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<LanguageData>

  <CustomizeIdeoligion>Customize ideoligion</CustomizeIdeoligion>
  <ChooseYourIdeoligion>Choose your ideoligion</ChooseYourIdeoligion>
  <RandomStructureTip>A random structure will be used for your ideoligion.</RandomStructureTip>
  <RandomStyleTip>A random style will be used for your ideoligion.</RandomStyleTip>
  <PlayClassic>Ideology system inactive</PlayClassic>
  <CreateCustomFluid>Create custom\n(fluid)</CreateCustomFluid>
  <CreateCustomFixed>Create custom\n(fixed)</CreateCustomFixed>
  <CustomIdeoligions>Custom ideoligions</CustomIdeoligions>
  <LoadSaved>Load saved</LoadSaved>
  <Structure>Structure</Structure>
  <ChooseYourIdeoligionDesc>What should your starting colonists believe? These beliefs affect gameplay and visuals. You'll be able to recruit others to your beliefs, or take on their beliefs.</ChooseYourIdeoligionDesc>
  <CreateCustom>Create custom</CreateCustom>
  <DeleteCustom>Delete custom</DeleteCustom>
  <CreateNew>Create new</CreateNew>
  <LoadExisting>Load existing</LoadExisting>
  <CreateCustomIdeoligion>Create custom ideoligion</CreateCustomIdeoligion>
  <CustomIdeoligionSectionHeader>Custom ideoligion</CustomIdeoligionSectionHeader>
  <FactionIdeoligionSectionHeader>Faction ideoligions</FactionIdeoligionSectionHeader>
  <LoadExistingIdeoligion>Load saved ideoligion</LoadExistingIdeoligion>
  <SelectAnIdeo>Select an ideoligion for your faction on the left, or</SelectAnIdeo>
  <Ideo>ideoligion</Ideo> 
  <RandomizeAll>Randomize all</RandomizeAll>
  <Appearance>Appearance</Appearance>
  <DoneButton>Done</DoneButton>
  <CausedBy>Caused by</CausedBy>
  <BeliefInIdeo>Belief in</BeliefInIdeo>
  <Reward_RelicInfo>Information about {0}</Reward_RelicInfo>
  <Reward_RelicInfoLabel>Info about {0}</Reward_RelicInfoLabel>
  <RelicOf>Relic of {IDEO_name}</RelicOf>
  <Altar>altar</Altar>
  <Base>base</Base>
  <MinExpectation>min expectation</MinExpectation>
  <PreceptThoughtMoodRange>{0} to {1}</PreceptThoughtMoodRange>
  <ComesFromIdeo>Comes from ideo</ComesFromIdeo>
  <CurrentTotalAnimalBodySizePerColonist>Current total animal bodysize per colonist</CurrentTotalAnimalBodySizePerColonist>
  <AnimalsBodySizePerColonist>total bodysize per colonist</AnimalsBodySizePerColonist>
  <VeneratedAnimalsBodySizePerColonist>total nearby bodysize per colonist</VeneratedAnimalsBodySizePerColonist>
  <MinAnimalBodySizePerColonist>Expecting at least {0} body size per colonist.</MinAnimalBodySizePerColonist>
  <PlantThing>Plant {0_label}</PlantThing>
  <PlantThingDesc>Plant a {0_label} in a chosen area.</PlantThingDesc>
  <CancelPlantThing>Cancel planting {0_label}</CancelPlantThing>
