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  <!-- Misc -->
  <TradingAnimalProduceBonus>Trading animal products bonus</TradingAnimalProduceBonus>
  <SlavesSection>Slaves</SlavesSection>
  <DominantStyle>dominant style</DominantStyle>
  <Date>Date</Date>
  <RitualDevelopmentPointRewards>The following development points will be awarded depending on the ritual outcome</RitualDevelopmentPointRewards>
  <UseGlobalStyle>Use global style</UseGlobalStyle>
  <NoStylesAvailable>No style variations available</NoStylesAvailable>

  <ChooseStructureMemesInfo>Choose the symbolic structure of your ideoligion. This only affects symbols - it does not affect gameplay.</ChooseStructureMemesInfo>
  <ChooseNormalMemesInfo>Choose {0}-{1} memes to form the foundational ideas of this ideoligion.</ChooseNormalMemesInfo>
  <NotEnoughMemes>Choose at least {0} meme.</NotEnoughMemes>
  <TooManyMemes>Choose at most {0} memes.</TooManyMemes>
  <ChooseStructureMeme>Choose structure.</ChooseStructureMeme>
  <IncompatibleMemes>{0_label} and {1_label} are incompatible.</IncompatibleMemes>
  <SomeMemesHaveMoreImpact>Some of these have much more gameplay impact than others.</SomeMemesHaveMoreImpact>
  <ChooseNormalMemesFluidIdeoInfo>Choose one meme to form the initial idea of this ideoligion. You will add more memes as the ideoligion develops over time.</ChooseNormalMemesFluidIdeoInfo>
  <ChooseOrRemoveMeme>Choose a meme or remove a meme.</ChooseOrRemoveMeme>
  <ReformIdeoResetChanges>Reset changes</ReformIdeoResetChanges>
  <NotEnoughMemesFluidIdeo>Choose {0} meme.</NotEnoughMemesFluidIdeo>

  <ChangesRandomizePrecepts>{0} will re-randomize any precepts you have edited.\n\nDo you wish to continue?</ChangesRandomizePrecepts>
  <ChangesRemovePrecepts>The following precepts are incompatible with this new meme selection and will be removed:\n\n{0}\n\nDo you wish to continue?</ChangesRemovePrecepts>
  
  <RoomRequirements>Room requirements</RoomRequirements>
  <ConfirmChangeMemesForFluidIdeo>The ideoligion you are loading has memes that are incompatible with a new fluid ideoligion and its memes will need to be chosen again (fluid ideoligions may only start with one low-impact meme).</ConfirmChangeMemesForFluidIdeo>
  <ConfirmIncompatibleMemes>The following memes are incompatible</ConfirmIncompatibleMemes>
  <ConfirmChangeMemesForFluidIdeoContinue>Would you like to continue?</ConfirmChangeMemesForFluidIdeoContinue>

  <Role>role</Role>
  <ChooseRole>Assign role</ChooseRole>
  <ChooseNewRole>Choose new role</ChooseNewRole>
  <NoRoleAssigned>No role assigned</NoRoleAssigned>
  <ChildNoRoleAssigned>Children cannot take on roles</ChildNoRoleAssigned>
  <RemoveRole>Remove {0} role</RemoveRole>
  <ChooseRoleConfirmAssign>You're about to assign the role of {ROLE_labelDef} to {PAWN_labelShort}.</ChooseRoleConfirmAssign>
  <ChooseRoleConfirmAssignPostfix>Are you sure?</ChooseRoleConfirmAssignPostfix>
  <ChooseRoleConfirmAssignReplace>{PAWN_labelShort} currently holds this role and will be unhappy to lose it.</ChooseRoleConfirmAssignReplace>
  <ChooseRoleConfirmAssignHasOtherRole>{PAWN_labelShort} currently holds the role of {ROLE_label} and will be unhappy to lose it.</ChooseRoleConfirmAssignHasOtherRole>
  <ChooseRoleConfirmAssignReplaceLeader>There can be only one leader. This will dismiss {PAWN_labelShort} from their {OTHERROLE_labelDef} role, which will make {PAWN_objective} upset.</ChooseRoleConfirmAssignReplaceLeader>
  <ChooseRoleConfirmUnassign>You're about to dismiss {PAWN_labelShort} from the role of {ROLE_labelIndef}. This will upset {PAWN_objective}.</ChooseRoleConfirmUnassign>
  <ChooseRoleListAbilities>{PAWN_labelShort} will gain the following abilities</ChooseRoleListAbilities>
  <ChooseRoleListApparelDemands>The {ROLE_label} role requires the following apparel</ChooseRoleListApparelDemands>
  <ChooseRoleListWorkTypeRestrictions>{PAWN_labelShort} will refuse to do these work types</ChooseRoleListWorkTypeRestrictions>
  <ChooseRoleHint>It can sometimes be better to wait until your colony is more established before you assign roles.</ChooseRoleHint>
  <UnlockedByMeme>Unlocked by</UnlockedByMeme>
  <MemeUnlocksRoles>Unlocked roles</MemeUnlocksRoles>
  <MemeUnlocksRituals>Unlocked rituals</MemeUnlocksRituals>
  <ChooseRoleRequiredWorkTagsDisabled>WARNING: {PAWN_nameDef} is unable to do work that is required for the role of {ROLE_label}. If you choose to give {PAWN_objective} this role, {PAWN_pronoun} may be unable to use the abilities associated with {ROLE_label}. The missing work types are</ChooseRoleRequiredWorkTagsDisabled>
  <YourLeaderTradeBonus>Leader bonus</YourLeaderTradeBonus>
  <CannotNotAddRoleApparelDueToMeme>The meme {MEME} prevents adding apparel requirements to roles.</CannotNotAddRoleApparelDueToMeme>
  <CannotBeWornWith>cannot be worn with {0_label}</CannotBeWornWith>

