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Script.txt
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10980 lines (9152 loc) · 261 KB
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Sid Meier's ALPHA CENTAURI
;
; Dialog box scripts
;
; Copyright (c) 1997, 1998 by Firaxis Games, Inc.
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; INSTRUCTIONS FOR TRANSLATORS!
;
; 1) These files must not be saved in "Microsoft Word Format", or they will
; be ruined. They MUST be saved in "Text Only" format.
;
; 2) Please do not insert extra blank lines, nor remove existing blank
; lines, as this will cause the program to malfunction.
;
; 3) But it is normally okay to turn a long line into two shorter lines;
; for instance:
;
; This is a very long sentence; it probably won't fit on one line in German.
;
; is equivalent to:
;
; This is a very long sentence; It probably
; won't fit on one line in German.
;
; 4) It is also okay to have lines be pretty much as long as they need
; to be off the edge of the screen (up to, say, 150-200 characters
; long.
;
; 5) Lines beginning with "#" are control lines, and the FIRST WORD
; immediately following the # should NOT be translated. Subsequent
; words on the line SHOULD be translated. For example:
;
; #caption Hello
; to
; #caption Bonjour
;
; #button Yes
; to
; #button Oui
;
; 6) The "{" and "}" characters are used to indicate text which should
; be displayed in BOLD type. The "[" and "]" characters indicate
; text which should be displayed in ITALIC type. A {} sequence or
; a [] sequence can begin and end on different lines.
;
; 7) Lines beginning with "^" begin on new lines.
;
; 8) Lines beginning with "^^" are centered.
;
; 9) The "$" character indicates a string is to be substituted. The
; $ is followed by the name and ID of the string, as in:
;
; Greetings, $PLAYERNAME1.
;
; In this case, the ID of the string is 1. The name of the string
; is for informational purposes only, so $PLAYERNAME1, $NAME1,
; $STRING1, and $WHOZIT1 are all equivalent. The names themselves
; do NOT need to be translated, although translating them won't
; cause harm as long as the numerical ID is left alone (except in
; the case below).
;
; An important EXCEPTION is that $NUM0 (or $NUM1, $NUM2, etc)
; indicate a numerical value is to be displayed, and $HEX0 $HEX1,
; etc indicate a hexadecimal value will be displayed. "NUM" and
; "HEX" must NOT be translated or their special meaning will be lost.
;
; 10) Sequences enclosed in < > angle brackets are used to perform
; gender and plurality substitutions.
;
; $<...> sequences must BEGIN AND END ON THE SAME LINE!
;
; Here are the substitution forms, followed by some examples:
;
; $FACTION3 = Substitute string 3
; $<3:has:have> = Substitute based on plurality of string 3
; $<3:le:la:les:les> = Substitute based on plurality & gender of string 3
; $<3:masc:fem:neut:pmasc:pfem:pneut> = plurality & gender, includes neuter
; $<3:$FACTIONADJ4> = Inserts string 4 and parses based on
; plurality & gender of string 3.
; $<M1:$FACTIONADJ4> = Inserts string 4 and parses for the
; masculine singular form.
; $<F2:$FACTIONADJ4> = ...Feminine plural, etc.
;
; Since English doesn't have have the exciting masculine/feminine
; problem, and no plural problem for "the", there will be cases where
; YOU THE TRANSLATOR will have to add sequences of this type. For
; example, you can convert the following sentences (For "faction",
; imagine substituting any of "University", "Gaians", etc)
;
; The $FACTION4 $<4:has:have> ...
;
; into:
;
; $<4:Le:La:Les:Les> $FACTION4 $<4:a:ont> ...
;
; and convert...
;
; $TITLE0 $NAME1 of the $FACTION2
;
; into:
;
; $TITLE0 $NAME1 $<2:du:de la:des:des> $FACTION2
;
; Note that the "4:" or "2:" is important as it tells the computer which word
; in the sentence to take its gender/plurality from (there are often
; several substitutions in a paragraph).
;
; FRENCH translators note that the program will AUTOMATICALLY handle
; the L' and D' contractions for le, la, and de.
;
; 11. English also doesn't have adjective gender/plurality
; issues (rah rah English!) which means you'll need to correct
; those as you go along. There are two basic situations you'll
; encounter. The first is adjectives present in the text and
; used to modify words being substituted in:
;
; the pretty $ITEM3 that $NAME4 ...
