TRAIT_NOOCRACY: Government: Noocracy
TRAIT_NOOCRACY_DESC: <<
	An aristocratic goverment composed by a council of the enlightned or wise.
	[vspace=6/][b][color=#0f0]Bonus:[/color][/b] [offset=140][color=#00c0ff]+0.5 Research per second and Influence stake.[/color][/offset].
	[vspace=6/][b][color=#f00]Starting Fleet:[/color][/b] [offset=140]1x Scout, 1x Dreadnaught.[/offset]
	[vspace=6/][b][color=#0087c7]Starting Cards:[/color][/b] [offset=140]1x Ancient Knowledge, 1x Protect System, 1x Host Galactic Senate.[/offset]
	[dlc=Heralds][vspace=6/][b][color=#63ebdb]Starting Attitude:[/color][/b] [offset=140]Level 1 [color=#aa66aa]Progressive[/color][/offset][/dlc]
>>

TRAIT_KRATOCRACY: Government: Kratocracy
TRAIT_KRATOCRACY_DESC: <<
	An aristocratic goverment ruled by the strongest and seize power through physical force, social maneuvering or political cunning.
	[vspace=6/][b][color=#0f0]Bonus:[/color][/b] [offset=140][color=#00c0ff]+100k base Income.[/color][/offset].
	[vspace=6/][b][color=#f00]Starting Fleet:[/color][/b] [offset=140]1x Heavy Carrier. Homeworld Defense[/offset]
	[vspace=6/][b][color=#0087c7]Starting Cards:[/color][/b] [offset=140]2x Investigate, 2x Leverage, 2x Sabotage.[/offset]
	[dlc=Heralds][vspace=6/][b][color=#63ebdb]Starting Attitude:[/color][/b] [offset=140]Level 1 [color=#ff0000]Warmongering[/color][/offset][/dlc]
>>

TRAIT_TECHNOCRACY: Government: Technocracy
TRAIT_TECHNOCRACY_DESC: <<
	An aristocratic goverment composed of the foremost educated and techincal leaders in their respective fields of study.
	[vspace=6/][b][color=#0f0]Bonus:[/color][/b] [offset=140][color=#00c0ff]+0.5 Research and Energy per second.[/color][/offset].
	[vspace=6/][b][color=#f00]Starting Fleet:[/color][/b] [offset=140]2x Scout, 1x Dreadnaught.[/offset]
	[vspace=6/][b][color=#0087c7]Starting Cards:[/color][/b] [offset=140]1x Name Planet, 1x Cultivation, 1x United Research Center.[/offset]
	[dlc=Heralds][vspace=6/][b][color=#63ebdb]Starting Attitude:[/color][/b] [offset=140]Level 1 [color=#e89978]Stable[/color][/offset][/dlc]
>>

TRAIT_PLUTOCRACY: Government: Plutocracy
TRAIT_PLUTOCRACY_DESC: <<
	An aristocratic goverment composed by the economically powerful, be it in the form of wealth, goods or lands.
	[vspace=6/][b][color=#0f0]Bonus:[/color][/b] [offset=140][color=#00c0ff]+200k base Income.[/color][/offset].
	[vspace=6/][b][color=#f00]Starting Fleet:[/color][/b] [offset=140]1x Heavy Carrier with Support.[/offset]
	[vspace=6/][b][color=#0087c7]Starting Cards:[/color][/b] [offset=140]1x Leverage, 1x Protect System, 2x Name Planet.[/offset]
	[dlc=Heralds][vspace=6/][b][color=#63ebdb]Starting Attitude:[/color][/b] [offset=140]Level 1 [color=#d1cb6a]Materialism[/color][/offset][/dlc]
>>

TRAIT_FEDERALREPUBLIC: Government: Federal Republic
TRAIT_FEDERALREPUBLIC_DESC: <<
	A governement representing diverse member nations, cultures and/or societies.
	[vspace=6/][b][color=#0f0]Bonus:[/color][/b] [offset=140][color=#00c0ff]+1 Influence stake.[/color][/offset].
	[vspace=6/][b][color=#f00]Starting Fleet:[/color][/b] [offset=140]2x Dreadnaught.[/offset]
	[vspace=6/][b][color=#0087c7]Starting Cards:[/color][/b] [offset=140]2x Negotiate, 1x Protect System, 1x Host Galactic Senate.[/offset]
	[dlc=Heralds][vspace=6/][b][color=#63ebdb]Starting Attitude:[/color][/b] [offset=140]Level 1 [color=#33cc99]Tolerant[/color][/offset][/dlc]
>>

RACE_ANCIENTS: Atlanteans
RACE_ANCIENTS_TAGLINE: Our legacy will last for the Ages.
RACE_ANCIENTS_LORE: <<
	Origin:  Stargate Universe

	The original gate builders and creators of fabled Atlantis, the Atlanteans (also commonly known as "The Ancients") explored and spread across the universe.

	Originally from the Orion galaxy, they were forced to leave their home by the radical offshoot known as the Ori and the fanatical religion of Origin.  They then settled in the Milky Way and prospered for millenia, their legacy in the galaxy still felt across it long after they were gone.

	The Atlantis city-ship was built and sent across the stars to the Pegasys galaxy, where they thrived again for millenia.  Pegasys would eventually become the origin galaxy of the Wraith, whom the Atlanteans would war with for an age.  Their war was legendary but the Wraith would ultimately prevail due to sheer numbers.

	It is known that the Atlanteans launched the Destiny, a ship meant to explore the far reaches of the universe in search of answers to questions regarding the very creation of the universe.  Destiny cruised for millions of years, charting an untold number of hither-to unknown galaxies.  The Atlanteans may well have colonized any number of those far-off galaxies...
>>

TRAIT_ANCIENTSEMPIRE:  Goverment: Empire of the Atlanteans
TRAIT_ANCIENTSEMPIRE_DESC: <<
	[vspace=6/][b][color=#0f0]Bonus:[/color][/b] [offset=140][color=#a06911]Extra nearby Asteroids[/color][/offset].
	[vspace=6/][b][color=#f00]Starting Fleet:[/color][/b] [offset=140]Aurora - Mk 1.[/offset]
	[vspace=6/][b][color=#0087c7]Starting Cards:[/color][/b] [offset=140]5x Negotiate, 1x Name Flagship, 1x Name Planet.[/offset]
>>

TRAIT_ANCIENTS: Atleantean Settlers
TRAIT_ANCIENTS_DESC: <<
	A new terrestial based colony founded by the Ancients in this region of space.
	(Unlocks Ancient tech)

	-Standard gameplay, with standard flagships and supports.
>>

TRAIT_ANCIENTS_SOJOURNERS: Atleantean Sojourners
TRAIT_ANCIENTS_SOJOURNERS_DESC: <<
	An offshoot of the Ancients that arrived in this region of space on a mothership.
	(Unlocks Anicent tech and StarChildren Mothership playstyle)
>>

TRAIT_ANCIENTS_CANNONICAL: Canonical Atleanteans
TRAIT_ANCIENTS_CANNONICAL_DESC: <<
	A new terrestial based colony founded by the Ancients in this region of space.
	(Unlocks Ancient tech)

	-Flagships do not have command.  All fleets are singular, powerful ships.
	-Has access to Atlantean Warship Hulls (similiar to a Destroyer hull).
	-Planets have 0 support capacity by default at all sizes but can gain small amounts of support command by Orbital Command research.
	-Defense pressure grants 25k extra income per point to owned planets.
	-Command Computer artifacts do not grant support command point, instead they grant +15% effectiveness to the ship.
>>

RACE_ASGARD: Asgard
RACE_ASGARD_TAGLINE: Knowledge is power.
RACE_ASGARD_LORE: <<
	Origin:  Stargate Universe

	A highly evolved race of space-faring aliens who originate from the Ida galaxy.  Grey-skinned and diminuitive in size, their appearance is the result of genetic manipulation and evolution from physical prowess to mental capacity.

	Asgard technology is very advanced and is noted for it's superior hyperdrives and shielding systems.
>>

TRAIT_ASGARDEMPIRE:  Goverment: Empire of the Asgard
TRAIT_ASGARDEMPIRE_DESC: <<
	[vspace=6/][b][color=#0f0]Bonus:[/color][/b] [offset=140][color=#a06911]Extra nearby Asteroids[/color][/offset].
	[vspace=6/][b][color=#f00]Starting Fleet:[/color][/b] [offset=140]Beliskner - Mk I, 4 Cruisers, 8 Frigates, 16 Fighters.[/offset]
	[vspace=6/][b][color=#0087c7]Starting Cards:[/color][/b] [offset=140]5x Negotiate, 1x Name Flagship, 1x Name Planet.[/offset]
>>

TRAIT_ASGARD: Asgard Remnants
TRAIT_ASGARD_DESC: <<
	A splinter of Asgard survivors looking to rebuild.
	(Unlocks Asgard tech)
	
	-Has access to surpior Asgard Shield Generators from the start.
	-Uses powerful and advanced hi-tech weaponry but has lost access to many standard lower-tech weapon types.
	-Uses light-weight but strong armors to produce lighter and more mobile ships than typical for a given engine type.
	-Can build Valhalla Stations, giant space-based city stations that bring economic, construction and strategic benefits.
>>

RACE_WRAITH: Wraith
RACE_WRAITH_TAGLINE: We hunger.
RACE_WRAITH_LORE: <<
	Origin:  Stargate Universe

	A fearsome space-faring race that originated in the Pegasus galaxy some time after the arrival of the Ancients.

	Fierce and powerful as their appearance would imply, the Wraith feed off the lifeforce of humans.  They possess incredible regnerative powers and are telepathic, organizing themselves into greater hive minds.

	Wraith technology is organic in nature.  They favor plasma-based weapons and travel the stars in huge living ships.  While fully capable of land-based movement, they live primarily on their massive Hive ships; travelling from one feeding world to another for sustenance.
>>

TRAIT_WRAITH: Wraith Heritage
TRAIT_WRAITH_DESC: <<
	(**Warning:  No Legacy AI.  If this is an AI player, do not enable 'Legacy AI')
	Malovelent and menacing, the Wraith empire has arrived aboard a Hive Mothership in this region of space.
	(Unlocks Wraith tech)

	[b]General Empire Characteristics:[/b]
	-Organic based ships require Wraith Sinew to be used in designs.
	-Does not have access to Shields but have substantially increased repair (regeneration) rates instead.
	-Relies on huge Hiveships (motherships) as the basis of the empire.
	-Hiveships may be used offensively outside of owned space (unlike Starchildren Motherships).
	-Hiveships have reduced offensive abilities compared to normal ships their size but start much larger in size.
	-Planets are not colonized but are instead subjugated as Feeding Worlds for the empire.
	-Planets are automatically leveled up but cannot export any resources.
	-The empire benefits from resource pressure on planets.
	-Planet population does not generate any money income by default (but Money pressure does).
	-Cannot build planet-based structures and is limited to whatever resources the planets provide (gains a small amount of research income by default).
	-Labor pressure provides labor on planets and may be used by Hiveships in orbit of the planet.

	[b]Hiveships & Population:[/b]
	-Hiveships have population and generate most money income for the empire.
	-Hiveship population is determined by the size of the Hiveship and if the necessary population on Feeding Worlds is present.
	-Total Feeding Worlds population is split among Hiveships in play.  24 Feeding World population per Hiveship is required for max Hiveship population.
	-Insufficient Feeding Worlds population for deployed Hiveships results in only partial Hiveship population being available.
	-Each population point on a Hiveship generates 100k income per budget cycle.
>>

//	[b]Gameplay Tips:[/b]
//	-If your Hiveship population goes down after building a new Hiveship, you do not have enough population on Feeding Worlds.  Subjugate more.
//	-If you cannot subjugate more worlds at a given time, consider scaling up Hiveship size.  Hiveships slowly gain increased income returns as size increases to extremely large ship size.
//	-Hiveships have maintenance cost.  If your Feeding Worlds total population drops too low they may not generate enough income to offset costs.  Consider scuttling if you cannot retake Feeding World population sources.

TRAIT_WRAITHEMPIRE:  Wraith Hive
TRAIT_WRAITHEMPIRE_DESC: <<
	[vspace=6/][b][color=#0f0]Bonus:[/color][/b] [offset=140][color=#a06911]250 FTL Cyrstals[/color][/offset].
	[vspace=6/][b][color=#f00]Starting Fleet:[/color][/b] [offset=140]1x Scout, 1x Sub Hive, 4x Cruisers, 2x Fast Attack, 20x Darts.[/offset]
	[vspace=6/][b][color=#0087c7]Starting Cards:[/color][/b] [offset=140]2x Negotiate, 2x Investigate, 2x Sabotage.[/offset]
>>

RACE_GOAULD: Goa'uld
RACE_GOAULD_TAGLINE: All will serve.
RACE_GOAULD_LORE: <<
	Origin:  Stargate Universe

	A parasidic race of snake-like creatures that use humanoids as hosts and seek dominion over all they can subjugate.  While they can maintain the health of a host naturally well beyond its normal lifespan, they also employ technological means such as sarcofogi to bestow upon themselves near immortality.

	While only a fully mature Goa'uld parasite can suppress and dominate a host, their immature larvae are widely used to enforce their rule.  Larvae are implanted into the bellies of humanoids to create Jaffa, a loyal and fierce hybrid race that serves as the military core of a Goa'uld lord's empire.  Blessed with many of the physical benefits of a Goa'uld blending, the Jaffa cannot survive without a larvae and are thus dependant upon their masters for continued survival.

