE]] planetari sono raddoppiati.'''

INDUSTRY_TITLE
Industria
INDUSTRY_TEXT
'''L'industria rappresenta la produzione e la modifica di beni fisici. È necessaria per la produzione di edifici, navi spaziali e altri progetti.

L'industria di un pianeta può essere utilizzato per qualsiasi progetto di produzione di [[enciclopedia SUPPLY_TITLE]] linea pianeti collegati. La produzione di qualunque industria non in funzione viene sprecata ad ogni turno.

Ogni progetto ha un numero minimo di turni necessari per essere costruito. Per esempio, se un progetto che è costato 15 PP, e ha avuto un tempo minimo di 3 giri, 5 PPS è il massimo che potrebbe essere messo verso il suo completamento per turno.
Il progetto nella parte superiore della coda è dato PP prima. Qualunque PP rimanenti vengono poi dato al progetto successivo in coda, e se vi è ancora più attuale dalla prossima - e così via. È possibile modificare la priorità gli elementi della coda trascinando gli elementi più importanti più vicino alla cima.
'''

RESEARCH_TITLE
Ricerca
RESEARCH_TEXT
'''La ricerca (o PR "Punti Ricerca") di tutti i pianeti dell'impero è combinata per la scoperta di nuove tecnologie. Qualsiasi punto ricerca che non possa essere speso per ricercare una tecnologia è perso ad ogni turno. Ogni tecnologia ha un numero minimo di turni richiesto per essere ricercato. Per esempio, se una tecnologia che costa 15 PR e riechiede un tempo minimo di 3 turni, 5 PR è il massimo per turno che può essere assegnato il suo completamento.
Alla tecnologia in cima alla coda è assegnata la priorità di ricerca con il massimo numero di PR consentito.  Ogni PR restante è poi fornito alla prossima tecnologia in coda, stessa cosa dicasi per la tecnologia successiva - e così via. È possibile modificare la priorità degli elementi della coda trascinando gli elementi più importanti più vicino alla cima.

La ricerca non richiede la connessione di linee[[encyclopedia SUPPLY_TITLE]] per essere utilizzata.'''

HAPPINESS_TITLE
Felicità
HAPPINESS_TEXT
'''La felicità non svolge ancora nessuna funzione.'''

INFRASTRUCTURE_TITLE
Infrastrutture
INFRASTRUCTURE_TEXT
'''Il termine infrastruttura si riferisce a strutture tecniche che supportano un pianeta colonizzato: servizi di energia, trasporti, telecomunicazioni e sociali per i cittadini.'''

DEFENSE_TITLE
Difesa
DEFENSE_TEXT
'''Il misuratore difesa di un pianeta rappresenta il potere delle armi installate dalla terra rivolte verso lo spazio. E' paragonabile al valore di danno di una nave spaziale.'''

SHIELDS_TITLE
Scudi
SHIELDS_TEXT
'''Il termine scudi combina tutti i tipi di campi di forza protettivi. Vengono rigenerati ad ogni turno e solitamente sono le prime protezioni che gli attacchi in arrivo devono superare. Ci sono due tipi distinti di scudi che funzionano in modo molto diverso: scudi nave e scudi barriera planetari.

 Scudi nave: Riducono il danno sostenuto da ciascun colpo tramite la resistenza agli attacchi della parte di scudo. Un'arma può penetrare uno scudo solo se il valore del suo danno è superiore alla resistenza dello scudo.

Scudi barriera planetari: Funzionano come una sorta di armatura planetaria. La loro forza è ridotta ad ogni colpo fino a quando non si esauriscono del tutto, ulteriori colpi potranno finalmente riuscire a superare le difese e danneggiare le strutture planetarie. Gli scudi barriera planetari rigenerano la loro forza ogni turno di un certo valore.

Sia le navi spaziali che pianeti hanno un misuratore di Scudi.'''

STEALTH_TITLE
Occultamento
STEALTH_TEXT
'''Il termine Occultamento rappresenta la capacità di un oggetto di non essere rilevato da tutti i tipi di sensori. Solo gli imperi con un'alta [[encyclopedia DETECTION_TITLE]] di o uguale al valore di occultamento dell'oggetto che si vuole rilevare.

Navi spaziali, strutture, speciali, sistemi e pianeti hanno un misuratore di Occultamento.'''

DETECTION_TITLE
Forza di Rlevamento
DETECTION_TEXT
'''Il termine Forza di Rilevamento rappresenta il livello tecnologico dei sensori di un impero. Un impero può vedere solo gli oggetti che hanno un valore di [[encyclopedia STEALTH_TITLE]] inferiore o uguale alla sua Forza di Rlevamento e sono all'interno di un [[encyclopedia DETECTION_RANGE_TITLE]] controllato da una nave spaziale o un pianeta.

Gli imperi hanno un misuratore di Forza di Rlevamento.'''

DETECTION_RANGE_TITLE
Raggio di Rilevamento
DETECTION_RANGE_TEXT
'''Il Raggio di Rilevamento rappresenta il numero di uu che isensori possono raggiungere. Un impero può vedere solo gli oggetti che hanno un valore di [[encyclopedia STEALTH_TITLE]] inferiore o uguale alla sua [[encyclopedia DETECTION_TITLE]] e si trova nel Raggio di Rilevamento controllato da una nave spaziale o pianeta.

Navi spaziali e pianeti hanno un misuratore di Raggio di Rilevamento. C'è l'opzione per visualizzare i cerchi del Raggio di Rilevamento nella sezione Mappa Galassia del menu Opzioni.'''

TROOP_TITLE
Truppe
TROOP_TEXT
'''Il termine Truppe combina tutti i tipi di forze militari in grado di operare sulla superficie dei pianeti.

Il misuratore delle truppe su un pianeta rappresenta il potere delle forze di terra che lo difendono. La forza d'invasione deve inviare una forza più potente (cioè un numero complessivamente superiore) per conquistare un pianeta.'''

ORGANIC_SPECIES_TITLE
Metabolismo Organico
ORGANIC_SPECIES_TEXT
'''Le specie organiche sono, 'la vita come noi la conosciamo', più o meno.  These species max population can be increased when their connected homeworld is set on [[encyclopedia GROWTH_FOCUS_TITLE]], or when when an Organic Growth Special is colonized, and focused on Growth.  Organic Growth specials are marked with a little green 'O' in the corner.'''

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

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

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

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

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

TELEPATHIC_TITLE
Telepatia
TELEPATHY_TEXT
'''Telepathic species are immune to mind-control and make it easier to research [[tech LRN_PSIONICS]].'''

FUEL_TITLE
Carburante
FUEL_TEXT
'''Fuel allows ships to travel the star-lanes. When entering a star-lane a ship consumes 1 unit of fuel.  Fuel is not used up at any other time.  [[encyclopedia SUPPLY_TITLE]] lines will fully refuel a ship.  If a ship travels beyond friendly supply lines, fuel will slowly regenerate when the ship is outside of the star-lanes.'''

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

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


FLEET_UPKEEP_TITLE
Mantenimento della Flotta
FLEET_UPKEEP_TEXT
'''The cost of a fleet is more than the sum of the cost of its ships due to the oporational costs associated with managing multiple ships. When producing new ships, hull costs increase by 5% for each ship already owned by the empire.'''

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

AI_LEVELS_TITLE
AI Aggression Levels

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

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

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

COMBAT_WINDOW_TITLE
Finestra di Combattimento

COMBAT_BATTLE
BATTAGLIA : 

COMBAT_SYSTEM
Il sistema %1% 

COMBAT_MILITARY_SHIPS
Navi militari

COMBAT_CIVILIAN_SHIPS
Navi Civili

COMBAT_PLANETS
Pianeti

COMBAT_REMAINING
 Rimanenti

COMBAT_RETREATED
 Ritirati

COMBAT_DESTROYED
 Distrutti

COMBAT_DEFENSELESS
 Senza difese

COMBAT_LOST
 Persi!


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

TURN_PROGRESS_PHASE_FLEET_MOVEMENT
Movimento Flotta ...

TURN_PROGRESS_PHASE_COMBAT
Risoluzione combattimento ...

TURN_PROGRESS_PHASE_EMPIRE_GROWTH
Produzione e crescita ...

TURN_PROGRESS_PHASE_WAITING
Attesa mosse avversarie ...

TURN_PROGRESS_PHASE_ORDERS
Esecuzione Ordini

TURN_PROGRESS_COLONIZE_AND_SCRAP
Colonizzazione, Invasione e Rottamazione

TURN_PROGRESS_PHASE_DOWNLOADING
Scaricamento del nuovo stato di gioco

TURN_PROGRESS_PHASE_LOADING_GAME
Caricamento

TURN_PROGRESS_PHASE_GENERATING_UNIVERSE
Generazione Universo

TURN_PROGRESS_STARTING_AIS
Creazione IA Clients

TURN_BEGIN
Inizio Turno %1%

ERROR_PROCESSING_SERVER_MESSAGE
Error processing message from server

ERROR_EARLY_TURN_UPDATE
Received unexpected turn update from server.

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

MESSAGES_PANEL_TITLE
Messaggi

MESSAGES_PANEL_INTRO
Stato e Messaggi di Chat

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

PLAYERS_LIST_PANEL_TITLE
Imperi

PLAYING_TURN
Giocando

RESOLVING_COMBAT
Combattimento

WAITING
Attesa

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

SORT
Ordina

COLUMNS
Colonne

COLLAPSE_ALL
Comprimi Tutto

EXPAND_ALL
Espandi Tutto

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

VISIBLE
Visibile

PREVIOUSLY_VISIBLE
Visibile Prec.

DESTROYED
Distrutto

CONDITION_ALL
Tutti

CONDITION_EMPIREAFFILIATION
Owner Empire

CONDITION_ARMED
Armati

CONDITION_CAPITAL
Capitale

CONDITION_MONSTER
Mostri

CONDITION_STATIONARY
Stazionario

CONDITION_CANCOLONIZE
Specie in grado di Colonizzare

CONDITION_CANPRODUCESHIPS
Specie in grado di Costruire Navi

CONDITION_HOMEWORLD
Pianeta Natale

CONDITION_HASSPECIAL
Ha Speciali

CONDITION_HASTAG
Ha Contrassegno

CONDITION_SPECIES
Name Specie

CONDITION_PLANETSIZE
Dimensione Pianeta

CONDITION_PLANETTYPE
Tipo Pianeta

CONDITION_FOCUSTYPE
Impostazione Focus

CONDITION_STARTYPE
Tipo Stella

CONDITION_METERVALUE
Object Property Value

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


#Window title####

SITREP_PANEL_TITLE
Rapporto Situazione

SITREP_PANEL_TITLE_TURN
Rapporto Situazione - Turno %1%

SITREP_ERROR
Si è verificato un evento sconosciuto.

FILTERS
Filtri

SITREP_SHIP_BUILT
Il progetto %shipdesign% '%ship%' è stato prodotto in %system%.
SITREP_SHIP_BUILT_LABEL
Nave Prodotta

SITREP_SHIP_BATCH_BUILT
%rawtext%x %shipdesign% sono stati prodotti in %system%.
SITREP_SHIP_BATCH_BUILT_LABEL
Lotto Nave Prodotto

SITREP_BUILDING_BUILT
%building% è stata edificata su %planet%.
SITREP_BUILDING_BUILT_LABEL
Struttura Edificata

SITREP_TECH_RESEARCHED
%tech% è stata ricercata.
SITREP_TECH_RESEARCHED_LABEL
Tecnologia Ricercata

SITREP_COMBAT_SYSTEM
Una battaglia si è verificata in %system%.
SITREP_COMBAT_SYSTEM_LABEL
Combattimento su Sistema
COMBAT
Combattimento

SITREP_OBJECT_DESTROYED_AT_SYSTEM
Un oggetto è stato distrutto a %system%.
SITREP_OBJECT_DESTROYED_AT_SYSTEM_LABEL
Oggetto Distrutto

SITREP_SHIP_DESTROYED_AT_SYSTEM
The %empire% %shipdesign% '%ship%' è stata distrutta a %system%.
SITREP_SHIP_DESTROYED_AT_SYSTEM_LABEL
Nave dell'Impero Distrutta

SITREP_UNOWNED_SHIP_DESTROYED_AT_SYSTEM
Un %shipdesign% è stato distrutto a %system%.
SITREP_UNOWNED_SHIP_DESTROYED_AT_SYSTEM_LABEL
Nave Sconosciuta Distrutta

SITREP_FLEET_DESTROYED_AT_SYSTEM
The %empire% flotta %fleet% è stata distrutta a %system%.
SITREP_FLEET_DESTROYED_AT_SYSTEM_LABEL
Flotta dell'Impero Distrutta

SITREP_UNOWNED_FLEET_DESTROYED_AT_SYSTEM
La flotta %fleet% è stata distrutta a %system%.
SITREP_UNOWNED_FLEET_DESTROYED_AT_SYSTEM_LABEL
Flotta Sconosciuta Distrutta

SITREP_PLANET_DESTROYED_AT_SYSTEM
The %empire% pianeta %planet% è stato distrutto a %system%.
SITREP_PLANET_DESTROYED_AT_SYSTEM_LABEL
Pianeta dell'Impero Distrutto

SITREP_UNOWNED_PLANET_DESTROYED_AT_SYSTEM
Il pianeta %planet% è stato distrutto a %system%.
SITREP_UNOWNED_PLANET_DESTROYED_AT_SYSTEM_LABEL
Pianeta Sconosciuto Distrutto

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

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

SITREP_OBJECT_DAMAGED_AT_SYSTEM
An object was damaged at %system%.
SITREP_OBJECT_DAMAGED_AT_SYSTEM_LABEL
Object Damaged

SITREP_SHIP_DAMAGED_AT_SYSTEM
The %empire% %shipdesign% '%ship%' was damaged at %system%.
SITREP_SHIP_DAMAGED_AT_SYSTEM_LABEL
Empire Ship Damaged

SITREP_UNOWNED_SHIP_DAMAGED_AT_SYSTEM
A %shipdesign% was damaged at %system%.
SITREP_UNOWNED_SHIP_DAMAGED_AT_SYSTEM_LABEL
Unowned Ship Damaged

SITREP_PLANET_BOMBARDED_AT_SYSTEM
The %empire% planet %planet% was bombarded at %system%.
SITREP_PLANET_BOMBARDED_AT_SYSTEM_LABEL
Empire Planet Bombarded

SITREP_UNOWNED_PLANET_BOMBARDED_AT_SYSTEM
The planet %planet% was bombarded at %system%.
SITREP_UNOWNED_PLANET_BOMBARDED_AT_SYSTEM_LABEL
Unowned Planet Bombarded

SITREP_GROUND_BATTLE
Una battaglia si è verificata sul pianeta %planet%.
SITREP_GROUND_BATTLE_LABEL
Battaglia di Terra

SITREP_PLANET_CAPTURED
%planet% è stato catturato da %empire%.
SITREP_PLANET_CAPTURED_LABEL
Pianeta Catturato

SITREP_PLANET_LOST_STARVED_TO_DEATH
La colonia su %planet% è distrutta.
SITREP_PLANET_LOST_STARVED_TO_DEATH_LABEL
Pianeta Distrutto

SITREP_PLANET_COLONIZED
%planet% è stato colonizzato.
SITREP_PLANET_COLONIZED_LABEL
Pianeta Colonizzato

SITREP_FLEET_ARRIVED_AT_DESTINATION
%fleet% è arrivata in %system%.
SITREP_FLEET_ARRIVED_AT_DESTINATION_LABEL
Gen. Flotta Arrivata

SITREP_MONSTER_FLEET_ARRIVED_AT_DESTINATION
%fleet% è arrivata in %system%.
SITREP_MONSTER_FLEET_ARRIVED_AT_DESTINATION_LABEL
Monsters Fleet Arrived

SITREP_OWN_FLEET_ARRIVED_AT_DESTINATION
%empire% %fleet% è arrivata in %system%.
SITREP_OWN_FLEET_ARRIVED_AT_DESTINATION_LABEL
Own Fleet Arrived

SITREP_FOREIGN_FLEET_ARRIVED_AT_DESTINATION
%empire% %fleet% è arrivata in %system%.
SITREP_FOREIGN_FLEET_ARRIVED_AT_DESTINATION_LABEL
Arrivata Flotta Straniera

SITREP_EMPIRE_ELIMINATED
%empire% è stato eliminato.
SITREP_EMPIRE_ELIMINATED_LABEL
Impero Eliminato

SITREP_VICTORY
%empire% %text%
SITREP_VICTORY_LABEL
Vittoria

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

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

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

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

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

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

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

EFFECT_DRYDOCK_SHIP_REPAIR
%ship% was repaired by %building% on %planet%.
EFFECT_DRYDOCK_SHIP_REPAIR_LABEL
Drydock Repair

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

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

EFFECT_TERRAFORM
%planet% has been terraformed.
EFFECT_TERRAFORM_LABEL
Terraform

EFFECT_STARVATION
Famine struck %planet%.
EFFECT_STARVATION_LABEL
Famine

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

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

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

EFFECT_DERELICT_MAP
Informazioni sull'area sono state ottenute da un relitto abbandonato su %system%.
EFFECT_DERELICT_MAP_LABEL
Mappa da Relitto

EFFECT_DERELICT_FUEL
Le navi sono state rifornite tramite la fornitura residua trovata in un relitto abbandonato su %system%.
EFFECT_DERELICT_FUEL_LABEL
Carburante da Relitto

EFFECT_BIOWEAPON
%system% ha perso la popolazione a causa di un attacco biologico!
EFFECT_BIOWEAPON_LABEL
Attacco Arma Biologica

EFFECT_EXOBOT
Una nave colonizzatrice Exobot e' stata prodotta su %planet%.
EFFECT_EXOBOT_LABEL
Nave Exobot

EFFECT_EVACUEES
Gli sfollati si sono stabiliti su %planet%.
EFFECT_EVACUEES_LABEL
Sfollati

EFFECT_STARGATE
La flotta %fleet% ha attraversato il portale spaziale per il sistema %system%.
EFFECT_STARGATE_LABEL
Uso Portale Spaziale

EFFECT_PSY_DOM
The %empire% ship %ship% has been psychically controlled!
EFFECT_PSY_DOM_LABEL
Dominazione Psicogenica

EFFECT_MINES
La nave dell'impero %empire% della flotta %fleet% ha subito %rawtext% punti di danno alla struttura dalle mine nel sistema %system%.
EFFECT_MINES_LABEL
Mine di Sistema

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



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


TECH_VICTORY
%1% ha ottenuto una vittoria tecnologica.

ALL_ENEMIES_ELIMINATED_VICTORY
ha ottenuto una vittoria di sopravvivenza.


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


HOMEWORLD
Homeworld:

NO_HOMEWORLD
No Known Homeworld

UNKNOWN_PLANET
Unknown Planet

CANNOT_PRODUCE_SHIPS
Cannot Produce Ships

CAN_PRODUCE_SHIPS
Can Produce Ships

CANNNOT_COLONIZE
Cannot Colonize Planets

CAN_COLONIZE
Can Colonize Planets

OCCUPIED_PLANETS
Occupied Planets:

ENVIRONMENTAL_PREFERENCES
Preferenze Ambientali:

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

SP_HUMAN
Umano
SP_HUMAN_DESC
'''Per lo più innocui. Tutte le statistiche medie per scopi di prova.
Preferiscono pianeti terrestri.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[AVERAGE_RESEARCH]]

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

SP_SCYLIOR
Scylior
SP_SCYLIOR_DESC
'''Tri-Tentacoli, nautiloidi acquatici.
Preferiscono pianeti oceanici.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[GREAT_RESEARCH]]

[[GOOD_POPULATION]]
[[AVERAGE_GROUND_TROOPS]]

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

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

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

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

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

SP_GYSACHE
Gysache
SP_GYSACHE_DESC
'''Codardi, bizzarri erbivori simil-pecore.
Preferiscono pianeti paludosi.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[GOOD_INDUSTRY]]
[[GREAT_RESEARCH]]

[[GOOD_POPULATION]]
[[BAD_GROUND_TROOPS]]

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

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

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

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

SP_CHATO
Chato
SP_CHATO_DESC
'''Entità cristalline sessili che cavalcano gli animali Goshk.
Preferiscono pianeti tossici.
[[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]]

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

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

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

SP_TRITH
Trith
SP_TRITH_DESC
'''Bereaved xenophobic telepaths.
Prefer Desert planets.
[[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

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

[[NARROW_EP]]

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

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

SP_HHHOH
Hhhoh
SP_HHHOH_DESC
'''Huge, slow, multi-trunked Mammoths.
Prefer Tundra planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

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

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

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

SP_EAXAW
Eaxaw
SP_EAXAW_DESC
'''Evil amazonian xenophobic agressive worms.
Prefer Terran planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[AVERAGE_RESEARCH]]

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

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

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

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

SP_DERTHREAN
Derthrean
SP_DERTHREAN_DESC
'''Pacifistic, bioengineering, pain-ridden, floating plant/virus synthesis.
Prefer Toxic planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

[[AVERAGE_INDUSTRY]]
[[AVERAGE_RESEARCH]]

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

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

SP_LAENFA
Laenfa
SP_LAENFA_DESC
'''Sneaky, telepathic, sentient vines.
Prefer Ocean Planets.
[[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

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

[[GREAT_DETECTION]]
[[GREAT_STEALTH]]

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

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

SP_TAEGHIRUS
Tae Ghirus
SP_TAEGHIRUS_DESC
'''Weak, flightless birds, united in total mutual cooperation.
Prefer Swamp planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

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

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

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


SP_MUURSH
Mu Ursh
SP_MUURSH_DESC
'''Militantly peaceful herbivores.
Prefer Desert planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[BAD_RESEARCH]]

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


SP_GEORGE
George
SP_GEORGE_DESC
'''A single, childish Telepathic entity consisting of tons of centipedeoids.
Prefers Tundra planets.
[[encyclopedia LITHIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

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

[[BROAD_EP]]

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

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


SP_CRAY
Cray
SP_CRAY_DESC
'''Cheerful enthusiastic robots.
Prefer Barren planets.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]

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

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

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


SP_ETTY
Etty
SP_ETTY_DESC
'''Cybernetic plants.
Prefer Desert planets.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]

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

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

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

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


SP_CYNOS
Cynos
SP_CYNOS_DESC
'''Walking plants sustained by a giant non-sentient mother plant.
Prefer Swamp planets.
[[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]]