;
; which you can convert to:
;
; $<3:le:la:les:les> $ITEM3 $<3:bel:belle:bels:belles> que $NAME4 ...
;
; Again the "3:" reminds the computer to substitute based on the
; plurality and gender of $ITEM3 rather than (for instance) $NAME4.
;
; The other situation you'll encounter is where an ADJECTIVE is being
; substituted in to modify words present in the text:
;
; $<M1:$FACTIONADJ0> sisters ...
;
; The "M1" calls for a masculine singular substitution (remember,
; English doesn't have this problem so I've set everything to the
; default). Obviously "sisters" is neither masculine nor singular,
; so you'll want to call for the feminine plural form:
;
; soeurs $<F2:$FACTIONADJ0> ...
;
; 12. GERMAN translators can do the same thing, and simply use
; $<...> sequences with SIX items to take care of neuter forms.
; Unfortunately I don't know any German at all, so I can't give
; you any good examples.
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
#TOPMENU
#xs 420
#itemlist
#x -5
#y -5
START GAME
QUICK START
SCENARIO
LOAD GAME
MULTIPLAYER
VIEW CREDITS
EXIT GAME
#MAPMENU
#xs 420
#itemlist
#x -5
#y -5
MAKE RANDOM MAP
CUSTOMIZE RANDOM MAP
THE MAP OF PLANET
HUGE MAP OF PLANET
LOAD MAP FILE
#MULTIMENU
#xs 420
#caption MULTIPLAYER GAME
#itemlist
#x -5
#y -5
New Multiplayer Game
Multiplayer Scenario
Load Multiplayer Game
#SCENARIOMENU
#xs 420
#caption SCENARIO
#itemlist
#x -5
#y -5
PLAY SCENARIO
CREATE SCENARIO
LOAD MAP FILE
EDIT SCENARIO
#WORLDSIZE
#xs 400
#caption SELECT SIZE OF PLANET
#button Random
#x -5
#y -5
#itemlist
#WORLDLAND
#xs 400
#caption SELECT OCEAN COVERAGE
#button Random
#x -5
#y -5
#itemlist
30-50% of surface
50-70% of surface
70-90% of surface
#WORLDTIDES
#xs 400
#caption ADJUST EROSIVE FORCES
#button Random
#x -5
#y -5
#itemlist
Strong (Rolling and flat terrain)
Average (Hilly terrain)
Weak (Rough, mountainous terrain)
#WORLDORBIT
#xs 400
#caption SELECT PLANETARY ORBIT
#button Random
#x -5
#y -5
#itemlist
100 million miles (cool planet)
90 million miles (average planet)
80 million miles (warm planet)
#WORLDCLOUDS
#xs 400
#caption SELECT CLOUD COVER
#x -5
#y -5
#button Random
#itemlist
Sparse (light rainfall)
Average
Dense (heavy rainfall)
#WORLDLIFE
#xs 400
#caption NATIVE LIFE FORMS
#x -5
#y -5
#button Random
#itemlist
Rare
Average
Abundant
#DIFFICULTY
#xs 440
#caption PICK A DIFFICULTY LEVEL
#x -5
#y -5
#GENDER
#xs 440
#caption Indicate Your Gender
#x -5
#y -5
#itemlist
Male
Female
#FACTION
#xs 350
#caption CHOOSE A FACTION
#x -5
#y -5
#listbox
#button OTHER
#NAME
#xs 440
#caption ENTER YOUR NAME
#x -5
#y -5
#itemlist
#button Change Gender
Name (Male):
#NAME2
#xs 440
#caption Enter Your Name
#x -5
#y -5
#itemlist
#button Change Gender
Name (Female):
#CUSTOMNAMES
#xs 440
#x -5
#y -5
#button Restore Defaults
#caption Customize Your Faction
#TIMECONTROLS
#xs 400
#x -5
#y -5
#caption Select Multiplayer Time Controls
#USERULES
#xs 440
#x -5
#y -5
#caption GAME RULES
#itemlist
Play With Standard Rules
Play With Current Rules
Customize Rules
#RULES
#xs 440
#x -5
#y -5
#caption Customize Game Rules
#button Standard Rules
#itemlist
Higher Goal: Allow Victory by Transcendence.