	Goa'uld are also talented scavengers of technology, aquiring large amounts of knowledge and technology from conquered civilizations over their extremely long lifespans.  As such, Goa'uld technology is quite advanced and imposing.
>>

TRAIT_GOAULD: Goa'uld Conquerors
TRAIT_GOAULD_DESC: <<
	(**Warning:  No Legacy AI.  If this is an AI player, do not enable 'Legacy AI')
	An aggressive Goa'uld faction intent on conqueroring and enslaving this region of space.
	(Unlocks Goa'uld tech)

	-Specialized flagship and support ship hull for Goa'uld Motherships and Support Motherships.
	-Cannot colonize but may enslave or capture planets with Goa'uld Motherships.
	-Owned planets are Slave Worlds and produce more labor but have decreased loyalty and population growth rates.
>>

TRAIT_GOAULDEMPIRE:  Goa'uld System Lord
TRAIT_GOAULDEMPIRE_DESC: <<
	[vspace=6/][b][color=#0f0]Bonus:[/color][/b] [offset=140][color=#a06911]400k extra funds.[/color][/offset].
	[vspace=6/][b][color=#f00]Starting Fleet:[/color][/b] [offset=140]1x Scout, 1x Ra Class flagship, 4x Ha'tak, 2x Al'kesh, 16x Death Gliders.[/offset]
	[vspace=6/][b][color=#0087c7]Starting Cards:[/color][/b] [offset=140]2x Rider, 1x Leverage, 2x Gift.[/offset]
>>

RACE_TAURI: Tau'ri
RACE_TAURI_TAGLINE: For all mankind.
RACE_TAURI_LORE: <<
	Origin:  Stargate Universe

	The Tau'ri is the ancient Goa'uld name for the humans of Earth.  Secluded from the rest of the Galaxy after the rebellion against and overthrow of Ra on Earth, human life on earth developed unfettered by outside interference for millenia.  As such, the long lost Tau'ri civilization became legend through out the rest of the worlds comprising the stargate network in the Milky Way.

	After the rediscovery of the stargate on Earth, humankind set out to explore the galaxy under the military operation Stargate Command.  It's mandate was to find and recover alien technology to advance earth's defenses.  Despite many setbacks and unexpected dangers, the SGC and the world it represents slowly became a force to be reckoned with in the galaxy.  Technology gained through exploration, recovered from a long, bitter conflict with the Goa'uld and through friendly diplomatic relations with other advanced races such as the Asgard has made the Tau'ri a formiddable player on the galactic stage.
>>

TRAIT_TAURI: Tau'ri Ascendency
TRAIT_TAURI_DESC: <<
	A human faction from post-stargate Earth and the rise to being a power in the galaxy.
	(Unlocks Tau'ri tech)
>>

TRAIT_TAURIEMPIRE:  Stargate Command
TRAIT_TAURIEMPIRE_DESC: <<
	[vspace=6/][b][color=#0f0]Bonus:[/color][/b] [offset=140][color=#a06911]Additonal asteroids[/color][/offset].
	[vspace=6/][b][color=#f00]Starting Fleet:[/color][/b] [offset=140]1x BC-304, 2x BC-303, 4x Claudius, 4x Tempest, 12x F-302.[/offset]
	[vspace=6/][b][color=#0087c7]Starting Cards:[/color][/b] [offset=140]5x Negotiate, 1x Name Flagship, 1x Name Planet.[/offset]
>>

RACE_BSGCOLONIAL: Colonials
RACE_BSGCOLONIAL_TAGLINE: So say we all.
RACE_BSGCOLONIAL_LORE: <<
	Origin:  Battlestar Galactica Universe.

	Mankind's history is steeped in war.  If not with himself, then with his own technological creation, the Cylon.  Forced to abandon one homeworld and then another, the Twelve Colonies were eventually established.  Twelve worlds, each devoted to one of the ancient gods; all serving to rebuild the human race.

	Sadly the colonies were destined to repeat the same mistakes of the past.  As technology ran rampant, a new generation of Cylon was created; one which would once again rise up against its creators and plunge the Twelve Colonies of man into war.  Eventually an armistice was struck but it would not last.  With subterfuge and infiltration, the Cylons would return 40 years later to launch a devastating attack on the colonies and wiping out most of humanity.  Their homes left a nuclear wasteland, those that were left had no choice but to set out amongst the stars seeking yet another new beginning.

	Steadfast and determined, the Colonial fleet is a formidable force.  Their weapons of war now serving as the lifeboat of all mankind, they seek out new worlds on which to rebuild an empire.
>>
TRAIT_BSGCOLONIAL: Twelve Colonies Heritage
TRAIT_BSGCOLONIAL_DESC: <<
	Grants access to BSG Colonial tech (Jump Drives, Nuclear Missile Silos, Cyclic Cannons).
>>

RACE_BSGCYLON: Cylon
RACE_BSGCYLON_TAGLINE: Humanity's Children.
RACE_BSGCYLON_LORE: <<
	Origin:  Battlestar Galactica Universe

	Created by mankind as a subservient race, the Cylon AI eventually became self-aware.  Unhappy about their station, they rose up against their human creators and waged war upon man.  This story has unfolded time and time again.  Seemingly destined to repeat itself over and over.

	The Twelve Colonies have fallen and the remnants of mankind have set out across the stars to begin anew, leaving the Cylons to forge their own fate once again.  The Cylons have evolved.  Human-form cylons have been created and now control the Cylon race.  Cylon resurrection has been rebuilt and the Resurrection Ships now cruise the stars.  The Cylons returned and their attack on the Twelve Colonies was devastating to mankind.  Some of the human-form Cylons are not so willing to just let humanity slink off into the stars though, and now a deadly chase has begun.

	Will humanity's children finish what they started?  Will the creators escape or defeat their creation?  Or will an understanding and new way of co-existance be found?
>>

TRAIT_BSGCYLON: Children of Man
TRAIT_BSGCYLON_DESC: <<
	Calculating, efficient, unrelenting and ruthless, the Cylon empire seeks to find its place among the stars and will enslave or annihilate anyone who stands in their way.
	(Unlocks BSG Cylon tech)
	
	[img=IconCylonResurrection;30][b]Cylon Resurrection[/b][/img]
	Resurrection technology allows any Cylon that is killed to be automatically downloaded and placed into a new body.  This process preserves knowledge and gives the Cylon a form of immortality.
	[vspace=6/]-Cylon fleets within range of a resurrection source gain a 35% morale boost to fleet effectiveness.
	[vspace=6/]-Fleets not within range suffer a -50% morale penalty to fleet effectiveness.
	[vspace=6/]-Fleets destroyed within range of a resurrection source automatically pass on their experience, which is redistributed among all other fleets also within range of a resurrection source.
	
	[vspace=3/][img=IconCylonResurrection;18][b]Resurrection Ships[/b] and [b]Resurrection Hubs[/b] should be constructed to provide the benefits of Cylon Resurrection to fleets and stations.[/img]
	[vspace=6/][img=IconCylonResurrection;18]Resurrection Ship and Hubs can generate and maintain small support fleets and replenish support fleets on other flagships.[/img]
	[vspace=6/][img=ComputerCore;22][b]Control Computer[/b] subsystem is available from the start.[/img]
	[vspace=6/][img=IconNuclear;22][b]Nuclear Missile Silo[/b] subsystem is available from the start.[/img]
	[vspace=6/][img=CivicSection;22][b]Civic Section[/b], [b]Culture Section[/b] & [b]Research Section[/b] subsystems are available from the start.[/img]
	[vspace=6/][img=IconCylonHybrid;22]Can unlock [b]Cylon Hybrid[/b] subsystem to enhance advanced ship designs.[/img]
	[vspace=6/]-Does not start on a planet, but instead on a [b]Colony[/b], a large station which acts as a homeworld.
	[vspace=6/]-Does not gain access to Artificial Planetoids but instead can build [b]Worldstars[/b], a larger and more powerful variant of the Colony.
>>

RACE_SWEMPIRE: The Empire
RACE_SWEMPIRE_TAGLINE: Safe, secure society.
RACE_SWEMPIRE_LORE: <<
	Origin:  Star Wars Universe

	Through years of political maneuvevring and plotting, Emperor Palpatine successfully gained absolute control and transformed the Old Republic into the first Galactice Empire.

	Under his totalitarian rule, his New Order was instituted and the Empire became a dominant military power.  It's iconic Imperial Star Destroyers quickly became a sight to be feared and it's fleets spread out to dominate more and more of the galaxy.
>>

TRAIT_SWEMPIRE: New Order of the Galactice Empire
TRAIT_SWEMPIRE_DESC: <<
	Ruthless and oppressive, the reborn Sith controlled Empire seeks domination over the known galaxy.
	(Unlocks Empire tech)
	
	A standard Terrestial-style race with a few special features:
	-Can unlock Interdiction Hulls:  Flagships that function as mobile FTL Jammers that can prevent enemy FTL travel and escape.
	-Can unlock a specialized Titan Hull for Super Star Destroyer Hulls:  For building massive Super Star Destroyers with several advantages but also increased design demands.
	-Can unlock Super Lasers:  Very powerful beam weapons with very high power and cost requirements.
>>

RACE_SWREPUBLIC: Republic/Rebels
RACE_SWREPUBLIC_TAGLINE: May the Force be with you.
RACE_SWREPUBLIC_LORE: <<
	Origin:  Star Wars Universe

	For thousands of years the Galactic Republic was a symbol of peaceful union and democracy, spanning thousands of worlds.  It inspired great loyalty among it's citizens, willing to fight to ensure it's legacy.
>>

TRAIT_SWREPUBLIC: Legacy of the Republic
TRAIT_SWREPUBLIC_DESC: <<
	Rich in history and tradition, the spirit of the Galactic Republic lives on.
	(Unlocks Republic/Rebel tech)
>>

RACE_STFEDERATION: Federation
RACE_STFEDERATION_TAGLINE: To boldly go...
RACE_STFEDERATION_LORE: <<
	Origin:  Star Trek Universe

	After millenia of strive and turmoil, the invention of the warp drive ushered in a new era for humanity.  First contact with a race from another world brought humanity together into one people and led to the abolishment of poverty, greed and war.  Mankind was now united and set out into the stars to explore the galaxy.

	Starfleet served as Earth's space-faring military and diplomatic institutions, designing and building starships and founding it's academy to train crews.  The galaxy is not always a safe and friendly place though, and it became clear that forging alliances and working towards peaceful co-existence and betterment was the way forward.  To this end, the Federation of United Planets was founded.

	The Federation is composed of many worlds and many peoples.  It has faced its challenges but remains strong and resolved as it moves into the future.
>>

TRAIT_STFEDERATION: United Federation of Planets
TRAIT_STFEDERATION_DESC: <<
	Setting out to explore and colonize the galaxy, the human race forms the United Federation of Planets.
	(Unlocks Federation tech)

	-Flagships do not have command.  All fleets are singular, powerful ships.
	-Has access to Federation Starship Hulls (similiar to a Destroyer hull).
	-Planets have greatly reduced support capacity by default at all sizes but can gain small amounts of additional support command by Orbital Command research.
	-Defense pressure grants 0.5 Labor income and a 1% Build Cost reduction per point to owned planets.
	-Command Computer artifacts do not grant support command point, instead they grant +15% effectiveness to the ship.
>>
//[i]This lifestyle imports more advanced ship designs with research progress.[/i]

RACE_STKLINGON: Klingon
RACE_STKLINGON_TAGLINE: Honor and Glory.
RACE_STKLINGON_LORE: <<
	Origin:  Star Trek
	
	The Klingons are a humanoid warrior species that originated from the planet Qo'noS (pronounced Kronos), an M-class planet in the Beta Quadrant. One of the major powers of the galaxy, the Klingons are a proud, tradition-bound people who value honor and combat. The aggressive Klingon culture had made them an interstellar military power to be respected and feared.
>>

TRAIT_STKLINGON: Way of the Warrior
TRAIT_STKLINGON_DESC: <<
	Onward to the next glorious victory.
	(Unlocks Klingon tech)

	-Flagships do not have command.  All fleets are singular, powerful ships.
	-Has access to Klingon Starship Hulls (similiar to a Destroyer hull).
	-Planets have greatly reduced support capacity by default at all sizes but can gain small amounts of additional support command by Orbital Command research.
	-Defense pressure grants additional money income to owned planets.
	-Command Computer artifacts do not grant support command point, instead they grant +15% effectiveness to the ship.
	[vspace=6/][img=DOFModule5;22]Has access to the [b]Cloak Generator[/b] subsystem, which allows for stealth fleets.[/img]
	[vspace=6/][img=IconKlingonBattleCommander;22]Can deploy ships with [b]Battle Commanders[/b], which increase the combat prowess of the vessel.[/img]
>>

RACE_STBORG: Borg
RACE_STBORG_TAGLINE: Resistance is futile.
RACE_STBORG_LORE: <<
	Origin:  Star Trek
	
	The Borg are a pseudo-species of cybernetic beings, or cyborgs, from the Delta Quadrant. No single individual truly exists within the Borg Collective (with the exception of the Borg Queen), as all Borg are linked into a hive mind. Their ultimate goal is the attainment of 'perfection' through the forcible assimilation of diverse sentient species, technologies, and knowledge. As a result, the Borg are among the most powerful and feared entities in the known galaxies, without really being a true species at all.
>>

TRAIT_STBORG: Seeking Perfection
TRAIT_STBORG_DESC: <<
	Explore.  Identify.  Assimilate.
	(Unlocks Borg tech)
	
	[b]Assimilation[/b]
	The Borg "learn" by conquering and analysing their conquests.
	
	[b]Assimilation Rays[/b] are powerful cutting beams that provide additional research based on the amount of damage, provided that they strike the enemy hull.

	[img=IconBorgAdaptation2;30][b]Damage Adaptation[/b][/img]
	All borg hulls have an Adaptation property that allows them become increasingly resistant to damage as they are exposed to it repeatedly.  As such the Borg do [b]not have access to Shield Generators[/b] or related technology, prefering to rely on their Adaptation ability instead.
	
	[img=IconBorgQueen;30][b]Borg Queens & the Collective[/b][/img]
	All Borg are linked into a hive mind.  The result is a huge amount of information being communicated chaotically.  The Borg Queen brings order to this chaos.  All Borg vessels gain Adaptation and combat bonuses based on their proximity to the queen.  A collective can have multiple queens, each overseeing a different region of space.
		
	[vspace=6/]-Flagships do not have command.  All fleets are singular, powerful ships.
	[vspace=6/]-Has access to Borg Hulls for Flagships, Support ships, Stations & Queens.
	[vspace=6/]-Planets have greatly reduced support capacity by default at all sizes but can gain small amounts of additional support command by Orbital Command research.
	[vspace=6/]-Defense pressure grants additional 1 Labor to owned planets.
	[vspace=6/]-Command Computer artifacts do not grant support command point, instead they grant +15% effectiveness to the ship.
	[vspace=6/]-[b]Graviton Engines[/b] available from the start.
>>

RACE_SWCIS: CIS
RACE_SWCIS_TAGLINE: It's time to start over.
RACE_SWCIS_LORE: <<
	[b]Confederacy of Independent Systems[/b]
	Origin:  Star Wars
	
	Also known as the Separatists, the Confederacy of independent Systems (CIS) is an alliance Formed by various planetary and sectorial governments, as well as some mega-corporations, that declared intentions to leave the Galactic Republic.
	