  <CancelPlantThingDesc>Cancel planting the {0_label}.</CancelPlantThingDesc>
  <Disables>Disables</Disables>
  <RequiresOnePrecept>Requires one of precepts</RequiresOnePrecept>
  <RequiredPrecepts>Required precepts</RequiredPrecepts>
  <RequiredRituals>Required rituals</RequiredRituals>
  <PreventsPrecepts>Prevents precepts</PreventsPrecepts>
  <Styles>Styles</Styles>
  <ChanceToHavePrecept>Chance to have precept</ChanceToHavePrecept>
  <FavoriteColorTooltip>{PAWN_labelShort}'s favorite color. Having more than {PERCENTAGE} of {PAWN_possessive} apparel in this color{ORIDEO} will make {PAWN_objective} slightly happier.\n\nYou can alter apparel colors at the styling station using tinctoria dye.</FavoriteColorTooltip>
  <OrIdeoColor>, or the color of {PAWN_possessive} ideoligion,</OrIdeoColor>
  <SetIdeoColor>Set ideo color</SetIdeoColor>
  <SetFavoriteColor>Set to favorite color</SetFavoriteColor>
  <ConfigureIdeoligion>Configure your faction's ideoligion</ConfigureIdeoligion>
  <NotEnoughDye>Not enough dye.</NotEnoughDye>
  <ApparelLockedCannotRecolor>{PAWN_nameDef} is unwilling to recolor {PAWN_possessive} {APPAREL_labelShort}.</ApparelLockedCannotRecolor>
  <NotEnoughDyeWillRecolorApparel>The colonist will recolor the apparel when dye becomes available.</NotEnoughDyeWillRecolorApparel>
  <NotEnoughDyeWillRecolorHair>The colonist will recolor their hair when dye becomes available.</NotEnoughDyeWillRecolorHair>
  <IdeoCertaintyTooltip>{PAWN_labelShort}'s certainty in {IDEO} is at {PERCENTAGE}</IdeoCertaintyTooltip>
  <DisabledByPrecept>Disabled by precept {0}</DisabledByPrecept>
  <Everyone>Everyone</Everyone>
  <Narrative>Narrative</Narrative>
  <NarrativeLower>narrative</NarrativeLower>
  <PreceptName>Precept name</PreceptName>
  <PreceptNameLower>precept name</PreceptNameLower>
  <Changing>Changing {0}</Changing>
  <StructuresLower>structures</StructuresLower>
  <MemesLower>memes</MemesLower>
  <Reward_DevelopmentPointsLabel>Development points</Reward_DevelopmentPointsLabel>
  <Reward_DevelopmentPoints>Your development points for {0} will increase by {1}.\n\nYou currently have {2} development points. Once you have {3} development points you can reform the ideoligion.\n\nEarn additional development points by completing other quests and rituals.</Reward_DevelopmentPoints>
  <CurrentDevelopmentPoints>Current points</CurrentDevelopmentPoints>
  <ReformDevelopmentPoints>Points needed to reform</ReformDevelopmentPoints>
  <QuestLower>quest</QuestLower>
  <MealKindVegetarian>Vegetarian</MealKindVegetarian>
  <MealKindMeat>Contains meat</MealKindMeat>
  <MealKindAny>Acceptable food for everyone</MealKindAny>
  <WearingDesiredApparelMulti>this outfit</WearingDesiredApparelMulti>