Total War: Allow Victory by Conquest.
Peace in Our Time: Allow Diplomatic Victory.
Mine, All Mine: Allow Economic Victory.
One for All: Allow Cooperative Victory.
Do or Die: Don't restart eliminated players.
Look First: Flexible starting locations.
Tech Stagnation: Slower rate of research discoveries.
Spoils of War: Steal tech when conquer base.
Blind Research: Cannot set precise research goals.
Intense Rivalry: Opponents more aggressive.
No Unity Survey: World Map not visible.
No Unity Scattering: Supply Pods only at landing sites.
Bell Curve: No Random Events.
Time Warp: Accelerated Start.
Iron Man: Save/Restore restricted to exit.
Randomize faction leader personalities.
Randomize faction leader social agendas.
#SCENRULES
#xs 440
#x -5
#y -5
#caption Special Scenario Rules
#itemlist
No native life--fungus, mind worms, Planet, etc.
No colony pods can be built.
No terraforming (raising/lowering terrain).
No technological advances.
No technology trading.
No secret projects can be built.
Unity Pods never produce artifacts.
Unity Pods never produce monoliths.
Unity Pods never produce resources.
Unity Pods never produce vehicles.
Unity Pods never produce tech.
Force current difficulty level.
Force player to play current faction.
No Planetary Council
No Social Engineering
#SCENPARAM
#xs 420
#caption Scenario Parameters
#itemlist
Objectives required for Victory:
Objectives for Sudden Death Victory:
Points for each Objective Achieved:
Bonus Points for achieving Victory:
Starting Year of Time Frame:
Final Year of Scenario:
Current Sunspot Turns-to-go:
#SCENVICTORY
#xs 420
#caption Scenario Victory Conditions
#itemlist
Objective Units must reach friendly objective base.
Objective Units must reach friendly HQ base.
All artifacts are objective units.
Secret Projects count as objectives.
All bases count as objectives.
All terrain enhancements count as objectives.
Base facilities as objectives.
Each square of territory counts as objective.
Each energy credit counts as objective.
Each population unit counts as objective.
Each technology counts as objective.
Solo Mission: only human player victory/defeat.
Highest Alpha Centauri Score wins.
#PLANETFALL
#xs 400
#caption Planetfall!
#x -5
#y -5
$NAME3, a new era of struggle and opportunity awaits you. The
U.N. Starship Unity has arrived in the Alpha Centauri system
after a forty year voyage. All contact with Earth has been
lost. After Captain Garland's assassination by an unknown assailant,
the crew mutinied and split into factions. In the ensuing conflict, some seized
control of the Unity's colony pods. You now shape the destiny of
your $<M1:$FACTIONADJ0> faction, which has just made PLANETFALL!
#PLANETFALL2
#xs 400
#x -5
#y -5
#caption $TITLE2 $NAME3
$NAME3, your $<M1:$FACTIONADJ0> faction has prospered in the $NUM0 years
since Planetfall. Your secret project, $PROJECTNAME4, is
complete, and you are at last ready to put your plans into action
and claim your rightful share of Planet's destiny.
#REALLYQUIT
#xs 320
#wave 43
#caption Sid Meier's ALPHA CENTAURI
#sprite space_sm.pcx
Do you really want to quit?
Oops, no, wait!
Yes, that's an order mister!
#REALLYWIMPOUT
#xs 320
#caption Sid Meier's ALPHA CENTAURI
Do you really want to WIMP OUT of this
multiplayer game?
No! Get back in there and fight!
Yes, time to slink away in shame.
#REALLYRETIRE
#xs 320
#caption Sid Meier's ALPHA CENTAURI
Are you ready to retire?
Sorry, I'm afraid I can't do that.
Yes, open the pod bay doors!
#REALLYRETIRE2
#xs 320
#caption Sid Meier's ALPHA CENTAURI
Are you ready to retire? {This selection is
permanent under Iron Man rules!}
Sorry, I'm afraid I can't do that.
Yes, open the pod bay doors!
#REALLYOVER
#xs 320
#caption Operations Director
Some of our units have not yet moved this
turn. Do you really want to end the turn now?
Cancel.
Yes, end the turn.
#ATTEMPTTOCANCEL
#xs 320
Requesting permission to resume turn...