	As the member worlds and corporations of the CIS represent a significant segment of the Republic's techonology and commerce sectors, the Confederacy possesses considerable wealth, resources and technological mastery.  It capitalizes upon this industrious nature by deploying vast armies of droids and expansive fleets of warships.
>>

TRAIT_SWCIS: Separatist Confederacy
TRAIT_SWCIS_DESC: <<
	Building a better way.
	(Unlocks CIS tech)
	
	[b]Leaders in Technology[/b]
	Shield Generators are unlocked and available by default.
	
	[b]Leaders in Commerce[/b]
	Starts with additional budget.
	
	[b]Leaders in Industry[/b]
	Labor production is increased by 10%.
	
	[b]Loose Ties[/b]
	Alliances of convenience and opportunity mean a lack of deep commitment and result in a minor reduction in planet loyalty.
>>

TRAIT_JUMPDRIVE: Jump Drive
TRAIT_JUMPDRIVE_DESC: An FTL drive capable of transporting ships instantaneously over long distance but requiring significant time for jump plotting between uses.

PULSEGUN_NAME: Pulse Gun
PULSEGUN_DESC: <<
	Fires bursts of energy projectiles.
	
	Upgrades with Missiles.
	
	[img=Plus]Rapid fire rate.[/img]
	[img=Minus]Inaccurate projectiles.[/img]
	[img=Minus]Limited turret firing arc.[/img]
>>

ANCIENTDRONE_NAME: Atlantean Drone Launcher
ANCIENTDRONE_DESC: <<
	Launches a swarm of centrally controlled Atlantean drones that track enemy ships, circling around ships in the enemy fleet while dealing damage to anything it passes through.

	[img=Plus]Drones pierce through enemy ships, allowing damage to be dealt many times per drone.[/img]
	[img=Plus]Extreme [b][color=#ff8080]damage[/color][/b].[/img]
	[img=Plus]Piercing.[/img]
	[img=Plus]No firing arc limitations.[/img]
	[img=Plus]Can be placed internally.[/img]
	[img=Minus]Short, fixed engagement range.[/img]
	[img=Minus]Atlantean Drones move very slowly.[/img]
	[img=MenuIcons::3;20][i][color=#aaa]Drones have a limited lifetime before their power source fails and a new drone needs to be launched. The closer a drone is fired to its target, the more time it will have to assault enemy ships, increasing its effective damage output.[/color][/i][/img]

	>>

ANCIENTDRONEPOD_NAME: Atlantean Drone Launcher
ANCIENTDRONEPOD_DESC: <<
		Slow-moving, smart-missiles with devastating impact.

		Upgrades with Missiles

		[img=Plus]Extreme [b][color=#ff8080]damage[/color][/b].[/img]
		[img=Plus]Piercing.[/img]
		[img=Plus]No firing arc limitations.[/img]
		[img=Plus]Can be placed internally.[/img]
		[img=Minus]Slow fire rate.[/img]
	>>

PULSELASER_NAME: Pulse Laser
PULSELASER_DESC: <<
	Fires short burst focused beams of light that inflict damage by burning holes through ship subsections.

	Upgrades with Railguns
	
	[img=Plus]Quick firing rate.[/img]
	[img=Plus]More accurate than Railguns.[/img]
	[img=Minus]Low piercing effect.[/img]
	[img=Minus]Ineffective against armor.[/img]
>>

BEAMCANNON_NAME: Particle Beam Cannon
BEAMCANNON_DESC: <<
	Fires dense, high-energy bursts of particles.

	[img=Plus]More effective against armor.[/img]
	[img=Minus]Shorter range and slower extention.[/img]
	[img=Minus]Very narrow firing arc.[/img]
	[img=Minus]High supply cost.[/img]
	[img=Minus]High power cost.[/img]
>>

AUTOCANNON_NAME: Autocannon
AUTOCANNON_DESC: <<
	Fires explosive projectiles at high speed.

	Upgrades with Missiles

	[img=Plus]Does damage to a small area.[/img]
	[img=Minus]Low DPS.[/img]
	[img=Minus]Has a firing arc.[/img]
>>

FLAKCANNON_NAME: Flak Cannon
FLAKCANNON_DESC: <<
	Fires explosive projectiles that blanket an area with shrapnel.  Designed as an anti-fighter weapon, they are ineffective against larger ships.

	Upgrades with Missiles

	[img=Plus]Does uniform damage to an area.[/img]
	[img=Plus]Does significantly more damage on impact the smaller a ship is below size 8.[/img]
	[img=Minus]Does rapidly decreasing damage to ships larger than size 8.[/img]
	[img=Minus]Very short range.[/img]
	[img=Minus]Has a firing arc.[/img]
>>

PLASMACANNON_NAME: Plasma Cannon
PLASMACANNON_DESC: <<
	Fires superheated matter that burns the targets hull.

	Upgrades with Railguns

	[img=Plus]Good DPS.[/img]
	[img=Minus]Not strong against armor.[/img]
	[img=Minus]Shorter range and slower extention.[/img]
>>

PLASMABOMB_NAME: Plasma Bomb Launcher
PLASMABOMB_DESC: <<
	Fires explosive projectors that spray plasma over an area at detonation.

	Upgrades with Missiles.

	[img=Plus]Does damage to a small area.[/img]
	[img=Minus]Low DPS.[/img]
	[img=Minus]Has a firing arc.[/img]
>>

NUCLEARMISSILESILO_NAME: Nuclear Missile Silo
NUCLEARMISSILESILO_DESC:  <<
	Weapons of mass destruction that cause enormous nuclear explosions.

	Damage can be dramatically higher near the point of detonation but rolls off quickly to closer to the stated damage amounts.

	[img=Plus]Massive damage to a huge area.[/img]
	[img=Plus]Extremely long range.[/img]
	[img=Plus]Can be placed internally.[/img]
	[img=Minus]Requires power.[/img]
	[img=Minus]Limited storage of warheads.[/img]
	[img=Minus]Long reload rate.[/img]
	[img=Minus]Nuclear Warheads are expensive and must be constructed manually from a planet with labor.[/img]
	[img=MenuIcons::3;20][i][color=#aaa]Nuclear Warhead storage can be expanded by adding extra Nuclear Warhead Tube modifiers to the subsystem.[/color][/i][/img]
>>

old_NUCLEARMISSILESILO_NAME: Nuclear Missile Silo
old_NUCLEARMISSILESILO_DESC:  <<
	Weapons of mass destruction that cause enormous nuclear explosions.

	Damage can be dramatically higher near the point of detonation but rolls off quickly to closer to the stated damage amounts.

	[img=Plus]Massive damage to a huge area.[/img]
	[img=Plus]Extremely long range.[/img]
	[img=Plus]Can be placed internally.[/img]
	[img=Minus]Long reload rate.[/img]
	[img=Minus]Very high supply cost.[/img]
	[img=Minus]High cost.[/img]
>>

LANCERMISSILELAUNCHER_NAME: Lancer Missile Launcher
LANCERMISSILELAUNCHER_DESC:  <<
	Armor piercing warheads that fire lancets into a target upon impact.

	Upgrades with Missiles.

	[img=Plus]Pierces and ignores damage resistance.[/img]
	[img=Minus]Lower damage than a regular missile.[/img]
>>

TURBOLASER_NAME: Turbo Laser
TURBOLASER_DESC: <<
	A more powerful laser variant that fires short, concentrated blasts.

	Upgrades with Railguns
	
	[img=Plus]More accurate than Railguns.[/img]
	[img=Plus]Improved damage output compared to other lasers and railguns.[/img]
	[img=Plus]Effective against armor.[/img]
	[img=Plus]Particle forming allows for some physical impact and limited piercing ability.[/img]
	[img=Minus]High power requirements.[/img]
	[img=Minus]More expensive to produce.[/img]
>>

SUPERLASER_NAME: Super Laser
SUPERLASER_DESC: <<
	A massively powerful beam variant used to cut through the largest, sturdiest targets.

	Upgrades with Lasers
	
	[img=Plus]Large amounts of consistent damage over it's duration.[/img]
	[img=Plus]Accurate.[/img]
	[img=Plus]Extended range.[/img]
	[img=Minus]Long recharge time between firing.[/img]
	[img=Minus]Very high power requirements.[/img]
	[img=Minus]Very expensive.[/img]
>>

CYCLICCANNON_NAME: Cyclic Cannon
CYCLICCANNON_DESC: <<
	A machine-gun like cannon that fires bursts of armor piercing explosive shells.

	Upgrades with Railguns
	
	[img=Plus]Good damage.[/img]
	[img=Plus]Low power usage.[/img]
	[img=Plus]Low supply cost.[/img]
	[img=Minus]Mild firing spread.[/img]
	[img=Minus]Not effective against high damage resistance.[/img]
>>

ZEROPOINTMODULE_NAME:  Zero Point Module
ZEROPOINTMODULE_DESC:  <<
	Generates power from subspace.

	[img=Plus]Provides extremely large amounts of power.[/img]
	[img=Plus]Very fast supply rate.[/img]
	[img=Minus]Very high cost.[/img]
>>

MOLECULARSTORAGEMODULE_NAME:  Molecular Storage Module
MOLECULARSTORAGEMODULE_DESC:  <<
	Stores large amounts of supply in a dematerialized state.

	[img=Plus]Provides extremely large amounts of power.[/img]
	[img=Plus]Very fast supply rate.[/img]
	[img=Minus]Very high cost.[/img]
>>

WRAITHCARAPACE_NAME: Wraith Carapace
WRAITHCARAPACE_DESC:  <<
	A thick organic skin that acts as armor.

	[img=Plus]Moderate damage resistance and health.[/img]
	[img=Minus]Slightly lighter than normal armor.[/img]
>>

WRAITHCHITIN_NAME: Wraith Chitin
WRAITHCHITIN_DESC:  <<
	A very hard organic material with less mass than carapace but harder to puncture.

	[img=Plus]Good damage resistance.[/img]
	[img=Plus]Lighter than normal carapace.[/img]
	[img=Minus]Low health.[/img]
>>

WRAITHCARAPACEPOWERED_NAME: Wraith Powered Carapace
WRAITHCARAPACEPOWERED_DESC:  <<
	Carapace armor stimulated to extreme growth by being fed raw power from ship systems.

	Extensive use of such growth is usually prohibitted by standard means of power generation for the Wratih.

	[img=Plus]Good damage resistance.[/img]
	[img=Plus]High health.[/img]
	[img=Minus]Requires power.[/img]
	[img=Minus]Heavy.[/img]
>>

WRAITHSINEW_NAME: Wraith Sinew
WRAITHSINEW_DESC: <<
	Sinew holds together, feeds and provides control for all mechanical parts of a verdant ship.

	[img=ActionBarIcons::0;22;#00ff80]Provides [b][color=#00ff80]Control[/color][/b] to operate other subsystems.[/img]
	[img=ActionBarIcons::0;22]All interior and non-armor hexes in the ship must be adjacent to at least one Sinew hex.[/img]
	[img=Minus]Ship is destroyed if more than 70% of all Sinew gets destroyed.[/img]
	[img=Plantation;22][b][color=#5fb41c]Only available when the 'Wraith' race option is chosen.[/color][/b][/img]
>>

S_ShieldMitFactor: Mitigation Factor
STT_ShieldMitFactor: Mitigating strength of this type of shield.

S_ShieldMitigation: Mitigation
STT_ShieldMitigation: Damage blocked by shields is reduced by this percentage.

S_ShieldAbsorbRate:  Absorb Rate
STT_ShieldAbsorbRate:  The total amount of damage per second this shield can absorb after mitigation.

S_PIERCE:  Piercing
STT_PIERCE:  Piercing factor for physical hexes and a chance to punch through basic shields.

S_BYPASS:  Shield Bypass
STT_BYPASS:  Chance to outright ignore Shields, Shield Block, Deflectors and Shield Harmonizers.

S_RESEARCHINCOME:  Research
STT_RESEARCHINCOME:  Research Income generated.

S_INFLUENCEINCOME:  Influence
STT_INFLUENCEINCOME:  Influence Income generated.

S_MONEYINCOME:  Money
STT_MONEYINCOME:  Money Income generated.

S_HANGARBUFF:  Hangar Buff
STT_HANGARBUFF:  Buff to strike craft from Hangar system size (1.00 = +100%).  Increases health and damage (damage increase is half the amount).

S_MASSLIMIT:  Mass Limit
STT_MASSLIMIT:  The limit of mass a tractor beam is capable of affecting.  Objects over this mass cannot be targetted.

DOFSHIELDGEN_NAME: Shield Generator
DOFSHIELDGEN_DESC: <<
	Creates a shield around the vessel, blocking some incoming damage.

	[img=Plus]Creates regenerating barrier against damage.[/img]
	[img=Plus]Shields gain mitigation as more hexes are added.  Mitigation reduces damage taken as a corresponding percentage.  Mitigation cannot exceed 90%.[/img]
	[img=Minus]Weakened shields allow some damage through.[/img]
	[img=Minus]Piercing weapons can puncture shields but at a recuded rate.  Mitigation further reduces this chance and reduces the damage of those weapons that do bypass the shield.[/img]
>>

ASGARDSHIELDGENERATOR_NAME: Asgard Shield Generator
ASGARDSHIELDGENERATOR_DESC:  <<
	A highly advance shield generator.

	[img=Plus]Higher shield capacity and regeneration.[/img]
	[img=Plus]Lower power cost.[/img]
	[img=Plus]Higher mitigation factor.  Mitigation cap increased to 92%.[/img]
	[img=Minus]Higher cost.[/img]
>>

ASGARDSHIELDHARDENER_NAME: Asgard Shield Hardener
ASGARDSHIELDHARDENER_DESC:  <<
	A highly advanced shield hardener.