  <AbilityIdeoConvertBreakdownLabel>Certainty reduction</AbilityIdeoConvertBreakdownLabel>
  <AbilityIdeoConvertBreakdownUsingAbility>Using {ABILITY} ability</AbilityIdeoConvertBreakdownUsingAbility>
  <AbilityIdeoConvertBreakdownConversionPower>{PAWN_labelShort}'s conversion power</AbilityIdeoConvertBreakdownConversionPower>
  <AbilityIdeoConvertBreakdownIdeoCertaintyReduction>{PAWN_labelShort}'s certainty loss factor from {IDEO_name}</AbilityIdeoConvertBreakdownIdeoCertaintyReduction>
  <AbilityIdeoConvertBreakdownRole>{PAWN_labelShort} is {ROLE_labelDef}</AbilityIdeoConvertBreakdownRole>
  <AbilityIdeoConvertBreakdownTrait>Trait {TRAIT}</AbilityIdeoConvertBreakdownTrait>
  <AbilityIdeoConvertBreakdownRelic>{RELICCOUNT} installed relics on map</AbilityIdeoConvertBreakdownRelic>
  <AbilityIdeoConvertBreakdownSocialSkill>{PAWN_labelShort}'s social skill</AbilityIdeoConvertBreakdownSocialSkill>
  <AbilityIdeoConvertBreakdownOpinion>{RECIPIENT_labelShort}'s opinion of {INITIATOR_labelShort}</AbilityIdeoConvertBreakdownOpinion>
  <AbilityIdeoConvertBreakdownPawnIdeo>{PAWN_nameDef}'s ideoligion</AbilityIdeoConvertBreakdownPawnIdeo>
  <AbilityIdeoConvertBreakdownMemeVsTrait>{MEME} vs {TRAIT} trait</AbilityIdeoConvertBreakdownMemeVsTrait>

  <AbilityCantApplyAlreadyCounselled>{PAWN_labelShort} was already counselled recently.</AbilityCantApplyAlreadyCounselled>

  <ReformIdeo>Reform...</ReformIdeo>
  <ReformIdeoligion>Reform ideoligion</ReformIdeoligion>
  <ReformIdeoligionDesc>Reform your ideoligion by changing its structure, memes or style.</ReformIdeoligionDesc>
  <ReformIdeoChangeStyles>Change styles</ReformIdeoChangeStyles>
  <ReformIdeoAddOrRemoveMeme>Add or remove a meme</ReformIdeoAddOrRemoveMeme>
  <ReformIdeoAddMeme>Add a meme</ReformIdeoAddMeme>
  <ReformIdeoChooseOneChange>Choose one</ReformIdeoChooseOneChange>
  <ReformIdeoChangeStructure>Change structure</ReformIdeoChangeStructure>
  <ReformIdeoChangeAny>Change any of the following</ReformIdeoChangeAny>
  <ReformIdeoRelicHuntQuestEnd>The relic {0} will not be venerated by your colonists after reforming this ideoligion. Since the quest '{0}' is searching for this relic, it will be deactivated.</ReformIdeoRelicHuntQuestEnd>
  <ReformIdeoCancelRituals>The ritual {0} is in progress and will be cancelled.</ReformIdeoCancelRituals>
  <ReformIdeoContinue>Do you wish to continue?</ReformIdeoContinue>