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

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

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

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

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

SP_PHINNERT
Phinnert
SP_PHINNERT_DESC
'''Flying Monkeys.
Prefer Swamp planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

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

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

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

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

SP_EGASSEM
Egassem
SP_EGASSEM_DESC
'''Super massive, nuclear, lava-dwelling, crystalline amoebas.
Prefer Inferno planets.
[[encyclopedia LITHIC_SPECIES_TITLE]]

[[ULTIMATE_INDUSTRY]]
[[BAD_RESEARCH]]

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

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

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

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

SP_SSLITH
Sslith
SP_SSLITH_DESC
'''Flat, aquatic, pliable creatures.
Prefer Tundra planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

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

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

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

SP_FIFTYSEVEN
Fifty-seven
SP_FIFTYSEVEN_DESC
'''Math-obsessed sky-serpents, singing planet-wide fractal songs.
Prefer Swamp planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

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

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

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

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

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


SP_SETINON
Setinon
SP_SETINON_DESC
'''Individualistic sentient microscopic cells.
Prefer Swamp planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

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

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

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

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


SP_NYMNMN
Nymnmn
SP_NYMNMN_DESC
'''Planet-wide sapient magnetic waveforms.
Prefer Desert planets.
[[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]]

[[NO_INDUSTRY]]
[[AVERAGE_RESEARCH]]

[[BAD_POPULATION]]
[[BAD_GROUND_TROOPS]]

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


SP_TRENCHERS
Trenchers
SP_TRENCHERS_DESC
'''Enigmatic wheeled robots devoted to carving up their planet into the most elaborate curves and spirals.
Prefers Barren planets.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]

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


SP_RAAAGH
Raaagh
SP_RAAAGH_DESC
'''Highly territorial felinoids.
Prefer Terran planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

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

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

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

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

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


SP_BEIGEGOO
Beige Goo
SP_BEIGEGOO_DESC
'''Insane, intensely private, planet-engulfing nanite swarm.
Prefers Radiated planets.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]

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

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

SP_SILEXIAN
Silexian
SP_SILEXIAN_DESC
'''Gleaming gardener robots, left on their own.
Prefer Terran planets.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]

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

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

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

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

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

SP_KOBUNTURA
Kobuntura
SP_KOBUNTURA_DESC
'''Sentient magnetic dust formations with a fascination for building and construction.
Prefer Barren planets.
[[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]]

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

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

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


SP_UGMORS
Ugmors
SP_UGMORS_DESC
'''Lava-dwelling yeast piles, which form temporary golems.
Prefer Inferno planets.
[[encyclopedia LITHIC_SPECIES_TITLE]]

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

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

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

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

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

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

SP_GISGUFGTHRIM
'''Gis Guf Gthrim'''
SP_GISGUFGTHRIM_DESC
'''Shelled herbivores that live off a singular planets-sized colonial gel.
Prefer Toxic planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

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

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

SP_HIDDENGARDENER
Hidden Gardener
SP_HIDDENGARDENER_DESC
'''A sapient fungal network that tends its plant food from beneath
Prefers Terran planets
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[GOOD_STEALTH]]

[[NO_INDUSTRY]]
[[NO_RESEARCH]]

[[NO_GROUND_TROOPS]]

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

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

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

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


SP_ABADDONI
Abaddoni
SP_ABADDONI_DESC
'''A race of cave dwelling generally decent folk living in permanent slavery to an overprotective computer they created. 
Prefers Inferno planets.
[[encyclopedia LITHIC_SPECIES_TITLE]]

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

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

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


SP_ACIREMA
Acirema
SP_ACIREMA_DESC
'''A race with nearly limitless power, that cannot survive in this universe.
Prefers Radiated planets.
[[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]]

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

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

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

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

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

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


SP_OURBOOLS
Ourbools
SP_OURBOOLS_DESC
'''Giant blind swimmers who "see" gravitation.
Prefer Ocean planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

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


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

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

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

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

SP_VOLP
Volp-Uglush
SP_VOLP_DESC
'''Highly bureacratic, overcrowded burrowers.
Prefer Barren planets.
[[encyclopedia LITHIC_SPECIES_TITLE]]

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

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

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

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

SP_FURTHEST
Furthest
SP_FURTHEST_DESC
'''Paranoid three-headed, triped herbivores
Prefer Tundra planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

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

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

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

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

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

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

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

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


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

[[NO_INDUSTRY]]
[[ULTIMATE_RESEARCH]]

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

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


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


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




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

GAIA_SPECIAL
Gaia

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

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

ANCIENT_RUINS_DEPLETED_SPECIAL
Ancient Ruins

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

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

ANCIENT_RUINS_SPECIAL
Antiche rovine

ANCIENT_RUINS_SPECIAL_DESCRIPTION
'''Questo pianeta possiede le rovine di un antica razza avanzata che sono stati dimenticati nei libri di storia, che forniscono un bonus alla ricerca.

This planet holds the ruins of an unknown, advanced ancient race. The first empire with the tech [[tech LRN_XENOARCH]] to possess this planet receives one free advanced tech or uncovers a powerful building or ship.'''

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

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

TUNNELS_SPECIAL
Gallerie naturali

TUNNELS_SPECIAL_DESCRIPTION
'''Questo pianeta ha una rete di tunnel naturali che consentono una facile colonizzazione di gran parte dello stesso

This planet has a network of naturally formed tunnels, enabling a much larger portion of the planet to be easily colonized.'''

TECTONIC_INSTABILITY_SPECIAL
Tectonically Unstable

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

This planet is tectonically unstable. Frequent earthquakes, tsunamis, volcanic eruptions or unpredictable support below foundations make construction and general infrastructure development difficult.'''

SOLID_CORE_SPECIAL
Nucleo Solido

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

This planet's core has solidified, and it has a very weak magnetic field. The star's solar wind reaches the surface relatively unfiltered, damaging the health of the planet's population.'''

HIGH_AXIAL_TILT_SPECIAL
Elevata inclinazione dell'asse

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

This planet's rotational axis is highly tilted relative to its orbital plane. Seasonal weather variations are particularly extreme and infrastructure development is significantly impeded.'''

SLOW_ROTATION_SPECIAL
Rotazione molto lenta

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

This planet rotates about its axis very slowly, causing very long days and nights. Infrastructure and growth are reduced.'''

TIDAL_LOCK_SPECIAL
Rotazione bloccata

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

This planet is tidally locked with the star it orbits. Its day and year are the same duration, and one half of the planet is perpetually day, the other perpetually night. Infrastructure growth is hampered, though once established, industrial capacity benefits from the locally stable surface conditions.'''

ECCENTRIC_ORBIT_SPECIAL
Orbita eccentrica

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

This planet's orbit is very eccentric. It has a large distance between its closest and farthest approaches to its star. Total insolation varies significantly throughout the year. The varied conditions inhibit infrastructure development, but provide a beneficial platform for research.'''

RESONANT_MOON_SPECIAL
Resonant Moon

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Monopole Magnets make better robots!'''

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

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

Ambient Superconductors make better robots!'''

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

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

Positronium Ash make better robots brains!'''

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

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

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

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

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

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

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

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

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


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


# UniverseObjectTypes

OBJ_BUILDING
struttura
OBJ_SHIP
nave
OBJ_FLEET
flotta
OBJ_PLANET
pianeta
OBJ_POP_CENTER
centro popolazione
OBJ_PROD_CENTER
centro di produzione
OBJ_SYSTEM
Sistema
OBJ_FIELD
campo


# StarTypes

STAR_BLUE
blu
STAR_WHITE
bianca
STAR_YELLOW
gialla
STAR_ORANGE
arancione
STAR_RED
rossa
STAR_NEUTRON
neutrini
STAR_BLACK
buco nero
STAR_NONE
nessuna stella
INVALID_STAR_TYPE
tipo stella sconosciuto

# PlanetTypes

PT_SWAMP
paludoso
PT_TOXIC
tossico
PT_INFERNO
inferno
PT_RADIATED
radioattivo
PT_BARREN
arido
PT_TUNDRA
tundra
PT_DESERT
deserto
PT_TERRAN
terrestre
PT_OCEAN
oceanico
PT_ASTEROIDS
asteroidi
PT_GASGIANT
gigante gassoso


# Planet Sizes

SZ_NOWORLD
Niente da vedere qui; procedi oltre.
SZ_TINY
molto piccolo
SZ_SMALL
piccolo
SZ_MEDIUM
medio
SZ_LARGE
grande
SZ_HUGE
enorme
SZ_ASTEROIDS
asteroidi
SZ_GASGIANT
gigante gassoso


# PlanetEnvironments

PE_UNINHABITABLE
inabitabile
PE_HOSTILE
ostile
PE_POOR
povero
PE_ADEQUATE
adatto
PE_GOOD
buono


# FocusTypes

INVALID_FOCUS_TYPE
invalid focus type
FOCUS_GROWTH
Growth
FOCUS_INDUSTRY
industry
FOCUS_MINING
mining
FOCUS_HEAVY_MINING
Heavy Mining
FOCUS_RESEARCH
research
FOCUS_TRADE
trade
FOCUS_LOGISTICS
Logistics
FOCUS_STEALTH
Stealth
FOCUS_BIOTERROR
Bioterror
FOCUS_STARGATE_SEND
Stargate Send
FOCUS_STARGATE_SEND_DESC
Send ships in the system through the Stargate
FOCUS_STARGATE_RECEIVE
Stargate Receive
FOCUS_STARGATE_RECEIVE_DESC
Open the Stargate to ships being sent from elsewhere
FOCUS_PLANET_DRIVE
Planet Drive
FOCUS_DISTORTION
Spatial Distortion
FOCUS_PROTECTION
Protection
FOCUS_PROTECTION_DESC
Increases shields, defenses and troops.


# MeterTypes

INVALID_METER_TYPE
Invalid Meter Type
METER_TARGET_POPULATION
Target Population
METER_TARGET_HEALTH
Target Health
METER_TARGET_INDUSTRY
Target Industry
METER_TARGET_RESEARCH
Target Research
METER_TARGET_TRADE
Target Trade
METER_TARGET_MINING
Target Mining
METER_TARGET_CONSTRUCTION
Target Infrastructure
METER_TARGET_HAPPINESS
Target Happiness
METER_MAX_FUEL
Max Fuel
METER_MAX_SHIELD
Max Shield
METER_MAX_STRUCTURE
Max Structure
METER_MAX_DEFENSE
Max Defense
METER_MAX_TROOPS
Max Troops
METER_MAX_REBEL_TROOPS
Max Rebel Troops
METER_POPULATION
Population
METER_HEALTH
Health
METER_GROWTH
Growth
METER_INDUSTRY
Industry
METER_RESEARCH
Research
METER_TRADE
Trade
METER_MINING
Mining
METER_CONSTRUCTION
Infrastructure
METER_HAPPINESS
Happiness
METER_FUEL
Fuel
METER_SHIELD
Shield
METER_STRUCTURE
Structure
METER_DEFENSE
Defense
METER_TROOPS
Troops
METER_REBEL_TROOPS
Rebel Troops
METER_SUPPLY
Supply
METER_STEALTH
Stealth
METER_DETECTION
Detection Range
METER_BATTLE_SPEED
Battle Speed
METER_STARLANE_SPEED
Starlane Speed
METER_DAMAGE
Damage
METER_ROF
Rate of Fire
METER_RANGE
Range
METER_SPEED
Speed
METER_CAPACITY
Capacity
METER_ANTI_SHIP_DAMAGE
Anti-Ship Damage
METER_ANTI_FIGHTER_DAMAGE
Anti-Fighter Damage
METER_LAUNCH_RATE
Launch Rate
METER_FIGHTER_WEAPON_RANGE
Fighter Weapon Range

METER_SIZE
Size

METER_DETECTION_STRENGTH
[[encyclopedia DETECTION_TITLE]]

ALIGN_MILITARISM
Militarism

ALIGN_MILITARY_STRENGTH_DESC
Strength and size of military

ALIGN_SOCIAL_CONTROL
Social Control

ALIGN_SOCIAL_CONTROL_DESC
Degree to which population is monitored, restricted and manipulated

ALIGN_ENVIRONMENT_MODIFICATION
Environment Modification

ALIGN_ENVIRONMENT_MODIFICATION_DESC
Use of terraforming or other large-scale 

ALIGN_BIOLOGICAL_ALTERATION
Biological Alteration

ALIGN_BIOLOGICAL_ALTERATION_DESC
Use of biological engineering and alteration

ALIGN_MECHANIZATION
Mechanization

ALIGN_MECHANIZATION_DESC
Use of artificial sentience and automation

# EmpireAffiliationTypes

AFFIL_SELF
compagno
AFFIL_ENEMY
nemico
AFFIL_ALLY
alleato
AFFIL_ANY
qualsiasi


# UnlockableItemTypes

INVALID_UNLOCKABLE_ITEM_TYPE
Invalid Unlockable Item Type
UIT_BUILDING
Struttura
UIT_SHIP_PART
Parte Nave
UIT_SHIP_HULL
Scafo Nave
UIT_TECH
Tecnologia

# TechTypes

TT_THEORY
Teoria
TT_APPLICATION
Applicazione
TT_REFINEMENT
Affinamento


# BuildTypes

BT_NOT_BUILDING
non edificare
BT_BUILDING
edificare
BT_SHIP
nave


# StockpileTypes

ST_FOOD
cibo
ST_MINERAL
minerali
ST_TRADE
commercio


# Resource Types

RE_FOOD
cibo
RE_MINERALS
minerali
RE_TRADE
commercio
RE_INDUSTRY
industria
RE_RESEARCH
ricerca


# Ship Slot Types

SL_EXTERNAL
Slot Esterno
SL_INTERNAL
Slot Interno
SL_TOOLTIP_DESC
Vuoto


# Ship Part Classes

PC_SHORT_RANGE
Corto raggio
PC_MISSILES
Missili
PC_FIGHTERS
Combattenti
PC_POINT_DEFENSE
Punti Difesa
PC_SHIELD
Scudi
PC_ARMOUR
Corazza
PC_TROOPS
Truppe di Terra
PC_DETECTION
Rilevamento
PC_STEALTH
Occultamento
PC_FUEL
Carburante
PC_COLONY
Colonizzazione
PC_BATTLE_SPEED
Battle Speed
PC_STARLANE_SPEED
Starlane Speed


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


# ValueRef

DESC_VAR_PLANET
pianeta

DESC_VAR_SYSTEM
sistema

DESC_VAR_FLEET
flotta

DESC_VAR_SOURCE
provenienza

DESC_VAR_TARGET
destinazione

DESC_VAR_LOCAL_CANDIDATE
local condition candidate

DESC_VAR_ROOT_CANDIDATE
root condition candidate

DESC_STATISTIC
statistic

DESC_VAR_PLANETSIZE
dimensione pianeta

DESC_VAR_SIZEASDOUBLE
dimensione pianeta

DESC_VAR_PLANETTYPE
tipo pianeta

DESC_VAR_NEXTBETTERPLANETTYPE
next better planet type for planet's species

DESC_VAR_PLANETENVIRONMENT
condizioni ambientali pianeta

DESC_VAR_OBJECTTYPE
tipo di oggetto

DESC_VAR_STARTYPE
tipo di stella

DESC_VAR_VALUE
previous value for this meter

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

DESC_VAR_TRADESTOCKPILE
trade stockpile
DESC_VAR_MINERALSTOCKPILE
mineral stockpile
DESC_VAR_FOODSTOCKPILE
food stockpile

DESC_VAR_TRADEOUTPUT
trade output
DESC_VAR_FOODOUTPUT
food output
DESC_VAR_MINERALOUTPUT
mineral output
DESC_VAR_INDUSTRYOUTPUT
industry output
DESC_VAR_RESEARCHOUTPUT
research output

DESC_VAR_OWNER
proprietario

DESC_VAR_ID
ID

DESC_VAR_AGE
age in turns

DESC_VAR_PRODUCEDBYEMPIREID
producer

DESC_VAR_CREATIONTURN
turn of creation

DESC_VAR_DESIGNID
design id

DESC_VAR_FLEETID
fleet id

DESC_VAR_PLANETID
planet id

DESC_VAR_SYSTEMID
system id

DESC_VAR_FINALDESTINATIONID
final destination id

DESC_VAR_NEXTSYSTEMID
next system id

DESC_VAR_PREVIOUSSYSTEMID
previous system id

DESC_VAR_NUMSHIPS
number of ships

DESC_VAR_CURRENTTURN
the current turn

DESC_VAR_NAME
name

DESC_VAR_SPECIES
species

DESC_VAR_BUILDINGTYPE
building type name

DESC_VAR_FOCUS
focus

DESC_VAR_LASTTURNBATTLEHERE
last turn a battle occurred here

DESC_VAR_ALLOCATEDFOOD
allocated food

FoodAllocationForMaxGrowth
food allocation needed for max growth

# this one is intentionally left empty
DESC_VALUE_REF_MULTIPART_VARIABLE0
%1%

DESC_VALUE_REF_MULTIPART_VARIABLE1
%1%'s %2%

DESC_VALUE_REF_MULTIPART_VARIABLE2
%1%'s %2%'s %3%

DESC_VALUE_REF_MULTIPART_VARIABLE3
%1%'s %2%'s %3%'s %4%

DESC_VALUE_REF_MULTIPART_VARIABLE4
%1%'s %2%'s %3%'s %4%'s %5%

DESC_VALUE_REF_MULTIPART_VARIABLE5
%1%'s %2%'s %3%'s %4%'s %5%'s %6%

# six is probably more than will be needed, but just in case ...
DESC_VALUE_REF_MULTIPART_VARIABLE6
%1%'s %2%'s %3%'s %4%'s %5%'s %6%'s %7%



# Effects

DESC_EFFECTS_GROUP_SCOPE
Oggetti interessati: Tutti gli oggetti%1%

DESC_EFFECTS_GROUP_SELF_SCOPE
Oggetti interessati: Solo l'oggetto di origine

DESC_EFFECTS_GROUP_ACTIVATION
L'effetto è attivo se la fonte è un oggetto%1%

DESC_EFFECTS_GROUP_ALWAYS_ACTIVE
L'effetto è sempre attivo

DESC_EFFECTS_GROUP_SCOPE_DESC
'''%1%
'''

DESC_EFFECTS_GROUP_ACTIVATION_DESC
'''%1%
'''

DESC_EFFECTS_GROUP_EFFECT_DESC
'''%1%
'''

DESC_EFFECTS_GROUP_EFFECTS_GROUP_DESC
'''%1%
'''

DESC_EFFECTS_GROUP_NUMBERED_EFFECTS_GROUP_DESC
'''Effetti del gruppo %1%:
%2%
'''

# SetMeter

DESC_SIMPLE_SET_METER
%1% %2%%3%

DESC_COMPLEX_SET_METER
Set %1% to %2%

DESC_SET_SHIP_PART_METER
Imposta %1% per %2% su %3%

DESC_SET_EMPIRE_METER
Imposta %2% of the %1% impero su %3%


# others

DESC_SET_EMPIRE_STOCKPILE
Sets the stockpile of %1% of the %3% empire to %2%

DESC_SET_EMPIRE_CAPITAL
Makes the object the capital planet of the %1% empire

DESC_SET_PLANET_TYPE
Cambia il tipo di pianeta in %1%

DESC_SET_PLANET_SIZE
Cambia la dimensione del pianeta in %1%

DESC_SET_SPECIES
Cambia la specie dell'oggetto in %1%

DESC_SET_OWNER
Imposta %1% come proprietario dell'oggetto

DESC_DESTROY
Distrugge l'oggetto

DESC_ADD_SPECIAL
Aggiunge speciale %1% all'oggetto

DESC_REMOVE_SPECIAL
Removes %1% special from object

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

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

DESC_SET_STAR_TYPE
Cambia il tipo di stella a %1%

DESC_MOVE_TO
Muove l'oggetto nella posizione dell'oggetto %1%

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

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

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

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

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

DESC_VICTORY
Fa vincere la partita al possessore dell'oggetto

DESC_GENERATE_SITREP
Generates a SitRep message for empire %1%

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

DESC_GIVE_EMPIRE_TECH
Gives tech %1% to empire %2%

DESC_SET_OVERLAY_TEXTURE
Modifies the appearance of the object

DESC_SET_TEXTURE
Modifies the appearance of the object


# Object Creation

DESC_CREATE_PLANET
Crea un nuovo pianeta di tipo %1% e dimensione %2%

DESC_CREATE_BUILDING
Crea una nuova struttura %1%

DESC_CREATE_SHIP
Creates a new ship of design %1% owned by the %2% empire crewed by %3%

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

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

DESC_CREATE_FIELD
Creates a new field of type %1%

DESC_CREATE_SYSTEM_TYPE
Creates a new system of star type %1%

DESC_CREATE_SYSTEM
Creates a new system


# Conditions

DESC_ALL
  nell'universo

DESC_ALL_NOT
 non nell'universo

DESC_EMPIRE_AFFILIATION_SELF
 che appartengono all'impero %1%

DESC_EMPIRE_AFFILIATION_SELF_NOT
 that does not belong to %1% empire

DESC_EMPIRE_AFFILIATION
 che appartengono ad un %1% dell'impero %2%

DESC_EMPIRE_AFFILIATION_NOT
 che non appartengono ad un %1% dell'impero %2%

DESC_EMPIRE_AFFILIATION_ANY
 that belongs to any empire

DESC_EMPIRE_AFFILIATION_ANY_NOT
 che non appartengono solo ad un %1% dell'impero %2%

DESC_SOURCE
 che è l'oggetto sorgente

DESC_SOURCE_NOT
 that is not the source object

DESC_ROOT_CANDIDATE
 that is the root candidate object

DESC_ROOT_CANDIDATE_NOT
 that is not the root candidate object

DESC_TARGET
 that is the target object

DESC_TARGET_NOT
 that is not the target object

DESC_HOMEWORLD
 che è il sistema di provenienza

DESC_HOMEWORLD_NOT
 che non è il sistema di provenienza

DESC_CAPITAL
 that is an empirès capital planet

DESC_CAPITAL_NOT
 that is not an empirès capital planet

DESC_MONSTER
 that is a space monster

DESC_MONSTER_NOT
 that is not a space monster

DESC_ARMED
 that is an armed ship

DESC_ARMED_NOT
 that is not an armed ship

DESC_TYPE
 che è un %1%

DESC_TYPE_NOT
 che non è un %1%

DESC_BUILDING
 che contiene una struttura %1%

DESC_BUILDING_NOT
 che non contiene una struttura %1%

DESC_SPECIAL
 che ha uno speciale %1%

DESC_SPECIAL_NOT
 that doesn't have a %1% special

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

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

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

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

DESC_CONTAINS
 che contiene un'oggetto %1%

DESC_CONTAINS_NOT
 che non contiene un'oggetto %1%

DESC_PLANET_TYPE
 che è un pianeta %1%

DESC_PLANET_TYPE_NOT
 che non è un pianeta %1%

DESC_PLANET_SIZE
 che è un pianeta %1%

DESC_PLANET_SIZE_NOT
 che non è un pianeta %1%

DESC_PLANET_ENVIRONMENT
 that is a %1% planet

DESC_PLANET_ENVIRONMENT_NOT
 that is not a %1% planet

DESC_SPECIES
 that has species %1%

DESC_SPECIES_NOT
 that does not contain species %1%

DESC_ENQUEUED
 where empire %1% has between %2% and %3% things on the production queue
 