	[img=Plus]Improved shield hardening.[/img]
	[img=Plus]Lower power cost.[/img]
	[img=Minus]Higher cost.[/img]
>>

ANCIENTSSHIELDGENERATOR_NAME: Ancients Shield Generator
ANCIENTSSHIELDGENERATOR_DESC:  <<
	A highly advance shield generator.

	[img=Plus]Higher shield capacity and regeneration.[/img]
	[img=Plus]Higher mitigation factor.  Miitgation cap increased to 91%.[/img]
	[img=Minus]Higher cost.[/img]
>>

ANCIENTSSHIELDHARDENER_NAME: Ancients Shield Hardener
ANCIENTSSHIELDHARDENER_DESC:  <<
	A highly advanced shield hardener.

	[img=Plus]Improved shield hardening.[/img]
	[img=Minus]Higher cost.[/img]
>>

ASGARDNEUTRINOIONGENERATOR_NAME: Neutrino Ion Generator
ASGARDNEUTRINOIONGENERATOR_DESC:  <<
	A highly advance fusion generator.

	[img=Plus]Higher power generation.[/img]
	[img=Plus]Faster supply rate.[/img]
	[img=Minus]Higher cost.[/img]
>>

NAQUADAHGENERATOR_NAME: Naquadah Generator
NAQUADAHGENERATOR_DESC:  <<
	A reactor originally designed by the Goa'uld that uses the element Naquadah to generate substantial amounts of power.

	[img=Plus]Higher power generation.[/img]
	[img=Plus]Moderate supply rate.[/img]
	[img=Minus]Slightly higher cost.[/img]
>>

NAQUADRIAGENERATOR_NAME: Naquadria Generator
NAQUADRIAGENERATOR_DESC:  <<
	An advanced reactor that uses the highly unstable derivative of Naquadah, Naquadria, to generate large amounts of power.

	[img=Plus]Lower power generation than Anti-matter reactors.[/img]
	[img=Plus]High supply rate.[/img]
	[img=Minus]Slightly higher cost.[/img]
>>

R_SYS_NAQUADRIAGENERATOR: Naquadria Reactors
R_SYS_NAQUADRIAGENERATOR_DESC: <<
	[color=#aaa][i]Unlocks the Naquadria Generator subsystem.[/i][/color]

	[bbloc=An advanced reactor that generates superior power output./]
>>

R_SYS_ZEROPOINTMODULE: Zero Point Module
R_SYS_ZEROPOINTMODULE_DESC: <<
	[color=#aaa][i]Unlocks the Zero Point Module subsystem.[/i][/color]

	[bbloc=A containment device for immense amounts of power extracted from subspace./]
>>

R_SYS_ZEROPOINTMODULESTOLEN: Bounty of the Ancients
R_SYS_ZEROPOINTMODULESTOLEN_DESC: <<
	[color=#aaa][i]Unlocks the Zero Point Module subsystem.[/i][/color]

	[bbloc=Design adaptation allows for the integration of scavenged Zero Point Modules from the conquest of the Ancients.  Containment devices for immense amounts of power extracted from subspace./]
>>

R_ARMORMASTERY1: Armor Mastery
R_ARMORMASTERY1_BLURB: Armor Health and DR +$1
R_ARMORMASTERY1_DESC: Increases armor health and damage resistance by $1.

R_ARMORMASTERY2: Improved Armor Mastery
R_ARMORMASTERY2_BLURB: Armor Health and DR +$1
R_ARMORMASTERY2_DESC: Increases armor health and damage resistance by $1.

R_SHIELDMASTERY1: Shield Mastery
R_SHIELDMASTERY1_BLURB: Shield HP and Regen +$1
R_SHIELDMASTERY1_DESC: Increases shield capacity and regeneration rate by $1.

R_SHIELDMASTERY2: Improved Shield Mastery
R_SHIELDMASTERY2_BLURB: Shield HP and Regen +$1
R_SHIELDMASTERY2_DESC: Increases shield capacity and regeneration rate by $1.

BSGFTLDRIVE_NAME:  Jump Drive
BSGFTLDRIVE_DESC: <<
	Similar in principle to a Skip Drive but designed for much longer travel at less cost.  A Jump Drive is an effective means of quickly making an FTL jump but drains an empire's energy reserves and requires some time before it can be used again.
>>

NAQUADAHARMOR_NAME: Naquadah Armor
NAQUADAHARMOR_DESC:  <<
	A lightweight armor derived from naquadah alloys for Asgard ships.

	[img=Plus]High damage resistance.[/img]
	[img=Plus]Low weight.[/img]
	[img=Minus]Low health.[/img]
	[img=Minus]More expensive.[/img]
>>

TRINIUMARMOR_NAME: Trinium Armor
TRINIUMARMOR_DESC:  <<
	An improved lightweight armor for Asgard ships made of an alloy of carbon, naquadah and trinium.

	[img=Plus]Very High damage resistance.[/img]
	[img=Plus]Very Low weight.[/img]
	[img=Minus]Moderate health.[/img]
	[img=Minus]Very expensive.[/img]
>>

MESHARMOR_NAME:  Mesh Superstructure
MESHARMOR_DESC:<<
	Lightweight armor designed with a mesh structure.  Provides low mass increased durability ideal for internal bracing or low exposure exterior sections.

	Malleable layering of high surface area mesh provides increased projectile impact absorption.

	[img=Plus]Increased resistance to projectiles.[/img]
	[img=Plus]Armor on the outside of the ship does not use up interior space.[/img]
	[img=Plus]Low weight.[/img]
	[img=Minus]Low health.[/img]
	[img=Minus]Lowest damage resistance.[/img]
	[img=Minus]Labor intensive and slightly higher cost to build.[/img]
>>

HONEYCOMBARMOR_NAME:  Honeycomb Superstructure
HONEYCOMBARMOR_DESC:<<
	Lightweight armor designed with a honeycomb structure structure.  Provides low mass increased durability ideal for internal bracing or low exposure exterior sections.

	Excellect force dispersion and layered crush-zones provides increased protection against explosive force.

	[img=Plus]Increased resistance to explosives.[/img]
	[img=Plus]Armor on the outside of the ship does not use up interior space.[/img]
	[img=Plus]Lower weight.[/img]
	[img=Minus]Lower health.[/img]
	[img=Minus]Lower damage resistance.[/img]
	[img=Minus]Labor intensive and slightly higher cost to build.[/img]
>>

LATTICEARMOR_NAME:  Lattice Superstructure
LATTICEARMOR_DESC:<<
	Lightweight armor designed with a lattice structure structure.  Provides low mass increased durability ideal for internal bracing or low exposure exterior sections.

	Density concentration into high-strength beams combined with large insulating spaces provides good protection against heat and beam type weapons.

	[img=Plus]Increased resistance to lasers and other beam weapons.[/img]
	[img=Plus]Armor on the outside of the ship does not use up interior space.[/img]
	[img=Plus]Lowest weight.[/img]
	[img=Minus]Lowest health.[/img]
	[img=Minus]Low damage resistance.[/img]
	[img=Minus]Labor intensive and slightly higher cost to build.[/img]
>>

R_SYS_TRINIUMARMOR: Trinium Alloy
R_SYS_TRINIUMARMOR_DESC: <<
	[color=#aaa][i]Unlocks the Trinium armor.[/i][/color]

	[bbloc=An extremely lightweight and very hard armor with superior damage resistance./]
>>

R_SYS_WRAITHCHITIN: Chitin
R_SYS_WRAITHCHITIN_DESC: <<
	[color=#aaa][i]Unlocks the Wraith Chitin armor subsystem.[/i][/color]

	[bbloc=#WRAITHCHITIN_DESC/]
>>

R_SYS_WRAITHCARAPACEPOWERED: Powered Carapace
R_SYS_WRAITHCARAPACEPOWERED_DESC: <<
	[color=#aaa][i]Unlocks the Wraith Powered Carapace armor subsystem.[/i][/color]

	[bbloc=#WRAITHCARAPACEPOWERED_DESC/]
>>

R_SYS_SUPERLASER: Super Laser
R_SYS_SUPERLASER_DESC: <<
	[color=#aaa][i]Unlocks the Super Laser subsystem.[/i][/color]

	[bbloc=#SUPERLASER_DESC/]
>>

R_IMP_DOFBSGENERGY: Supply & Demand
R_IMP_DOFBSGENERGY_BLURB: Energy Generation +$1
R_IMP_DOFBSGENERGY_DESC: <<
	Widespread use of Jump Drives has led to energy generating systems being broadly integrated in your empire's infrastructure.

	Increases your empire's free energy income by $1.
>>

ORB_CYLONRESURRECTIONSHIP: Resurrection Ship
ORB_CYLONRESURRECTIONSHIP_BLURB: Increases the strength of nearby fleets and provides a mobile means of troop replenishment.
ORB_CYLONRESURRECTIONSHIP_DESC: <<
	Contains all the necessary technology for Cylon resurrection and is central to the Cylon war effort.  They slowly generate ships and can maintain a small support fleet of their own or replenish the support fleet of another flagship.

	Fleets near Resurrection Ships fight with increased strength.
	
	Fleets far away from Resurection Ships fight with significantly weakened strength.

	Resurection Ships have small ion thrusters that allow it to move slowly and it has basic Jump Drive capability.
>>

S_NUCLEARWARHEAD_TUBE:  Nuclear Warhead Tube
S_NUCLEARWARHEAD_TUBE_DESC: <<
	Additional storage for a nuclear warhead. The ship will start with an extra nuclear warhead in storage, and can hold one more.

	Must be placed inside the existing Warhead subsystem.
>>

CONS_NUCLEARWARHEAD:  Construct Nuclear Warhead
CONS_NUCLEARWARHEAD_DESC:  Construct a new Nuclear Warhead to replenish the supply upon target ship.

STATUS_NUCLEARWARHEAD: Nuclear Warheads
STATUS_NUCLEARWARHEAD_DESC: <<
	This ship currently has nuclear warheads in storage to fire.
>>

S_ANCIENTSFLAGSHIP_HULL: Atlantean Warship Hull
S_ANCIENTSFLAGSHIP_HULL_DESC: <<
	A hull for powerful flagships design to operate without supporting fleets.

	[img=Plus]Increases health by 300%.[/img]
	[img=Plus]Increases armor resistance by 150%.[/img]
	[img=Plus]More internal space available.[/img]
	[img=Minus]Cannot have any support command on the warship.[/img]
	[img=Minus]Must have at least 5 separate weapon systems.[/img]
	[img=MenuIcons::3;20][i][color=#aaa]Atlantean Warships must be size 64 or greater.[/color][/i][/img]
>>
	[img=Plus]Increased weapon damage by 50%[/img]
	[img=Plus]Reduced build costs of up to 50%, increasing as the ship size gets bigger.[/img]

R_SUPERCAPCITORS: Supercapacitors
R_SUPERCAPCITORS_BLURB: Damage and Range +$1
R_SUPERCAPCITORS_DESC: <<
	Improved power buffering allows for increased burst power intensity.

	[img=Plus]Range increased by 25%.[/img]
	[img=Plus]Damage increased by 25%.[/img]
>>

R_BEAM_OVERLOAD: Overload Capacitance
R_BEAM_OVERLOAD_BLURB: Damage +$1
R_BEAM_OVERLOAD_DESC: <<
	Modifications to systems allow Beam Cannons to operate in a state of controlled overload, greatly increasing their damage output.

	[img=Plus]Damage increased by 60%.[/img]
>>

R_ANCIENTDRONE_CONTROL: Drone Control
R_ANCIENTDRONE_CONTROL_BLURB: Damage, Lifetime and Range +$1
R_ANCIENTDRONE_CONTROL_DESC: <<
	Increases to the maneuvreability and power sustainment of drones increases their effectiveness.

	[img=Plus]Tracking increased by 25%.[/img]
	[img=Plus]Lifetime increased by 25%.[/img]
	[img=Plus]Range increased by 25%.[/img]
>>

R_ANCIENTDRONE_PHASIC: Multi-phasic Drones
R_ANCIENTDRONE_PHASIC_BLURB: Piercing and Damage +$1
R_ANCIENTDRONE_PHASIC_DESC: <<
	Atleantean Drones now operate in multiple phases, allowing them to more easily bypass physical boundaries and do greater damage.

	[img=Plus]Piercing increased by +15%.[/img]
	[img=Plus]Gain +20% Shield Bypass.[/img]
	[img=Plus]Damage increased by 25%.[/img]
>>

R_SYS_PLASMABEAM:  Plasma Projection
R_SYS_PLASMABEAM_DESC:  <<
	The development of methods to output sustained streams of plasma in a directional beam have created a new type of weapon.

	[img=Plus]Effective against armor.[/img]
	[img=Minus]Shorter range and slower extention.[/img]
	[img=Minus]Narrow firing arc.[/img]
	[img=Minus]High supply cost.[/img]
	[img=Minus]High power cost.[/img]
>>

R_PLASMA_THERMITE: Thermite
R_PLASMA_THERMITE_BLURB: Damage +$1
R_PLASMA_THERMITE_DESC: <<
	Development of thermite plasma allows for higher temperature plasma generation and increased destructive power.

	[img=Plus]Damage increased by 50%.[/img]
>>

R_PLASMA_COOLDOWN: Rapid Coalescence
R_PLASMA_COOLDOWN_BLURB: Reload and Cooldown +$1
R_PLASMA_COOLDOWN_DESC: <<
	Advances in plasma containment and generation allow for rapid payload store replenishment and an increased rate of fire.

	[img=Plus]Reload decreased by 33%.[/img]
	[img=Plus]Cooldown decreased by 33%.[/img]
>>

R_PLASMA_RANGE: Cohesive Projection
R_PLASMA_RANGE_BLURB: Range +$1
R_PLASMA_RANGE_DESC: <<
	Improvements in plasma cohesion and ejection systems allow for more distant projection and greater range.

	[img=Plus]Range increased by 25%.[/img]
>>

R_WARHEADS_YIELD: High-Order Detonations
R_WARHEADS_YIELD_BLURB: Damage +$1
R_WARHEADS_YIELD_DESC: <<
	Advancements in high-energy physics allows for higher-yield thermo-nucluear reactions.