  <UnableToLoadIdeoTitle>Could not load ideoligion</UnableToLoadIdeoTitle>
  <UnableToLoadIdeoDescription>Could not load the selected ideoligion due to the requirements of the factions that will be following this ideoligion. The violated requirements are:</UnableToLoadIdeoDescription>
  <UnableToLoadIdeoMemeNotAllowed>Meme {MEME} is not allowed for {FACTIONTYPE} factions</UnableToLoadIdeoMemeNotAllowed>
  <UnableToLoadIdeoMemeRequired>Meme {MEME} is required for {FACTIONTYPE} factions</UnableToLoadIdeoMemeRequired>
  <UnableToLoadIdeoPreceptNotAllowed>Precept {PRECEPT} is not allowed for non-player factions</UnableToLoadIdeoPreceptNotAllowed>

  <RitualTargetGraveInfo>Grave containing {PAWN_labelShort}'s corpse</RitualTargetGraveInfo>
  <RitualTargetEmptyGraveInfo>Empty grave to mourn {PAWN_labelShort}'s passing</RitualTargetEmptyGraveInfo>
  <RitualTargetGraveInfoAbstract>Grave containing {IDEO_memberNameIndef}'s corpse</RitualTargetGraveInfoAbstract>
  <RitualTargetGraveInfoAbstractNoIdeo>Grave containing a corpse</RitualTargetGraveInfoAbstractNoIdeo>
  <RitualTargetEmptyGraveInfoAbstract>Empty grave to mourn {IDEO_memberNameIndef}'s passing</RitualTargetEmptyGraveInfoAbstract>
  <RitualTargetGraveInfoMustBeBuried>{PAWN_labelShort}'s body must be buried first</RitualTargetGraveInfoMustBeBuried>
  <RitualTargetGatherSpotInfo>Any gathering spot, like a table</RitualTargetGatherSpotInfo>
  <RitualTargetGatherAltarOrRitualSpotInfo>Altar or any ritual spot.</RitualTargetGatherAltarOrRitualSpotInfo>
  <RitualTargetGatherAltarIdeogramOrRitualSpotInfo>Altar, ideogram or any ritual spot.</RitualTargetGatherAltarIdeogramOrRitualSpotInfo>
  <RitualTargetLightBallIsNotPowered>Lightball is not powered.</RitualTargetLightBallIsNotPowered>
  <RitualTargetNoPoweredSpeakers>No powered speakers.</RitualTargetNoPoweredSpeakers>
  <RitualTargetCampfireNoFuel>Campfire is not fueled.</RitualTargetCampfireNoFuel>
  <RitualTargetCampfireMustBeUnroofed>Campfire must be unroofed.</RitualTargetCampfireMustBeUnroofed>
  <RitualTargetNoDrum>No nearby drum.</RitualTargetNoDrum>
  <RitualTargetNeedUnroofedCells>Need at least {0} unroofed cells nearby.</RitualTargetNeedUnroofedCells>
  <RitualTargetCampfirePartyInfo>a lit campfire</RitualTargetCampfirePartyInfo>
  <RitualTargetUnconnectedGaruanlenTreeInfo>an unconnected Gauranlen tree</RitualTargetUnconnectedGaruanlenTreeInfo>
  <RitualTargetConnectedGauranlenTree>Already connected to {PAWN_nameDef}</RitualTargetConnectedGauranlenTree>
  <RitualTargetConnectionTornGauranlenTree>{TREE_definite} has had its connection torn recently. It can connect again in {1}.</RitualTargetConnectionTornGauranlenTree>
  <RitualTargeWoodInfo>You need {0} wood for each participant ({2} total). You have {1} wood.</RitualTargeWoodInfo>
  <RitualTargetUnreachable>{0} must be able to reach ritual target.</RitualTargetUnreachable>
  <Accuse>Accuse</Accuse>
  <RitualScarificationWarnNonScarificationIdeo>{PAWN_labelShort} does not believe in ideoligious scarification and will not like being scarified.</RitualScarificationWarnNonScarificationIdeo>
  <RitualScarificationWarnWimp>{PAWN_labelShort} is a wimp and will not like being scarified.</RitualScarificationWarnWimp>
  <RitualBlindingWarnWimp>{PAWN_labelShort} is a wimp and will not like being blinded.</RitualBlindingWarnWimp>
  <RitualScarificationTriggerExtraDesc>Scarification is expected for {IDEOMEMBERPLURAL} as long as there are fewer than {0} scarified {IDEOMEMBERPLURAL}.</RitualScarificationTriggerExtraDesc>
  <RitualBlindingTriggerExtraDesc>Blinding is expected for each current and joining {IDEOMEMBER} colonist.</RitualBlindingTriggerExtraDesc>
  
  <RitualOutcomeExtraDesc_DancePartyWorkFocus>Everyone participating in the ritual gained a one-day work focus buff ({PERCENTAGE} global work speed)!</RitualOutcomeExtraDesc_DancePartyWorkFocus>
  <RitualOutcomeExtraDesc_BlindingPsylink>Thanks to a satisfying blinding ritual, {PAWN_labelShort} gained a psylink level!</RitualOutcomeExtraDesc_BlindingPsylink>
  <RitualOutcomeExtraDesc_BlindingPsylinkAbility>With a new pyslink level {PAWN_pronoun} gained a {0} psycast.</RitualOutcomeExtraDesc_BlindingPsylinkAbility>
  <RitualOutcomeExtraDesc_ConsumableInspiration>Thanks to a satisfying {RITUAL}, {PAWN_labelShort} gained {INSPIRATION}!</RitualOutcomeExtraDesc_ConsumableInspiration>
  <RitualOutcomeExtraDesc_SkylanternWanderers>Your skylanterns have attracted some friendly travelers. They will visit and leave a gift.</RitualOutcomeExtraDesc_SkylanternWanderers>
  <RitualOutcomeExtraDesc_Execution>All participating slaves were shaken by the sight of death. Their suppression has been raised to its maximum level.</RitualOutcomeExtraDesc_Execution>
  
  <RitualOutcomeExtraDesc_DevelopmentPointsAwarded>Due to the quality of the ritual, your development points have increased by {2} (from {0} to {1}).</RitualOutcomeExtraDesc_DevelopmentPointsAwarded>
  <RitualOutcomeExtraDesc_DevelopmentPointsAwardedCapped>Can't award development points beyond {0}.</RitualOutcomeExtraDesc_DevelopmentPointsAwardedCapped>
  <RitualOutcomeExtraDesc_NoDevelopmentPointsAwarded>Due to the poor quality of the ritual, no development points were gained.</RitualOutcomeExtraDesc_NoDevelopmentPointsAwarded>