#BASICPREFS
#xs 440
#caption Preferences
#itemlist
Tutorial messages.
Design units automatically.
Auto-prune obsolete units (recommended).
Mouse at edge scrolls view.
Autosave each turn.
Pause at end of turn.
Move enemy/neutral pieces quickly.
Move allied pieces quickly.
#ADVANCEDPREFS
#xs 440
#caption Advanced Preferences
#itemlist
Radio buttons select with single click.
Click on unit always cancels orders.
Confirm odds before attacking.
Pause after every battle.
Fast battle resolution.
Move units with orders quickly.
Move all units quickly.
Don't center on units with orders.
Zoom-to-base doesn't recenter map.
Detailed main menus.
Detailed right-click menus.
Right-click pops up menu.
#AUTOMATIONPREFS
#xs 440
#caption Automation Preferences
#itemlist
Air units return home when reach limit of fuel range.
Automated Formers can plant forests.
Automated Formers can raise/lower terrain.
Automated Formers can build condensers, boreholes, etc.
Automated Formers can remove fungus.
Automated Formers can build sensors.
Automated Formers can build roads and tubes.
Cancel movement orders when spot units w/ Pact.
Cancel movement orders when spot units w/ Treaty.
Cancel movement orders when spot units w/ Truce.
Cancel movement orders when spot units w/ Vendetta.
Do not cancel for units of different class (LAND/SEA/AIR).
Wake passengers when transport reaches land.
Always investigate monolith.
#AUDIOVISUALPREFS
#xs 440
#caption Audio/Visual Preferences
#itemlist
Background music.
Sound effects.
Voiceovers (Tech & Facility).
Voiceovers stop when popup closed.
Secret Project movies.
Interludes.
Monuments.
Map animations.
Sliding windows.
Sliding scrollbars.
Whole unit blinks.
#MAPPREFS
#xs 440
#caption Map Display Preferences
See MAP Menu for shortcuts.
#itemlist
Show fog of war.
Show map grid.
Show map grid in ocean squares.
Show base grid.
Show base names.
Show production with base names.
Show flattened terrain.
Show go-to path when unit active.
#BASEWARNINGS
#xs 440
#caption Announcements
#itemlist
#checkbox 17
Stop for new facilities built.
Stop for non-combat units built.
Stop for combat units built.
Stop for prototypes completed.
Stop for items built by Governors/Queues.
Stop for Drone Riots.
Stop for end of Drone Riots.
Stop for Golden Age.
Stop for end of Golden Age.
Stop for nutrient low.
Stop for build orders out of date.
Stop for population limit reached.
Stop for delay in Transcendence.
Stop for starvation.
Stop for mineral shortages.
Stop for energy shortages.
Stop for random events.
#GOVOPTIONS
#xs 440
#caption Governor Settings for $BASENAME0
#checkbox 19
#itemlist
Governor is active.
Governor may use multiple priorities (e.g. Explore AND Discover), or no priorities.
Governor sets new units to "fully automate".
Governor manages citizens and specialists (including Drone Riots).
Governor manages production.
__Governor may produce scout/exploration units.
__Governor may produce land combat units.
__Governor may produce naval combat units.
__Governor may produce air combat units.
__Governor may produce land defense units.
__Governor may produce air defense units.
__Governor may produce prototypes.
__Governor may produce transports.
__Governor may produce probe teams.
__Governor may produce terraformers.
__Governor may produce colony pods.
__Governor may produce base facilities.
__Governor may produce secret projects.
__Governor may HURRY production.
#NEEDTERRAFORMERS
#xs 320
#wave 6
#caption Operations Director
Only Formers can perform that function.
#TERRASEA
#xs 320
#wave 4
#caption Operations Director
Land units may not terraform sea squares and vice versa.
#NOTINOCEAN
#xs 320
#wave 2
#caption Operations Director
That cannot be accomplished at sea.
#NOTINTRIAD
#xs 320
#wave 2
#caption Operations Director
Land units may not perform this function in sea squares, and
vice versa.
#NOTONMONOLITH
#xs 320
#wave 2
#caption Operations Director
That function cannot be accomplished at a monolith.
#NOTONROCKY
#xs 320
#wave 3
#caption Operations Director
Bases cannot be built in rocky areas.
#FUNGUSDANGUS
#xs 320
#wave 3
#caption Operations Director
Bases cannot be built in Xenofungus.