	[img=Plus]Damage increased by 100%.[/img]
>>

R_WARHEADS_NAQUADRIA: Naquadria Warheads
R_WARHEADS_NAQUADRIA_BLURB: Damage +$1
R_WARHEADS_NAQUADRIA_DESC: <<
	The harnessing of Naquadria's highly unstable but capacity for energy discharge greatly increases the destructive force of nuclear warheads.

	[img=Plus]Damage increased by 100%.[/img]
>>

R_WARHEADS_STORAGE: Warhead Refinement
R_WARHEADS_STORAGE_BLURB: Storage x2
R_WARHEADS_STORAGE_DESC: Improvements in propulsion and delivery systems allow for more warhead payload.

PLASMABEAM_NAME: Plasma Beam
PLASMABEAM_DESC: <<
	Fires a short but intense beam of superheated plasma in a sustained stream.

	[img=Plus]Effective against armor.[/img]
	[img=Minus]Shorter range and slower extention.[/img]
	[img=Minus]Narrow firing arc.[/img]
	[img=Minus]High supply cost.[/img]
	[img=Minus]High power cost.[/img]
>>

ATLANTEANCONTROLCHAIR_NAME:  Atlantean Control Chair
ATLANTEANCONTROLCHAIR_DESC:  <<
	A control interface chair that allows a high degree of control over many complex Atlantean systesm.

	[img=Plus]Provides a large amount of control.[/img]
	[img=Plus]Improves turning thrust by 25%.[/img]
	[img=Plus]Increases ship weapon damage by 10%.[/img]
	[img=Plus]Increases ship weapon range by 20%.[/img]
	[img=Plus]Improves Atlantean Drone tracking and lifetime by 20%.[/img]
	[img=Minus]High power cost.[/img]
	[img=Minus]May only have 1 chair.[/img]
	[img=Minus]Limited to a single hex.[/img]
>>

R_SYS_ATLANTEAN_CONTROLCHAIR:  Control Interface Chair
R_SYS_ATLANTEAN_CONTROLCHAIR_DESC:  <<
	Unlocks the Control Interface Chair.  Allows the user to establish a mental connection to ship systems and exert a great amount of control.

	[img=Plus]Provides a large amount of control.[/img]
	[img=Plus]Improves turning thrust by 25%.[/img]
	[img=Plus]Increases ship weapon damage by 10%.[/img]
	[img=Plus]Increases ship weapon range by 20%.[/img]
	[img=Plus]Improves Atlantean Drone tracking and lifetime by 20%.[/img]
	[img=Minus]High power cost.[/img]
	[img=Minus]Limited to a single hex.[/img]
>>

STATUS_ATLANTEANCONTROLCHAIR:  Control Interface Chair
STATUS_ATLANTEANCONTROLCHAIR_DESC:  This ship has an Atlantean Control Interface Chair enhancing its performance.

R_SYS_PULSEGUN_VELOCITY:  Hypervelocity Particles
R_SYS_PULSEGUN_VELOCITY_BLURB:  Speed, Range, Accuracy, Piercing, Damage
R_SYS_PULSEGUN_VELOCITY_DESC:  <<
	Dramatically increased particle velocity improves Pulse Gun performance

	[img=Plus]Speed increased by 100%.[/img]
	[img=Plus]Range increased by 25%.[/img]
	[img=Plus]Spread decreased by 33%.[/img]
	[img=Plus]Piercing factor increased by 100%.[/img]
	[img=Plus]Damage increased by 25%.[/img]
>>

R_SYS_PULSEGUN_DAMAGE:  Hypercharged Particles
R_SYS_PULSEGUN_DAMAGE_BLURB:  Damage +$1
R_SYS_PULSEGUN_DAMAGE_DESC:  <<
	Extreme charge on generated particles increases damage.

	[img=Plus]Damage increased by 40%.[/img]
>>

S_WRAITHHIVESHIP_HULL: Wraith Hiveship Hull
S_WRAITHHIVESHIP_HULL_DESC: <<
	A specialized hull for massive Wraith hiveships.

	[img=Plus]Has population and generates income.[/img]
	[img=Plus]Build, labor and maintenance costs reduced by 60%.[/img]
	[img=Plus]Has cargo space by default.[/img]
	[img=Minus]HP reduced by 50%.[/img]
	[img=Minus]Damage Resistance reduced by 75%.[/img]
	[img=Minus]Armor Damage Resistance reduced by 25%.[/img]
	[img=Minus]Damage output reduced by 75%.[/img]
	[img=Minus]Support capacity reduced by 75%.[/img]
	[img=Minus]Supply  capacity reduced by 25%.[/img]
	[img=Minus]Repair rate reduced by 50%.[/img]
	[img=Minus]Must be at least size 1024.[/img]
>>

SECTION_CIVIC:  Civic Section
SECTION_CIVIC_DESC:  <<
	A portion of the design devoted to civillian populace and economy generation.

	[img=Plus]Generates Money Income based on size.[/img]
	[img=Minus]Requires a large amount of Control to provide the necessary oversight and servicing of the civillian area.[/img]
	[img=Minus]Requires some Supply Capacity be present for provisioning.[/img]
	[img=Minus]Cannot compose more than 25% of the interior hexes in use or design hexlimit.[/img]
>>

STATUS_SECTION_CIVIC:  Civic Section
STATUS_SECTION_CIVIC_DESC:  This design has a portion dedicated to generating Money income.

R_SYS_SECTION_CIVIC:  Spaceborne Populace
R_SYS_SECTION_CIVIC_DESC:  Unlocks the Civic Section system for designs.

R_SYS_SECTION_CIVIC_UPGRADE:  Improved Spaceborne Populace
R_SYS_SECTION_CIVIC_UPGRADE_DESC:  Improves the Money income generated by Civic Sections by $1.


SECTION_RESEARCH:  Research Section
SECTION_RESEARCH_DESC:  <<
	A portion of the design devoted to learning and scientific discovery.

	[img=Plus]Generates Science income based on size.[/img]
	[img=Minus]High Maintenance cost.[/img]
	[img=Minus]Cannot compose more than 25% of the design.[/img]
>>

STATUS_SECTION_RESEARCH:  Research Section
STATUS_SECTION_RESEARCH_DESC:  This design has a portion dedicated to generating Research income.

R_SYS_SECTION_RESEARCH:  Spaceborne Science
R_SYS_SECTION_RESEARCH_DESC:  Unlocks the Research Section system for designs.

R_SYS_SECTION_RESEARCH_UPGRADE:  Improved Spaceborne Science
R_SYS_SECTION_RESEARCH_UPGRADE_DESC:  Improves the Research income generated by Research Sections by $1.

SECTION_CULTURE:  Culture Section
SECTION_CULTURE_DESC:  <<
	A portion of the design devoted to cultural arts and the distribution of your empire's core social tenets.

	[img=Plus]Generates Influence income based on size.[/img]
	[img=Minus]High Build cost.[/img]
	[img=Minus]Cannot compose more than 25% of the design.[/img]
>>

STATUS_SECTION_CULTURE:  Culture Section
STATUS_SECTION_CULTURE_DESC:  This design has a portion dedicated to generating Influence income.

R_SYS_SECTION_CULTURE:  Spaceborne Culture
R_SYS_SECTION_CULTURE_DESC:  Unlocks the Culture Section system for designs.

R_SYS_SECTION_CULTURE_UPGRADE:  Improved Spaceborne Culture
R_SYS_SECTION_CULTURE_UPGRADE_DESC:  Improves the Influence income generated by Culture Sections by $1.

R_FLAGSHIPCOSTS:  Efficiency
R_FLAGSHIPCOSTS_BLURB:  Flagship labor and maintenance costs -$1
R_FLAGSHIPCOSTS_DESC:  Reduces the labor and maintenance costs of flagships by 2%.

R_FLAGSHIPCOSTS2:  Economies of Scale
R_FLAGSHIPCOSTS2_BLURB:  Flagship labor and maintenance costs -$1
R_FLAGSHIPCOSTS2_DESC:  Reduces the labor and maintenance costs of flagships by 10%.

REPAIRROBOT:  Repair Robot
REPAIRROBOT_DESC:  <<
	A large robot that repairs the ship.

	[img=Plus]High repair rate.[/img]
	[img=Minus]Power cost.[/img]
	[img=Minus]Requires Command to direct it.[/img]
	[img=Minus]May only be a single Hex[/img]
>>

REPAIRDRONES:  Repair Drones
REPAIRDRONES_DESC:  <<
	Teams of robotic repair drones that can quickly effect large scale ship repairs.

	[img=Plus]Superior ship repair rate.[/img]
	[img=Minus]Power cost.[/img]
	[img=Minus]High Command cost to direct the drones.[/img]
	[img=Minus]Cannot account for more than 10% of the ship's hex limit.[/img]
>>

R_REPAIRDRONES:  Repair Drones
R_REPAIRDRONES_DESC:  Unlocks the Repair Drones subsystem and enables teams of robotic drones to be deployed on a ship to quickly repair it.

WRAITHQUEENCHAMBER_NAME:  Wraith Queen's Chamber
WRAITHQUEENCHAMBER_DESC:  <<
	A chamber devoted to the queen of the hive.

	[img=Plus]Increases Fleet effectiveness by 10%.[/img]
	[img=Plus]Provides an additional 10 command.[/img]
	[img=Plus]Provides a large amount of additional Support Capacity.[/img]
>>

STATUS_WRAITHQUEENCHAMBER:  Wraith Queen
STATUS_WRAITHQUEENCHAMBER_DESC:  This Hiveship has a Wraith queen aboard, enhancing its performance.

R_WRAITHQUEENCHAMBER:  Wraith Queen's Chamber
R_WRAITHQUEENCHAMBER_DESC:  <<
	Unlocks the Queen's Chamber, which is a subsystem that can be added to ship designs.
>>

WRAITHNODEREGENERATION:  Regeneration Node
WRAITHNODEREGENERATION_DESC:  <<
	Specialized organic masses that promote healing and repair of the ship.

	[img=Plus]High repair rate.[/img]
	[img=Minus]Power cost.[/img]
	[img=Minus]High Command cost.[/img]
	[img=Minus]Cannot account for more than 5% of the ship's hex limit.[/img]
>>

R_WRAITHNODEREGENERATION:  Improved Regeneration
R_WRAITHNODEREGENERATION_DESC:  Improves the repair rate of Regeneration Nodes by 25%.

WRAITHNODEBIOELECTRIC:  Bio-Electric Conversion Node
WRAITHNODEBIOELECTRIC_DESC:  <<
	Converts generated power into bio-electric energy at a more efficient rate and improves weapon performance.

	[img=Plus]Increases weapon damage by 3% per hex.[/img]
	[img=Plus]Decreases weapon power usage by 2% per hex.[/img]
	[img=Plus]Decreases weapon supply usage by 2% per hex.[/img]
	[img=Minus]Must have power to convert.[/img]
	[img=Minus]Limit of 25 maximum on a ship.[/img]
>>

R_WRAITHNODEBIOELECTRIC:  Bio-Electric Conversion
R_WRAITHNODEBIOELECTRIC_DESC:  <<
	Research into more efficiently converting generated power into a form more compatible with the organic structure of Hiveships.

	Unocks the Bio-Electric converstion Node subsystem.
>>

WRAITHNODEBRAIN:  Hiveship Brain
WRAITHNODEBRAIN_DESC:  <<
	Adds cognitive faculties to the Hiveship, increasing its effectiveness.

	[img=Plus]Increases ship damage by 10%.[/img]
	[img=Plus]Increases engine thrust by 20%.[/img]
	[img=Plus]Increases engine turn thrust by 25%.[/img]
	[img=Minus]Requires a small amount of power to fuel cognitive awareness.[/img]
	[img=Minus]Can only be a single hex.[/img]
>>

R_WRAITHNODEBRAIN:  Sentience
R_WRAITHNODEBRAIN_DESC:  <<
	Hiveships are evolved to the point where they have a basic consciousness and awareness, allowing them to anticipate and adapt to crew commands.

	Unlocks the Hiveship Brain subsystem.
>>

WRAITHNODEPSYCHIC:  Psychic Amplifier Node
WRAITHNODEPSYCHIC_DESC:  <<
	Allows the ship to tap into the latent Wraith psychic ability to communicate better with the crew and other ships.

	[img=Plus]Increases weapon range by 2% per hex.[/img]
	[img=Plus]Increases ship Support Capacity by 10% per hex.[/img]
	[img=Minus]Requires power.[/img]
	[img=Minus]Limited to 10 hexes on a design.[/img]
>>

R_WRAITHNODEPSYCHIC:  Psychic Amplification
R_WRAITHNODEPSYCHIC_DESC:  <<
	Hiveships gain the ability to grow bionodes able to tap into the latent Wraith psychic ability to both recieve and transmit telepathic communication with the crew and other ships.

	Unlocks the Psychic Amplifier Node subsystem.
>>

ABL_WRAITHHIVESHIP_COLONIZE: Subjugate Planet
ABL_WRAITHHIVESHIP_COLONIZE_DESC: <<
	Conquer and claim the planet as your own, making it a Wraith Feeding World.
>>

STATUS_WRAITHHIVESHIP_POPULATION: Hiveship
STATUS_WRAITHHIVESHIP_POPULATION_DESC: <<
	This is a Hive mothership, and is currently carrying population.  Its population is determined by the amount of planet population on Feeding Worlds and the size of the Hiveship.

	Planet population provides pressure for Hiveship population.  Population pressure is distributed evenly across all hiveships in play and 24 planet population is required for maximum population on a Hiveship.  If there is insufficient population pressure, Hiveships population will be limited to an appropriate % of it's maximum.

	Maximum population is determined by the size of the Hiveship.  Every population currently living on this mothership increases your income by 100k.

	Hiveships can construct things with labor. When in orbit of a planet with labor, the hiveship gains that labor.
>>

STATUS_WRAITHFEEDINGWORLD: Feeding World
STATUS_WRAITHFEEDINGWORLD_DESC: <<
	This planet has been claimed by the Wraith and is serving as a feeding grounds.  Feeding Worlds automatically level up and have the relevant population for their level.  Planet level & population does not innately give income to the Wraith.

	Feeding Worlds cannot export their resources.