  <RitualAttachedReward>Additional reward</RitualAttachedReward>
  <RitualAttachedRewardChoose>Choose</RitualAttachedRewardChoose>
  <RitualAttachedRewardCantUseWithRitual>Can't use {0} with {1}.</RitualAttachedRewardCantUseWithRitual>
  <RitualAttachedRewardRequiredMemeAny>Requires any of memes</RitualAttachedRewardRequiredMemeAny>
  <RitualAttachedRewardRequiredFaction>Requires {0} faction</RitualAttachedRewardRequiredFaction>
  <RitualAttachedOutcomes_Positive>positive</RitualAttachedOutcomes_Positive>
  <RitualAttachedOutcomes_Negative>negative</RitualAttachedOutcomes_Negative>
  <RitualAttachedOutcomesInfo>If the {0} is {1}</RitualAttachedOutcomesInfo>
  <RitualAttachedApplliesForOutcome>Upon any {0} outcome</RitualAttachedApplliesForOutcome>
  <RitualAttachedApplliesForOutcomes>Upon any {0} outcome</RitualAttachedApplliesForOutcomes>
  <RitualAttachedOutcome_FarmAnimalsWanderIn_Desc>The commotion from the {0} has attracted some curious animals!\n\nThey seem accustomed to human contact and are joining the colony.</RitualAttachedOutcome_FarmAnimalsWanderIn_Desc>
  <RitualAttachedOutcome_GauranlenTreePod_ExtraDesc>The {0} has induced a Gauranlen pod to sprout nearby.</RitualAttachedOutcome_GauranlenTreePod_ExtraDesc>
  <RitualAttachedOutcomeCantApply>Can't apply reward</RitualAttachedOutcomeCantApply>
  <RitualAttachedOutcomeCantApply_NoValidSpot>No valid spot</RitualAttachedOutcomeCantApply_NoValidSpot>
  <RitualAttachedOutcomeCantApply_ExtremeBiome>Extreme biome</RitualAttachedOutcomeCantApply_ExtremeBiome>
  <RitualAttachedOutcomeCantApply_AncientComplexIsPresent>There is already a known ancient complex to explore.</RitualAttachedOutcomeCantApply_AncientComplexIsPresent>
  <RitualAttachedOutcomeCantApply_NotAvailableRightNow>Not available right now.</RitualAttachedOutcomeCantApply_NotAvailableRightNow>
  
  <IdeoBuildingVariationOf>This building is a variation of</IdeoBuildingVariationOf>
  <IdeoBuildingMinimumExpectations>Minimum expectations</IdeoBuildingMinimumExpectations>
  <Optional>optional</Optional>
  <Expectations>expectations</Expectations>
  <RitualRepeatPenaltyTip>Repeating a ritual within {0} days reduces its quality. {1} days have passed since the last ritual, so the current quality reduction is {2}. This penalty will fall to zero {3} days from now.</RitualRepeatPenaltyTip>
  <RitualOutcomeCompTip_RitualTargetDefsPart1>For best quality, start the {0} at {1}.</RitualOutcomeCompTip_RitualTargetDefsPart1>
  <RitualOutcomeCompTip_RitualTargetDefsPart2>Currently, the {0} is being started at {1_labelShortIndef}.</RitualOutcomeCompTip_RitualTargetDefsPart2>
  <RitualDevelopmentPoints>Development points</RitualDevelopmentPoints>
  <RitualDevelopmentPointsTip>Completing this ritual gives {0}-{1} development points depending on quality.</RitualDevelopmentPointsTip>
  <RitualOutcomeBlockedNoPower>{0} needs to be powered.</RitualOutcomeBlockedNoPower>

  <ForSlaveUse>For slave use</ForSlaveUse>
  <Slave>Slave</Slave>
  <SellingAsSlave>If you sell someone to any faction besides their own, they become slaves.</SellingAsSlave>
  <SellingAsRansom>If you sell someone to their own faction, they are ransomed and not enslaved.</SellingAsRansom>

  <MemeGoodwillImpact_Player>We are {0}</MemeGoodwillImpact_Player>
  <MemeGoodwillImpact_Other>They are {0}</MemeGoodwillImpact_Other>

  <!-- TextMotes -->
  <TextMote_SuppressionIncreased>Slave suppression: {0}</TextMote_SuppressionIncreased>

  <!-- Role requirements -->
  <RoleRequirementsLabel>Requirements</RoleRequirementsLabel>
  <RoleEffectsLabel>Passive effects</RoleEffectsLabel>
  <RoleRequirementLabelSameIdeo>Must be {0}</RoleRequirementLabelSameIdeo>
  <RoleRequirementLabelSupremeGender>Must be {0}</RoleRequirementLabelSupremeGender>
  <RoleRequirementCannotBe>Cannot be child</RoleRequirementCannotBe>