  <!-- Slavery -->
  <CannotAssignBedToSlave>Slave</CannotAssignBedToSlave>
  <CannotAssignBedToColonist>Colonist</CannotAssignBedToColonist>
  <AnySlave>Any slave</AnySlave>
  <NegotiatorWillNotTradeSlaves>{0_nameDef} refuses to sell people into slavery according to {0_possessive} beliefs.</NegotiatorWillNotTradeSlaves>
  <NegotiatorWillNotTradeSlavesTip>The negotiator, {0_nameDef}, will not people into slavery due to {0_possessive} belief in {1}.\n\nNote that {0_nameDef} is willing to ransom someone back to {0_possessive} own faction, but isn't willing to sell someone to a different faction.</NegotiatorWillNotTradeSlavesTip>

  <LastHumanMeat>Last human meat</LastHumanMeat>
  <LastHumanMeatDesc>Because of {PAWN_possessive} belief in {IDEO_name}, {PAWN_nameDef} will become unhappy if {PAWN_pronoun} goes more than {DURATION} days without eating human meat.</LastHumanMeatDesc>

  <ExectueNeutralFactionSlave>Executing {PAWN_labelShort} will negatively affect relations with {FACTION_name}.</ExectueNeutralFactionSlave>

  <CaravanMustHaveAtLeastOneNonSlaveColonist>You must assign at least one non-slave colonist who can walk.</CaravanMustHaveAtLeastOneNonSlaveColonist>
  <SourceCaravanMustHaveAtLeastOneNonSlaveColonist>You must leave at least non-slave colonist who can walk.</SourceCaravanMustHaveAtLeastOneNonSlaveColonist>

  <!-- Style -->
  <StylePawn>Style</StylePawn>
  <Hair>hair</Hair>
  <Beard>beard</Beard>
  <TattooFace>face tattoo</TattooFace>
  <TattooBody>body tattoo</TattooBody>
  <ApparelColor>apparel color</ApparelColor>
  <HairColor>hair color</HairColor>
  <ShowHeadgear>Show headgear</ShowHeadgear>
  <ShowApparel>Show apparel</ShowApparel>
  <PawnUnhappyWithStyleItems>{PAWN_nameDef} will be unhappy with the following</PawnUnhappyWithStyleItems>
  <StyleCategoryDescription>Style categories affect the appearance of some buildings, apparel and weapons made by {IDEO_memberNamePlural}. If more than one category affects the same thing, the left-most one applies.</StyleCategoryDescription>
  <StyleCategoryDescriptionAbstract>Style categories affect the appearance of some buildings, apparel and weapons made by your colony. If more than one category affects the same thing, the left-most one applies.</StyleCategoryDescriptionAbstract>
  <StyleCategoryDescStyleDominance>{IDEO_memberNamePlural} will be happy if they notice buildings, floors, and art matching this style.</StyleCategoryDescStyleDominance>
  <StyleCategoryDescStyleDominanceAbstract>Ideoligion members will be happy if they notice buildings, floors, and art matching this style.</StyleCategoryDescStyleDominanceAbstract>
  <StyleCategoryDetails>{0} style category affects</StyleCategoryDetails>
  <OverriddenByStyle>Overriden by {0}</OverriddenByStyle>
  <IdeoMakesBuildingBuildable>New buildables</IdeoMakesBuildingBuildable>
  <NoneUsableForPawn>none usable for {PAWN_nameDef}</NoneUsableForPawn> 
  <HairAndBeards>Hair and beards</HairAndBeards>
  <HairAndBeardsDesc>These settings determine how frequently each style appears on members of this ideoligion.</HairAndBeardsDesc>
  <Tattoos>Tattoos</Tattoos>
  <TattoosDesc>These settings determines how frequently each tattoo appears on members of this ideoligion.</TattoosDesc>
  <StyleItemFrequencyNever>Never</StyleItemFrequencyNever>
  <StyleItemFrequencyRare>Rare</StyleItemFrequencyRare>
  <StyleItemFrequencyUncommon>Uncommon</StyleItemFrequencyUncommon>
  <StyleItemFrequencyNormal>Normal</StyleItemFrequencyNormal>
  <StyleItemFrequencyCommon>Common</StyleItemFrequencyCommon>
  <StyleItemFrequencyFrequent>Frequent</StyleItemFrequencyFrequent>
  <EditAppearanceItems>Edit appearance</EditAppearanceItems>
  <NumAvailable>{0} in use</NumAvailable>
  <ResetButtonDesc>Resets all style items to their default values.</ResetButtonDesc>