DESC_ENQUEUED_NOT
 where empire %1% does not have between %2% and %3% things on the production queue
 
DESC_ENQUEUED_BUILDING
 where empire %1% has between %2% and %3% %4% buildings on the production queue
 
DESC_ENQUEUED_BUILDING_NOT
 where empire %1% does not have between %2% and %3% %4% buildings on the production queue
 
DESC_ENQUEUED_DESIGN
 where empire %1% has between %2% and %3% %4% ships on the production queue

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

DESC_FOCUS_TYPE
 that has focus %1%

DESC_FOCUS_TYPE_NOT
 that does not have focus %1%

DESC_STAR_TYPE
 that is a system with a %1% star

DESC_STAR_TYPE_NOT
 that is not a system with a %1% star

DESC_DESIGN_HAS_HULL
 that contains the hull %1%

DESC_DESIGN_HAS_HULL_NOT
 that does not contain the hull %1%

DESC_DESIGN_HAS_PART
 that contains between %1% and %2% of the %3% part

DESC_DESIGN_HAS_PART_NOT
 that does not contain between %1% and %2% of the %3% part

DESC_DESIGN_HAS_PART_CLASS
 that has a part of class %1%

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

DESC_PREDEFINED_SHIP_DESIGN
 that is of the design %1%

DESC_PREDEFINED_SHIP_DESIGN_NOT
 that is not of the design %1%

DESC_NUMBERED_SHIP_DESIGN
 that is of the design %1%

DESC_NUMBERED_SHIP_DESIGN_NOT
 that is not of the design %1%

DESC_CHANCE_PERCENTAGE
 on a %1%%% chance

DESC_CHANCE_PERCENTAGE_NOT
 on a (100 - %1%)%% chance

DESC_CHANCE
 with a probability of %1%

DESC_CHANCE_NOT
 with a probability of 1 - %1%

DESC_PRODUCED_BY_EMPIRE
 that was produced by the %1% empire

DESC_PRODUCED_BY_EMPIRE_NOT
 that was not produced by the %1% empire

DESC_METER_VALUE_CURRENT
 that has a %1% between %2% and %3%

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

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

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

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

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

DESC_EMPIRE_STOCKPILE_VALUE
 that belongs to an empire with a %1% stockpile between %2% and %3%

DESC_EMPIRE_STOCKPILE_VALUE_NOT
 that doesn't belong to an empire with a %1% stockpile between %2% and %3%

DESC_VISIBLE_TO_EMPIRE
 that is visible to the %1% empire

DESC_VISIBLE_TO_EMPIRE_NOT
 that is not visible to the %1% empire

DESC_WITHIN_DISTANCE
 that is within %1% of any object%2%

DESC_WITHIN_DISTANCE_NOT
 that is not within %1% of any object%2%

DESC_WITHIN_STARLANE_JUMPS
 that is within %1% starlane jumps of any object%2%

DESC_WITHIN_STARLANE_JUMPS_NOT
 that is not within %1% starlane jumps of any object%2%

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

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

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

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

DESC_EXPLORED_BY_EMPIRE
 that has been explored by the %1% empire

DESC_EXPLORED_BY_EMPIRE_NOT
 that has not been explored by the %1% empire

DESC_STATIONARY
 that is stationary

DESC_STATIONARY_NOT
 that is moving

DESC_CAN_COLONIZE
 with a species that can colonize

DESC_CAN_COLONIZE_NOT
 without a species that can colonize

DESC_CAN_PRODUCE_SHIPS
 with a species that can produce ships

DESC_CAN_PRODUCE_SHIPS_NOT
 without a species that can produce ships
 
DESC_SUPPLY_CONNECTED_FLEET
 that is in a system where the %1% empire can provide fleet supply

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

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

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

DESC_AND_BETWEEN_OPERANDS
 e

DESC_OR_BETWEEN_OPERANDS
 o

DESC_TURN
 quando il turno in corso è compreso tra %1% e %2%

DESC_TURN_NOT
 except between turns %1% and %2%

DESC_TURN_MIN_ONLY
 starting on turn %1%

DESC_TURN_MIN_ONLY_NOT
 before turn %1%

DESC_TURN_MAX_ONLY
 until turn %1%

DESC_TURN_MAX_ONLY_NOT
 after turn %1%

DESC_TURN_ANY
 on any turn

DESC_TURN_ANY_NOT
 on no turn

DESC_NUMBER_OF
 that is one of %1% randomly selected objects%2%

DESC_NUMBER_OF_NOT
 that is not one of %1% randomly selected objects%2%

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

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

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

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

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

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

DESC_CONTAINED_BY
 that is contained by an object%1%

DESC_CONTAINED_BY_NOT
 that is not contained by an object%1%

DESC_IN_SYSTEM
 that is in the system with id %1%

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

DESC_IN_SYSTEM_SIMPLE
 that is in a system

DESC_IN_SYSTEM_SIMPLE_NOT
 that is not in a system

DESC_OBJECT_ID
 that is the object with id %1%

DESC_OBJECT_ID_NOT
 that is not the object with id %1%

DESC_OWNER_HAS_TECH
 that belongs to an empire that has the tech %1%

DESC_OWNER_HAS_TECH_NOT
 that does not belong to an empire that has the tech %1%

DESC_OWNER_HAS_BUILDING_TYPE
 building unlocked for empire

DESC_OWNER_HAS_BUILDING_TYPE_NOT
 building not unlocked for empire

DESC_OWNER_HAS_SHIP_DESIGN
 ship design unlocked for empire

DESC_OWNER_HAS_SHIP_DESIGN_NOT
 ship design not unlocked for empire

DESC_NUMBER
 if there are between %1% and %2% objects%3%

DESC_NUMBER_NOT
 if there are not between %1% and %2% objects%3%

DESC_HAS_TAG
 that is %1%

DESC_HAS_TAG_NOT
 that is not %1%



#############################################################
####            T E C H   C A T A G O R I E S            ####
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LEARNING_CATEGORY
Apprendimento
PRODUCTION_CATEGORY
Produzione
CONSTRUCTION_CATEGORY
Costruzione
GROWTH_CATEGORY
Crescita
ECONOMICS_CATEGORY
Economia
SHIPS_CATEGORY
Navi
DEFENSE_CATEGORY
Difesa
SPY_CATEGORY
Spionaggio


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

THEORY_SHORT_DESC
Prerequisiti Teorici

LRN_PHYS_BRAIN
La Fisica del Cervello

LRN_PHYS_BRAIN_DESC
Le strutture cerebrali e le loro funzioni sono definite. è chiarita la natura elettrochimica e quantica del pensiero e della memoria. Con l'apprendimento, è possibile alterare ed aumentare le funzioni cerebrali, nuove idee ed espressioni sono generate ai limiti del sapere.

LRN_ALGO_ELEGANCE
Algoritmi Eleganti

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

With greater and greater difficulty of data analysis problems, traditional measures of algorithm performance become less useful due to the limitations of irreducible complexity. At this stage, other measures of algorithm form and function become significant; aesthetically and metaphorically, the elegance of the solution must be optimized.'''

LRN_TRANSLING_THT
Translinguistica

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

Lesser minds struggle with, or accept the confines of the language they have learned. Adequate minds reach and feel constrained by the concepts they are given ways to express. Truly great minds break free of the bounds of language, forming and analyzing thoughts that verge on the transcendental. But merely great minds are left isolated and futile, for without language to express thoughts, how can they share their insights?'''

LRN_PSIONICS
Psionica

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

Through deep introspection or artificial enhancement, the brain may develop abilities to directly interact with the universe around it, bypassing the limitations of a physical body. Powers such as telepathy, empathy, clairvoyance, prescience, psychokinesis and psychoenergetics replace or surpass mundane biological or technological alternatives. Applications of these powers, including mind control, personality alteration and possession have profound implications for the relationship between talented and untalented beings.'''

LRN_ARTIF_MINDS
Mente Artificiale

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

While traditional computers have nearly unfathomable intelligence and computational abilities, they lack the essential qualities of self-awareness, consciousness or sentience. While these traits remain elusive, reasonable faximilies may be produced. These investigations open new avenues of research into cognitive sciences and novel metaparadigms.

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

LRN_XENOARCH
Xenoarcheologia

XENOARCH_SHORT_DESC
Allows discoveries from Ruins

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

The contemporary empires, races and single-star civilizations are not the first or only beings to have lived in this galaxy. Remains, ruins and rumours of the ancients may be found on deserted planets and lifeless asteroids, or drifting in open space. Finding and deciphering such clues holds great potential to reveal secrets, teach lessons, or give warnings of ancient knowledge.

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

LRN_GRAVITONICS
Gravitonica

LRN_GRAVITONICS_DESC
Analogamente alla carica di colore della cromodinamica quantistica, esistono parecchi tipi di gravitoni. accanto al gravitone comune della forza attrattiva, il familiare "anti-gravitone" , il "gravitone destro" ed il  "gravitone sinistro" possono essere uniti per flettere arbitrariamente la superficie dello spazio-tempo. Questa manipolazione è percepita teoricamente come controllo della forza di gravità, permettendo strutture, scafi ed indagini precedentemente impossibili anche solo teoricamente.

LRN_EVERYTHING
Teoria del Tutto

LRN_EVERYTHING_DESC
Le ingenue teorie iniziali descrivono i sottoinsiemi delle quattro forze fondamentali della natura: l'elettromagnetismo, le forze nucleari forti e deboli e la gravità. Una struttura completa che esprima tutte le forze come casi speciali di una singola interazione rappresenta un Sacro Graal della scienza. Questa teoria descrive i momenti iniziali della nascita dell'universo, le profonde distorzioni della singolarità, le involuzioni più minute di dimensioni nascoste ed il destino finale dell'universo. Tuttavia possono ancora "esistere" strati dell'esistenza oltre i quali osservare e descrivere scentificamente ...

LRN_FORCE_FIELD
Campi di forza Armonici

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

Come nell'analisi di Fourier del suono, l'elettromagnetisco e le forze nucleari forti e deboli, possono essere espresse come armoniche quantiche di onde che si sovrapposizionano alle particelle portatrici di forze. Selettivamente amplificando queste armoniche, le forze possono essere controllate arbitrariamente per proteggere, attaccare, contenere o sostenere qualsiasi struttura.'''

LRN_MIND_VOID
Percezione del Vuoto

LRN_MIND_VOID_DESC
Non siamo soli nell'universo ... ma perché la ricerca dovrebbe essere così limitata? Molte culture hanno miti, leggende o credenze in una più alta coscienza. Che sia un dio amoroso o ostile, od un osservatore distaccato, è chiaro che qualcosa, forse l'universo stesso ad un certo livello, è vivo, attento e guarda.

LRN_TIME_MECH
Meccanica del Tempo

LRN_TIME_MECH_DESC
Che cosa sono "presente", "futuro" e "passato"? Il paradosso dei gemelli nella relatività speciale, o la teoria dei "wormhole" suggeriscono primitive forme di "viaggi nel tempo". La diretta manipolazione dello spazio-tempo e del flusso temporale permette di sfruttarne e potenziarne gli effetti. Le incursioni temporali non possono alterare la percezione del passato dell'universo che conosciamo. Possono, tuttavia, comprimere i tempi o estendere i momenti fino a durate arbitrarie, con un limitato uso dei materiali presenti e della nostra pazienza.

LRN_NDIM_SUBSPACE
Subspazio N-Dimensionale

LRN_NDIM_SUBSPACE_DESC
I primi teorici delle superstringhe parlavano di 10, 11 o 26 universi dimensionali, ma non delle 4 macrodimensioni "arricciate" così sottili da essere invisibili. Queste ed altre dimensioni possono essere ora distese ed aperte e, la sua superficie di spazio, allungato spostando la materia fra livelli di esistenza precedentemente nascosti sotto la superficie della nostra limitata percezione, o generando nuovi strati o bolle dove niente esisteva prima.

LRN_UNIF_CONC
Coscienza Unificata

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

Telepathic communication between individuals or mind-machine interfaces only permit the most basic, trivial and surface exchanges of thought and ideas. Truly joined minds function as a single consciousness, with the summed faculties and knowledge of its constituent parts, and acting as a new unique entity. This has great potential, but also significant risk, in that the union may not seek its own destruction, which is necessary for the original minds to be regained. Alternatively, one of the minds may dominate the other, controlling or destroying the other, rather than forming an equal, harmonious union.'''

LRN_QUANT_NET
Quantum Networking

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

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

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

LRN_TRANSCEND
Singolarità Trascendentale

LRN_TRANSCEND_DESC
What is godhood? Is a god concerned with whether it is moral and benevolent or evil and tyrannical? Does a god treat mortals with care and love, hatred and suffering or detached indifference? Does a god even remain aware of the infinitely minuscule affairs of the physical universe, or is true godhood of a form beyond description, of which inability to comprehend by mortals applies equally in the other direction?

GRO_MEDICAL_PATH
Patologia Medica

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

GRO_PLANET_ECOL
Ecologia Planetaria

GRO_PLANET_ECOL_DESC
L'agricoltura e la scienza medica aumentano drasticamente la capacità di sopravvivenza, inducendo, per un certo tempo, una crescita demografica esponenziale. Ma, prima o poi, nuovi limiti di crescita insorgono nella capacità di trasporto di un pianeta e nella interconnessione vitale che lo supporta. La comprensione dell'Ecologia e la sua interazione agli stress ambientali consente il sostenimento del sistema ed il godimento dei relativi vantaggi per le generazioni future.

GRO_GENETIC_ENG
Ingegneria Genetica

GRO_GENETIC_ENG_DESC
'''Il repertorio della genetica è tanto varia quanto le forme di vita da cui trae ispirazione. I geni possono essere rimossi, copiati e reinseriti nei genomi per creare organismi transgenici con combinazioni di caratteristiche non esistenti o possibili in natura inoltre, i geni possono essere alterati prima del reinserimento, alterando direttamente la base del codice e permettendo la creazione di interi geni. Tuttavia, le tecniche sono limitate a piccole modifiche di geni che sono disponibili per lo studio.'''

CON_ENV_ENCAPSUL
Incapsulamento Ambientale

CON_ENV_ENCAPSUL_DESC
'''Permette stazioni non presidiate sui tipi di pianeta inabitabili, inclusi asteroidi e giganti gassosi. Molti tipi di edifici non possono essere costruiti in questi avamposti. Gli avamposti sono più economici, e sebbene non forniscano alcuna produzione, potrebbe essere scelto come un modo più veloce per rivendicare un territorio.'''

GRO_SYMBIOTIC_BIO
Biologia simbiotica

GRO_SYMBIOTIC_BIO_DESC
'''Accresce la popolazione massima dei pianeti buoni, adeguati e poveri in base alla dimensione del pianeta; Molto piccolo: +1, Piccolo: +2, Medio: +3, Grande: +4, Enorme: +5.'''

GRO_GENETIC_MED
Medicina Genetica

GRO_GENETIC_MED_DESC
'''Traditional Genetic Engineering alters genetic codes, then grows the modified organism from an embryonic state. Similar techniques may be applied to already matured individuals. The goals of these treatments may be cosmetic, functional, corrective, preventative or life-saving medical treatments. Reducing the delay between alteration and results from generations to months, days or hours has a corresponding increase in the range and power of possible alterations.'''

GRO_LIFECYCLE_MAN
Controllo del Ciclo Vitale

GRO_LIFECYCLE_MAN_DESC
'''Through chemical manipulation and cryonics, life processes may be halted without terminating them permanently. Beings in this state are preserved indefinitely, consume no resources and require very little storage - not living - space. With this technique, the capacity of colony ships can be greatly increased.

Most complex organisms progress through various physiological stages during a lifetime, whether distinctly separated by metamorphoses, or blurred by continuous slow aging. In many cases, one or more of these stages are, at least at a given time, more useful and desirable than others. By delicate control of hormonal or mental mechanisms, it becomes possible to drastically speed or slow each stage, permitting fully developed and functional individuals to be produced in a fraction of the natural timeframe, and for those individuals to remain functional indefinitely, becoming effectively immortal.'''

GRO_ADV_ECOMAN
Advanced Ecomanipulation

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

GRO_XENO_GENETICS
Genetica Xenologica

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

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

Early genetics is limited by the available samples of naturally occurring organisms on which to base its modifications. As well, these modifications are restricted within the limits of the physical mechanisms of genetic code storage, alteration and expression in developed individuals. By investigating the equivalent systems in entirely different ecosystems and organisms, great insights or revelations may be reached, spurring new developments in more familiar genetic systems.'''

GRO_NANOTECH_MED
Medicina Nanotecnologica

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

While genetic alteration can repair or undo the effects of harmful or undesired mutations or correct biochemical imbalances, treating major physical trauma and non-genetic congenital defects requires actual physical corrective measures. Nanotechnology may be used to accomplish these tasks, with two important advantages: Correction may be done without invasive surgeries and associated secondary damage and risks, and treatment reaction time is greatly reduced, as the tools to do the job are always in place and ready to function.'''

GRO_ECO_METAMORPH
Ecological Metamorphosis

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

GRO_XENO_HYBRIDS
Ibridazione Xenologica

GRO_XENO_HYBRIDS_DESC
'''Increases the max population of Poor planets by planet size; Molto piccolo: +1, Piccolo: +2, Medio: +3, Grande: +4, Enorme: +5 e dei pianeti ostili poveri in base alla dimensione del pianeta; Molto piccolo: +2, Piccolo: +4, Medio: +6, Grande: +8, Enorme: +10

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

Regardless of how well understood, or how adeptly improved, a biological system is limited by its inherent nature. Structures and basic physiology can only be altered so far within the confines of a single planet's biology. With understanding of other biologies however, the disparate systems may be fused, forming an entirely new hybrid biology with potential abilities and traits greater than those of any of its parts.'''

GRO_NANO_CYBERNET
Naniti Cibernetici

GRO_NANO_CYBERNET_DESC
After applying nanotechnology to internally correct defects or injuries, the next step is to augment or replace natural biochemical systems with superior artificial replacements. Rather than merely regrowing lost limbs or repairing damaged organs, augments are able to quickly grow new ones to suit their needs at any time. Antiquated biological systems, from muscle tissue and tendons, down to organelles or enzymes may also be replaced, affording greatly increased strength, endurance and flexibility.

GRO_TRANSORG_SENT
Trans-Organic Sentience

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

GRO_ENERGY_META
Metabolismo Energetico Puro

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

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

The ultimate stage of physical development is to transcend the physical altogether. Without bodies, individuals and society may move, grow and exist freely, unhindered by unnecessary physical limitations and inefficient metabolic processes that waste energy supporting homeostasis.'''

PRO_MICROGRAV_MAN
Industria Microgravitazionale

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

Mineral resource extraction from sub-planetoid-sized bodies involves challenges and provides opportunities quite distinct from those of full-fledged planets. Lacking sufficient mass to self-liquify and differentiate, asteroids can provide much easier access to some heavier elements, and lack of a gravity can make extraction for use in space much more efficient. Conversely, the limited size of each source asteroid requires fully portable self-sufficient extraction facilities. As well, the challenges of any microgravity environment must be overcome, requiring redesign of many traditional methods.

The microgravity of low planetary orbit offers great potential for novel manufacturing facility designs, equipment and techniques not possible on planet surfaces. Solids may be held in place with minimal support. Liquids and gases float freely, shaped only by surface tension, unless otherwise manipulated. Factory equipment may be arranged optimally in three dimensions. These conditions permit great increases in efficiency and productivity, if properly exploited.'''

PRO_CORE_MINE
Tectonic Minerology

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

The pressure and temperatures in terrestrial planet mantles and cores create large quantities of crystal and mineral formations that appear on upper crust layers only due to vulcanism. The lower atmospheric layers and core materials of gaseous planets contain even more exotic materials, in greater concentrations. Accessing these regions to extract the materials is difficult and treacherous, but eminently rewarding, compared to traditional surface mining activities.

Useful minerals are created throughout the volume of a planet, under various exacting chemical and thermodynamic conditions, including aqueous surface sedimentation, crushing core differentiation and mid-depth metamorphosis. After creation, processes such as plate tectonics, vulcanism and deep convection currents are equally important in determining the final location and form of these extractable resources. Understanding these processes and their effects, causes and signs is essential for large scale efficient mining operations.'''

PRO_ROBOTIC_PROD
Produzione Robotica

PRO_ROBOTIC_PROD_DESC
'''Incrementa l'obiettivo [[encyclopedia INDUSTRY_TITLE]] su tutti i pianeti con focus industriale di 0.1 per popolazione.

Gli Exobots, come diventano comunemente conosciuti, sono una meraviglia della forma unita alla funzione. Sono robot progettati per soddisfare quasi qualsiasi lavoro produttivo, in campi di ampia portata come l'elettronica per la costruzione su larga scala. Prodotti facilmente in massa, se ne trae maggior beneficio sulle colonie che danno la priorità  all'industria. Ogni pieneta che si concentra principalmente sul quel settore riceve una squadra di Exobots, aumentando notevolmente la sua produzione industriale.

Sebbene la progettazione iniziale di alto livello e la configurazione iniziale dell'impianto richiedono ancora un'attiva supervisione, l'eliminazione degli operatori dal processo di produzione reale elimina molti colli di bottiglia. I robot lavorano continuamente, senza richieste perpetue per una maggiore compensazione economica. I robot hanno una tolleranza molto superiore ai fattori di rischio ambientali in fabbrica e non necessitano di ulteriore spazio abitabile al di fuori del sito. I robot eseguono i loro compiti senza problemi o almeno bene in base a come vengono istruiti.'''