	Pressure from native resources benefits the Wraith empire, increasing energy, research and influence income.  Labor pressure automatically generates useable Labor on the planet and can be put to use by Hiveships in orbit of the planet.
>>

R_WRAITHSHIPCOSTS:  Genetic Improvement
R_WRAITHSHIPCOSTS_BLURB: Ship build, labor and maintenance costs -$1
R_WRAITHSHIPCOSTS_DESC:  Reduces the labor and maintenance costs of ships by 2%.

R_WRAITHSHIPCOSTS2:  Genetics Mastery
R_WRAITHSHIPCOSTS2_BLURB:  Ship build, labor and maintenance costs -$1
R_WRAITHSHIPCOSTS2_DESC:  Reduces the labor and maintenance costs of Ships by 10%.

GTT_HIVESHIP_POPULATION: <<
	[font=Medium]Feeding Worlds and Hiveships[/font]

	Total Feeding World Population: [right]$1[/right]
	Total Hiveships: [right]$2[/right]
	Hiveship Population Pressure: [right]$3[/right]

	[i]24 Feeding World population is required per Hiveship.  Hiveship Population Pressure below 1.0 means you have more Hiveships than you can currently supply.[/i]
>>

TT_SHIP_SHIELD_DOF: <<
	[font=Medium]Shield[/font]
	Any incoming damage is first blocked by shields. Shield Mitigation reduces the amount of damage taken by shields and reduces the chance and amount of piercing weapon damage bypassing the shield.

	[b]Current Shield[/b] [offset=230]$1[/offset]
	[b]Maximum Shield[/b] [offset=230]$2[/offset]

	[b]Shield Regeneration[/b] [offset=230]$3/sec[/offset]
	[b]Mitigation[/b] [offset=230]$4%[/offset]
	[b]Hardener Block Chance[/b] [offset=230]$5%[/offset]
>>

TT_SHIP_SHIELD_DOF_ABSORB: <<
	[b]Total Shield Absorb Rate[/b] [offset=230]$1/sec[/offset]
>>

TT_SHIP_ADAPTATION_DOF: <<
	[font=Medium]Damage Adaptation[/font]
	Damage is reduced by the degree of adaptation.  Adaptation increases during combat until it reaches its maximum value and decrease over time out of combat.  Adaptation is only 50% effective against Explosive damage and just 25% effective against Projectile damage.

	[b]Adaptation vs Energy[/b] [offset=230]$1%[/offset]
	[b]Adaptation vs Explosives[/b] [offset=230]$2%[/offset]
	[b]Adaptation vs Projectiles[/b] [offset=230]$3%[/offset]
	[b]Maximum Adaptation[/b] [offset=230]$4%[/offset]
>>

TT_SHIP_ADAPTATION_DOF_RATE: <<
	[b]Adaptation Rate[/b] [offset=230]$1%/hit[/offset]
	[b]Adaptation Decay Rate[/b] [offset=230]$2%/s[/offset]
>>

STATUS_STARBASE_FORTIFIED:  Fortified
STATUS_STARBASE_FORTIFIED_DESC:  This planet is protected by a starbase in orbit and cannot be captured until it is removed.

GOAULD_HULL_MOTHERSHIP:  Goa'uld Mothership
GOAULD_HULL_MOTHERSHIP_DESC:   <<
	Hull for Goa'uld Motherships.

	[img=Plus]Removes the firing arc from Plasma Cannons.[/img]
	[img=Plus]More internal space available.[/img]
	[img=Plus]Increases health by 30%.[/img]
	[img=Plus]Increases armor resistance by 50%.[/img]
	[img=Minus]Labor cost increased by 25%[/img]
	[img=MenuIcons::3;20][i][color=#aaa]Goa'uld support motherships must be size 96 or greater.[/color][/i][/img]
>>

GOAULD_HULL_MOTHERSHIP_SUPPORT:  Goauld Support Mothership
GOAULD_HULL_MOTHERSHIP_SUPPORT_DESC:   <<
	Hull for Goa'uld support Motherships.

	[img=Plus]Removes the firing arc from Plasma Cannons.[/img]
	[img=Plus]More internal space available.[/img]
	[img=Plus]Increases health by 30%.[/img]
	[img=Plus]Increases armor resistance by 50%.[/img]
	[img=Minus]Labor cost increased by 25%[/img]
	[img=MenuIcons::3;20][i][color=#aaa]Goa'uld support motherships must be size 64 or greater.[/color][/i][/img]
>>

R_WRAITH_DEV_FTL_INCOME_DESC: <<
	[i][color=#aaa]Better control over the collection and refinement of FTL energy.[/color][/i]

	Increases empire FTL income by $1/s.
	Adds 25 to the maximum capacity empire's FTL storage pool.
>>

R_WRAITH_FTL_COST_DESC: <<
	Decreases all FTL Costs by $1.

	Adds 50 to the maximum capacity empire's FTL storage pool.
>>

R_WRAITH_HYPERFIELD_SEQUENCING_DESC: <<
	Removes the charge up time from using hyperdrives, but increases the overhead cost of performing a jump by 150 FTL Energy.

	Ships still need to turn to face the direction they are jumping in before being able to activate their hyperdrive.

	Adds 50 to the maximum capacity empire's FTL storage pool.
>>

STATUS_GOAULD_SLAVEWORLD:  Goa'uld Slave World
STATUS_GOAULD_SLAVEWORLD_DESC:  <<
	This planet has been enslaved by a Goa'uld lord.

	Labor output is increased but the population is oppressed and loyalty and population growth rate is decreased.
>>

ABL_GOAULDMOTHERSHIP_COLONIZE:  Enslave Planet
ABL_GOAULDMOTHERSHIP_COLONIZE_DESC:  Enslave the population of this planet and add it to your empire.

S_FEDERATIONSTARSHIP_HULL:  Federation Starship Hull
S_FEDERATIONSTARSHIP_HULL_DESC:  <<
	Federation Starships tend to be smaller than other races but no less effective.  They operate independently, without support fleets.

	[img=Plus]Health increased by 100%.[/img]
	[img=Plus]Armor Resistance increased by 100%.[/img]
	[img=Plus]Repair Rate increased by 100%.[/img]
	[img=Plus]Supply Capacity increased by 100%.[/img]
	[img=Plus]Power Generation increased by 100%.[/img]
	[img=Plus]Shield Capacity increased by 500%.[/img]
	[img=Plus]Shield Regeneration increased by 300%.[/img]
	[img=Plus]Damage increased by 200%.[/img]
	[img=Minus]Build cost increased by 100%[/img]
	[img=Minus]Maintenance cost increased by 100%[/img]
	[img=Minus]Labor cost increased by 100%[/img]
	[img=Minus]Cannot have support command.[/img]
>>

FEDERATIONSHIELDGENERATOR:  Deflector Shield
FEDERATIONSHIELDGENERATOR_DESC:  <<
	Similar to standard shields but also incorporating the properties of a Deflector Array.

	[img=Plus]Small number of Deflection Instances (360 degrees).[/img]
	[img=Plus]Lower Power requirements than standard Shields.[/img]
	[img=Plus]Slightly faster Shield Regeneration rate.[/img]
	[img=Minus]Lower Mitigation factor.[/img]
	[img=Minus]Lower Mitigation cap.[/img]
>>

PHASER:  Phaser
PHASER_DESC:  <<
	A directed energy weapon that fires a beam of energy at the target.

	[img=Plus]Low Supply cost.[/img]
	[img=Plus]Wide Firing Arc.[/img]
	[img=Plus]Minor Pierce ability.[/img]
	[img=Minus]Limited Range.[/img]
	[img=Minus]Requires Power.[/img]
>>

PULSEDPHASECANNON:  Pulsed Phased Cannon
PULSEDPHASECANNON_DESC:  <<
	An improved version of older phase cannon technology.  Weaker than Phasers but more useful against shields.

	[img=Plus]Moderate Pierce ability.[/img]
	[img=Plus]Minor Shield Bypass ability.[/img]
	[img=Plus]Low supply cost.[/img]
	[img=Minus]Lower Damage.[/img]
	[img=Minus]Limited Range.[/img]
	[img=Minus]Requires Power.[/img]
>>

TORPEDOPHOTON:  Photon Torpedo
TORPEDOPHOTON_DESC:  <<
	An antimatter explosive weapon capable of inflicting extreme damage on multiple targets.

	[img=Plus]Area of Effect damage.[/img]
	[img=Plus]Long Range.[/img]
	[img=Minus]Slower turning rate than standard torpedoes.[/img]
	[img=Minus]High Supply cost in comparison to energy-based weapon alternatives.[/img]
>>

TORPEDOQUANTUM:  Quantum Torpedo
TORPEDOQUANTUM_DESC:  <<
	An improved and more powerful variant of the Photon Torpedo.

	[img=Plus]High Damage.[/img]
	[img=Plus]Large Area of Effect damage.[/img]
	[img=Plus]Long Range.[/img]
	[img=Minus]Higher Build Cost.[/img]
	[img=Minus]Higher Labour Cost.[/img]
	[img=Minus]Slower turning rate than standard torpedoes.[/img]
	[img=Minus]High Supply cost in comparison to energy-based weapon alternatives.[/img]
>>

TORPEDOTRANSPHASIC:  Transphasic Torpedo
TORPEDOTRANSPHASIC_DESC:  <<
	An advanced variant of Photon Torpedo technology that uses transphasic properties to bypass shields entirely and improve armor penetration.

	[img=Plus]Very High Damage.[/img]
	[img=Plus]High Pierce ability.[/img]
	[img=Plus]Ignores Damage Resistance.[/img]
	[img=Plus]Long Range.[/img]
	[img=Minus]No longer has an Area of Effect - Direct damage only.[/img]
	[img=Minus]High Build Cost.[/img]
	[img=Minus]High Labour Cost.[/img]
	[img=Minus]Slower turning rate than standard torpedoes.[/img]
	[img=Minus]High Supply cost in comparison to energy-based weapon alternatives.[/img]
>>

R_DEFLECTORSHIELD_REGENERATIVE:  Regenerative Shields
R_DEFLECTORSHIELD_REGENERATIVE_BLURB:  Mitigation Cap +$1
R_DEFLECTORSHIELD_REGENERATIVE_DESC:  Increases the Mitigation Cap on Deflector Shields by +$1.

R_DEFLECTORSHIELD_MLSS:  Multi-Layered Shielding System
R_DEFLECTORSHIELD_MLSS_BLURB:  Mitigation Factor +$1
R_DEFLECTORSHIELD_MLSS_DESC:  Increases the Mitigation Factor on Deflection Shields by +$1.

R_DEFLECTORSHIELD_INSTANCES:  Improved Deflection
R_DEFLECTORSHIELD_INSTANCES_BLURB:  Deflection Instances +$1
R_DEFLECTORSHIELD_INSTANCES_DESC:  Adds +$1 deflection Instances/s to Deflection Shields.

R_INFLUENCESTAKE_POPULARITY:  Popularity
R_INFLUENCESTAKE_POPULARITY_BLURB:  Influence Stake +$1
R_INFLUENCESTAKE_POPULARITY_DESC:  Increases your empire's Influence Stake by +$1.

R_INFLUENCESTAKE_LEADERSHIP:  Leadership
R_INFLUENCESTAKE_LEADERSHIP_BLURB:  Influence Stake +$1
R_INFLUENCESTAKE_LEADERSHIP_DESC:  Increases your empire's Influence Stake by +$1.

R_INFLUENCESTAKE_ROLEMODEL:  Rolemodel
R_INFLUENCESTAKE_ROLEMODEL_BLURB:  Influence Stake +$1
R_INFLUENCESTAKE_ROLEMODEL_DESC:  Increases your empire's Influence Stake by +$1.

R_PULSEDPHASE_UPGRADE:  Pulse Modulation
R_PULSEDPHASE_UPGRADE_BLURB:  Damage +$1
R_PULSEDPHASE_UPGRADE_DESC:  Increases the Damage of Pulsed Phase Cannons by +$1, improves Pierce by +10% and Shield Bypass by +5%.

R_TORPEDOPHOTON_AOE:  Detonation Dynamics
R_TORPEDOPHOTON_AOE_BLURB:  AoE Radius +$1
R_TORPEDOPHOTON_AOE_DESC:  Increases the radius of torpedo explosions by +$1.

S_AUGMENT_PHASEMODULATOR:  Phase Modulator
S_AUGMENT_PHASEMODULATOR_DESC:  <<
	Modulates the pulse or beam of an energy based weapon to be slightly out of phase, allowing it to more freely bypass shield-type defenses.

	[img=Plus]Adds +15% Shield Bypass to the weapon system.[/img]
	[img=Minus]Can only be used on Energy based weapons.[/img]
	[img=Minus]Increases the Power Use of the weapon system by 20%.[/img]
	[img=Minus]Increases the Cost of the weapon system.[/img]
>>

HULL_EMPIRE_SUPERSTARDESTROYER:  Super Star Destroyer Hull
HULL_EMPIRE_SUPERSTARDESTROYER_DESC:  <<
	A specialized hull for the Empire's massive Super Star Destroyers.

	[img=Plus]Primary Armor Health increased by 200%.[/img]
	[img=Plus]Secondary Armor Health increased by 50%.[/img]
	[img=Plus]Weapon Core Health increased by 200%.[/img]
	[img=Plus]Shield Capacity increased by 50%.[/img]
	[img=Plus]Shield Regeneration increased by 50%.[/img]
	[img=Plus]Reduces build costs by up to 20% as the ship size gets bigger.[/img]
	[img=Plus]Reduces maintenance costs by up to 20% as the ship size gets bigger.[/img]
	[img=Plus]May use the Spinal Mounted Weapon modifier if available.[/img]
	[img=Minus]Mass increased by 25%[/img]
	[img=Minus]Requires base Power.[/img]
	[img=Minus]Requires 10 base Command.[/img]
	[img=Minus]Must have at least 20 weapon systems.[/img]
	[img=Minus]Must be at least Size 900.[/img]
>>

HULL_EMPIRE_INTERDICTION:  Interdiction Hull
HULL_EMPIRE_INTERDICTION_DESC:  <<
	A specialized hull for the Empire's Interdictor ships - Flagships capable of blocking enemy FTL capabilities and trapping fleets.

	[img=Plus]Grants the Interdiction Ability to the ship.[/img]
	[img=Minus]Requires a large amount base Power.[/img]
>>

ABL_EMPIRE_INTERDICTION:  Interdiction
ABL_EMPIRE_INTERDICTION_DESC:  Prevents enemy FTL travel within the system.