  <!-- Ancient complex mission -->
  <SendShuttleAnyway>Send shuttle anyway</SendShuttleAnyway>
  <ReLoadShuttle>Re-load shuttle</ReLoadShuttle>

  <!-- Medical settings -->
  <MedGroupEnslavedColonist>Enslaved colonist</MedGroupEnslavedColonist>

  <!-- Dryad upgrades -->
  <ChangeMode>Choose dryad caste</ChangeMode>
  <RequiredMemes>Required memes</RequiredMemes>
  <RequiredStage>Required caste</RequiredStage>
  <MissingRequiredMemes>Missing required memes</MissingRequiredMemes>
  <MissingRequiredCaste>Missing required caste</MissingRequiredCaste>
  <AlreadySelected>Already selected</AlreadySelected>
  <ChooseProductionModeInitialDesc>Here you can choose which caste of dryads this {TREE_label} will create.\n\nDryads will emerge from pods that grow at the tree's base. The maximum number of dryads is based on the connection strength between {TREE_definite} and the connected person.</ChooseProductionModeInitialDesc>

  <!-- Archonexus -->
  <ChooseColonistsForIdeoTitle>Choose who to convert to your ideoligion</ChooseColonistsForIdeoTitle>
  <ChooseColonistsForIdeoDesc>You may convert people to your primary ideoligion when setting up a new colony.</ChooseColonistsForIdeoDesc>
  <ChooseThingsForNewColonyTitle>New Colony</ChooseThingsForNewColonyTitle>
  <ChooseThingsForNewColonyDesc>Choose which colonists, animals and relics to bring to the new colony.</ChooseThingsForNewColonyDesc>
  <ChooseThingsDesc>Choose up to {0} {1}.</ChooseThingsDesc>
  <ChoosePeopleDesc>Choose up to {0} people.</ChoosePeopleDesc>
  <ChooseOnlySlavesInfo>If you only select slaves, you will play them as colonists in the next colony.</ChooseOnlySlavesInfo>
  <ConfirmDecisionsTitle>Confirm decisions</ConfirmDecisionsTitle>
  <ShipEscapeWillEndDescription>The hibernating starship reported by the AI (*Name)Charlon Whitestone(/Name) will fly away by the time the new colony is established. It will no longer be possible to escape the planet by traveling to this ship.</ShipEscapeWillEndDescription>
  <ArchonexusRelicNotChosen>No relic was chosen to be brought to the new colony.</ArchonexusRelicNotChosen>
  <ArchonexusItemsNotChosen>{0} out of a possible {1} items were selected to be brought to the new colony.</ArchonexusItemsNotChosen>
  <RemoveEquippedRelicsDescription>The colony's purchasers will only allow you to take one relic. Any other relics will be left behind (even if equipped by a colonist), including:</RemoveEquippedRelicsDescription>
  <WantToProceed>Would you like to proceed? Past this point, there's no going back.</WantToProceed>
  <ConvertToPlayerIdeoligion>Convert</ConvertToPlayerIdeoligion>
  <RevertToPreviousIdeoligion>Revert</RevertToPreviousIdeoligion>
  <ExistingFollowerOfPlayerIdeoligion>Existing follower</ExistingFollowerOfPlayerIdeoligion>
  <AbandonArchotechStructuresWarningDialog>You are abandoning a site that contains archotech structures which you have not yet fully studied.\n\nYou will be able to resettle here later, but your colony will be wiped away.</AbandonArchotechStructuresWarningDialog>
  <ItemQuantityTooltip>{0} quantity that can be brought to the new colony.\n\nThe maximum allowed quantity is: {1}</ItemQuantityTooltip>
  <SoldColonyDescription>Your colony was sold. Its purchasers are ready for you to choose where to land next.</SoldColonyDescription>

  <ConfirmHackEnenyTerminal>Hacking this {0} will alert enemies and cause them to attack. Do really want to hack {0}?</ConfirmHackEnenyTerminal>

  <RelicsSection>Relics</RelicsSection>

  <!-- Food restrictions -->
  <FoodRestrictionVegetarian>Vegetarian</FoodRestrictionVegetarian>
  <FoodRestrictionCarnivore>Carnivore</FoodRestrictionCarnivore>
  <FoodRestrictionCannibal>Cannibal</FoodRestrictionCannibal>
  <FoodRestrictionInsectMeat>Insect meat</FoodRestrictionInsectMeat>

  <StylesInUse>Styles in use</StylesInUse>
  <StyleCategoryAddDesc>Add a style.</StyleCategoryAddDesc>
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