PRO_EXOBOTS
Exobot
PRO_EXOBOTS_DESC
Permette la costruzione di Exobots ottimizzati per l'industria su pianeti ostili.

PRO_RAPID_EXO_PROD
Produzione Rapida di Exobot

PRO_RAPID_EXO_PROD_DESC
Permette più exobots.

PRO_FUSION_GEN
Generatore di Fusione

PRO_FUSION_GEN_DESC
'''Incrementa l'obiettivo [[encyclopedia INDUSTRY_TITLE]] su tutti i pianeti con focus industriale di 0.2 per popolazione.

Fusion plants, while expensive to produce and maintain, easily pay for themselves on industrialized worlds with ever increasing power demands. Reliance on old fission based nuclear plants will gradually become a thing of the past.

Explosive or uncontrolled thermonuclear reactions are comparatively simple to cause at scales ranging from small tactical warheads to supergiant stellar furnaces. Controllable, stable and practical power generation from the reaction is somewhat more difficult. The process remains attractive, however, due to the near-limitless supply of fuel and potential for emissions-free operation.'''

PRO_NANOTECH_PROD
Produzione Nanotecnologica

PRO_NANOTECH_PROD_DESC
Traditional production techniques are fundamentally limited by the size and form of the tools they employ. As a product takes form, its outer layers may prevent direct access and manipulation of the inner structure, requiring inconvenient and inefficient adjustment to the order of assembly. Furthermore, the components of a larger product must be carefully formed and assembled to exacting specifications to ensure they will function as intended when combined. By using nanotechnology to form a complete product in one step, directly from the stock materials, these limitations can be bypassed, dramatically improving efficiency and production speed.

PRO_ORBITAL_GEN
Generazione Orbitale

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

Low orbit of planetary bodies provides numerous benefits for power generation compared to planetary surfaces. Direct exposure to nearby solar radiation without atmospheric attenuation, and the orders of magnitude larger structures that may be assembled in microgravity to collect it are significant advantages. The resulting power may be used in orbit, or may be beamed to the planet to support surface industry. As well, new mechanisms of energy conversion become available in orbit, including planetary magnetic field coupling, orbital momentum exchange, and frictional heating with planetary atmospheres, which are uniquely beneficial for specialized applications.'''

PRO_SENTIENT_AUTOMATION
Automazione Intelligente

PRO_SENTIENT_AUTOMATION_DESC
'''Increases target [[encyclopedia INDUSTRY_TITLE]] su tutti i pianeti di 5.

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

As equipment becomes increasingly automated, it becomes capable of fully replicating and maintaining itself without outside support, other than its required raw materials and a requested, or suggested, final product to produce. When controlled by an artificial mind, the entire system can learn, plan, react, and adapt autonomously, and can do so without the cumbersome inefficiencies traditionally required to house and employ workers.'''

PRO_INTSTEL_COPRO
Coproduzione Interstellare

PRO_INTSTEL_COPRO_DESC
I tradizionali mezzi di produzione sono limitati dal bisogno di autosufficienza dovuti al trasporto e altri problemi logistici. Le cooperazioni regionali dei pianeti permettevano un certo grado di specializzazione e cooperazione, con ogni stabilimento che produceva solo alcune parti o sottosistemi, e l'intero sistema beneficiava nel possedere un elevata esperienza e un economia di scala. Espandendo questo concetto diversi ordini di grandezza, può essere adattato ad una scala galattica, con pianeti o interi sistemi che lavorano nel funzionamento di unica struttura specializzata. Le difficoltà logistiche inerenti a questo paradigma sono inoltre simili a quello precedente e sono scalati nella stessa maniera dei potenziali benefici. 

PRO_NDIM_ASSMB
Assemblaggio N-Dimensionale

PRO_NDIM_ASSMB_DESC
''' Unlocks the Hyperspatial Dam

Once the greatest fear of N-dimensional physicists, now the noblest goal. To deliberately create a hyperspatial rift between our universe and the next, but inside a dimensional bubble, safely separate from known space-time. Once this is accomplished, it would be a relatively simple matter to tap into the enormous flow of energy that would travel across the rift.

The geometry of physical space has always been a major impediment to the assembly of objects within that space. Objects cannot be collocated, and volumes cannot be simultaneously enclosed and open if their existence is restricted to a mere three dimensions. Moving beyond this limitation, parts of objects can be folded out of the way in a pocket dimensions, and contiguous lines may be passed around other masses by going "off-axis". Similar mechanisms are also used to assemble lower-dimensional objects in configurations that would be impossible without higher-dimensional pathways.'''

PRO_SINGULAR_GEN
Singularity Generation

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

As matter is drawn towards a singularity by the intense space-time curvature, or gravitational field, the matter forms an accretion disk and is greatly compressed and heated. High energy radiation emitted from the disk may be captured and harnessed for power generation. The event horizon of the singularity itself also emits radiation due to the annihilation of virtual particle-antiparticle pairs that form in its vicinity. This method of power generation is significantly more delicate and unstable than the accretion disk method, but can produce an even greater output.'''

PRO_ZERO_GEN
Generatore di Gravità-Zero

PRO_ZERO_GEN_DESC
'''Any power generation mechanism that involves a material fuel supply is limited by the relativistic mass-energy relationship: no more energy can be produced than equivalent mass consumed, even with perfect efficiency. By tapping the inherent energy of the vacuum, or zero-point energy, an effectively infinite source is made available. The rate, or power, of this extraction is also theoretically unbounded, with limits only in the available means to collect and use the output.

At appropriate scales and under specific conditions, matter-energy becomes a unified phenomenon. Applied at larger scales, complete control over the structure of matter and the dynamics of energy becomes possible, as does the interchange between the two. Transmutation and replication, at limited scales, become possible.  However, despite the enormous rest mass energy equivalence of matter, converting directly to energy for bulk power generation is generally less effective than comparatively simple fusion generation.

Previous production techniques were essentially ways to avoid or remove particularly vexing problems with manipulation of matter. None of these techniques fundamentally changed the basic method however, which was to assemble larger objects out of supplied materials, be they prefabricated subsections, or raw minerals. By converting pure energy directly into the desired material object, the need for supplied materials such as minerals or food can become greatly reduced in times of necessity.'''

PRO_NEUTRONIUM_EXTRACTION
Neutronium Extraction

PRO_NEUTRONIUM_EXTRACTION_DESC
The core of a neutron star consists of degenerate neutron matter, compressed by gravity to a density far greater than the heaviest normal matter. This exotic material has numerous applications once extracted from the star, allowing production of otherwise impossible structures and ship parts.

CON_ARCH_PSYCH
Psicologia architettonica

CON_ARCH_PSYCH_DESC
La forma di una struttura o di uno spazio disabitato non è solo guidata dai limiti fisici dei materiali da cui è costruita. Gli effetti psicologici sugli abitanti all'interno o sugli osservatori all'esterno possono avere un'influenza molto maggiore sul successo di un progetto rispetto alla resistenza di un muro od alla robustezza di una fondazione.

CON_INFRA_ECOL
Ecologia delle infrastrutture

CON_INFRA_ECOL_DESC
L'infrastruttura di base di una colonia planetaria potrebbe sembrare interamente creata dai colonizzatori ed il funzionamento legato strettamente al loro disegno.  In realtà , tuttavia, l'ecologia del pianeta sul quale è costruita è il fondamento ed il maccanismo portante per le strutture aggiuntive, and often forms an integral part of its function.  Understanding the interaction between natural and artificial components, and the limits of the resources an ecological system can provide are essential to the development of an optimal and sustainable infrastructure for any colony.

CON_ORGANIC_STRC
Strutture Organiche

CON_ORGANIC_STRC_DESC
'''Buildings formed of inanimate minerals are functional and occasionally elegant, and those of harvested but dead organics are often simple and inexpensive. Actual living structures, however, can be grown into their final shape with no additional labour, as well effect some degree of self-repair when damaged. They may also naturally self-regulate their internal environments, or potentially adapt to varied or changing surroundings as necessary, during or after their initial growth.

A shutter functions as both a solid wall and open window, according to the desire of its user. A room may be refurnished to serve an entirely new purpose, within the limits of the space available. This concept may also be extended to the actual form and structure of an entire building or city, whether mechanical or organic. Eliminating the need for demolition and rebuilding permits much greater infrastructure flexibility and efficiency. Single or isolated structures may also serve many purposes simultaneously, that would previously have required much larger and elaborate fixed designs.'''

CON_METRO_INFRA
Metroplex Infrastructure

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

When the entire surface of a world is covered, continued development must occur above and below pre-existing construction.  Care must be taken to ensure the stability of the undercut or overshadowed structures are not damaged, and transportation and supply routes must be rethought to support vastly increased population densities. Furthermore, novel stylistic and functional issues must be considered, to ensure that the newer levels, and the combined whole, are worth inhabiting.'''

CON_ARCH_MONOFILS
Architectural Monofilaments

CON_ARCH_MONOFILS_DESC
Essentially unbreakable and merely a few atoms in diameter, single-crystal filaments have many uses in improving traditional structure designs in durability and economy of construction. The capacity to suspend or stress other materials in previously impossible configurations also permits a wholly new designs. Low weight and high strength filaments are of particular use in large-scale orbital or surface to orbit spanning structures, where variations in gravity across lengths were previously very prohibitive.

CON_ASYMP_MATS
Materiali Asintotici

CON_ASYMP_MATS_DESC
Una volta che determinate le soglie di prestazioni vengono superate, la misurazione delle proprietà fisiche dei materiali, per il confronto relativo, diventa impraticabile in qualsiasi termine  diverso da ordini di grandezza o scale logaritmiche. Molto simile alla superconduttività in elettronica, la resistenza alla trazione, tenacità, densità, elasticità, indice refrattario ed altre proprietà meccaniche dei materiali possono essere controllate efficacemente senza limiti. Con tutte le limitazioni significative precedentemente rimosse, le progettazioni sono ulteriormente facilitate, e si possono ampliare o modificare di svariati ordini di grandezza.

CON_FRC_ENRG_STRC
Force-Energy Structures

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

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

When forces and energy can be manipulated as desired to provide the same functionality as solid surfaces, there is no essential need to have physical materials enclosing the occupants of a building. Structures composed entirely of energy have many advantages, including simple reconfiguration, resilience, portability and novel design possibilities.'''

CON_CONTGRAV_ARCH
Controlled Gravity Architecture

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

By installing a massive null gravity generator at a planet's core, it becomes possible to turn a planet's gravity on or off like a light switch, but in a narrow well. The planet's industry then gains all the benefits of low-G and zero-G, but without the drawbacks. Reverse gravity wells can also be created, making space launches cost practically nothing.

By fully controlling the orientation and strength of gravitational forces acting upon and existent within a structure, designs may simultaneously exhibit the freedom of weightlessness and the utility of having a defined up and down. The structure itself, and the local environments it seeks to provide, may take any shape in space, extending to great lengths, looping about itself, and making arbitrary interconnections. Simultaneously, local environments within may be infused with a useful tug, which may vary from or be entirely different from immediately adjacent areas. Such versatility permits great new functional designs for social, manufacturing or other uses.'''

CON_GAL_INFRA
Galactic Infrastructure

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

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

Integration and development of the infrastructures on highly productive worlds into a unified galaxy-spanning network is one of the greatest logistical effort conceivable. When completed, such a system functionally unifies the worlds of which it is composed. Integrated transportation, housing, maintenance, and construction tools may be fluidly deployed wherever needed to optimally alter resource allocations or adjust to changes.'''

CON_ART_HEAVENLY
Artificial Heavenly Bodies

CON_ART_HEAVENLY_DESC
When roughly the mass of a small moon or larger, it is no longer sufficient to conceive of what is wrought as a "structure", "station" or "ship". Rather, beyond this scale, the object becomes more like a heavenly body; its gravitational pull influences orbital motions, it may retain an thin atmosphere on its surface, and it may be orbited by, rather than orbiting with, lesser structures. At even larger scales, entire planets may be built, or rebuilt, or even new stars may be formed and ignited, broadcasting the power and determination of their creators throughout the universe.

CON_TRANS_ARCH
Transcendent Architecture

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

The epitome of design unifies optimal functionality with elegance of form. A transcendent structure expands and inspires the minds of its occupants or observers with its shape, placement, substance and integration, whether through awe-inspiring scale, perfect emphasis of a single idea, perception or lack thereof, or utter simplicity and fitness for purpose.'''

CON_ORBITAL_HAB
Orbital Habitation

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

CON_NDIM_STRC
N-Dimensional Structures

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

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

Of all the bizarre feats of applied physics, the ability to to fold space onto itself has the most direct and profound influence on structural form and design. The potential is endless, literally as hallways are made to bend back upon their beginning, or given a twist so that their ceiling becomes their floor. As well, the concept of urban sprawl becomes laughable, as any number of people may fit into an arbitrarily small volume, safely tucked into an adjacent plane of existence.'''

SHP_GAL_EXPLO
Galactic Exploration

SHP_GAL_EXPLO_DESC
The discovery of interstellar travel via starlanes ushers in a new era of development of society. Old political squabbles between minor factions become insignificant when the entire civilization is faced with the limitless potential of the stars... for growth and prosperity, or utter destruction.

SHP_SPACE_TACTICS
Space Tactics

SHP_SPACE_TACTICS_DESC
Battles in microgravity and vacuum require specialized weapon and defensive systems, as well as the theoretical tactics that motivate their use.

SHP_INTSTEL_LOG
Interstellar Logistics

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

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

SHP_MIL_ROBO_CONT
Military Robotic Control

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

SHP_SPACE_FLUX_DRIVE
Spatial Flux Drive

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

SHP_CONTGRAV_MAINT
Contra-Gravitational Maintenance

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

SHP_NANOROBO_MAINT
Nano-Robotic Maintenance

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

SHP_MASSPROP_SPEC
Mass-Propulsion Specialization

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

SHP_TRANSSPACE_DRIVE
Trans-Spatial Drive

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

SHP_MIDCOMB_LOG
Mid-Combat Logistics

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

SHP_ASTEROID_HULLS
Asteroid Hulls

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

SHP_ASTEROID_REFORM
Asteroid Reformation

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

SHP_MONOMOLEC_LATTICE
Monomolecular Latticing

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

SHP_MULTICELL_CAST
Multi-Cellular Casting

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

SHP_DOMESTIC_MONSTER
Domesticated Mega-Fauna

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

SHP_ENDOCRINE_SYSTEMS
Mega-Fauna Endocrine Systems

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

SHP_HAB_MEGAFAUN
Habitable Mega-Fauna

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

SHP_MONOCELL_EXP
Mono-Cellular Expansion

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

SHP_CONT_SYMB
Contrived Symbiosis

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

SHP_CONT_BIOADAPT
Controlled Ravenous Bioadaption

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

SHP_BIOADAPTIVE_SPEC
Bio-Neural Specialization

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

SHP_FRC_ENRG_COMP
Force-Energy Compression

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

SHP_QUANT_ENRG_MAG
Quantum Energy Magnification

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

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

SHP_ENRG_BOUND_MAN
Energy Boundary Manipulation

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

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

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

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

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


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VICTORY_SHORT_DESC
Porta alla Vittoria!

DOES_NOTHING_SHORT_DESC
Inutile: Non fa Nulla

SHIP_PART_UNLOCK_SHORT_DESC
Sblocca Parte Nave

SHIP_WEAPON_UNLOCK_SHORT_DESC
Sblocca Armamento Nave

SHIP_HULL_UNLOCK_SHORT_DESC
Sblocca Scafo Nave

BUILDING_UNLOCK_SHORT_DESC
Sblocca Struttura

RESEARCH_SHORT_DESC
Migliora Ricerca

MINING_SHORT_DESC
Migliora Estrazione Mineraria

INDUSTRY_SHORT_DESC
Migliora Industria

TRADE_SHORT_DESC
Migliora Commercio

CONSTRUCTION_SHORT_DESC
Migliora Infrastruttura

SUPPLY_SHORT_DESC
Migliora Rifornimento

DEFENSE_SHORT_DESC
Migliora Difesa Planetaria

TROOPS_SHORT_DESC
Migliora Truppe

METER_GROWTH_SHORT_DESC
Migliora Misura Crescita

POPULATION_SHORT_DESC
Incrementa Popolazione Massima

HEALTH_SHORT_DESC
Migliora Salute

STRUCTURE_SHORT_DESC
Migliora Struttura

FLEET_RANGE_DESC
Migliora Rifornimento Flotta

SHIP_REPAIR_DESC
Ripara Navi

SHIELD_SHORT_DESC
Migliora Scudo

STEALTH_SHORT_DESC
Migliora Occultamento

DETECTION_SHORT_DESC
Migliora Rilevamento

PLANET_PROTECT_SHORT_DESC
Protegge i Pianeti

VARIOUS_SHORT_DESC
Migliora Vari Aspetti

PENALTY_ELIMINATE_SHORT_DESC
Elimina Sanzioni

GAME_MAKE_WORK_SHORT_DESC
Rende il Gioco Funzionante

TAME_MONSTER_SHORT_DESC
Addomestica Mostri Spaziali

EXOBOT_SHORT_DESC
Produce Cittadini Exobot

STARLANE_SPEED_SHORT_DESC
Incrementa la Velocità Stellare

CON_ORBITAL_CON
Costruzione Orbitale

CON_ORBITAL_CON_DESC
'''Accresce il raggio delle [[encyclopedia SUPPLY_TITLE]] di tutte le colonie ed avamposti di 1.

On a planet, there is always a fixed reference direction: "up". Microgravity is effectively isotropic. This single difference has a multitude of consequences for the types of structures that can be built, and which of those forms is the optimal use of space, materials and energy in each environment. As well, the interior configuration of spaces in orbit must be rethought. However, while it is appealing to attempt to completely revolutionize interior design in a paradigm completely independent of the styles used on planet surfaces, the practical use of these spaces will be initial primarily by those who are used to, and adapted for, those planet surfaces. Rather than a complete break from older styles, a gradual transition may be more effective.'''

CON_SUBTER_CONST
Costruzione Sotterranea

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

When space is at a premium, the ability to build downwards as well as up is an invaluable asset. Entire underground cities and facilities can be constructed and maintained, and trans-planetary subterranean transportation routes can be established.'''

CON_CONC_CAMP
Concentration Camps

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

CON_FRC_ENRG_CAMO
Force-Energy Camouflage

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

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

CON_PLANET_DRIVE
Planetary Starlane Drive

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

CON_STARGATE
Stargate

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

CON_ART_PLANET
Artificial Planet

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

CON_PALACE_EXCLUDE
Palace Excluder

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

GRO_SUBTER_HAB
Subterranean Habitation

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

GRO_GENOME_BANK
Genome Bank

GRO_GENOME_BANK_DESC
The unknown variables in genomic calculations for any given species remain severe for all but the simplest genetic repairs, not to mention the changes that a genetic modification can potentially have on a larger multi-species biosphere. To truly realize the benefits of genetic medicine, it is necessary to collect a massive genome database for all the species from all known worlds.

GRO_INDUSTRY_CLONE
Industrial Cloning

GRO_INDUSTRY_CLONE_DESC
Primitive manual nuclear transfer cloning techniques are little more than novelties for large organisms. By applying techniques similar to industrial mass production or biochemical process engineering, it becomes possible to generate dozens, or millions, of full-grown copies of a single genetic blueprint. Populations may be made to order, tailored to meet the specific needs of society.

GRO_TERRAFORM
Terraforming

GRO_TERRAFORM_DESC
Changing the environmental type of a planet is a massive undertaking, the challenge of this process is to a large degree logistical. The precise method depends greatly on the type of planet to be changed and the desired result. However, in all cases much of the surface of the entire planet and its atmosphere needs to be converted to other types of molecules, vented into space or buried under the crust. As such, this process requires most of the planet to be accessible to the terraformers, and cannot be performed on a world with max population less than one.

GRO_TERRAFORM_SHORT_DESC
Allows terraforming

GRO_REMOTE_TERRAFORM
Remote Terraforming

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

GRO_BIOTERROR
Servizi di Bioterrorismo

GRO_BIOTERROR_DESC
Un centro di ricerca creato per sviluppare, in sicurezza, le più pericolose armi biologiche, lontano da sguardi indiscreti. Le armi biologiche hanno effetto troppo lentamente per essere di grande utilità in un conflitto militare diretto, ma sono insuperabili come armi di terrore, contaminando in maniera lenta ma crescente in modo che arrivi prima il panico di esso, le immagini di persone disperate in quarantena diffondono preoccupazione nel proprio governo e disperazione oltre l'area interessata, tuttavia occorre fare attenzione quando si sviluppano tali organismi in modo da mettersi al riparo da rilasci accidentali che potrebbero danneggiare le relazioni con altri imperi o il nostro stesso popolo.

GRO_REMOTE_TERRAFORM_SHORT_DESC
Consente il terraforming a distanza

GRO_CYBORG
Cyborgs

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

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

GRO_GAIA_TRANS
Trasformazione di Gaia

GRO_GAIA_TRANS_DESC
Theoretically, it is possible to completely predict the ecology of a single planet by mapping out its entire web of biological interdependence, both sentient and non-sentient, in fractal algorithms. In practice however, this could only be realized by constructing a vast planet-spanning network running a computer program dedicated to regulating the planet's entire biosphere. This computer would become, in effect, the brain of a new type of life - a single planetary organism, with intelligent citizens as part of its fabric, subject to the greater will.

GRO_GAIA_TRANS_SHORT_DESC
Consente la Trasformazione di Gaia

LRN_OBSERVATORY_I
Osservatiorio

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

LRN_SOLAR_MAN
Manipolazione Solare

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

LRN_DISTRIB_THOUGHT
Calcolo Distribuito con il Pensiero

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

The average citizen literally wastes his mind away, one of the finest computing devices in the universe. By tapping into the idle brain cycles of a sufficiently large population through a network of simple cybernetic transceivers, the research centers of a world can gain access to cheap and plentiful raw computing power.'''

LRN_STELLAR_TOMOGRAPHY
Tomografia Stellare

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

A network of specialized satellites can use tomographic methods to reconstruct the activities occurring deep within a star. These otherwise costly-to-produce conditions are ideal for a variety of research endeavors, with larger benefits for more exotic star types.'''