  <RoleGrantedAbilitiesLabel>Abilities</RoleGrantedAbilitiesLabel>
  <RoleRequiredApparelLabel>Required apparel</RoleRequiredApparelLabel>
  <RoleRitualsLabel>Has role in rituals</RoleRitualsLabel>
  <RoleBelieverCountDesc>This role becomes active when your faction has {1} {0}. It becomes inactive when your faction has only {3} {2}.</RoleBelieverCountDesc>
  <RoleExpectationOffset>Raised by {0} levels.</RoleExpectationOffset>
  <RoleRaisedExpectation>The {0} has higher expectations.</RoleRaisedExpectation>
  <RoleRaisedExpectationGracePeriod>The {0} will have higher expectations in {1}.</RoleRaisedExpectationGracePeriod>
  <IdeoLeaderDifferentIdeoThoughtLabel>Led by {0}</IdeoLeaderDifferentIdeoThoughtLabel>
  <AbilityDisabled_IncapableOfWorkTag>{PAWN_nameDef} will not do {1} work.</AbilityDisabled_IncapableOfWorkTag>
  <AbilityDisabledNoAltarOrRitualsSpot>No reachable altar or ritual spot.</AbilityDisabledNoAltarOrRitualsSpot>
  <AbilityDisabledNoAltarIdeogramOrRitualsSpot>No reachable altar, ideogram or ritual spot.</AbilityDisabledNoAltarIdeogramOrRitualsSpot>
  <AbilityDisabledNoRitualSpot>No reachable ritual spot.</AbilityDisabledNoRitualSpot>

  <TextMote_WillReduced>Will\n{0} to {1}</TextMote_WillReduced>

  <ConfirmationCharityJoiner>Accepting this join offer is an act of charity. If you refuse, the following people will be unhappy due to their pro-charity beliefs:\n{0}\n\nAre you sure you want to reject this join offer?</ConfirmationCharityJoiner>

  <BelieversIn>Believers in {0} ({1})</BelieversIn>
  <AddPrecept>add {0}</AddPrecept>
  <Precept>precept</Precept>
  <IdeoBuilding>building</IdeoBuilding>
  <IdeoRelic>relic</IdeoRelic>
  
  <!-- Beggars -->
  <GiveItemsTo>Give {0} to {1_nameDef}</GiveItemsTo>
  <CannotGiveItemsTo>Cannot give {0} to {1_nameDef}</CannotGiveItemsTo>
  <NoItemFound>No item found</NoItemFound>

  <!-- Outfits -->
  <OutfitSlave>Slave</OutfitSlave>

  <!-- Hacking -->
  <HackProgress>Hack progress</HackProgress>
  <HackingSpeed>hacking speed</HackingSpeed>
  <HackingLastUser>{0}'s</HackingLastUser>
  <Hacked>hacked</Hacked>
  <TerminalsHacked>Terminals hacked</TerminalsHacked>

  <RelicInfoFound>Relic info found</RelicInfoFound>
  <InactiveRoleRequiresMoreBelievers>inactive, requires atleast {0} {1}s (have {2})</InactiveRoleRequiresMoreBelievers>
  
  <Certainty>certainty</Certainty>

  <!-- Slave interaction -->
  <EmancipateNonCololonistWithFactionTooltip>The slave will leave the map on foot and return to their home faction, {0}.</EmancipateNonCololonistWithFactionTooltip>
  <EmancipateNonCololonistWithoutFactionTooltip>The slave will leave on foot and exit the map.</EmancipateNonCololonistWithoutFactionTooltip>
  <EmancipateCololonistTooltip>The slave will return to being a colonist.</EmancipateCololonistTooltip>

  <WorshippedTerminalFactionBecameHostileTimed>You've stayed in the village too long. The people of {FACTION_name} are attacking!</WorshippedTerminalFactionBecameHostileTimed>
  <WorshippedTerminalRaidIncoming>Villagers are returning from nearby to protect the venerated terminal!</WorshippedTerminalRaidIncoming>

  <!-- Relic hunt -->
  <RelicHuntFoundRelicSite>The relic is housed in an ancient structure protected by a multi-unit security system.\n\nYou can defeat the security forces one unit at a time, or grab the relic and try to flee before they get you.</RelicHuntFoundRelicSite>
  <RelicHuntFoundRelicSitePeaceful>The relic rests in an ancient structure nearby.</RelicHuntFoundRelicSitePeaceful>

