<?xml version="1.0" encoding="utf-8"?>
<LanguageData>
	<!-- Shield -->
	<VanillaFactionsExpanded.EquipShield>Equip {0} as shield</VanillaFactionsExpanded.EquipShield>
	<VanillaFactionsExpanded.EquipWarningShieldUnusable>(unusable with {0})</VanillaFactionsExpanded.EquipWarningShieldUnusable>
	<VanillaFactionsExpanded.EquipWarningShieldUnusableWithWeapon>({0} will be unusable)</VanillaFactionsExpanded.EquipWarningShieldUnusableWithWeapon>

	<VanillaFactionsExpanded.Protects>Protects</VanillaFactionsExpanded.Protects>
	<VanillaFactionsExpanded.Protects_Desc>What body parts the shield protects.</VanillaFactionsExpanded.Protects_Desc>

	<!-- Scenario parts -->
	<VanillaFactionsExpanded.ScenPart_ForcedFactionRelations>Faction relation modifiers</VanillaFactionsExpanded.ScenPart_ForcedFactionRelations>
	<VanillaFactionsExpanded.NumberRange>{0} to {1}</VanillaFactionsExpanded.NumberRange>
	<VanillaFactionsExpanded.AllFactions>All factions</VanillaFactionsExpanded.AllFactions>
	<VanillaFactionsExpanded.AllFactionsIncludingHidden>All factions including hidden</VanillaFactionsExpanded.AllFactionsIncludingHidden>
	<VanillaFactionsExpanded.AlwaysHostile>Always hostile</VanillaFactionsExpanded.AlwaysHostile>
	<VanillaFactionsExpanded.AffectHiddenFactions>Affect hidden</VanillaFactionsExpanded.AffectHiddenFactions>
	<VanillaFactionsExpanded.StartingGoodwill>Starting</VanillaFactionsExpanded.StartingGoodwill>
	<VanillaFactionsExpanded.NaturalGoodwill>Natural</VanillaFactionsExpanded.NaturalGoodwill>

	<!-- Stat Draw Entries -->
	<VanillaFactionsExpanded.UsableWithShield>Usable with shields</VanillaFactionsExpanded.UsableWithShield>
	<VanillaFactionsExpanded.UsableWithShield_Desc>Whether or not this weapon can be used if the character also has a shield equipped.</VanillaFactionsExpanded.UsableWithShield_Desc>

	<!-- New Faction Spawning -->
	<VanillaFactionsExpanded.FactionTitle>New faction: {FactionName}</VanillaFactionsExpanded.FactionTitle>
	<VanillaFactionsExpanded.ModInfo>This faction is added by {ModName} and not currently present in your game.</VanillaFactionsExpanded.ModInfo>
	<VanillaFactionsExpanded.AnUnknownMod>an unknown mod</VanillaFactionsExpanded.AnUnknownMod>
	<VanillaFactionsExpanded.HiddenFactionInfo>This is a hidden faction and won't show up in your faction list.</VanillaFactionsExpanded.HiddenFactionInfo>
	<VanillaFactionsExpanded.RequiredFactionInfo>It is marked as required by {ModName}.</VanillaFactionsExpanded.RequiredFactionInfo>
	<VanillaFactionsExpanded.NonSpawningFactionInfo>This faction is marked as non-spawning and you should probably just ignore it.</VanillaFactionsExpanded.NonSpawningFactionInfo>
	<VanillaFactionsExpanded.FactionSelectOption>Please select how to proceed:</VanillaFactionsExpanded.FactionSelectOption>
	<VanillaFactionsExpanded.FactionButtonAdd>Add the faction</VanillaFactionsExpanded.FactionButtonAdd>
	<VanillaFactionsExpanded.FactionButtonAddFull>Add the faction with settlements</VanillaFactionsExpanded.FactionButtonAddFull>
	<VanillaFactionsExpanded.FactionButtonSkip>Do nothing</VanillaFactionsExpanded.FactionButtonSkip>
	<VanillaFactionsExpanded.FactionButtonIgnore>Don't ask for this faction again</VanillaFactionsExpanded.FactionButtonIgnore>
	<VanillaFactionsExpanded.FactionMessageFailed>Failed to add the faction.</VanillaFactionsExpanded.FactionMessageFailed>
	<VanillaFactionsExpanded.FactionMessageFailedFull>Failed to create a faction with settlements.</VanillaFactionsExpanded.FactionMessageFailedFull>
	<VanillaFactionsExpanded.FactionMessageSuccessFull>Added {FactionName} with {Amount} settlements.</VanillaFactionsExpanded.FactionMessageSuccessFull>
	<VanillaFactionsExpanded.FactionMessageSuccess>Added {FactionName}.</VanillaFactionsExpanded.FactionMessageSuccess>

	<VanillaFactionsExpanded.FactionSettlementsToSpawn>Settlements to spawn (recommended are {0}): {1}</VanillaFactionsExpanded.FactionSettlementsToSpawn>
	<VanillaFactionsExpanded.FactionMinDistance>The minimum distance from player bases (recommended are {0}): {1}</VanillaFactionsExpanded.FactionMinDistance>
	<VanillaFactionsExpanded.FactionButtonSpawn>Spawn</VanillaFactionsExpanded.FactionButtonSpawn>
	<VanillaFactionsExpanded.FactionButtonCancel>Cancel</VanillaFactionsExpanded.FactionButtonCancel>

	<VSE.Reinforcements>Reinforcements</VSE.Reinforcements>
	<VSE.ReinforcementsDesc>Seeing that your forces suffered losses, {FACTION_name} has decided to reinforce their raiding force</VSE.ReinforcementsDesc>
	<VSE.CostGoodwill>cost: {0} goodwill</VSE.CostGoodwill>

	<VWEL_ToggleHotshotLabel>Weapon warm-up</VWEL_ToggleHotshotLabel>
	<VWEL_ToggleHotshotDesc>Shots fired when standing still warm-up the weapon allowing for increased firing speed. Overheating can lead to detonation.</VWEL_ToggleHotshotDesc>

	<VFE_DeepDrillNo>Deep drill cannot be used with {0}.</VFE_DeepDrillNo>
</LanguageData>