LRN_SPATIAL_DISTORT_GEN
Spatial Distortion Generator

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

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

LRN_GATEWAY_VOID
Passaggio per il Vuoto

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

LRN_ENCLAVE_VOID
Enclave del Vuoto

LRN_ENCLAVE_VOID_DESC
Study of the Void Mind could be accelerated by genetically engineering the populace of an entire world to be attuned to the Void. This new priestly class could transform the entire social structure of their world to better understand and channel the wisdom of the Void Mind to the entire empire.

LRN_ART_BLACK_HOLE
Buco Nero Artificiale

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

LRN_PSY_DOM
Dominazione Psicogena

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

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

MIND_CONTROL_SHORT_DESC
Consente il Controllo Mentale

PRO_HEAVY_MINING_I
Trasformatori Minerari Pesanti

PRO_HEAVY_MINING_I_DESC
Quando l'aumento della produzione mineraria è l'unica preoccupazione, non esistono considerazioni di danni ambientali e l'ambiente stesso è favorevole, le attività minerarie in parte automatizzate di massa possono essere ottimali. Trasformatori minerari pesanti sono costosi tuttavia e sono solo pratici da usare su mondi con focus minerario primario. allo stesso modo questi trasformatori danneggiano seriamente l'ecologia di un pianeta, riducendo alquanto la sua popolazione massima.

PRO_SOL_ORB_GEN
Produzione Orbitale Solare

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

PRO_INDUSTRY_CENTER_I
Centri Industriali

PRO_INDUSTRY_CENTER_I_DESC
'''Coordinating industrial activity between planets and star systems can be effectively accomplished at large centralized complexes.

Facility's large cost and build time, as well as significant future range growth potential, require strong planning to produce in location with ideal future utility. Industrial Centers come with large up-front cost, in both production resources and time, but with great opportunity for possible expansion. This makes them ideal for long-term strategies, but unattractive for empires planning on a quick victory.'''

PRO_INDUSTRY_MOD
Modifica Industriale

SPY_LIGHTHOUSE
Fari Interstellari

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

DEF_DEFENSE_NET_1
Rete di Difesa Planetaria 1

DEF_DEFENSE_NET_1_DESC
'''Increases max [[encyclopedia DEFENSE_TITLE]] on all planets by 5.

With galactic exploration comes the possibility of meeting new races - and new enemies. By placing several armed defense bases in orbit around a planet, it is possible to give that planet defensive capabilities without the need for ships.'''

DEF_DEFENSE_NET_2
Rete di Difesa Planetaria 2

DEF_DEFENSE_NET_2_DESC
'''Increases max [[encyclopedia DEFENSE_TITLE]] on all planets by 15, cumulative with [[tech DEF_DEFENSE_NET_1]].'''

DEF_DEFENSE_NET_3
Rete di Difesa Planetaria 3

DEF_DEFENSE_NET_3_DESC
'''Increases max [[encyclopedia DEFENSE_TITLE]] on all planets by 25, cumulative with prerequisite defense network techs.'''

DEF_DEFENSE_NET_REGEN_1
Rigenerazione Rete di Difesa 1

DEF_DEFENSE_NET_REGEN_1_DESC
'''Increases planets' [[encyclopedia DEFENSE_TITLE]] by 10% of its max value each turn, up to the max value.

Defense regeneration allows a planet's defenses to function on turns after they have been destroyed by orbital bombardment; regeneration would otherwise not occur until a turn passed without bombardment.'''

DEF_DEFENSE_NET_REGEN_2
Rigenerazione Rete di Difesa 2

DEF_DEFENSE_NET_REGEN_2_DESC
'''Increases planets' [[encyclopedia DEFENSE_TITLE]] by 0.25 times the planets' infrastructure, each turn, up to the max defense value, cumulative with regeneration from [[tech DEF_DEFENSE_NET_REGEN_1]].'''

DEF_PLAN_BARRIER_SHLD_1
Barriera Scudo Planetaria 1

DEF_PLAN_BARRIER_SHLD_1_DESC
'''Increases max [[encyclopedia SHIELDS_TITLE]] on planets by 30, cumulative with [[tech LRN_FORCE_FIELD]], and regenerates each turn by one plus 25% of the value of the planets' infrastructure.'''

DEF_PLAN_BARRIER_SHLD_2
Barriera Scudo Planetaria 2

DEF_PLAN_BARRIER_SHLD_2_DESC
'''Increases max [[encyclopedia SHIELDS_TITLE]] on planets by 60, cumulative with other shield boosts, and regenerates each turn by one plus the value of the planets' infrastructure.'''

DEF_PLAN_BARRIER_SHLD_3
Barriera Scudo Planetaria 3

DEF_PLAN_BARRIER_SHLD_3_DESC
'''Increases max [[encyclopedia SHIELDS_TITLE]] on planets by 90, cumulative with other shield boosts, and regenerates each turn by one plus twice the value of the planets' infrastructure.'''

DEF_PLAN_BARRIER_SHLD_4
Barriera Scudo Planetaria 4

DEF_PLAN_BARRIER_SHLD_4_DESC
'''Increases max [[encyclopedia SHIELDS_TITLE]] on planets by 150, cumulative with other shield boosts, and regenerates each turn by one plus 2.5 times the value of the planets' infrastructure.'''

DEF_PLAN_BARRIER_SHLD_5
Barriera Scudo Planetaria 5

DEF_PLAN_BARRIER_SHLD_5_DESC
'''Increases max [[encyclopedia SHIELDS_TITLE]] on planets by an additional 150, cumulative with other shield boosts and regenerates each turn by one plus 5 times the value of the planets' infrastructure.'''

DEF_SYST_DEF_MINE_1
Mine di Difesa del Sistema 1

DEF_SYST_DEF_MINE_1_DESC
'''Quando le navi amiche non sono presenti in un sistema, le navi nemiche sono libere di stazionarvi, fermando il trasferimento di risorse senza impegnare direttamente le difese planetarie, quindi senza alcun rischio di danni a se stessi. Una rete di mine di difesa del sistema può dissuadere queste tattiche danneggiando le navi nemiche ogni turno in cui restano nel sistema.

La struttura di tutte le navi appartenenti ad un impero nemico che sono presenti in un sistema contenente un pianeta di proprietà dell'impero che possiede questa tecnologia sarà ridotto a di 2 unità per turno.

Le mine si rigenerano ad ogni turno, quindi non si esauriscono con l'uso.'''

DEF_SYST_DEF_MINE_2
Mine di Difesa del Sistema 2

DEF_SYST_DEF_MINE_2_DESC
'''Riduce la struttura delle navi nemiche di altri 4 punti per turno, cumulati con [[tech DEF_SYST_DEF_MINE_1]].'''

DEF_SYST_DEF_MINE_3
Mine di Difesa del Sistema 3

DEF_SYST_DEF_MINE_3_DESC
'''Riduce la struttura delle navi nemiche di altri 8 punti per turno, cumulativo con il prerequisito tecnologico.'''

DEF_ROOT_DEFENSE
Difesa Personale

DEF_ROOT_DEFENSE_DESC
'''Incrementa il limite delle [[encyclopedia TROOP_TITLE]] su tutti i pianeti di 2.

Il concetto di 'difesa personale' è alla base di molti percorsi di progresso tecnologico.'''

DEF_GARRISON_1
Presidio Planetario 1

DEF_GARRISON_1_DESC
Incrementa il numero massimo delle [[encyclopedia TROOP_TITLE]] su tutti i pianeti di 5.

DEF_GARRISON_2
Presidio Planetario 2

DEF_GARRISON_2_DESC
Incrementa il numero massimo delle [[encyclopedia TROOP_TITLE]] su tutti i pianeti di 10.

DEF_GARRISON_3
Presidio Planetario 3

DEF_GARRISON_3_DESC
Incrementa il numero massimo delle [[encyclopedia TROOP_TITLE]] su tutti i pianeti di 15.

DEF_GARRISON_4
Presidio Planetario 4

DEF_GARRISON_4_DESC
Incrementa il numero massimo delle [[encyclopedia TROOP_TITLE]] su tutti i pianeti di 20.

DEF_PLANET_CLOAK
Planetary Cloaking Device

DEF_PLANET_CLOAK_DESC
By phasing parts a planet in and out of space-time, its [[encyclopedia STEALTH_TITLE]] can be increased massively.

SHP_FLEET_REPAIR
Fleet Field Repair

SHP_FLEET_REPAIR_DESC
Allows ships within [[encyclopedia SUPPLY_TITLE]] line range to repair damage at a rate of 1 per turn. Does not function immediately after battles.

SHP_REINFORCED_HULL
Reinforced Hull

SHP_REINFORCED_HULL_DESC
'''Increases max structure of all ships by 5.

Standard ship hulls are designed and constructed with advanced microgravity architectural techniques and highly resistant materials. However, the limitations of physical matter impose a severe limitation on the strength of hulls. By enhancing the hull with structural integrity fields, a sizable increase in strength can be obtained.'''

SHP_BASIC_DAM_CONT
Basic Damage Control

SHP_BASIC_DAM_CONT_DESC
Gradually repairs damaged ships. Current structure of all ships is replenished at a rate of 1 per turn.

SHP_ADV_DAM_CONT
Controllo Avanzato dei Danni

SHP_ADV_DAM_CONT_DESC
'''Riparazione del 25% per turno della struttura delle navi danneggiate-- non durante le battaglie.'''

SHP_ROOT_AGGRESSION
Aggressione

SHP_ROOT_AGGRESSION_DESC
Consente armamenti di base e [[shippart GT_TROOP_POD]].

SHP_WEAPON_1_2
Mass Driver 2
SHP_WEAPON_1_2_DESC
'''Refines Mass Driver to level 2.'''

SHP_WEAPON_1_3
Mass Driver 3
SHP_WEAPON_1_3_DESC
'''Refines Mass Driver to level 3.'''

SHP_WEAPON_1_4
Mass Driver 4
SHP_WEAPON_1_4_DESC
'''Refines Mass Driver to level 4.'''

SHP_WEAPON_2_1
Laser 1
SHP_WEAPON_2_1_DESC
'''Unlocks the Laser, a more powerful ship's weapon than the Mass Driver.'''

SHP_WEAPON_2_2
Laser 2
SHP_WEAPON_2_2_DESC
'''Refines Laser to level 2.'''

SHP_WEAPON_2_3
Laser 3
SHP_WEAPON_2_3_DESC
'''Refines Laser to level 3.'''

SHP_WEAPON_2_4
Laser 4
SHP_WEAPON_2_4_DESC
'''Refines Laser to level 4.'''

SHP_WEAPON_3_1
Plasma Cannon 1
SHP_WEAPON_3_1_DESC
'''Unlocks the Plasma Cannon, a more powerful ship's weapon than the Laser.'''

SHP_WEAPON_3_2
Plasma Cannon 2
SHP_WEAPON_3_2_DESC
'''Refines Plasma Cannon to level 2.'''

SHP_WEAPON_3_3
Plasma Cannon 3
SHP_WEAPON_3_3_DESC
'''Refines Plasma Cannon to level 3.'''

SHP_WEAPON_3_4
Plasma Cannon 4
SHP_WEAPON_3_4_DESC
'''Refines Plasma Cannon to level 4.'''

SHP_WEAPON_4_1
Death Ray 1
SHP_WEAPON_4_1_DESC
'''Unlocks the Death Ray, the ultimate ship's weapon.'''

SHP_WEAPON_4_2
Death Ray 2
SHP_WEAPON_4_2_DESC
'''Refines Death Ray to level 2.'''

SHP_WEAPON_4_3
Death Ray 3
SHP_WEAPON_4_3_DESC
'''Refines Death Ray to level 3.'''

SHP_WEAPON_4_4
Death Ray 4
SHP_WEAPON_4_4_DESC
'''Refines Death Ray to level 4. The ultimate refinement of the ultimate weapon.'''

SHP_ION_CANNON
Cannone a Ioni

SHP_ION_CANNON_DESC
Sblocca la parte di nave Cannone a Ioni.

SHP_WEAPON_1
Cannone a Rotaia

SHP_WEAPON_1_DESC
With the advent of space age weaponry, a paradigm shift tends to occur away from projectile weapons and towards energy or particle weapons. However, as the ability to manipulate matter continuously increases, it becomes possible to fire massive projectiles at relativistic speeds, more deadly than most energy weapons.

SHP_WEAPON_4
Raggio della Morte

SHP_WEAPON_4_DESC
A devastating beam of ultra-massive high-energy particles, tearing open deadly rifts in space-time as well as delivering an incredibly high-energy impact.

SHP_PULSE_LASER
Laser ad Impulso

SHP_PULSE_LASER_DESC
Unlocks Pulse Laser ship part.

SHP_PHASOR
Phasor

SHP_PHASOR_DESC
Unlocks Phasor ship part.

SHP_INTERCEPTOR
Intercettore

SHP_INTERCEPTOR_DESC
Unlocks Interceptor ship part.

SHP_BOMBER
Bombardiere

SHP_BOMBER_DESC
Unlocks Bomber ship part.

SHP_RECON_FIGHT
Reconnaissance Fighter

SHP_RECON_FIGHT_DESC
Unlocks Reconnaissance Fighter ship part.

SHP_NUCLEAR_MISSILE
Missile Nucleare

SHP_NUCLEAR_MISSILE_DESC
Unlocks Nuclear Missile ship part.

SHP_NEUTRONIUM_PLATE_NUC_MIS
Neutronium Plated Nuclear Missile

SHP_NEUTRONIUM_PLATE_NUC_MIS_DESC
Unlocks Neutronium Plated Nuclear Missile ship part.

SHP_SPECTRAL_MISSILE
Spectral Missile

SHP_SPECTRAL_MISSILE_DESC
Unlocks Spectral Missile ship part.

SHP_NEUTRONIUM_PLATE_SPEC_MIS
Neutronium Plated Spectral Missile

SHP_NEUTRONIUM_PLATE_SPEC_MIS_DESC
Unlocks Neutronium Plated Spectral Missile ship part.

SHP_MULTISPEC_SHIELD
Multi-Spectral Shielding

SHP_MULTISPEC_SHIELD_DESC
Provides adequate shielding to allow a ship to enter into the heart of a star. Ships in a system with a star type other than Black Hole and Neutron receive a mighty [[encyclopedia STEALTH_TITLE]] bonus.

SPY_DETECT_1
Scanner Ottico

SPY_DETECT_1_DESC
All colonies start the game with a [[encyclopedia DETECTION_RANGE_TITLE]] of 50, and the imperial [[encyclopedia DETECTION_TITLE]] to 10, and the ship part Optical Scanner permits ships to reach the same level of detection.

SPY_DETECT_2
Radar Attivo

SPY_DETECT_2_DESC
'''Sblocca il componente per nave Radar Attivo e la struttura impianto di scansione, incrementa il [[encyclopedia DETECTION_RANGE_TITLE]] di tutti i pianeti a 75, ed incrementa la [[encyclopedia DETECTION_TITLE]] a 30.

Passively relying on incoming electromagnetic radiation for information about objects in the vicinity is crude and impractical, as this radiation can be masked or dampened. By emitting electromagnetic radiation and detecting returning radiation, it is possible to determine the location and velocity of many objects.'''

SPY_DETECT_3
Scanner Neutronico

SPY_DETECT_3_DESC
'''Unlocks the Neutron Scanner ship part, increases the [[encyclopedia DETECTION_RANGE_TITLE]] of all planets to 150, and increases the imperial [[encyclopedia DETECTION_TITLE]] to 50.

Electromagnetic radiation has no rest mass and is easily manipulable. Simply by bending waves of light around an object, it is possible to render radar devices virtually useless. By firing waves of neutrons instead of electromagnetic radiation, more effective active scanning can be utilized.'''

SPY_DETECT_4
Sensori

SPY_DETECT_4_DESC
Unlocks the Sensors ship part, increases the [[encyclopedia DETECTION_RANGE_TITLE]] of all planets to 200, and increases the imperial [[encyclopedia DETECTION_TITLE]] to 70.

SPY_DETECT_5
Scanner Omnidirezionale

SPY_DETECT_5_DESC
The ultimate in detection. Increases the [[encyclopedia DETECTION_RANGE_TITLE]] of all planets to 300, and increases the imperial [[encyclopedia DETECTION_TITLE]] to 200.


SPY_STEALTH_1
Smorzatore Elettromagnetico

SPY_STEALTH_1_DESC
Unlocks the Electromagnetic Damper ship part and increases the [[encyclopedia STEALTH_TITLE]] of all planets and buildings by 20. This bonus is not cumulative with that of other stealth techs.

SPY_STEALTH_2
Campo di Assorbimento

SPY_STEALTH_2_DESC
'''Increases the [[encyclopedia STEALTH_TITLE]] of all planets and buildings by 40. This bonus is not cumulative with that of other stealth techs.

Simply dampening electromagnetic emissions can make an object completely invisible to passive scans. Active scanning however, can make such methods of hiding an object nearly useless. By absorbing, rather than reflecting the radiation emitted by active scanning devices, the [[encyclopedia STEALTH_TITLE]] of a ship can be greatly increased.'''

SPY_STEALTH_3
Dimensional Cloak

SPY_STEALTH_3_DESC
Unlocks the Dimensional Cloak ship part and increases the [[encyclopedia STEALTH_TITLE]] of all planets and buildings by 60. This bonus is not cumulative with that of other stealth techs.

SPY_STEALTH_4
Phasing Cloak

SPY_STEALTH_4_DESC
'''Increases the [[encyclopedia STEALTH_TITLE]] of all planets and buildings by 80. This bonus is not cumulative with that of other stealth techs.

Even the most carefully concealed ship emits radiation in the form of force carrier particles. By modulating the wave forms of these particles, it is possible to synchronize them with the background radiation, hampering even very advanced attempts to detect the ship.'''

SHP_IMPROVED_ENGINE_COUPLINGS
Improved Engine Couplings

SHP_IMPROVED_ENGINE_COUPLINGS_DESC
Better engine parts equate to better engines. Increases Starlane speed by 10. May be added more than once to a hull.

SHP_N_DIMENSIONAL_ENGINE_MATRIX
N-Dimensional Engine Matrix

SHP_N_DIMENSIONAL_ENGINE_MATRIX_DESC
N-Dimensional subspace research resulted in a more efficient engine matrix. Increases Starlane speed by 15. May be added more than once to a hull.

SHP_SINGULARITY_ENGINE_CORE
Singularity Engine Core

SHP_SINGULARITY_ENGINE_CORE_DESC
A smaller cousin of the Hyperspace Dam outfitted for ships, the Singularity Engine Core drastically boosts power generation. Increases Starlane speed by 20. May be added more than once to a hull.

SHP_DEUTERIUM_TANK
Serbatoio di deuterio

SHP_DEUTERIUM_TANK_DESC
Unlocks Deuterium Tank ship part.

SHP_ANTIMATTER_TANK
Antimatter Tank

SHP_ANTIMATTER_TANK_DESC
Unlocks Antimatter Tank ship part.

SHP_ROOT_ARMOR
Armor Plating

SHP_ROOT_ARMOR_DESC
Researching special alloys that allow to equip ship hulls with armor plating greatly enhances their durability, especially in battle.

SHP_ZORTRIUM_PLATE
Zortrium Armor Plating

SHP_ZORTRIUM_PLATE_DESC
By refining the methods to construct armor plating, better, more durable special materials can be employed, giving stronger armor parts.

SHP_DIAMOND_PLATE
Diamond Armor Plating

SHP_DIAMOND_PLATE_DESC
Advanced processing techniques allow the construction of armor plating cut out of single huge synthetic diamonds. Provides very durable armor parts.

SHP_XENTRONIUM_PLATE
Xentronium Armor Plating

SHP_XENTRONIUM_PLATE_DESC
Xentronium is one of the most durable materials known, but also very difficult to process. Mastering the art of constructing armor plating made of xentronium  allows to build extremely durable armor parts.

SHP_DEFLECTOR_SHIELD
Deflector Shield

SHP_DEFLECTOR_SHIELD_DESC
'''Advanced ship shielding technology.

By refining and perfecting basic shield technology more effective shield generators can be build.'''

SHP_PLASMA_SHIELD
Plasma Shield

SHP_PLASMA_SHIELD_DESC
'''Very advanced ship shielding technology.

By combining the techniques for controlled plasma containment and advanced force field projection it becomes possible to create what can be best described as a plasma bubble around a space ship. This plasma bubble is capable of absorbing high amounts of energy, particles and projectiles.'''

SHP_BLACKSHIELD
Blackshield

SHP_BLACKSHIELD_DESC
'''Most advanced ship shielding technology.

Blackshields got their name because they create what looks like an almost inpenetrable black sphere around the object they protect. A blackshield is in essence some kind of dimensional rift projected around a space ship that completely swallows up almost anything thrown at it. It requires tremendous amounts of energy to penetrate a blackshield.'''

SPY_DIST_MOD
Distortion Modulator

SPY_DIST_MOD_DESC
All objects with mass cause a curvature in space-time due to gravitational effects. Other forces such as the electromagnetic force have similar geometric effects. By indiscriminately amplifying these effects in a localized area, space-time distortion caused by ships can easily be distinguished from background electromagnetic and gravitational radiation.

SHP_ANTIMAT_TORP
Antimatter Torpedo

SHP_ANTIMAT_TORP_DESC
A fast, long-range missile powered by the Spatial Flux Drive and armed with a powerful anti-matter warhead.

SHP_PLASMA_TORP
Plasma Torpedo

SHP_PLASMA_TORP_DESC
A fast, long-range missile with excellent stealth, powered by the Trans-Spatial Drive and armed with a devastatingly powerful plasma warhead.

SHP_CAMO_AST_HULL
Camouflage Asteroid Hull

SHP_CAMO_AST_HULL_DESC
This hull is designed to look exactly like a real asteroid. It has four internal slots, but no external slots. Structure is average, but speed is fairly low. This hull gets a tremendous bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

SHP_MINIAST_SWARM
Mini-Asteroid Swarm

SHP_MINIAST_SWARM_DESC
This hull is constructed from a small asteroid, much of which has been broken off to form numerous tiny asteroids, which are controlled by the main hull. These asteroids protect the main ship, giving a bonus to [[encyclopedia SHIELDS_TITLE]]. This hull has two external slots, but no internal slots. Structure is very low, but speed is high. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

SHP_SCAT_AST_HULL
Scattered Asteroid Hull

SHP_SCAT_AST_HULL_DESC
This flagship is constructed from several large asteroids, some of which have been combined to form the main hull, and some of which have been broken apart to form numerous tiny asteroids, which are controlled by the main hull. These asteroids protect not only the main ship, but every accompanying friendly ship, giving a bonus to [[encyclopedia SHIELDS_TITLE]] for all owned ships and allies' ships in the vicinity. Like the compound asteroid hull, this hull has fifteen external slots and four internal slots. Speed is very low, but structure is high. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

SHP_ORG_HULL
Scafo Organico

SHP_ORG_HULL_DESC
This is the most basic type of organic hull: a living hull grown from the most basic unit of life and raised for battle. It has three external slots and one internal slot. [[encyclopedia STEALTH_TITLE]] is high and speed is average, but structure is a bit low. This hull regenerates structure and fuel between combats.