  <Relic>relic</Relic>
  <RitualSeat>Ritual seat</RitualSeat>

  <!-- Ritual requirements -->
  <RitualPredictedOutcomeDescNumActiveLoudspeakers>Active loudspeakers</RitualPredictedOutcomeDescNumActiveLoudspeakers>
  <RitualPredictedOutcomeDescNumDrums>Drums</RitualPredictedOutcomeDescNumDrums>

  <RitualPredictedOutcomeDescEffectRitualSpotMoodReduction>Using ritual spot causes {0} mood bonus reduction for all participants.</RitualPredictedOutcomeDescEffectRitualSpotMoodReduction>

  <RitualOutcomeLabelAnyOfThese>Any of these</RitualOutcomeLabelAnyOfThese>

  <PreceptReplaceWith>Replace with</PreceptReplaceWith>
  <RitualSeatOf>Ritual seat of {IDEOS}</RitualSeatOf>
  <StartingQuality>Starting quality</StartingQuality>
  <ExpectedConvictionChance>Conviction chance</ExpectedConvictionChance>
 
  <MustBePlacedIndoors>Must be placed indoors.</MustBePlacedIndoors>

  <!-- Gauranlen trees/Dryads -->
  <ConnectedPawn>Connected to</ConnectedPawn>
  <Nobody>Nobody</Nobody>
  <ConnectedPawnDesc>The person this {TREE_label} is connected to. If the connected person dies, this {TREE_label} will be unable to connect to another for {DURATION}.</ConnectedPawnDesc>
  <ConnectionTorn>Connection torn. Can connect in {0}.</ConnectionTorn>
  <ConnectedPawnAway>{PAWN_nameDef} is too far away</ConnectedPawnAway>
  <TreeBlockedByNearbyBuildingsDesc>Planting {PLANT_definite} near artificial buildings will cause its connection strength to decay over time. Connection strength determines the maximum number of dryads {PLANT_definite} can support at once.\n\nAre you sure you wish to plant here?</TreeBlockedByNearbyBuildingsDesc>
  <GauranlenModeChangeDescFull>Changing {TREE_definite}'s dryad caste takes time and energy.\n\nAfter the connected person interacts with the tree, all dryads will spend {DURATION} days inside cocoons while they morph to the selected caste.\n\nExisting cocoons will cancel their transformation so they can morph to the current caste.</GauranlenModeChangeDescFull>
  <ChangeModeDesc>Change the type of dryads created by {TREE_definite}.</ChangeModeDesc>
  <ConnectionStrengthFall>Connection strength fall</ConnectionStrengthFall>
  <ConnectionStrength>Connection strength</ConnectionStrength>
  <ConnectionStrengthDisplay>{0} strength</ConnectionStrengthDisplay>
  <ConnectionStrengthDesc>Determines how many dryads this tree can support.</ConnectionStrengthDesc>
  <MaximumDryads>Max dryads</MaximumDryads>
  <MaximumDryadsDesc>The maximum number of dryads this tree can support.</MaximumDryadsDesc>
  <MaxDryadsBasedOnConnectionStrength>Max dryads based on connection strength</MaxDryadsBasedOnConnectionStrength>
  <PruningConnectionStrength>Pruning connection strength gain</PruningConnectionStrength>
  <PruningHoursToMaintain>Hours per day to maintain</PruningHoursToMaintain>
  <DesiredConnectionStrength>Desired</DesiredConnectionStrength>
  <DesiredConnectionStrengthDesc>{CONNECTEDPAWN_nameDef} will prune {TREE_definite} often enough to keep connection strength above this level.\n\nHigher connection strength allows supporting more dryads, but also falls faster and thus takes more frequent pruning to maintain.\n\nYou can click on the bar to adjust the desired target connection strength.\n\nConnection strength fall per day: {FALL}\n\nConnection strength is affected by nearby buildings.</DesiredConnectionStrengthDesc>
  <WaitingForConnectorToChangeCaste>Waiting for {CONNECTEDPAWN_nameDef} to change dryad caste.</WaitingForConnectorToChangeCaste>
  <GauranlenTreeMode>Dryad caste</GauranlenTreeMode>
  <NoCaste>no caste</NoCaste>
  <GauranlenTreeModeDesc>Determines the currently created dryad caste.</GauranlenTreeModeDesc>
  <SpawningDryadIn>Spawning {DRYAD_label} in {TIME}</SpawningDryadIn>
  <ChangingDryadIntoType>Morphing {DRYAD_labelShort} into {TYPE_label}.</ChangingDryadIntoType>
  <HoursEveryDay>{0} hours every day</HoursEveryDay>
  <HoursEveryOtherDay>{0} hours every other day</HoursEveryOtherDay>
  <DryadProducesResourcesDesc>{DRYAD_labelPlural} produce {RESOURCES} every {DURATION}.</DryadProducesResourcesDesc>
  <DryadCannotChangeMaster>{ANIMAL_nameDef} is connected to {MASTER_nameDef} through {ANIMAL_possessive} Gauranlen tree. {ANIMAL_possessive} master cannot be changed.</DryadCannotChangeMaster>
  <ConnectionStrengthTooWeakForGaumakerPod>Connection strength too low to create Gauranlen pod.</ConnectionStrengthTooWeakForGaumakerPod>
  <Unconnected>Unconnected</Unconnected>
  <DryadPlural>Dryads</DryadPlural>
  <ConnectionStrengthAffectedBy>Connection strength affected by</ConnectionStrengthAffectedBy>
  <CurrentlyAffectedBy>Currently affected by</CurrentlyAffectedBy>
  <NotEnoughConnectionStrengthForSingleDryad>{0} connection strength needed to support a dryad.</NotEnoughConnectionStrengthForSingleDryad>
  <CannotAssignAllowedAreaToDryad>Cannot assign allowed area</CannotAssignAllowedAreaToDryad>