#NOTHERE
#xs 320
#wave 2
#caption Operations Director
That function cannot be accomplished here.
#NOTBASE
#xs 320
#wave 2
#caption Operations Director
That function cannot be accomplished at a base.
#NOTATALL
#xs 320
#wave 4
#caption Planetary Ecologist
The "$TERRAFORMTYPE6" operation is not allowed under the
current rules.
#NOTATSEA
#xs 320
#wave 4
#caption Planetary Ecologist
The "$TERRAFORMTYPE6" operation cannot be performed at sea.
#NOTONLAND
#xs 320
#wave 4
#caption Planetary Ecologist
The "$TERRAFORMTYPE6" operation cannot be performed on land.
#FORESTGROWS
#xs 320
#caption Planetary Ecologist
Forest expands near $BASENAME0.
#KELPGROWS
#xs 320
#caption Planetary Ecologist
Kelp expands near $BASENAME0.
#FORESTTECH
#xs 320
#wave 4
#caption Planetary Ecologist
Forests cannot be planted until we discover $TECH0.
#HASROAD
#xs 320
#wave 5
#caption Operations Director
That square already has a road. Roads may not be
converted to Magtubes until we discover $TECH0.
#HASFARM
#xs 320
#wave 5
#caption Planetary Ecologist
That square already has a farm. Farms
may not be converted to Soil Enrichers
until we discover $TECH0.
#NOTUNTILTECH
#xs 320
#wave 4
#caption Planetary Ecologist
The "$TERRAFORMTYPE6" operation cannot be performed
until we discover $TECH0.
#ALREADYBUILT
#xs 320
#wave 5
#caption Planetary Ecologist
That enhancement ($MINE0) has already been built here!
#MIMIMI
#xs 320
#caption Planetary Ecologist
A previous terrain enhancement ($MINE0) will be replaced by this
operation. Do you wish to continue?
Cancel action.
Continue.
#NOTINROCKY
#xs 320
#wave 4
#caption Planetary Ecologist
The "$TERRAFORMTYPE6" operation cannot be performed
in rocky areas.
#NOTONVOLCANO
#xs 320
#wave 4
#caption Planetary Ecologist
The "$TERRAFORMTYPE6" operation cannot be performed in a
volcanic area.
#NOTONVOLCANO1
#xs 320
#wave 4
#caption Planetary Ecologist
The "$TERRAFORMTYPE6" operation cannot be performed at the
center of a volcano.
#NOTINFUNGUS
#xs 320
#wave 4
#caption Planetary Ecologist
The "$TERRAFORMTYPE6" operation cannot be performed
in Xenofungus.
#NOTYETFUNGUS
#xs 320
#wave 4
#caption Planetary Ecologist
The "$TERRAFORMTYPE6" operation cannot be performed
in Xenofungus until we discover $TECH0.
#LOWTIDAL
#xs 320
#wave 4
#caption Planetary Ecologist
Sea enhancements can only be built on shelf ocean squares.
#TOOFLAT
#xs 320
#wave 4
#caption Planetary Ecologist
That area is already flat.
#NOAQUIFER
#xs 320
#wave 4
#caption Planetary Ecologist
Aquifers cannot be tapped in areas adjacent to rivers.
#NOBOREHOLE
#xs 320
#wave 4
#caption Planetary Ecologist
Thermal Boreholes cannot be built on slopes (areas adjacent
to land of a lower altitude).
#TWOBOREHOLES
#xs 320
#wave 4
#caption Planetary Ecologist
Thermal Boreholes cannot be built adjacent to one another.
#SEATOOHIGH
#xs 320
#wave 4
#caption Planetary Ecologist
This square cannot be raised further with a sea-going unit.
A land unit in an adjacent land square could raise it.
#SEATOOLOW
#xs 320
#wave 4
#caption Planetary Ecologist
This area cannot be lowered further.
#LOWSOLAR
#xs 320
#caption Planetary Ecologist
A solar collector here would
produce no energy. Try building at a higher elevation.
#TERRACOSTUP
#xs 320
#caption Planetary Ecologist
It will cost $NUM0 credits to {raise} this area;
our current reserves are $NUM1 credits.
#TERRACOSTDOWN
#xs 320
#caption Planetary Ecologist
It will cost $NUM0 credits to {lower} this area;
our current reserves are $NUM1 credits.