SHP_ENDOSYMB_HULL
Scafo Endosimbiotico

SHP_ENDOSYMB_HULL_DESC
This mono-cellular hull exists in a symbiotic relationship with its crew, suspending them in its cytoplasm and using them as organelles. It has four external slots and three internal slots. Speed and [[encyclopedia STEALTH_TITLE]] are good, and structure is average. This hull regenerates structure and fuel between combats.

SHP_SENT_HULL
Scafo Senziente

SHP_SENT_HULL_DESC
This self-aware flagship has powerful analytical abilities and a tremendous memory capacity, which allow it to direct friendly vessels and provide them with useful information and subtle tactical cues in combat, giving a [[encyclopedia STEALTH_TITLE]] and [[encyclopedia DETECTION_RANGE_TITLE]] bonus to all accompanying friendly ships. It has six external slots and three internal slots. It has low speed, but [[encyclopedia STEALTH_TITLE]] and structure are good. This hull regenerates structure and fuel between combats.

SHP_BIOINTERCEPTOR
Biointercettori

SHP_BIOINTERCEPTOR_DESC
Living interceptors designed to destroy missiles and enemy fighters. Far more effective than regular interceptors. This part can only be built if there is a Xenocoordination Facility and a Cellular Growth Chamber somewhere in the empire or an ally's empire.

SHP_BIOBOMBER
Biobombardieri

SHP_BIOBOMBER_DESC
Living bombers designed to target ships and planets. Far more effective than regular bombers. This part can only be built if there is a Bioneural Modification Unit somewhere in the empire or an ally's empire.

SHP_NOVA_BOMB
Nova Bomb

SHP_NOVA_BOMB_DESC
The most powerful weapon ever devised, capable of destroying an entire star system.

SHP_DEATH_SPORE
Death Spores

SHP_DEATH_SPORE_DESC
Unlocks the Death Spores ship part, which allows ships to somewhat reduce the population of planets.

SHP_BIOTERM
Bio-Terminators

SHP_BIOTERM_DESC
Unlocks the Bio-Terminators ship part, which allows ships to greatly reduce the population of planets.

SPY_PLANET_STEALTH_MOD
Planet Stealth Modifier

SPY_PLANET_STEALTH_MOD_DESC
'''Increases the natural [[encyclopedia STEALTH_TITLE]] of planets to 4.99, so that systems will be made visible to empires before their planets.'''


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####            T E C H   R E F I N E M E N T            ####
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BUILDING_REFINE_SHORT_DESC
Raffineria

TECH_REFINE_SHORT_DESC
Refines Tech

PRO_INDUSTRY_CENTER_II
Greater Industrial Center

PRO_INDUSTRY_CENTER_II_DESC
Improved centralized management of dispersed industrial activities increases the size of increased industrial output provided. The bonus to [[encyclopedia INDUSTRY_TITLE]] will be double that provided by basic Industrial Centers.

PRO_INDUSTRY_CENTER_III
Supreme Industrial Center

PRO_INDUSTRY_CENTER_III_DESC
Additional experience and facilities improvements further extend the size of industrial output improvement. The bonus to [[encyclopedia INDUSTRY_TITLE]] will be triple that provided by basic Industrial Centers.

PRO_ENVIRO_MINING
Environmentally Conscious Mining

PRO_ENVIRO_MINING_DESC
'''Many mining methods are incompatible with highly populous planets, due to environmental damage. Careful consideration of Planetary Ecology is required to permit limited mining techniques to be employed without such downsides.

Halves the population penalties on planets with the Heavy Mining focus.'''


#############################################################
####                  B U I L D I N G S                  ####
#############################################################

BLD_EVACUATION
Evacuation

BLD_EVACUATION_DESC
Remove population from this planet over several turns.  If a suitable alternate planets are available, with the same species and sufficient extra capacity, population will move there.

BLD_OBSERVATORY
Osservatorio

BLD_OBSERVATORY_DESC
'''One random star will be revealed each turn to the entire galaxy. Sometimes, a star which is already visible/explored may be revealed, resulting in no new star actually being made known to the empires in the galaxy.

An observational facility dedicated to locating and mapping the stars in the know galaxy, particularly those which are determined to be reachable via the network of starlanes.'''

BLD_CULTURE_ARCHIVES
Cultural Archives

BLD_CULTURE_ARCHIVES_DESC
'''Increases target [[encyclopedia RESEARCH_TITLE]] by 5, target [[encyclopedia INDUSTRY_TITLE]] by half the planet's Population.

Stores the sum accumulated knowledge from thousands of years of life on this planet, giving bonuses to many aspects of planetary productivity.'''

BLD_IMPERIAL_PALACE
Palazzo imperiale

BLD_IMPERIAL_PALACE_DESC
'''Increases [[encyclopedia SUPPLY_TITLE]] line range by 1, [[encyclopedia INFRASTRUCTURE_TITLE]] by 20, [[encyclopedia DEFENSE_TITLE]] by 5, and [[encyclopedia TROOP_TITLE]] by 3. Also sets the owner's Capital for the empire.

Represents imperial power and prestige and functions as a centre of control for the empire's holdings.'''

BLD_SUPER_TESTERS
Super-Tester Takeover
BLD_SUPER_TESTERS_DESC
'''Switches the species of the planet to Super-Testers.  For Official Testing Purposes, or for cheating.'''

BLD_SHIPYARD_BASE
Cantiere Navale di Base

BLD_SHIPYARD_BASE_DESC
Impianto orbitale per la produzione e l'assemblaggio di navi militari interstellari. Consente la produzione di navi nel sistema in cui si trova. Può essere aggiornato con la produzione di ulteriori strutture nello stesso sistema.

BLD_SHIPYARD_ORBITAL_DRYDOCK
Bacino di Carenaggio Orbitale

BLD_SHIPYARD_ORBITAL_DRYDOCK_DESC
'''This is an upgrade for the [[buildingtype BLD_SHIPYARD_BASE]] and is required for all constructed hulls and all further constructed hulls shipyard upgrades to be built, this upgrade also provides repair abilities to repair damaged ships in a single turn.

When a large interstellar vessel is being constructed, it is not practical to move large parts up and down space elevators for orbital assembly. Rather, it is far more practical to fabricate the parts and assemble them in the same orbital facility, thus eliminating the need to transport particularly massive ship parts from the surface of the planet.'''

BLD_SHIPYARD_CON_NANOROBO
Nanorobotic Processing Unit

BLD_SHIPYARD_CON_NANOROBO_DESC
'''This is an upgrade for the [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and allows production of [[shiphull SH_NANOROBOTIC]]s.

The production of millions of maintenance nanorobots and their connection to a single master AI requires more extensive robotics facilities than the production of a basic robotic hull. This building is able to facilitate the construction of more advanced robotic hulls.'''

BLD_SHIPYARD_CON_GEOINT
Geointegration Facility

BLD_SHIPYARD_CON_GEOINT_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and allows production of [[shiphull SH_TITANIC]]s and [[shiphull SH_SELF_GRAVITATING]]s.

When the needs of a shipyard become sufficiently great, it is no longer practical for the shipyard and the planet on which it is built to remain separate entities. Rather, it is more useful to integrate the two into a harmonious unit, with the shipyard extending from below the surface to beyond geosynchronous orbit, making full use of all the geological aspects of the planet.'''

BLD_SHIPYARD_CON_ADV_ENGINE
Advanced Engineering Bay

BLD_SHIPYARD_CON_ADV_ENGINE_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and allows construction of Spatial Flux Hulls and Trans-Spatial Hulls.

An extremely well-developed engineering facility which specializes in the production of the Trans-Spatial Drive, but is also capable of producing the Spatial Flux Drive.'''

BLD_SHIPYARD_AST
Asteroid Processor

BLD_SHIPYARD_AST_DESC
'''This building is required for the production of all asteroid hulls and all further asteroid processor upgrades.

A massive processing plant dedicated to the purpose of hollowing out asteroids and preparing them to be used as ships' hulls. Asteroids thus prepared are sent to a shipyard in the same system, where they are turned into the final hull. This building can only be built on asteroid belts.'''

BLD_SHIPYARD_AST_REF
Asteroid Reformation Processor

BLD_SHIPYARD_AST_REF_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_AST]] and allows production of [[shiphull SH_MINIASTEROID_SWARM]]s, [[shiphull SH_SCATTERED_ASTEROID]]s, and [[shiphull SH_CRYSTALLIZED_ASTEROID]]s. In addition, this processor upgrade allows any shipyard in the empire or an ally's empire to produce ships with the [[shippart AR_ROCK_PLATE]] and [[shippart AR_CRYSTAL_PLATE]] ship parts.

An extensive facility dedicated to fusing, shattering, deconstructing and rebuilding preexisting asteroids to form ship's parts and prepare them to be used as hulls.'''

BLD_SHIPYARD_ORG_ORB_INC
Orbital Incubator

BLD_SHIPYARD_ORG_ORB_INC_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_BASE]] and is required for the development of all organic hulls with the exception of the Static Multicellular Hull, and for the production of all further organic hull shipyard upgrades.

A shipyard designed to meet the needs of maturing space-creatures. Conditions within the shipyard must meet exacting specifications in order for the ships within to continue living and developing. As such, any unfinished living ships within are liable to be destroyed if the shipyard is sufficiently damaged.'''

BLD_SHIPYARD_ORG_CELL_GRO_CHAMB
Cellular Growth Chamber

BLD_SHIPYARD_ORG_CELL_GRO_CHAMB_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]] and allows development of [[shiphull SH_PROTOPLASMIC]]s, [[shiphull SH_SYMBIOTIC]]s and [[shiphull SH_BIOADAPTIVE]]s. The presence of this upgrade and the [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] on the same planet allows development of the [[shiphull SH_ENDOSYMBIOTIC]] and [[shiphull SH_SENTIENT]].

A specialized shipyard upgrade able to increase the size of monocellular organisms to truly massive proportions.'''

BLD_SHIPYARD_ORG_XENO_FAC
Xenocoordination Facility

BLD_SHIPYARD_ORG_XENO_FAC_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]] and allows development of [[shiphull SH_STATIC_MULTICELLULAR]]s, [[shiphull SH_ENDOMORPHIC]]s and [[shiphull SH_RAVENOUS]]s. The presence of this upgrade and the [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] on the same planet allows development of the [[shiphull SH_ENDOSYMBIOTIC]] and [[shiphull SH_SENTIENT]].

A facility dedicated to creating a fully symbiotic relationship between a ship and its crew.'''

BLD_SHIPYARD_ENRG_COMP
Energy Compressor

BLD_SHIPYARD_ENRG_COMP_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_BASE]] and is required for the formation of all energy hulls and all further energy hull shipyard upgrades.

A highly specialized shipyard designed to create and mount parts on large bundles of densely compressed energy. This is a fragile process, and this shipyard will explode mightily if it takes more than a very small amount of damage.'''

BLD_SHIPYARD_ENRG_SOLAR
Solar Containment Unit

BLD_SHIPYARD_ENRG_SOLAR_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ENRG_COMP]] and allows formation of [[shiphull SH_SOLAR]]s.

The task of creating a miniature sun is a gargantuan task in and of itself. The production of such a body on which ship parts can be safely mounted is even more so.'''

BLD_BIOTERROR_PROJECTOR
Bioterror Projection Base

BLD_BIOTERROR_PROJECTOR_DESC
'''Gives the planet on which it is built the Bioterror focus, which decreases Population on enemy planets within 4 starlane jumps at a rate of 2 per turn, provided the enemy empire does not contain a Genome Bank.

This clandestine biological warfare base wreaks havoc on enemy planets in the vicinity. Gradually reduces the Population of all enemy planets within four starlane jumps until the planet's population is gone. Such activities are not endorsed by the public however, and this facility can only be built on a planet with a resonant moon. Ineffective if there is a Genome Bank building in the enemy empire. This building can also be built at an outpost, provided it has a resonant moon.'''

BLD_LIGHTHOUSE
Interstellar Lighthouse

BLD_LIGHTHOUSE_DESC
Increases speed of ships departing this system, and decreases the [[encyclopedia STEALTH_TITLE]] of all objects in the same system by 30. This building can be built at an outpost.

BLD_SCANNING_FACILITY
Impianto di Scansione

BLD_SCANNING_FACILITY_DESC
'''Incrementa la [[encyclopedia DETECTION_RANGE_TITLE]] del pianeta di 75.

A combination of long-range scanning devices and great computing power to analyze the data allows a larger area of space to be scanned for any objects.'''

BLD_HEAVY_MINE_PROCESSOR
Heavy Mining Processor

BLD_HEAVY_MINE_PROCESSOR_DESC
Gives all colonies in the empire access to the Heavy Mining focus.

BLD_INDUSTRY_CENTER
Centro Industriale

BLD_INDUSTRY_CENTER_DESC
'''Initially provides a bonus to [[encyclopedia INDUSTRY_TITLE]] on all [[encyclopedia SUPPLY_TITLE]] line connected planets with Industry by 0.2 per Population.

[[tech PRO_INDUSTRY_CENTER_II]] refinement doubles the bonus.

[[tech PRO_INDUSTRY_CENTER_III]] refinement further increases the bonus to triple the base bonus.'''

BLD_EXOBOT_SHIP
Exobot Colony Origin
BLD_EXOBOT_SHIP_DESC
'''Constructing the first group of exobots is a major production.  However, once established on their own planet, they will be able to build themselves.'''

BLD_MEGALITH
Megalito

BLD_MEGALITH_DESC
'''Sets the owner empire's capital, overriding any existing Imperial Palace. The planet on which it is built receives an increase of 2 to [[encyclopedia SUPPLY_TITLE]] line range, and 30 to [[encyclopedia INFRASTRUCTURE_TITLE]]. Additionally all resource meters are able to reach target in a single turn.

The Megalith is an abnormally massive starscraper, kilometers in diameter, and an inspiration to architects empire-wide.'''

BLD_SPACE_ELEVATOR
Elevatore Spaziale

BLD_SPACE_ELEVATOR_DESC
'''Doubles [[encyclopedia SUPPLY_TITLE]] line range on the planet on which it is built.

Nano-construction enables production of tensile cables strong enough to reach beyond geostationary orbit. Shuttles magnetically lifted up the cable are superior to the expensive, inefficient, and highly dangerous rocket launches to escape velocity. An enormous and practically unbreakable line of cable tethered to a satellite in geo-stationary low orbit on one end, and a launch platform on the planet-bound end.'''

BLD_GENOME_BANK
Banca del Genoma

BLD_GENOME_BANK_DESC
'''Provides the empire with immunity from bioterror.

The largest database ever conceived. The Genome Bank includes maps of the genomes of every organism known to the empire. This database is invaluable in the treatment of disease.'''

BLD_GAIA_TRANS
Trasformazione di Gaia

BLD_GAIA_TRANS_DESC
'''Increases max Population according to planet size-- Tiny: 3, Small: 6, Medium: 9, Large: 12, Huge: 15.

Convert a planet into a Gaia world by way of a sentient, almost god-like, cell-based computer program. This planet is wondrous to behold and famous throughout the known galaxy as a celebration of life and harmony. The inhabitants of this world think and act as though part of a larger organism, serving its needs simultaneously with their own.'''

BLD_COLLECTIVE_NET
Rete Neuronica Collettiva

BLD_COLLECTIVE_NET_DESC
'''Increases [[encyclopedia INDUSTRY_TITLE]] on planets with the Industry focus by 0.5 per Population, and [[encyclopedia RESEARCH_TITLE]] on Planets with the Research focus by 0.5 per Population. Starlane travel within 500 uus will disrupt this building's effectiveness and eliminate these bonuses.

By transferring the mind into cyberspace, thousands of minds can act as one, solving problems and making breakthroughs that no single mind could.'''

BLD_GATEWAY_VOID
Passaggio per il Vuoto

BLD_GATEWAY_VOID_DESC
'''Any ships who enter this system without passing through on the same turn are destroyed, and all colonies within are reduced to outpost status, with a max population of one tenth. Furthermore, it is impossible for anyone outside a system containing this building to see into it.

A dimensional tear capable of magnifying the destructive potential of the Void Mind in a localized region.'''

BLD_ENCLAVE_VOID
Enclave of the Void

BLD_ENCLAVE_VOID_DESC
'''Increases target [[encyclopedia RESEARCH_TITLE]] on all planets with the Research focus by 0.75 per Population.

The population of an entire planet is genetically attuned to the Void Mind and dedicated to channeling its wisdom to the empire. The denizens of the Void Enclave are regarded as priests, channels of higher thinking and wisdom. In all matters of importance to the empire, their advice is sought after. Emissaries from the Enclave can even be sent to assist in the empire's research projects.'''

BLD_ART_BLACK_HOLE
Buco Nero Artificiale

BLD_ART_BLACK_HOLE_DESC
By introducing a tremendous amount of artificial gravity into a star without increasing its energy, it can be made to collapse in on itself and form a Black Hole. This technique is limited to red stars however, as overcoming the internal pressure of a hotter star would require an absurdly powerful gravity generator. This process can be enacted at an outpost.

BLD_HYPER_DAM
Diga Iperspaziale

BLD_HYPER_DAM_DESC
'''Increases target [[encyclopedia INDUSTRY_TITLE]] on [[encyclopedia SUPPLY_TITLE]] line connected planets with the Industry focus by 0.4 per Population, but decreases Population on such planets by 5.

A tear in the fabric of the universe, safely controlled and harnessed. Each planet may construct its own hyperspatial dams, but a single control center is required to ensure that the space-time continuum is not torn apart by the stresses. Additionally, all planets who use hyperspatial dams experience health problems, unless they are orbiting a Black Hole.'''

BLD_SOL_ACCEL
Acceleratore Solare

BLD_SOL_ACCEL_DESC
A Solar Accelerator artificially ages a star by speeding up its natural processes. The star becomes one type older, according to the following order: Blue, White, Yellow, Orange, Red. This process can be enacted at an outpost.

BLD_SOL_ORB_GEN
Solar Orbital Generator

BLD_SOL_ORB_GEN_DESC
'''Increases target [[encyclopedia INDUSTRY_TITLE]] on [[encyclopedia SUPPLY_TITLE]] line connected planets by 0.4, 0.2 or 0.1 per Population for Blue and White, Yellow and Orange, or Red stars, respectively.

A power generator in low solar orbit designed to tap directly into the star's energy. Since different star types produce different amounts of energy, the system-wide industry bonus is dependant on star type. This building can be built at an outpost.'''

BLD_CLONING_CENTER
Centro di Clonazione

BLD_CLONING_CENTER_DESC
'''Increases the max population on all planets by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.

Industrial Cloning allows made-to-order populations to be produced industrially, significantly improving population.'''

BLD_TERRAFORM
Terraforming

BLD_TERRAFORM_DESC
Terraforms a world one step closer to the environmental preference of the inhabiting species.

BLD_TERRAFORM_REVERT
Terraforming Reversion

BLD_TERRAFORM_REVERT_DESC
Terraforms a world one step back towards its original type.

BLD_REMOTE_TERRAFORM
Remote Terraforming

BLD_REMOTE_TERRAFORM_DESC
Terraforms a world one step closer to the environmental preference of the inhabiting species. This process can be enacted at an outpost.

BLD_NEUTRONIUM_EXTRACTOR
Neutronium Extractor

BLD_NEUTRONIUM_EXTRACTOR_DESC
'''Permits construction of ships with Neutronium ship parts.

Before parts can be built using Neutronium, it must be extracted from a neutron star. Neutronium extracted at this facility is transported to Neutronium Forges throughout the empire. This building can be built at an outpost.'''

BLD_NEUTRONIUM_FORGE
Neutronium Forge

BLD_NEUTRONIUM_FORGE_DESC
'''This building is required at the same location as a shipyard to enable building ships with neutronium parts.

The industrial processing of neutronium requires an extensive specialized facility. Unlike most shipyards and shipyard upgrades, this building cannot be built at an outpost.'''

BLD_NEUTRONIUM_SYNTH
Neutronium Synthesizer

BLD_NEUTRONIUM_SYNTH_DESC
'''An empire with this building does not need a Neutronium Extractor to build neutronium ship parts.

An ancient building designed long ago to synthesize neutronium.'''

BLD_CONC_CAMP
Concentration Camps

BLD_CONC_CAMP_DESC
'''Decreases the planet's population at a rate of 3 per turn, and increases target [[encyclopedia INDUSTRY_TITLE]] by 5 times the planet's population.

Ridding a planet of an undesirable species allows the introduction of a more suited species. By creating a planet-wide network of concentration camps designed to work the citizens to death, this goal can be achieved quickly and efficiently. This building can be built on an outpost.'''

BLD_BLACK_HOLE_POW_GEN
Black Hole Power Generator

BLD_BLACK_HOLE_POW_GEN_DESC
Increases [[encyclopedia INDUSTRY_TITLE]] on all [[encyclopedia SUPPLY_TITLE]] line connected planets with the Industry focus by 1.2 per Population. This building can be built at an outpost, but must be in a black hole system.

BLD_REPLICATORS
Replicators

BLD_REPLICATORS_DESC
'''When activated, half of all industrial production in the empire goes towards replicating extra food or minerals at a 2:1 ratio. If the planet on which it is built has focus set to Food Replication, food will be produced at the expense of industry. When the focus is set to Mineral Replication, minerals will be produced at the expense of industry.

Only one replication focus can take effect in the empire at one time.'''

BLD_PLANET_DRIVE
Planetary Starlane Drive

BLD_PLANET_DRIVE_DESC
'''Allows a planet to move between star systems. An interstellar lighthouse is required within 200 uus of the target system to allow the planet to proceed safely. Otherwise, the planet will have a 50% chance of being destroyed in transit. This is a hazardous journey even if the planet survives however, and only half the population of a planet will live even with support from the interstellar lighthouse. This building can be built at an outpost, but not on an asteroid belt.

Due to a lack of UI targeting, a second building is currently required on the other end of the starlane. This building will destroy itself immediately, so that the planet can move to a different target system later.