  <!-- Shooting report -->
  <TargetNightOutdoors>Target outdoors and night-time</TargetNightOutdoors>
  <TargetDarkIndoors>Target indoors and dark</TargetDarkIndoors>
  <TargetDayOutdoors>Target outdoors and daytime</TargetDayOutdoors>
  <TargetLitIndoors>Target indoors and lit</TargetLitIndoors>  
  <RechargeableCharging>Charging</RechargeableCharging>
  <RechargeableReady>Ready</RechargeableReady>
  
  <RoleRequirementSkill>Skill</RoleRequirementSkill>
  <RoleRequirementSkillAny>Any of skills</RoleRequirementSkillAny>
  <RoleEffectWontUseRangedWeapons>Won't use ranged weapons</RoleEffectWontUseRangedWeapons>
  <RoleEffectWontUseMeleeWeapons>Won't use melee weapons</RoleEffectWontUseMeleeWeapons>
  <RoleEffectProductionQualityOffset>{0} quality to crafting or construction</RoleEffectProductionQualityOffset>
  <RoleEffectHuntingRevengeChance>Hunting revenge chance {0}</RoleEffectHuntingRevengeChance>
  <RoleEffectGiveThoughtOnTended>Give thought</RoleEffectGiveThoughtOnTended>

  <AssignColonists>Assign colonists to your ideoligion</AssignColonists>
  <RemoveNewIdeoligion>Remove new ideoligion</RemoveNewIdeoligion>
  <MakeIdeoligionPrimary>Make this your primary ideoligion</MakeIdeoligionPrimary>

  <!-- Archonexus -->
  <GameOverArchotechInvokedIntro>You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...\n\n</GameOverArchotechInvokedIntro>
  <GameOverArchotechInvokedEnding>The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality.\n\nYou sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. Time and scale begin to dissolve. It's terrifying. It's beautiful...</GameOverArchotechInvokedEnding>
  <GameOverColonistsTranscended>These colonists have transcended:\n\n{0}</GameOverColonistsTranscended>
  <Reward_ArchonexusMapPart>An archonexus map part</Reward_ArchonexusMapPart>
  <Reward_ArchonexusMapPartLabel>Archonexus map part {0}/{1}</Reward_ArchonexusMapPartLabel>

  <RelicsLower>relics</RelicsLower>
  <RelicLower>relic</RelicLower>

  <LinkedTo>Linked to</LinkedTo>
  <SupplySatellite>Supply satellite</SupplySatellite>

  <CannotExtractSkull>Colonist is not willing to extract skull from corpse (missing pro-skullspike precept)</CannotExtractSkull>
  <TipPreviewRitualAmbienceSound>Preview the ritual ambience sound</TipPreviewRitualAmbienceSound>

  <ChooseStuffForRelic>Choose</ChooseStuffForRelic>
  <RelicStuff>Made from stuff</RelicStuff>