R_IMPERIALCONSTRUCTION:  Imperial Construction Force
R_IMPERIALCONSTRUCTION_DESC:  The formation of a standing Construction Force for major Imperial fleet projects reduces the build and labor costs of Super Star Destroyer projects by $1.

//HULL_CYLON_RESURRECTION_FLAGSHIP:  Resurrection Hull
//HULL_CYLON_RESURRECTION_STATION:  Resurrection Hull
HULL_CYLON_RESURRECTION:  Resurrection Hull
HULL_CYLON_RESURRECTION_DESC:  <<
	A specialized hull that contains all the necessary apparatus for Cylon Resurrection.

	[img=Plus]Enables Cylon Resurrection and its benefits.[/img]
	[img=Plus]Maintenance cost decreased by 50%.[/img]
	[img=Minus]Health, Armor Resistance and Damage Resistance decreased by 25%[/img]
	[img=Minus]Damage decreased by 50%[/img]
>>

HULL_CYLON_STATION_COLONY:  Colony Hull
HULL_CYLON_STATION_COLONY_DESC:  <<
	A small artificial pseudo-planet sized hull that functions as a space-based homeworld for the Cylon.
	
	[img=Plus]Has population based on size and generates money income based on population.[/img]
	[img=Plus]Has innate labor and functions as a factory.[/img]
	[img=Plus]Can inherit labor from a planet it is orbiting.[/img]
	[img=Plus]Can import and export labor.[/img]
	[img=Plus]Has innate Defense.[/img]
	[img=Minus]Requires Ore to build.[/img]
	[img=Minus]Cost and combat statistics reduced to offset extreme size.[/img]
	[img=Minus]Size restricted from 2000 to 10000.[/img]
>>

ABL_CYLON_RESURRECTION:  Cylon Resurrection
ABL_CYLON_RESURRECTION_DESC:  <<
	Ships within range benefit from Resurrection bonuses:  +35% fleet effectiveness and fleet experience is redistributed among all other fleets within range of a Resurrection source.  Fleets not within range of a Resurrection source suffer a -50% fleet effectiveness penalty.
	
	Range:  500,000
	(Displays with weapon ranges, press <Alt> to show)
>>

ABL_CYLON_STATIONCOLONIZE:  Colonize
ABL_CYLON_STATIONCOLONIZE_DESC:  <<
	Spend FTL crystal to send 1 population point from station to target planet within range and colnize it.
		
	Range:  500,000
	(Displays with weapon ranges, press <Alt> to show)
	Costs FTL crystal (based on distance).
>>

STATUS_CYLON_STATIONPOPULATION:  Colony
STATUS_CYLON_STATIONPOPULATION_DESC:  <<
	This station is acting as a colony and has population living on it.  Population grows automatically over time, up to the limit the size of the station supports.
	
	Population may be used to colonize planets.
	
	Each point of population generates 100k money income.
>>

HULL_CYLON_STATION_WORLDSTAR:  Worldstar Hull
HULL_CYLON_STATION_WORLDSTAR_DESC:  <<
	A large artificial planetoid sized station hull that functions as a space-based colony for the Cylon.  Worldstars are larger but less expensive to build at size than the Colony Hull.
	
	[img=Plus]Has population based on size and generates money income based on population.[/img]
	[img=Plus]Has innated labor and functions as a factory.[/img]
	[img=Plus]Can inherit labor from a planet it is orbitting.[/img]
	[img=Plus]Can import and export labor.[/img]
	[img=Plus]Has innante Defense.[/img]
	[img=Plus]Can move. Slowly.[/img]
	[img=Plus]Provides 1 Research and Influence income.[/img]
	[img=Minus]Requires Ore to build.[/img]
	[img=Minus]Cost and combat statistics reduced to offset extreme size.[/img]
	[img=Minus]Size restricted from 20000 to 50000.[/img]
>>

CYLON_HYBRID:  Hybrid
CYLON_HYBRID_DESC:  <<
	A biomechanical crossbreed that interfaces directly with ships it is integrated into, providing increases to ship combat performace, maneuvering and FTL travel.

	[img=Plus]Provides a large amount of control.[/img]
	[img=Plus]Improves engine thrust by 20%.[/img]
	[img=Plus]Improves turning thrust by 25%.[/img]
	[img=Plus]Increases ship weapon damage by 10%.[/img]
	[img=Plus]FTL cost reduced by 15%.[/img]
	[img=Plus]Safe Jump range increased by 50%.[/img]
	[img=Plus]Slipstream distance cost factor reduced by 25%.[/img]
	[img=Plus]Hyperdrive speed increased by 25%.[/img]
	[img=Minus]Requires Power.[/img]
	[img=Minus]Limited to a single hex.[/img]
>>

R_SYS_CYLON_HYBRID:  Hybrids
R_SYS_CYLON_HYBRID_DESC:  <<
	Unlocks the Cylon Hybrid.  A biomechanical crossbreed that interfaces directly with ships it is integrated into, providing increases to ship combat performace, maneuvering and FTL travel.

	[img=Plus]Provides a large amount of control.[/img]
	[img=Plus]Improves engine thrust by 20%.[/img]
	[img=Plus]Improves turning thrust by 25%.[/img]
	[img=Plus]Increases ship weapon damage by 10%.[/img]
	[img=Plus]FTL cost reduced by 15%.[/img]
	[img=Plus]Safe Jump range increased by 50%.[/img]
	[img=Plus]Slipstream distance cost factor reduced by 25%.[/img]
	[img=Plus]Hyperdrive speed increased by 25%.[/img]
	[img=Minus]Requires Power.[/img]
	[img=Minus]Limited to a single hex.[/img]
>>

RESURRECTION_SOURCES:  Resurrection Sources
COLONY_STATIONS:  Colony Stations
BORG_QUEENS:  Queens
VALHALLA_STATIONS:  Valhalla Stations

DISRUPTORBEAM:  Disruptor Beam
DISRUPTORBEAM_DESC:  <<
	Fires a short sustainted beam of energy at the target.
	[img=Plus]Good Damage.[/img]
	[img=Plus]Longer Range than Disruptor Bolts.[/img]
	[img=Minus]Low Piercing ability.[/img]
	[img=Minus]Requires significant amounts of Power.[/img]
>>

DISRUPTORBOLT:  Disruptor Bolt
DISRUPTORBOLT_DESC:  <<
	A variant of Disruptor weapons that fires short pulses at the target.
	[img=Plus]Lower Supply usage than Disruptor Beams.[/img]
	[img=Plus]Lower Power requirements than Disruptor Beams.[/img]
	[img=Plus]Better Piercing ability and more effective at penetrating armor than Disruptor Beams.[/img]
	[img=Minus]Lower Damage than Disruptor Beams.[/img]
>>

BORGASSIMILATIONRAY:  Assimilation Ray
BORGASSIMILATIONRAY_DESC:  <<
	A powerful cutting beam that disects the target for assimilation.  If the beam does damage to an enemy hull, a small portion of that damage is gained in Research points.
	[img=Plus]Very high Piercing.[/img]
	[img=Plus]High Damage.[/img]
	[img=Minus]Short Range.[/img]
	[img=Minus]Requires significant amounts of Power.[/img]
>>

TORPEDOGRAVITON:  Graviton Torpedo
TORPEDOGRAVITON_DESC:  <<
	A powerful torpedo variant that carries a gravimetric charge.
	[img=Plus]High Damage.[/img]
	[img=Plus]Larger Area of Effect.[/img]
	[img=Plus]Chance to ignore shields.[/img]
	[img=Minus]Higher Build Cost.[/img]
	[img=Minus]Higher Labour Cost.[/img]
	[img=Minus]Slower turning rate than standard torpedoes.[/img]
	[img=Minus]High Supply cost in comparison to energy-based weapon alternatives.[/img]
>>

HULL_BORG_FLAGSHIP:  Borg Flagship Hull
HULL_BORG_FLAGSHIP_DESC:  <<
	A specialized hull for Borg flagships with adaptive damage resistance.
	[img=Plus]Has damage Adaptation.[/img]
	[img=Plus]Hull HP increased by 200%.[/img]
	[img=Plus]Armor Damage Resistance increased by 100%.[/img]
	[img=Plus]Repair rate increased by 100% and repair Supply Cost reduced by 50%.[/img]
	[img=Plus]Engine Thrust increased by 50% and Turn Thrust increased by 25%.[/img]
	[img=Plus]Weapon Firing Arcs increased by 50%.[/img]
	[img=Plus]Weapon Damage increased by 10%.[/img]
	[img=Plus]Hyperdrive speed and Jump Drive safe jump range increased by 100%.  Slip Stream distance cost factor reduced by 50%[/img]
	[img=Minus]Cannot have Support Modules.[/img]
>>

HULL_BORG_STATION:  Borg Station Hull
HULL_BORG_STATION_DESC:  <<
	A specialized hull for Borg stations with adaptive damage resistance.
	[img=Plus]Has damage Adaptation.[/img]
	[img=Plus]Repair rate increased by 100% and repair Supply Cost reduced by 50%.[/img]
>>

HULL_BORG_SUPPORT:  Borg Support Hull
HULL_BORG_SUPPORT_DESC:  <<
	A specialized hull for Borg support ships with adaptive damage resistance.
	[img=Plus]Has damage Adaptation.[/img]
	[img=Plus]Repair rate increased by 100% and repair Supply Cost reduced by 50%.[/img]
	[img=Plus]Engine Thrust increased by 50% and Turn Thrust increased by 25%.[/img]
	[img=Plus]Weapon Firing Arcs increased by 50%.[/img]
>>

HULL_BORG_QUEEN:  Borg Queen's Hull
HULL_BORG_QUEEN_DESC:  <<
	A specialized hull for the Borg Queen's flagships with adaptive damage resistance.
	[img=Plus]Has a Borg Queen on-board which improves the ability of other Borg vessels.[/img]
	[img=Plus]Has damage Adaptation.[/img]
	[img=Plus]Hull HP increased by 200%.[/img]
	[img=Plus]Armor Damage Resistance increased by 100%.[/img]
	[img=Plus]Repair rate increased by 100% and repair Supply Cost reduced by 50%.[/img]
	[img=Plus]Engine Thrust increased by 50% and Turn Thrust increased by 25%.[/img]
	[img=Plus]Weapon Firing Arcs increased by 50%.[/img]
	[img=Minus]Build Cost increased by 25%.[/img]
	[img=Minus]Labor Cost increased by 25%.[/img]
	[img=Minus]Cannot have Support Modules.[/img]
	[img=Minus]Must be Size 125 or larger.[/img]
>>

STATUS_BORG_QUEEN:  Order to Chaos
STATUS_BORG_QUEEN_DESC:  <<
	A Borg Queen is aboard this vessel and is increasing the combat effectiveness of other Borg vessels and stations in the area and rate of Adaptation.
	
	Range:  500,000
	(Displays with weapon ranges, press <Alt> to show)
>>

CLOAKGENERATOR:  Cloak Generator
CLOAKGENERATOR_DESC:  <<
	Generates a cloaking field around the ship.
	[img=Plus]Allows the vessel to cloak when not engaged in combat.[/img]
	[img=Minus]Requires significant amounts of Power.[/img]
	[img=Minus]Must be large enough to cloak the total mass of the design.[/img]
>>

S_CLOAKMASSCAPACITY:  Mass Capacity

ABL_CLOAKGENERATOR:  Cloaking Device
ABL_CLOAKGENERATOR_DESC:  <<
	Toggle the Cloaking Field on or off.  Cannot be cloaked during combat.
>>

STATUS_CLOAKGENERATOR:  Cloaked
STATUS_CLOAKGENERATOR_DESC:  <<
	This vessel is cloaked.  The cloak will be removed if the vessel attacks.
>>

HULL_KLINGON_FLAGSHIP:  Klingon Starship Hull
HULL_KLINGON_FLAGSHIP_DESC:  <<
	A specialized hull for Klingon flagships.  (Intended to match normal designs roughly twice it's size)
	[img=Plus]Hull HP increased by 150%.[/img]
	[img=Plus]Armor Damage Resistance increased by 150%.[/img]
	[img=Plus]Power generation increased by 100%.[/img]
	[img=Plus]Repair rate increased by 100%.[/img]
	[img=Plus]Supply Capacity increased by 100%.[/img]
	[img=Plus]Shield Capacity increased by 400%.[/img]
	[img=Plus]Shield Regeneration increased by 200%.[/img]
	[img=Plus]Weapon Damage increased by 120%.[/img]
	[img=Minus]Build Cost increased by 100%.[/img]
	[img=Minus]Labor Cost increased by 100%.[/img]
	[img=Minus]Maintenance Cost increased by 100%.[/img]
	[img=Minus]Cannot have Support Modules.[/img]
>>

KLINGON_BATTLECOMMANDER:  Klingon Battle Commander
KLINGON_BATTLECOMMANDER_DESC:  <<
	A decorated and highly experienced commander of the Klingon Empire.
	[img=Plus]Provides Control.[/img]
	[img=Plus]Weapon Damage increased by 15%.[/img]
	[img=Plus]Weapon Reload time reduced by 10%.[/img]
	[img=Plus]Weapon Cooldown reduced by 10%.[/img]
	[img=Plus]Allows for a small amount of Support Command.[/img]
	[img=Minus]Only one allowed and may only be a single hex.[/img]
>>

R_KLINGON_BATTLECOMMANDER:  Battle Commanders
R_KLINGON_BATTLECOMMANDER_DESC:  <<
	The foundation of such honors as the Order of Kahless and the Order of the Bat'leth help identify outstanding warriors within in the empire.  By placing those heroes in command of ships, combat effectiveness of ships is increased as crews rally around them.
>>

R_ADAPTATION_MAX:  Precise Calculation
R_ADAPTATION_MAX_BLURB:  Increases Maximum Adaptation by +$1%
R_ADAPTATION_MAX_DESC:  <<
	Advances in processing power and pattern analysis algorythms increases the degree to which damage patterns can be adapted to by +$1%.
>>