#TERRAPAY
#itemlist
Cancel action.
Expend $NUM0 credits.
#TOOHIGH
#xs 320
#wave 4
#caption Planetary Ecologist
This area is already at maximum altitude.
#TOOLOW
#xs 320
#wave 4
#caption Planetary Ecologist
Land Formers cannot lower this area below sea level, but an adjacent Sea Former
could lower it.
#DESTROY
#xs 440
#caption Operations Director
Which terrain enhancement shall we destroy?
#DESTROYBOMB
#xs 440
#caption Target Bombing Run
Which terrain enhancement shall we bomb?
#BOMBARDFAILED
#xs 440
#caption Operations Director
Our artillery bombardment had no effect.
#BOMBARDSUCCEEDED
#xs 440
#caption Operations Director
Artillery bombardment successful! $TARGET2 destroyed.
#BOMBFAILED
#xs 440
#caption Operations Director
Our bombing run failed.
#BOMBSUCCEEDED
#xs 440
#caption Operations Director
Bombing run successful--target destroyed.
#ARTYBOMBFAILED
#xs 440
#caption Operations Director
Artillery bombardment failed.
#BASETOONEAR
#xs 320
#wave 3
#caption Operations Director
Bases cannot be built adjacent to each other.
#BASEFOUNDED
#xs 320
#caption Chief Librarian
$BASENAME0 founded in $NUM0.
#NEWBASE
#x 10
#y 40
#xs 320
#caption Enter a name for your new base.
Name:
#FIRSTBASE
#x 10
#y 40
#xs 320
#caption Enter a name for your first base.
Name:
#DISBAND
#xs 320
#caption Confirm Disband
Really disband $UNITTYPE0?
Never mind.
Confirmed.
#DISBAND2
#xs 320
#caption Confirm Disband
Really disband $UNITTYPE0?
Never mind.
Confirmed.
Activate self-destruct overload sequence!
#STARVE
#xs 320
#wave 24
#caption Psych Chaplain
Our citizens are starving at $BASENAME0!
Factories abandoned by hungry workers.
#ENERGYCONVOY
#xs 440
#caption Operations Director
$BASENAME0 to $BASENAME1 convoy shorts out due to energy crunch!
#LOWNUTRIENTFARMS
#xs 320
#wave 24
#caption Psych Chaplain
$BASENAME0 is running low on {nutrients} and is
not producing enough to meet its citizens' needs!
We should have our {formers} build more {farms}
in nearby squares!
#LOWNUTRIENTFORMERS
#xs 320
#wave 24
#caption Psych Chaplain
$BASENAME0 is running low on {nutrients} and is
not producing enough to meet its citizens' needs!
We should build some {Formers} so that we can
plant {farms} in nearby squares.
#LOWNUTRIENTSPEC1
#xs 400
#wave 24
#caption Psych Chaplain
$BASENAME0 is running low on {nutrients} and is
not producing enough to meet its citizens' needs!
We need to convert some {Specialists} to {Workers}.
From the Base Control screen, click on the center
square of the map display to reallocate workers.
If {Drone Riots} are a problem, consider other
methods of preventing this problem (see Drone
Riot Details on the Help Menu).
#LOWNUTRIENTSPEC2
#xs 320
#wave 24
#caption Psych Chaplain
$BASENAME0 is running low on {nutrients} and is
not producing enough to meet its citizens' needs!
We need to convert some {Specialists} to {Workers}.
From the Base Control screen, click on the center
square of the map display to reallocate workers.
#LOWNUTRIENT
#xs 320
#wave 24
#caption Psych Chaplain
$BASENAME0 is running low on nutrients and is
not producing enough to meet its citizens' needs!
#ABANDONBASE
#xs 320
#caption Operations Director
$BASENAME0 can complete $UNITTYPE1 this turn, but
would be abandoned as its population is too low.
Delay production.
Zoom to Base Control Screen.
Abandon $BASENAME0.
#ABANDONBASE1
#xs 320
#caption Operations Director
$BASENAME0 can complete $UNITTYPE1 this turn, but this
would cause the base to be abandoned as it is only
of size 1. Otherwise, it will grow to size 2 in
$NUM2 $<#2:turn:turns>.
Delay production.