To use this building, set the planet to Planet Drive focus, and construct a Planetary Beacon in an adjacent system. The planet will then be moved to that system.'''

BLD_PLANET_BEACON
Planetary Beacon

BLD_PLANET_BEACON_DESC
Designates the target for the planetary starlane drive. This building can be built at an outpost.

BLD_ART_PLANET
Artificial Planet

BLD_ART_PLANET_DESC
Forms an artificial planet from an asteroid belt or a gas giant. Asteroids become tiny barren planets and gas giants become huge barren planets. This process must be enacted at an outpost on either a gas giant or an asteroid belt.

BLD_ART_MOON
Artificial Moon

BLD_ART_MOON_DESC
'''Forms an artificial moon with 1:1 orbital period - rotational period resonance. Adds the [[special RESONANT_MOON_SPECIAL]] special to the planet.

This cannot be constructed at a Gas Giant or Asteroid Belt.

Though natural satellites are relatively commonplace occurrences amongst planetary bodies, it is truly rare to find a moon with an orbital period equal to that of its rotational period. Such a satellite would have one side constantly facing away from the planet, allowing the construction of massive installations - which under normal circumstances would be easily visible from the planet's surface - to be constructed with total secrecy, completely invisible to the unsuspecting populace on the planet below.'''

BLD_SOL_REJUV
Solar Rejuvenator

BLD_SOL_REJUV_DESC
A Solar Rejuvenator artificially rejuvenates a star by increasing its fuel supply. The star becomes one type younger, according to the following order: Red, Orange, Yellow, White, Blue. This process can be enacted at an outpost.

BLD_TRANSFORMER
Trasformatore

BLD_TRANSFORMER_DESC
'''Un edificio versatile ed estremamente costoso in grado di avere gli effetti di molti altri edifici, attualmente attivato utilizzando le impostazioni di focus del pianeta su cui è costruito, a condizione che il proprietario abbia sbloccato l'edificio che il Transformer sta replicando.

A questo edificio possono essere dati gli effetti di un Replicatore, un Dispositivo di Occultamento Planetario, di un Proiettore di Bioterrororismo, un Portale Spaziale, una QUALCOSA INDEFINITA, o un Generatore di Distorsione Spaziale, a condizione che il proprietario ha la tecnologia appropriata.'''

BLD_PLANET_CLOAK
Dispositivo di Occultamento Planetario

BLD_PLANET_CLOAK_DESC
'''Gives the planet it is built on a huge bonus to [[encyclopedia STEALTH_TITLE]].

A powerful cloaking device able to shroud an entire world.'''

BLD_SPATIAL_DISTORT_GEN
Spatial Distortion Generator

BLD_SPATIAL_DISTORT_GEN_DESC
Manipulates the dimensional properties of adjacent starlanes. Any enemy ships attempting to reach the system containing this building will be redirected back the way they came, or to a random adjacent star. Only ships fast enough to traverse the starlane in one turn are able to avoid these effects. This is activated with the Spatial Distortion focus.

BLD_STARGATE
Portale Spaziale

BLD_STARGATE_DESC
'''Capable of creating a shortcut through space-time between itself and any other stargate owned by the empire. The power expenditures of such a device can shut down a whole planet while it is being activated, although there are no adverse effects at other times. Unfortunately, due to quantum fluctuations, it is impossible to predict where a sent ship will end up if more than one Stargate is open for receiving at a time.

To activate the stargate, set the planet to the Stargate Send focus and a planet with a Stargate in another system to the Stargate Receive focus.'''

BLD_GAS_GIANT_GEN
Gas Giant Generator

BLD_GAS_GIANT_GEN_DESC
'''This building can only be constructed at a gas giant and gives a +10 [[encyclopedia INDUSTRY_TITLE]] bonus to planets with the Industry focus in the same system. Multiple generators in the same system do not stack.

A power generator designed to harvest the energy of a Gas Giant.'''

BLD_COLONY_BASE
Colony Base

BLD_COLONY_BASE_DESC
Creates a Colony Base ship which can be used to colonize another planet in the same system. Can only be built on a colony with a Population of 3 or more.

BLD_EXPERIMENTOR_OUTPOST
Experimentor Outpost
BLD_EXPERIMENTOR_OUTPOST_DESC
The outpost of the Experimentors, used for carrying out highly advanced experiments.  This structure also acts as a cloak to prevent anyone from interfering with their work.

BLD_NOVA_BOMB_ACTIVATOR
Nova Bomb Activator
BLD_NOVA_BOMB_ACTIVATOR_DESC
Activates all Nova Bombs within one starlane jump.


#############################################################
####           Hull/Part Description Templates           ####
#############################################################

HULL_DESC
'''Velocità Rotta Spaziale: %1%
Capacità Carburante: %2%
Velocità di Combattimento: %3%
Salute: %4%'''

PART_DESC_CAPACITY
Capacità: %1%

PART_DESC_STRENGTH
Resistenza: %1%

PART_DESC_DIRECT_FIRE_STATS
'''Danno Attacco: %1%

## TEMPORARILY HIDDEN
# Rate of Fire: %2% shots/turn
# Range: %3%

PART_DESC_LR_STATS
'''Danno: %1%
Velocità di Fuoco: %2% missili/turno
Gittata: %3%
Velocità Missili: %4%
Struttura Missili: %5%
Missili [[encyclopedia STEALTH_TITLE]]: %6%
Capacità: %7% missili'''

PART_DESC_FIGHTER_STATS
'''Tipo di Caccia: %1%
Danno Anti-Caccia del Caccia: %2%
Danno Anti-Nave del Caccia: %3%
Frequenza di lancio Caccia: %4% caccia/turno
Velocità Caccia: %6%
Resistenza Caccia: %7%
Occultamento Caccia: %8%
Capacità di rilevamento: %9%
Capacità: %10% caccia'''


#############################################################
####                 S H I P   P A R T S                 ####
#############################################################


SR_WEAPON_1_1
Mass Driver 1
SR_WEAPON_1_1_DESC
'''The Mass Driver, a basic weapon.'''

SR_WEAPON_1_2
Mass Driver 2
SR_WEAPON_1_2_DESC
'''Mass Driver, refined to level 2.'''

SR_WEAPON_1_3
Mass Driver 3
SR_WEAPON_1_3_DESC
'''Mass Driver, refined to level 3.'''

SR_WEAPON_1_4
Mass Driver 4
SR_WEAPON_1_4_DESC
'''Mass Driver, refined to level 4.'''

SR_WEAPON_2_1
Laser 1
SR_WEAPON_2_1_DESC
'''The Laser, a more powerful ship's weapon than the Mass Driver.'''

SR_WEAPON_2_2
Laser 2
SR_WEAPON_2_2_DESC
'''Laser, refined to level 2.'''

SR_WEAPON_2_3
Laser 3
SR_WEAPON_2_3_DESC
'''Laser, refined to level 3.'''

SR_WEAPON_2_4
Laser 4
SR_WEAPON_2_4_DESC
'''Laser, refined to level 4.'''

SR_WEAPON_3_1
Plasma Cannon 1
SR_WEAPON_3_1_DESC
'''The Plasma Cannon, a more powerful ship's weapon than the Laser.'''

SR_WEAPON_3_2
Plasma Cannon 2
SR_WEAPON_3_2_DESC
'''Plasma Cannon, refined to level 2.'''

SR_WEAPON_3_3
Plasma Cannon 3
SR_WEAPON_3_3_DESC
'''Plasma Cannon, refined to level 3.'''

SR_WEAPON_3_4
Plasma Cannon 4
SR_WEAPON_3_4_DESC
'''Plasma Cannon, refined to level 4.'''

SR_WEAPON_4_1
Death Ray 1
SR_WEAPON_4_1_DESC
'''The Death Ray, the ultimate ship's weapon.'''

SR_WEAPON_4_2
Death Ray 2
SR_WEAPON_4_2_DESC
'''Death Ray, refined to level 2.'''

SR_WEAPON_4_3
Death Ray 3
SR_WEAPON_4_3_DESC
'''Death Ray, refined to level 3.'''

SR_WEAPON_4_4
Death Ray 4
SR_WEAPON_4_4_DESC
'''Death Ray, refined to level 4. The ultimate refinement of the ultimate weapon.'''

SR_WEAPON_2
Laser

SR_WEAPON_2_DESC
Bassa potenza e massa

SR_ION_CANNON
Cannone a Ioni

SR_ION_CANNON_DESC
Moderate power and mass

SR_WEAPON_1
Mass Driver

SR_WEAPON_1_DESC
A projectile weapon capable of launching objects of tremendous mass at relativistic speeds.

SR_WEAPON_4
Death Ray

SR_WEAPON_4_DESC
Ultimate short range weapon

PD_PULSE_LASER
Laser ad Impulso

PD_PULSE_LASER_DESC
Short range, high rate of fire

PD_PHASOR
Phasor

PD_PHASOR_DESC
Stronger, faster point defense weapon

PD_PARTICLE_BEAM
Particle Beam

PD_PARTICLE_BEAM_DESC
Ultimate point defense weapon

FI_INTERCEPTOR
Intercettore

FI_INTERCEPTOR_DESC
Twelve fast interceptors designed to destroy missiles and enemy fighters

FI_BOMBER
Bombardiere

FI_BOMBER_DESC
Six bombers designed to target ships and planets

FI_RECON
Reconnaissance Fighter

FI_RECON_DESC
Twelve fast, unarmed fighters designed for reconnaissance

FI_BIOINTERCEPTOR
Bio-Interceptor

FI_BIOINTERCEPTOR_DESC
Thirty-six living interceptors designed to destroy missiles and enemy fighters. Far more effective than regular interceptors. This part can only be built if there is a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] somewhere in the empire or an ally's empire.

FI_BIOBOMBER
Bio-Bombardiere

FI_BIOBOMBER_DESC
Eighteen living bombers designed to target ships and planets. Far more effective than regular bombers.  This part can only be built if there is a Bioneural Modification Unit somewhere in the empire or an ally's empire.

LR_NUCLEAR_MISSILE
Missile Nucleare

LR_NUCLEAR_MISSILE_DESC
Long range moderate power

LR_SPECTRAL_MISSILE
Missile Spettrale

LR_SPECTRAL_MISSILE_DESC
A fast, stealthy missile.

LR_NEUTRONIUM_PLATE_NUC_MIS
Neutronium Plated Nuclear Missile

LR_NEUTRONIUM_PLATE_NUC_MIS_DESC
Heavily armored nuclear missile

LR_NEUTRONIUM_PLATE_SPEC_MIS
Neutronium Plated Spectral Missile

LR_NEUTRONIUM_PLATE_SPEC_MIS_DESC
Heavily armored spectral missile

LR_ANTIMATTER_TORPEDO
Antimatter Torpedo

LR_ANTIMATTER_TORPEDO_DESC
A fast, long-range missile powered by the Spatial Flux Drive and armed with a powerful anti-matter warhead. This part can only be built if there is an Advanced Engineering Bay somewhere in the empire or an ally's empire.

LR_PLASMA_TORPEDO
Plasma Torpedo

LR_PLASMA_TORPEDO_DESC
A fast, long-range missile with excellent [[encyclopedia STEALTH_TITLE]], powered by the Trans-Spatial Drive and armed with a devastatingly powerful plasma warhead. This part can only be built if there is an Advanced Engineering Bay somewhere in the empire or an ally's empire.

DT_DETECTOR_1
Scanner Ottico

DT_DETECTOR_1_DESC
Short-range detection.

DT_DETECTOR_2
Radar Attivo

DT_DETECTOR_2_DESC
Medium-range detection.

DT_DETECTOR_3
Scanner Neutronico

DT_DETECTOR_3_DESC
Long-range detection.

DT_DETECTOR_4
Sensori

DT_DETECTOR_4_DESC
Very long-range detection.

FU_IMPROVED_ENGINE_COUPLINGS
Improved Engine Couplings

FU_IMPROVED_ENGINE_COUPLINGS_DESC
'''Increases Starlane speed by 10.

Better engine parts equate to better engines.'''

FU_N_DIMENSIONAL_ENGINE_MATRIX
N-Dimensional Engine Matrix

FU_N_DIMENSIONAL_ENGINE_MATRIX_DESC
'''Increases Starlane speed by 15. 

N-Dimensional subspace research resulted in a more efficient engine matrix.'''

FU_SINGULARITY_ENGINE_CORE
Singularity Engine Core

FU_SINGULARITY_ENGINE_CORE_DESC
A smaller cousin of the Hyperspace Dam outfitted for ships, the Singularity Engine Core drastically boosts power generation. Increases Starlane speed by 20. 

FU_BASIC_TANK
Extra Fuel Tank

FU_BASIC_TANK_DESC
Allows an additional jump.

FU_DEUTERIUM_TANK
Serbatoio Deuterio

FU_DEUTERIUM_TANK_DESC
Piccolo aumento del raggio d'azione incrementando la capacità del serbatoio. Ingombrante e vulnerabile al fuoco nemico.

FU_ANTIMATTER_TANK
Serbatoio Antimateria

FU_ANTIMATTER_TANK_DESC
Medio aumento del raggio d'azione incrementando la capacità del serbatoio. Compatto e leggiero.

FU_ZERO_FUEL
Zero-Point Fuel Generator

FU_ZERO_FUEL_DESC
Generates energy using Zero-Point generation and converts it into fuel using matter-energy conversion techniques.

ST_CLOAK_1
Smorzatore Elettromagnetico

ST_CLOAK_1_DESC
'''Weak Cloaking (+20)

Improves [[encyclopedia STEALTH_TITLE]] of ship on which it is mounted by damping electromagnetic emissions from ship systems. Can only compensate for small amount of emissions, and will be overpowered by large-emission producing parts, if present. [[encyclopedia STEALTH_TITLE]]-causing ship parts do not stack.'''

ST_CLOAK_2
Campo di Assorbimento

ST_CLOAK_2_DESC
'''Moderate Cloaking (+40)

Creates an absorption field around the ship, effectively transforming it into a perfect blackbody. [[encyclopedia STEALTH_TITLE]]-causing ship parts do not stack.'''

ST_CLOAK_3
Dimensional Cloak

ST_CLOAK_3_DESC
'''Strong Cloking (+60)

Hides this ship within a dimensional rift, greatly increasing [[encyclopedia STEALTH_TITLE]]. [[encyclopedia STEALTH_TITLE]]-causing ship parts do not stack.'''

ST_CLOAK_4
Phasing Cloak

ST_CLOAK_4_DESC
'''Very Strong Cloaking (+80)

Modulates the frequency of any matter waves emitted from the ship to match that of the background radiation. [[encyclopedia STEALTH_TITLE]]-causing ship parts do not stack.'''

AR_STD_PLATE
Corazzatura Blindata

AR_STD_PLATE_DESC
'''Basic armor plating providing only moderate enhancement to a ship's hull durability.'''

AR_ZORTRIUM_PLATE
Zortrium Armor Plating

AR_ZORTRIUM_PLATE_DESC
'''Stronger defense than standard plating.'''

AR_DIAMOND_PLATE
Diamond Armor Plating

AR_DIAMOND_PLATE_DESC
'''Stronger defense than zortrium plating.'''

AR_XENTRONIUM_PLATE
Xentronium Armor Plating

AR_XENTRONIUM_PLATE_DESC
'''Extremely strong and durable armor plating.'''

AR_ROCK_PLATE
Rock Armor Plating

AR_ROCK_PLATE_DESC
'''A strong, cheap alternative to alloys. This part can only be built if there is an [[buildingtype BLD_SHIPYARD_AST_REF]] at an asteroid belt somewhere in the empire or an ally's empire.'''

AR_CRYSTAL_PLATE
Crystal Armor Plating

AR_CRYSTAL_PLATE_DESC
'''An incredibly strong armor produced with advanced crystallization techniques. This part can only be built if there is an [[buildingtype BLD_SHIPYARD_AST_REF]] at an asteroid belt somewhere in the empire or an ally's empire.'''

AR_NEUTRONIUM_PLATE
Neutronium Armor Plating

AR_NEUTRONIUM_PLATE_DESC
'''Strongest, most durable armor plating. Admirable defense.'''

AR_PRECURSOR_PLATE
Precursor Armor Plating

AR_PRECURSOR_PLATE_DESC
Marvelously effective armor of unknown composition

SH_DEFENSE_GRID
Griglia Difensiva

SH_DEFENSE_GRID_DESC
'''Provides basic shield defense. Capable of completely negating or at least substantially reducing damage from hits by low powered weapons. Reduces damage sustained from a hit by 4.

There can only be one active shield generator on a ship, so shield parts do not stack.'''

SH_DEFLECTOR
Scudo Deflettore

SH_DEFLECTOR_DESC
'''Provides advanced shield defense. Can absorb or at least substantially reduce damage dealt by moderately powered weapons. Reduces damage sustained from a hit by 7.

There can only be one active shield generator on a ship, so shield parts do not stack.'''

SH_PLASMA
Plasma Shield

SH_PLASMA_DESC
'''Powerful shield that significantly reduces damage suffered from hits even by advanced weapons, and completely absorbs anything less. Reduces damage sustained from a hit by 12.

There can only be one active shield generator on a ship, so shield parts do not stack.'''

SH_BLACK
Blackshield

SH_BLACK_DESC
'''Most powerful shield defense, can only be penetrated by the most powerful weapons. Extremely expensive to research and build. Reduces damage sustained from a hit by 20.

There can only be one active shield generator on a ship, so shield parts do not stack.'''

SH_MULTISPEC
Multi-Spectral Shield

SH_MULTISPEC_DESC
'''Powerful [[encyclopedia SHIELDS_TITLE]] capable of protecting a ship within a star. Provides a high [[encyclopedia STEALTH_TITLE]] bonus on the galaxy map when the ship is in a star other than a Black Hole or a Neutron Star and allows the ship to enter a star in combat. Reduces damage sustained from a hit by 15.

There can only be one active shield generator on a ship, so shield parts do not stack.'''

CO_COLONY_POD
Capsula Coloni

CO_COLONY_POD_DESC
'''Basic facilities for colonists to survive journey to a new planet.  Allows ship to colonize new worlds.

All Colony class ship parts require the planet at which they are built to have a population of at least three.'''

CO_SUSPEND_ANIM_POD
Capsula Coloni Criogenica

CO_SUSPEND_ANIM_POD_DESC
'''I coloni vengono ibernati durante il viaggio verso nuovi mondi, eliminando il bisogno di sostenerli, e aumentando notevolmente il numero di coloni che possono essere portati su una singola nave.

All Colony class ship parts require the planet at which they are built to have a population of at least three.'''

CO_OUTPOST_POD
Outpost Module

CO_OUTPOST_POD_DESC
'''Outposts modules allow you to establish unmanned station. These may be place on uninhabitable planets. They have no population, and normally produce no resources. But they provide vision create [[encyclopedia SUPPLY_TITLE]] lines when the rigth tech is researched. Colonies can be founded on planets that already have an Outpost.'''

GT_TROOP_POD
Ground Troop Pod

GT_TROOP_POD_DESC
Carries a brigade of ground [[encyclopedia TROOP_TITLE]] and equipment that can be deployed onto a planet.

SP_DISTORTION_MODULATOR
Distortion Modulator

SP_DISTORTION_MODULATOR_DESC
Distinguishes natural geometric irregularities from enemy ships by manipulating space-time distortions caused by all objects in the vicinity. All objects within 0 uus have max [[encyclopedia STEALTH_TITLE]] reduced by 20. The effect is non-stacking.

SP_CLOUD
Cloud Generator

SP_ASH
Ash Generator

SP_DIM
Dimensional Cleaver

SP_VOID
Void Eruptor

SP_DEATH_SPORE
Death Spores

SP_DEATH_SPORE_DESC
A biological weapon which gradually reduces the population of a planet.

SP_BIOTERM
Bio-Terminators

SP_BIOTERM_DESC
A powerful biological weapon which quickly reduces the population of a planet.

SP_NOVA_BOMB
Nova Bomb

SP_NOVA_BOMB_DESC
A weapon of tremendous power capable of destroying an entire system.  The weapon will activate when it recieves the signal from a Nova Bomb Activator not more than one starlane jump away.


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####                 S H I P   H U L L S                 ####
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SH_ROBOTIC
Scafo Robotico

SH_ROBOTIC_DESC
'''This hull is completely automated and functions under the principals of Military Robotic Control. Like the standard hull, it has four external slots and one internal slot. It is faster than the standard hull, and will have its structure restored between combats, but has a lower max structure.

In addition to a [[buildingtype BLD_SHIPYARD_BASE]] an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] is required at the planet where it is constructed.'''

SH_SPATIAL_FLUX
Spatial Flux Hull

SH_SPATIAL_FLUX_DESC
'''This tiny hull is capable of immense speed due to the power of the Spatial Flux Drive. It has only two external slots however, and its max structure is low. [[encyclopedia STEALTH_TITLE]] is fairly high, but it receives a large [[encyclopedia STEALTH_TITLE]] penalty for movement both in combat and on the galaxy map.

In addition to a [[buildingtype BLD_SHIPYARD_BASE]] and an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]], an [[buildingtype BLD_SHIPYARD_CON_ADV_ENGINE]] is required at the planet where it is constructed.'''

SH_SELF_GRAVITATING
Self-Gravitating Hull

SH_SELF_GRAVITATING_DESC
'''This hull is immense in both size and power, with eight external slots and two internal slots. It is fairly sturdy, having a high max structure, but [[encyclopedia STEALTH_TITLE]] and speed are fairly low.

In addition to a [[buildingtype BLD_SHIPYARD_BASE]] and an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]], a [[buildingtype BLD_SHIPYARD_CON_GEOINT]] is required at the planet where it is constructed.'''

SH_NANOROBOTIC
Scafo Nano-Robotico

SH_NANOROBOTIC_DESC
'''This automated hull is large and fast, and repairs damage to itself using millions of nano-robots. It has six external slots and one internal slot, but it has low [[encyclopedia STEALTH_TITLE]] and is very fragile, though it regenerates structure during combat and restores structure completely between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and a [[buildingtype BLD_SHIPYARD_CON_NANOROBO]] unit at the planet where it is constructed.'''

SH_TITANIC
Scafo Titanico

SH_TITANIC_DESC
'''This extraordinarily large hull requires quite a feat of engineering even to move. It has sixteen external slots and three internal slots, and its max structure is very high, but at the cost of a great deal of speed and [[encyclopedia STEALTH_TITLE]].