R_ADAPTATION_MIN:  Predictive Algorythm
R_ADAPTATION_MIN_BLURB:  Increases Minimum Adaptation by +$1%
R_ADAPTATION_MIN_DESC:  <<
	A database of damage patterns and analysis of enemy weapon systems allows the application of algorythms to predict the damage from enemy weapon fire and adapt pre-emptively to it by +$1%.
>>

R_ADAPTATION_RATE:  Pattern Analysis
R_ADAPTATION_RATE_BLURB:  Increases Adaptation Rate by $1%
R_ADAPTATION_RATE_DESC:  <<
	Refinements in the analysis process of damage patterns improves the rate of Adaptation by $1%.
>>

R_ADAPTATION_DECAY:  Pattern Retention
R_ADAPTATION_DECAY_BLURB:  Decreases Adaptation Decay Rate by $1%
R_ADAPTATION_DECAY_DESC:  <<
	Improvements to adaptive systems allow for longer retention of immediate adaptive patterns and slow the decay of Adaptation by $1%.
>>

R_DISRUPTOR_COOLDOWN:  Disruptor Cycling
R_DISRUPTOR_COOLDOWN_BLURB:  Increase firing rate of Disruptor based weapons by $1.
R_DISRUPTOR_COOLDOWN_DESC:  <<
	Improvements in power cyling and buffer recharging result in $1 reduced reload time for bolts and cooldown time for beams.
>>

R_DISRUPTOR_BEAM_DAMAGE:  Disruptor Density
R_DISRUPTOR_BEAM_DAMAGE_BLURB:  Increase damage of Disruptor Beams by $1.
R_DISRUPTOR_BEAM_DAMAGE_DESC:  <<
	Improvements beam focus and density result in increased damage of Disruptor Beams of $1.
>>

R_DISRUPTOR_BOLT_PIERCE:  Disruptor Velocity
R_DISRUPTOR_BOLT_PIERCE_BLURB:  Increase piercing of Disruptor Bolts by $1.
R_DISRUPTOR_BOLT_PIERCE_DESC:  <<
	Increased firing velocity of Disruptor Bolts give them more punch and increases their ability to pierce by $1.
>>

R_EXPERIENCEGAIN1:  Lessons of the Blade
R_EXPERIENCEGAIN1_BLURB:  Increase combat experience gain rate by $1.
R_EXPERIENCEGAIN1_DESC:  <<
	The amount of experience your empire's warriors gain from battle is increased by $1.
>>

R_EXPERIENCEGAIN2:  Honor & Glory
R_EXPERIENCEGAIN2_BLURB:  Increase combat experience gain rate by $1.
R_EXPERIENCEGAIN2_DESC:  <<
	The amount of experience your empire's warriors gain from battle is increased by $1.
>>

R_CLOAKGENERATOR_POWER:  Cloak Efficiency
R_CLOAKGENERATOR_POWER_BLURB:  Decreases the power usage of Cloak Generators by $1.
R_CLOAKGENERATOR_POWER_DESC:  <<
	Revisions to Cloak Generator designs result in improved efficiency that reduces power usage by $1.
>>

R_CLOAKGENERATOR_MASS:  Improved Cloak
R_CLOAKGENERATOR_MASS_BLURB:  Increases the mass capacity of Cloak Generators by $1.
R_CLOAKGENERATOR_MASS_DESC:  <<
	Research and engineering breakthroughs have resulting in Cloak Generators that can cloak $1 more ship mass than previous technology.
>>

STATUS_REPAIRREGIONFROMORBITALLABOR:  Repair Region
STATUS_REPAIRREGIONFROMORBITALLABOR_DESC:  <<
	This orbital is repairing all damage ships, stations and orbitals in the system..  The rate of repair is based on it's current labor output (Labor/min x $1 per second, up to a limit of 1% of max health per second).  Repairs are halted when the orbital or the recipient is in combat.
>>

REPAIRBAY_STATION:  Repair Bay
REPAIRBAY_STATION_DESC:  <<
	Large repair facilities allow the equipped station to repair other ships, stations and orbitals in the system.
	[img=Plus]Provides a large amount of repair for all suitable objects in the system.[/img]
	[img=Minus]Requires a minimum amount of Command as size increases.[/img]
	>>

S_SYSTEMREPAIR:  System Repair

STATUS_REPAIRREGIONFROMSTATIONSUBSYSTEM:  Repair Bay
STATUS_REPAIRREGIONFROMSTATIONSUBSYSTEM_DESC:  <<
	This station equipped with a Repair Bay and is repairing all ships, stations and orbitals in the system.  Repairs are halted when the station or the recipient is in combat.  An object cannot be repaired at more than 1% of it's max health per second.
>>

PHASEDANTIMATTERCANNON:  Phased Antimatter Cannon
PHASEDANTIMATTERCANNON_DESC:  <<
	Fires a highly unstable explosive blast of antimatter that is partially out of phase, making it highly effective at bypassing shields and penetrating armor.
	[img=Plus]Very high Damage.[/img]
	[img=Plus]High Bypass and Pierce ability.[/img]
	[img=Minus]Significant Power requirement.[/img]
>>

HULL_ASGARD_VALHALLA_STATION:  Asgard Valhalla Station
HULL_ASGARD_VALHALLA_STATION_DESC:  <<
	A specialized hull for Asgard Valhalla Stations:  Huge city stations that protect regions and have several Empire benefits.
	[img=Plus]Build Cost reduced by up to 50% (based on size).[/img]
	[img=Plus]Civic Section Money Income increased by 50%.[/img]
	[img=Plus]Research Section Research Income increased by 20%.[/img]
	[img=Plus]Culture Section Influence Income increased by 20%.[/img]
	[img=Plus]Functions as a Factory.[/img]
	[img=Plus]Has innate Labor and can import and export labor.[/img]
	[img=Plus]Build Costs reduced by 20% for factory jobs.[/img]
	[img=Plus]Has innate Cargo Storage.[/img]
	[img=Plus]Protects the system it is built in from capture like an Outpost.[/img]
	[img=Minus]Must be at least Size 625 and no larger than Size 20,0000.[/img]
	[img=Minus]Hit Points reduced by 25%.[/img]
	[img=Minus]Must have a minimum number of Civic, Research and Culture sections in it's design.[/img]
	[img=Minus]Cannot have Support Command hexes.[/img]
>>

DOF_S_TITAN_HULL: Titan Hull
DOF_S_TITAN_HULL_DESC: <<
	An extremely heavy hull frame that allows larger ships to be constructed more efficiently.

	[img=Plus]Much more internal space available.[/img]
	[img=Plus]Reduces build costs by up to 50% as the ship size gets bigger.[/img]
	[img=Plus]Rigorous construction increases turret potential firing arcs.[/img]
	[img=Plus]Primary armor Health increased by 100%[/img]
	[img=Plus]Secondary armor Health increased by 25%[/img]
	[img=Minus]Extreme mass increase.[/img]
	[img=Minus]Much slower hyperdrive speed.[/img]
	[img=Minus]Can only be used for ships of size 500 or greater.[/img]
>>

DOF_S_COLOSSUS_HULL: Colossus Hull
DOF_S_COLOSSUS_HULL_DESC: <<
	The pinnacle of giant ship construction, the colossus hull needs to use a sustained structural integrity field in order to prevent it from collapsing in on itself.

	[img=Plus]Much much more internal space available.[/img]
	[img=Plus]Reduces build costs by up to 40% as the ship size gets bigger.[/img]
	[img=Plus]Reduces maintenance costs by up to 40% as the ship size gets bigger.[/img]
	[img=Plus]Primary armor Health increased by 300%[/img]
	[img=Plus]Secondary armor Health increased by 100%[/img]
	[img=Minus]Requires a large amount of Control and Power.[/img]
	[img=Minus]Can only be used for ships of size 3000 or greater.[/img]
>>

S_STRENGTH: Base Combat Strength
STT_STRENGTH: <<
	How well the ship should perform in combat. This is based both on its predicted survivability (design flaws such as exposed bridges notwithstanding) and the amount of damage it deals. (The ship's 'Base Toughness' and 'Damage / Second' statistics, respectively, represent these values.)

	This is not necessarily an accurate value - other factors such as battle damage, lack of supply, or flagship naming can alter a ship's Combat Strength - however it can still be a useful baseline.
>>
S_HULLSTRENGTH: Base Toughness
STT_HULLSTRENGTH: <<
	How well the ship should withstand hostile attacks. This is based on a variety of factors such as repair rate, shield strength and hull strength - regardless, major design flaws such as exposed control cores may cause this value to be drastically higher than it realistically should be.

	This is not necessarily an accurate value - various effects that alter the ship's maximum health can change its Toughness. 
>>

HULL_FIGHTER:  Fighter Hull
HULL_FIGHTER_DESC:  <<
	A specialized hull for fighter style strikecraft.
	
	**Note:  Equipping this hull forces Brawler behavior despite setting**

	[img=Plus]Subsystem Core health increased by 100%.[/img]
	[img=Plus]Weapon Supply usage reduced by 50%.[/img]
	[img=Plus]Weapon Damage increased by 25%.[/img]
	[img=Plus]Turn Thrust increased by 100%.[/img]
	[img=Minus]Weapon Range reduced by 85%.[/img]	
	[img=Minus]Design cannot exceed Size 28.[/img]
>>

HULL_BOMBER:  Bomber Hull
HULL_BOMBER_DESC:  <<
	A specialized hull for bomber style strikecraft.
	
	**Note:  Equipping this hull forces Cavalry behavior despite setting**

	[img=Plus]Subsystem Core health increased by 200%.[/img]
	[img=Plus]Weapon Supply usage reduced by 25%.[/img]
	[img=Plus]Weapon Damage increased by 50%.[/img]
	[img=Minus]Weapon Range reduced by 85%.[/img]
	[img=Minus]Engine Thrust reduced by 25%.[/img]
	[img=Minus]Design must be larger than 8 and cannot exceed Size 60.[/img]
>>

BAY_HANGAR:  Hangar Bay
BAY_HANGAR_DESC:  <<
	An area of the design devoted to launching and maintaining small support ships.

	[img=Plus]Provides a small amount of Support Command.[/img]
	[img=Plus]Provides a small amount of Supply.[/img]
	[img=Plus]Provides a small amount of Labor.[/img]
	[img=Plus]Provides a small amount of Repair.[/img]
	[img=Plus]Has a lower Supply cost for Repair.[/img]
	[img=Plus]Increases [b]Fighter & [b]Bomber Hull[/b] Health and Damage as subsystem size increases.[/img]
	[img=Minus]Must have an exterior exposed core.[/img]
	[img=Minus]Has a reduced rate of Supply restore.[/img]
>>

STATUS_BAY_HANGAR:  Hangar Bay
STATUS_BAY_HANGAR_DESC:  A hangar bay is operational.

HULL_BSG_BATTLESTAR:  Battlestar Hull
HULL_BSG_BATTLESTAR_DESC:  <<
	A specialized hull for Colonial Battlestars.

	[img=Plus]Increases Primary Armor Health & DR by 25%[/img]
	[img=Plus]Increases Secondary Armor Health by 25%[/img]
	[img=Plus]Decreases Primary & Secondary Armor Build & Labor Costs by 25%[/img]
	[img=Minus]Must be Size 100 or larger.[/img]
	[img=Minus]Design must have at least 6 weapon subsystems.[/img]
>>

HULL_ANCIENTS_CITYSHIP:  Atlantean City Ship Hull
HULL_ANCIENTS_CITYSHIP_DESC:  <<
	A specialized hull for building enormous city ships.

	[img=Plus]Hex hit points increased by 100%[/img]
	[img=Plus]Armor Damage Resistance increased by 100%[/img]
	[img=Plus]Increase Shield Capacity by 100%[/img]
	[img=Plus]Increases Shield maximum Mitigation by 15%[/img]
	[img=Minus]Build Cost increased by 100%.[/img]
	[img=Minus]Labor Cost increased by 100%.[/img]
	[img=Minus]Must be Size 640 or larger.[/img]
	[img=Minus]Design must have at least 10 weapon subsystems.[/img]
	[img=Minus]Hull requires a basic amount of Power.[/img]
	[img=Minus]Must include a Hangar Bay subsystem.[/img]
	[img=Minus]Cannot have Support Command subsystem hexes.[/img]
>>

R_HULL_ANCIENTS_CITYSHIP:  City Ships

TORPEDOPLASMA:  Plasma Torpedo
TORPEDOPLASMA_DESC:  <<
	A torpedo variant that uses superheated plasma to deliver a lethal blast.

	[img=Plus]Area of Effect damage.[/img]
	[img=Plus]Higher Damage than standard torpedoes.[/img]
	[img=Minus]Shorter Range than standard torpedoes.[/img]
	[img=Minus]Slower turning rate than standard torpedoes.[/img]
	[img=Minus]High Supply cost in comparison to energy-based weapon alternatives.[/img]
>>

SINGULARITYREACTOR:  Singularity Reactor
SINGULARITYREACTOR_DESC:  <<
	An advanced generator that harnesses the power of a contained quantum singularity within its core.
	
	[img=Plus]Generates large amounts of Power.[/img]
	[img=Plus]Moderate Supply and Re-supply rates.[/img]
	[img=Plus]Low Maintenance Cost.[/img]
	[img=Minus]High Build Cost.[/img]
	[img=Minus]Volatile and results in instant detonation when the core is destroyed.[/img]
>>

S_ROMULANSTARSHIP_HULL:  Romulan Starship Hull
S_ROMULANSTARSHIP_HULL_DESC:  <<
	Romulan Starships tend to be smaller than other races but no less effective.  They operate independently, without support fleets.

	[img=Plus]Health increased by 100%.[/img]
	[img=Plus]Armor Resistance increased by 100%.[/img]
	[img=Plus]Repair Rate increased by 100%.[/img]
	[img=Plus]Supply Capacity increased by 100%.[/img]
	[img=Plus]Power Generation increased by 100%.[/img]
	[img=Plus]Shield Capacity increased by 500%.[/img]
	[img=Plus]Shield Regeneration increased by 300%.[/img]
	[img=Plus]Damage increased by 200%.[/img]
	[img=Minus]Build cost increased by 100%[/img]
	[img=Minus]Maintenance cost increased by 100%[/img]
	[img=Minus]Labor cost increased by 100%[/img]
	[img=Minus]Cannot have support command.[/img]
>>