  <!-- Bioscuplter pod -->
  <BiosculpterPodCycleLabel>Cycle</BiosculpterPodCycleLabel>
  <BiosculpterPodCycleLabelLoading>loading ingredients</BiosculpterPodCycleLabelLoading>
  <BiosculpterPodCycleWillBiotune>(and biotuning)</BiosculpterPodCycleWillBiotune>
  <BiosculpterPodCycleCommand>Begin {0} cycle</BiosculpterPodCycleCommand>
  <BiosculpterPodCycleDuration>Duration</BiosculpterPodCycleDuration>
  <BiosculpterPodCycleDurationTranshumanists>Duration (transhumanists)</BiosculpterPodCycleDurationTranshumanists>
  <BiosculpterPodCycleSelection>Ready for cycle selection</BiosculpterPodCycleSelection>
  <BiosculpterPodCycleStandby>On standby for {CYCLE} cycle with {PAWN_labelShort}</BiosculpterPodCycleStandby>
  <BiosculpterPodCycleSelectionNoPower>Nutrition loaded, no power</BiosculpterPodCycleSelectionNoPower>
  <BiosculpterCycleTimeRemaining>Ends in</BiosculpterCycleTimeRemaining>
  <BiosculpterCycleAccelerated>accelerated for transhumanists</BiosculpterCycleAccelerated>
  <BiosculpterCycleNoPowerInterrupt>Paused: No power (interrupt in {TIME})</BiosculpterCycleNoPowerInterrupt>
  <BiosculpterBiotunedTo>Biotuned to</BiosculpterBiotunedTo>
  <BiosculpterInteruptCycle>Interrupt cycle</BiosculpterInteruptCycle>
  <BiosculpterInteruptCycleDesc>Interrupt the current cycle. The occupant will be ejected without benefiting from the effects of the cycle, and will suffer from short-term biosculpter sickness.</BiosculpterInteruptCycleDesc>
  <BiosculpterEnteringMessage>{PAWN_labelShort} will enter biosculpter and begin a {CYCLE} cycle.</BiosculpterEnteringMessage>
  <BiosculpterLoadingStartedMessage>{PAWN_labelShort} will collect {INGREDIENTS}, and begin a {CYCLE} cycle.</BiosculpterLoadingStartedMessage>
  <BiosculpterCarryStartedMessage>{PAWN_labelShort} will collect {INGREDIENTS}, place {DOWNED_labelShort} inside the biosculpter, and begin a {CYCLE} cycle.</BiosculpterCarryStartedMessage>
  <NumNutrition>{0} nutrition</NumNutrition>
  <BiosculpterNoPowerEjectedMessage>{PAWN_labelShort} was ejected from a biosculpter pod due to lack of power.</BiosculpterNoPowerEjectedMessage>
  <BiosculpterHealCompletedMessage>{PAWN_labelShort} completed healing cycle.</BiosculpterHealCompletedMessage>
  <BiosculpterHealCompletedWithCureMessage>{PAWN_labelShort} completed healing cycle, and {PAWN_possessive} {HEDIFF_label} was cured.</BiosculpterHealCompletedWithCureMessage>
  <BiosculpterAgeReversalCompletedMessage>{PAWN_labelShort} completed {PAWN_possessive} age reversal cycle.</BiosculpterAgeReversalCompletedMessage>
  <AgeReversalExpectationDeadline>{PAWN_pronoun} expects the next age reversal in {DEADLINE} days.</AgeReversalExpectationDeadline>
  <BiosculpterPleasureCompletedMessage>{PAWN_labelShort}'s pleasure cycle is complete.</BiosculpterPleasureCompletedMessage>
  <BiosculpterCleanlinessSpeedFactor>Cleanliness speed factor</BiosculpterCleanlinessSpeedFactor>
  <BiosculpterBiotunedSpeedFactor>Biotuned speed factor</BiosculpterBiotunedSpeedFactor>
  <HealingCycleWillHeal>These conditions will be healed</HealingCycleWillHeal>
  <HealingCycleOneWillHeal>One of these conditions will be healed</HealingCycleOneWillHeal>
  <MissingRequiredResearch>Missing required research</MissingRequiredResearch>
  <BiosculpterRequiresIngredients>Requires</BiosculpterRequiresIngredients>
  <OnCompletionOfCycle>On completion of the {CYCLE} cycle, the following will occur</OnCompletionOfCycle>
  <BiosculpterNoCoditionsToHeal>{PAWN_nameDef} does not have any conditions that can be healed by a {CYCLE} cycle.\n\nDo you want to continue?</BiosculpterNoCoditionsToHeal>

  <Basic>basic</Basic>
  <ChangeStyleDesc>Change the style this will be built in. This is purely visual and has no gameplay impact.</ChangeStyleDesc>
  <ChangeStyleDisabledNoCategories>No available styles.</ChangeStyleDisabledNoCategories>

</LanguageData>