Requires a Basic [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and a [[buildingtype BLD_SHIPYARD_CON_GEOINT]] at the planet where it is constructed.'''

SH_TRANSSPATIAL
Trans-Spatial Hull

SH_TRANSSPATIAL_DESC
'''This hull is able to travel stealthily and at an incredible speed due to the Trans-Spatial drive. It has only a single external slot however, and its max structure is extremely low.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and an [[buildingtype BLD_SHIPYARD_CON_ADV_ENGINE]] at the planet where it is constructed.'''

SH_LOGISTICS_FACILITATOR
Logistics Facilitator

SH_LOGISTICS_FACILITATOR_DESC
'''This organizational flagship is designed to organize and manage mid-battle transfers of crewmen and other objects. It has seven external slots and two internal slots. Its speed is low, but max structure is fairly high. In addition, its built-in fleet of stealthy freighters allows transfer of personnel and materiel during battle, enabling all friendly ships to recover structure during combat and completely restore structure between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]], a [[buildingtype BLD_SHIPYARD_CON_NANOROBO]], a [[buildingtype BLD_SHIPYARD_CON_GEOINT]], and an [[buildingtype BLD_SHIPYARD_CON_ADV_ENGINE]] at the planet where it is constructed.'''

SH_ASTEROID
Asteroid Hull

SH_ASTEROID_DESC
'''This hull is constructed from an average-sized asteroid. A bit roomier than the standard hull, it has four external slots and two internal slots. Speed and structure are relatively low, but it is fairly inexpensive to build. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] present in the system where it is produced.'''

SH_SMALL_ASTEROID
Small Asteroid Hull

SH_SMALL_ASTEROID_DESC
'''This hull is constructed from a very small asteroid. It has only a single external slot and a single internal slot. Speed is very good, but structure is quite low. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] present in the system where it is produced.'''

SH_HEAVY_ASTEROID
Heavy Asteroid Hull

SH_HEAVY_ASTEROID_DESC
'''This hull is constructed from a gigantic asteroid, and has six external slots and three internal slots. Speed is very low, but structure is moderately high. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] present in the system where it is produced.'''

SH_CAMOUFLAGE_ASTEROID
Camouflage Asteroid Hull

SH_CAMOUFLAGE_ASTEROID_DESC
'''This hull is designed to look exactly like a real asteroid. It has four internal slots, but no external slots. Structure is average, but speed is fairly low. This hull gets a tremendous bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] present in the system where it is produced.'''

SH_SMALL_CAMOUFLAGE_ASTEROID
Small Camouflage Asteroid Hull

SH_SMALL_CAMOUFLAGE_ASTEROID_DESC
'''This camouflage asteroid hull is able to make use of camouflage asteroid parts on its exterior, although it must be made much smaller to compensate and avoid losing its [[encyclopedia STEALTH_TITLE]] bonus. It has a single external slot and a single internal slot. Speed is average, but structure is quite low. This hull gets a tremendous bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] present in the system where it is produced.'''

SH_AGREGATE_ASTEROID
Aggregate Asteroid Hull

SH_AGREGATE_ASTEROID_DESC
'''This massive hull is formed by combining several large asteroids. It has fifteen external slots and four internal slots. Structure is good, but speed is very low. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] and an [[buildingtype BLD_SHIPYARD_AST_REF]] present in the system where it is produced.'''

SH_MINIASTEROID_SWARM
Mini-Asteroid Swarm

SH_MINIASTEROID_SWARM_DESC
'''This hull is constructed from a small asteroid, much of which has been broken off to form numerous tiny asteroids, which are controlled by the main hull. These asteroids protect the main ship, giving a bonus to [[encyclopedia SHIELDS_TITLE]]. This hull has two external slots, but no internal slots. Structure is very low, but speed is high. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] and an [[buildingtype BLD_SHIPYARD_AST_REF]] present in the system where it is produced.'''

SH_SCATTERED_ASTEROID
Scattered Asteroid Hull

SH_SCATTERED_ASTEROID_DESC
'''This flagship is constructed from several large asteroids, some of which have been combined to form the main hull, and some of which have been broken apart to form numerous tiny asteroids, which are controlled by the main hull. These asteroids protect not only the main ship, but every accompanying friendly ship, giving a bonus to [[encyclopedia SHIELDS_TITLE]] for all owned ships and allies' ships in the vicinity. Like the compound asteroid hull, this hull has fifteen external slots and four internal slots. Speed is very low, but structure is high. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] and an [[buildingtype BLD_SHIPYARD_AST_REF]] present in the system where it is produced.'''

SH_CRYSTALLIZED_ASTEROID
Crystallized Asteroid Hull

SH_CRYSTALLIZED_ASTEROID_DESC
'''This sturdy hull is made from a average-sized asteroid, hardened by advanced crystallization techniques. Like the regular Asteroid Hull, it has four external slots and two internal slots. Speed is somewhat low, but structure is extremely high. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] and an [[buildingtype BLD_SHIPYARD_AST_REF]] present in the system where it is produced.'''

SH_ORGANIC
Organic Hull

SH_ORGANIC_DESC
'''This is the most basic type of organic hull: a living hull grown from the most basic unit of life and raised for battle. It has three external slots and one internal slot. [[encyclopedia STEALTH_TITLE]] is high and speed is average, but structure is a bit low. This hull regenerates structure and fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]] at the planet where it is developed.'''

SH_STATIC_MULTICELLULAR
Static Multicellular Hull

SH_STATIC_MULTICELLULAR_DESC
'''Despite being organic, this hull is non-living, being produced via multi-cellular casting. The versatility of the interior and the lack of necessity for internal organs increases its capacity, but without living systems, it cannot replenish health or energy. It has three external slots and two internal slots. Structure is average and speed is good, but [[encyclopedia STEALTH_TITLE]] is low. This hull regenerates neither structure nor fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]] and a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] at the planet where it is constructed.'''

SH_ENDOMORPHIC
Endomorphic Hull

SH_ENDOMORPHIC_DESC
'''This hull contains non-living multicellular components for greater external modularity. This hull has four external slots and two internal slots. Structure is good and speed is average, but [[encyclopedia STEALTH_TITLE]] is low. This hull regenerates neither structure nor fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], and a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] at the planet where it is developed.'''

SH_SYMBIOTIC
Symbiotic Hull

SH_SYMBIOTIC_DESC
'''This living hull exists in a symbiotic relationship with its crew, increasing its [[encyclopedia STEALTH_TITLE]] and speed. It has two of each internal and external slots. [[encyclopedia STEALTH_TITLE]], speed and structure are all good. This hull regenerates structure and fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] at the planet where it is developed.'''

SH_PROTOPLASMIC
Protoplasmic Hull

SH_PROTOPLASMIC_DESC
'''This monocellular hull suspends its internal parts in its cytoplasm rather than mounting them on a solid internal structure. It has three internal slots and two external slots. Structure is high, and speed and [[encyclopedia STEALTH_TITLE]] are good. This hull regenerates structure and fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] at the planet where it is developed.'''

SH_ENDOSYMBIOTIC
Endosymbiotic Hull

SH_ENDOSYMBIOTIC_DESC
'''This mono-cellular hull exists in a symbiotic relationship with its crew, suspending them in its cytoplasm and using them as organelles. It has four external slots and three internal slots. Speed and [[encyclopedia STEALTH_TITLE]] are good, and structure is average. This hull regenerates structure and fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] at the planet where it is developed.'''

SH_RAVENOUS
Ravenous Hull

SH_RAVENOUS_DESC
'''This hull has been raised on the blood of its brethren. It has five external slots and two internal slots. [[encyclopedia STEALTH_TITLE]] is low, but speed and structure are high. This hull regenerates neither structure nor fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], and a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] at the planet where it is developed.'''

SH_BIOADAPTIVE
Bio-Adaptive Hull

SH_BIOADAPTIVE_DESC
'''This living hull has mind and body working in perfect unison, allowing it to react and adapt to its surroundings with unparalleled efficiency. It has three external slots and three internal slots. [[encyclopedia STEALTH_TITLE]], speed and structure are all very high. This hull regenerates fuel and completely recovers structure between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] at the planet where it is developed.'''

SH_SENTIENT
Sentient Hull

SH_SENTIENT_DESC
'''This self-aware flagship has powerful analytical abilities and a tremendous memory capacity, which allow it to direct friendly vessels and provide them with useful information and subtle tactical cues in combat, giving a [[encyclopedia STEALTH_TITLE]] and [[encyclopedia DETECTION_RANGE_TITLE]] bonus to all accompanying friendly ships. It has six external slots and three internal slots. It has low speed, but [[encyclopedia STEALTH_TITLE]] and structure are good. This hull regenerates structure and fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] at the planet where it is developed.'''

SH_COMPRESSED_ENERGY
Compressed Energy Hull

SH_COMPRESSED_ENERGY_DESC
'''This fast hull is comprised entirely of compressed energy and has a single external slot. Structure is low, but [[encyclopedia STEALTH_TITLE]] and speed are very high. This hull requires a great deal of energy to construct and can only be built at a system with a star of type White, Blue or Black Hole.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an [[buildingtype BLD_SHIPYARD_ENRG_COMP]] at the planet where it is formed.'''

SH_FRACTAL_ENERGY
Fractal Energy Hull

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

Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an [[buildingtype BLD_SHIPYARD_ENRG_COMP]] at the planet where it is formed.'''

SH_QUANTUM_ENERGY
Quantum Energy Hull

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

Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an [[buildingtype BLD_SHIPYARD_ENRG_COMP]] at the planet where it is formed.'''

SH_SOLAR
Solar Hull

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

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ENRG_COMP]] and a [[buildingtype BLD_SHIPYARD_ENRG_SOLAR]] at the planet where it is built.'''

SH_BASIC_SMALL
Basic Small Hull
SH_BASIC_SMALL_DESC
'''A small, basic interstellar hull. Can make an extra jump compared to other basic hulls.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] at the planet where it is Constructed.'''

SH_BASIC_MEDIUM
Basic Medium Hull
SH_BASIC_MEDIUM_DESC
'''A medium-sized, basic interstellar hull.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] at the planet where it is Constructed.'''

SH_STANDARD
Basic Large Hull

SH_STANDARD_DESC
'''A large, basic interstellar hull.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] at the planet where it is Constructed.'''

SH_XENTRONIUM
Xentronium Hull

SH_XENTRONIUM_DESC
A hull constructed primarily with xentronium. Though small, it has extremely high max structure.

SH_COLONY_BASE
Colony Base Hull

SH_COLONY_BASE_DESC
A hull designed to create a colony on another planet in system. It cannot move between systems or move quickly in-system.

SH_FLOATER_BODY
Weak Body

SH_FLOATER_BODY_DESC
Small frail body that is unable to withstand significant damage.

SH_TREE_BODY
Immobile Body

SH_TREE_BODY_DESC
Rigid tree-like body that is unable to move between systems.

SH_STRONG_MONSTER_BODY
Strong Body

SH_STRONG_MONSTER_BODY_DESC
Large strong body with fearsome natural weapons and strong natural armor.

SH_GUARD_MONSTER_BODY
Guard Hull
SH_GUARD_MONSTER_BODY_DESC
A Strong Hull for Guardian Class Monsters

SH_KRILL_1_BODY
Krill Body 1
SH_KRILL_1_BODY_DESC
Krill Body 1

SH_KRILL_2_BODY
Krill Body 2
SH_KRILL_2_BODY_DESC
Krill Body 2

SH_KRILL_3_BODY
Krill Body 3
SH_KRILL_3_BODY_DESC
Krill Body 3

SH_KRILL_4_BODY
Krill Body 4
SH_KRILL_4_BODY_DESC
Krill Body 4

SH_DRONE_BODY
Drone Hull
SH_DRONE_BODY_DESC
Drone Hull

SH_IMMOBILE_FACTORY
Drone Factory
SH_IMMOBILE_FACTORY_DESC
Drone Factory

SH_KRAKEN_1_BODY
Larval Kraken Body
SH_KRAKEN_1_BODY_DESC
A formidable medium-weight space monster.

SH_KRAKEN_2_BODY
Kraken Body
SH_KRAKEN_2_BODY_DESC
A formidable medium-weight space monster.

SH_KRAKEN_3_BODY
Great Kraken Body
SH_KRAKEN_3_BODY_DESC
A formidable medium-weight space monster.

SH_BLACK_KRAKEN_BODY
Black Kraken Body
SH_BLACK_KRAKEN_BODY_DESC
A monstrous black Kraken with an unnatural aura about it.

SH_SNOWFLAKE_1_BODY
Small Snowflake Body
SH_SNOWFLAKE_1_BODY_DESC
A formidable light-weight space monster.

SH_SNOWFLAKE_2_BODY
Snowflake Body
SH_SNOWFLAKE_2_BODY_DESC
A formidable light-weight space monster.

SH_SNOWFLAKE_3_BODY
Large Snowflake Body
SH_SNOWFLAKE_3_BODY_DESC
A formidable light-weight space monster.

SH_PSIONIC_SNOWFLAKE_BODY
Psionic Snowflake Body
SH_PSIONIC_SNOWFLAKE_BODY_DESC
A mentally powerful space monster.

SH_JUGGERNAUT_1_BODY
Small Juggernaut Body
SH_JUGGERNAUT_1_BODY_DESC
A formidable heavy-weight space monster.

SH_JUGGERNAUT_2_BODY
Juggernaut Body
SH_JUGGERNAUT_2_BODY_DESC
A formidable heavy-weight space monster.

SH_JUGGERNAUT_3_BODY
Large Juggernaut Body
SH_JUGGERNAUT_3_BODY_DESC
A formidable heavy-weight space monster.

SH_BLOATED_JUGGERNAUT_BODY
Bloated Juggernaut Body
SH_BLOATED_JUGGERNAUT_BODY_DESC
An unnaturally large space monster.

SH_NEBULOUS_BODY
Nebulous Body

SH_EXP_OUTPOST_HULL
Experimentor Outpost Hull
SH_EXP_OUTPOST_HULL_DESC
A hull used by the Experimentors use to transport experimental equipment to other galaxies.

SH_COSMIC_DRAGON_BODY
Cosmic Dragon Body
SH_COSMIC_DRAGON_BODY_DESC
A fearsom space dragon the size of a small planet.

SH_DAMPENING_CLOUD_BODY
Dampening Cloud Body
SH_DAMPENING_CLOUD_BODY_DESC
A cosmic cloud of high energetic particles.


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


NO_INDUSTRY
'''−−−	No [[encyclopedia INDUSTRY_TITLE]]'''

BAD_INDUSTRY
'''−	Bad [[encyclopedia INDUSTRY_TITLE]]: -50%'''

AVERAGE_INDUSTRY
'''	Average [[encyclopedia INDUSTRY_TITLE]]: 100%'''

GOOD_INDUSTRY
'''+	Good [[encyclopedia INDUSTRY_TITLE]]: 150%'''

GREAT_INDUSTRY
'''++	Great [[encyclopedia INDUSTRY_TITLE]]: 200%'''

ULTIMATE_INDUSTRY
'''+++	Ultimate [[encyclopedia INDUSTRY_TITLE]]: 400%'''

NO_RESEARCH
'''−−−	No [[encyclopedia RESEARCH_TITLE]]'''

BAD_RESEARCH
'''−	Bad [[encyclopedia RESEARCH_TITLE]]: -50%'''

AVERAGE_RESEARCH
'''	Average [[encyclopedia RESEARCH_TITLE]]: 100%'''

GOOD_RESEARCH
'''+	Good [[encyclopedia RESEARCH_TITLE]]: 150%'''

GREAT_RESEARCH
'''++	Great [[encyclopedia RESEARCH_TITLE]]: 200%'''

ULTIMATE_RESEARCH
'''+++	Ultimate [[encyclopedia RESEARCH_TITLE]]: 400%'''


NO_GROUND_TROOPS
'''−−−	No Ground [[encyclopedia TROOP_TITLE]]'''

BAD_GROUND_TROOPS
'''−	Bad Ground [[encyclopedia TROOP_TITLE]]: -50%'''

AVERAGE_GROUND_TROOPS
'''	Average Ground [[encyclopedia TROOP_TITLE]]: 100%'''

GOOD_GROUND_TROOPS
'''+	Good Ground [[encyclopedia TROOP_TITLE]]: 150%.'''

GREAT_GROUND_TROOPS
'''++	Great Ground [[encyclopedia TROOP_TITLE]]: 200%.'''

ULTIMATE_GROUND_TROOPS
'''+++	Ultimate Ground [[encyclopedia TROOP_TITLE]]: 300%.'''

BAD_DETECTION
'''−	Bad [[encyclopedia DETECTION_RANGE_TITLE]]: −20 malus.'''

GOOD_DETECTION
'''+	Good [[encyclopedia DETECTION_RANGE_TITLE]]: +25 bonus.'''

GREAT_DETECTION
'''++	Great [[encyclopedia DETECTION_RANGE_TITLE]]: +50 bonus.'''

ULTIMATE_DETECTION
'''+++	Ultimate [[encyclopedia DETECTION_RANGE_TITLE]]: +100 bonus.'''

BAD_STEALTH
'''−	Bad [[encyclopedia STEALTH_TITLE]]: −15 malus.'''

AVERAGE_STEALTH
'''	Average [[encyclopedia STEALTH_TITLE]].'''

GOOD_STEALTH
'''+	Good [[encyclopedia STEALTH_TITLE]]: +15 bonus.'''

GREAT_STEALTH
'''++	Great [[encyclopedia STEALTH_TITLE]]: +40 bonus.'''

ULTIMATE_STEALTH
'''+++	Ultimate [[encyclopedia STEALTH_TITLE]]: +60 bonus.'''

GOOD_WEAPONS
'''+	Starts with [[tech SHP_WEAPON_1_3]] and one additional ship.'''

GREAT_WEAPONS
'''++	Starts with [[tech SHP_WEAPON_2_2]] and two additional ships.'''

ULTIMATE_WEAPONS
'''+++	Starts with [[tech SHP_WEAPON_2_4]] and three additional ships.'''

BAD_POPULATION
'''−	Bad Population 75%'''

AVERAGE_POPULATION
'''	Average Population'''

GOOD_POPULATION
'''+	Good Population 125%'''

BROAD_EP
'''++	Broad Planet Tolerance: flourishes on more types.'''

NARROW_EP
'''−	Narrow Planet Tolerance: flourishes on fewer types.'''


#############################################################
####          A C C O U N T I N G    L A B E L S         ####
#############################################################


STANDARD_CONSTRUCTION_LABEL
'''%1% Average [[encyclopedia INFRASTRUCTURE_TITLE]]'''

STANDARD_COLONY_SUPPLY_LABEL
'''%2% Average Colony Supply'''

STANDARD_OUTPOST_SUPPLY_LABEL
'''%2% Average Outpost Supply'''

GOOD_ENVIRONMENT_LABEL
'''%1% Good Environment'''

ADEQUATE_ENVIRONMENT_LABEL
'''%1% Adequate Environment'''

POOR_ENVIRONMENT_LABEL
'''%1% Poor Environment'''

HOSTILE_ENVIRONMENT_LABEL
'''%1% Hostile Environment'''

ENV_ENCAPSUL_LABEL
'''%1% Incapsulamento Ambientale'''

SELF_SUSTAINING_LABEL
'''Self-Sustaining'''

TUNNELS_LABEL
'''Subterranean Bonus'''

GAIA_LABEL
'''Gaia Bonus'''

HOMEWORLD_LABEL
'''Homeworld'''

BAD_POPULATION_LABEL
'''%2% Bad Population 75%%'''

GOOD_POPULATION_LABEL
'''%2% Good Population 125%%'''

FOCUS_MINING_LABEL
'''%1% Mining Focus'''

FOCUS_HEAVY_MINING_LABEL
'''%1% Heavy Mining Focus'''

BAD_MINING_LABEL
'''%1% Bad Mining'''

GOOD_MINING_LABEL
'''%1% Good Mining'''

GREAT_MINING_LABEL
'''%1% Great Mining'''

ULTIMATE_MINING_LABEL
'''%1% Ultimate Mining'''

FOCUS_INDUSTRY_LABEL
'''%2% Industry Focus'''

BAD_INDUSTRY_LABEL
'''%2% Bad Industry'''

GOOD_INDUSTRY_LABEL
'''%2% Good Industry'''

GREAT_INDUSTRY_LABEL
'''%2% Great Industry'''

ULTIMATE_INDUSTRY_LABEL
'''%2% Ultimate Industry'''

FOCUS_RESEARCH_LABEL
'''%2% Research Focus'''

BAD_RESEARCH_LABEL
'''%2% Bad Research'''

GOOD_RESEARCH_LABEL
'''%2% Good Research'''

GREAT_RESEARCH_LABEL
'''%2% Great Research'''

ULTIMATE_RESEARCH_LABEL
'''%2% Ultimate Research'''

BAD_TROOPS_LABEL
'''%2% Bad Ground Troops'''

AVERAGE_TROOPS_LABEL
'''%2% Average Ground Troops'''

GOOD_TROOPS_LABEL
'''%2% Good Ground Troops'''

GREAT_TROOPS_LABEL
'''%2% Great Ground Troops'''

ULTIMATE_TROOPS_LABEL
'''%2% Ultimate Ground Troops'''

INDEPENDENT_TROOP_LABEL
'''Independent Homeworld'''

OUTPOST_TROOP_LABEL
'''Outpost'''

VERY_BRIGHT_STAR
'''Very bright star'''

BRIGHT_STAR
'''Bright star'''

DIM_STAR
'''Dim star'''

NO_STAR
'''No star'''

HOMEWORLD_SUPPLY
'''Homeworld Supply'''

HOMEWORLD_BONUS
'''Homeworld'''

ORBITAL_HAB_LABEL
'''Orbital Habitation'''

NDIM_STRC_LABEL
'''N-Dimensional Structures'''

WEAK_VISION_LABEL
'''Weak Vision'''

MODERATE_VISION_LABEL
'''Moderate Vision'''

GOOD_VISION_LABEL
'''Good Vision'''

EXCELLENT_VISION_LABEL
'''Excellent Vision'''

FOCUS_PROTECTION_LABEL
'''Protection Focus'''



#############################################################
####                       T A G S                       ####
#############################################################


ANTIQUATED
Antiquato

STYLISH
Elegante

ORGANIC
Organico

ROBOTIC
Robotico

LITHIC
Litico

PHOTOTROPHIC
Fototrofico

SELF_SUSTAINING
Self-Sustaining

TELEPATHIC
Telepatico

ORBITAL
Orbitale
