l_english:
 SEPARATION_LINE:0 "--------------\n"
 MENU_MESSAGES_DISABLE_ALL:0 "Disable all"
 FILTER:0 "Filter"
 TO_ME:0 "To me"
 FROM_ME:0 "From me"
 INTERESTING:0 "Interesting"
 OTHERS:0 "Others"
 DECAY:0 "Decay"
 non_core:0 "Non-Core"
 SM_LANGUAGE:0 "Language"
 ENGLISH_SUPPORTED:0 "Yes"
 SPANISH_SUPPORTED:0 "Yes"
 GERMAN_SUPPORTED:0 "Yes"
 FRENCH_SUPPORTED:0 "Yes"
 ENGLISH:0 "English"
 SPANISH:0 "Spanish"
 GERMAN:0 "German"
 FRENCH:0 "French"
 HEADER:0 "$KEY|1H$\n"
 UNIT_SPEED:0 "Division speed: $VALUE|H$ km/h"
 HEADER_DISABLED:0 "$KEY|g$"
 HEADER_ENABLED:0 "$KEY|W$"
 HIGHLT:0 "$KEY|H$"
 LORE:0 "$KEY|L$"
 MOVE_CAPITAL_AT_WAR:0 "You cannot move the capital to this province while at war."
 REGION:0 "Region"
 CONTINENT:0 "Continent"
 IS_ATPEACE:0 "At Peace"
 IS_ATWAR:0 "At War"
 RESEARCH_TIME_TOOLTIP:0 "Time to Research: $DAYS|Y$ days "
 RESEARCH_TIME_TOOLTIP_WITH_XP:0 "Time to Research: $DAYS|Y$ days ($DAYS_WITH_XP|Y$ days for $XP_TEXT$)"
 RESEARCH_TIME_TOOLTIP_WITH_XP_COST_FACTOR:2 "Doctrine cost: $COST|Y$ $VALUE|Y$ \nDue to: \nBase Cost: $BASE|Y$"
 WAIT_FOR_HOTJOIN:0 "Please wait while the host sets up the game for you. Once you got a savegame transferred to you, you can choose a country and join the game."
 HOST_PREPARING_GAME:0 "Please wait while the host\nprepares the game for you."
 HOTJOIN_CONFIRM:0 "Confirm"
 HOTJOIN_ACCEPT:0 "Accept hotjoin request"
 HOTJOIN_DECLINE:0 "Decline hotjoin request"
 READY:0 "Ready!"
 UNREADY:0 "Ready?"
 diff_very_easy_player:0 "Civilian Difficulty"
 diff_easy_player:1 "Recruit Difficulty"
 diff_hard_player:1 "Veteran Difficulty"
 diff_very_hard_player:0 "Elite Difficulty"
 NOT_READY_TO_PLAY_MP:0 "$PLAYER|H$ is not ready"
 READY_TO_PLAY_MP:0 "$PLAYER|H$ is ready"
 LOADING_GUI:0 "Loading GUI"
 LOADING_HISTORY:0 "Loading History"
 NOT_SELECT:0 "No country selected"
 April:0 "April"
 August:0 "August"
 December:0 "December"
 February:0 "February"
 Friday:0 "Friday"
 January:0 "January"
 July:0 "July"
 June:0 "June"
 March:0 "March"
 Monday:0 "Monday"
 November:0 "November"
 October:0 "October"
 Saturday:0 "Saturday"
 September:0 "September"
 Sunday:0 "Sunday"
 Thursday:0 "Thursday"
 Tuesday:0 "Tuesday"
 Wednesday:0 "Wednesday"
 Jan:0 "Jan"
 Feb:0 "Feb"
 Mar:0 "Mar"
 Apr:0 "Apr"
 Jun:0 "Jun"
 Jul:0 "Jul"
 Aug:0 "Aug"
 Sep:0 "Sep"
 Oct:0 "Oct"
 Nov:0 "Nov"
 Dec:0 "Dec"
 EV_SHE:0 "she"
 EV_HE:0 "he"
 EV_HER:0 "her"
 EV_HIM:0 "him"
 EV_HIS:0 "his"
 EV_HERS:0 "hers"
 EV_HERSELF:0 "herself"
 EV_HIMSELF:0 "himself"
 HOTJOIN_LABEL:0 "Hotjoin: "
 PREPARING_AFTER_HOTJOIN:0 "Preparing game after hotjoin."
 HOTJOIN_LOBBY_REENTER:0 "Lobby reopened due to hotjoining players."
 GAME_RESUME_IN:0 "Game will resume in $VALUE$ seconds."
 SERVER_HOTJOIN:0 "server due to hotjoin."
 WAITING_FOR_HOTJOINING_PLAYER:0 "Waiting for hotjoining player..."
 PLAYER_ENTERING_GAME:0 "Hotjoining player is now entering the game."
 COOP_NOT_ALLOWED:0 "§RCo-op not allowed.§!"
 LAG_BEHIND_HEADER:0 "$NAME$ is lagging behind!"
 LAG_BEHIND_TEXT:0 "The game speed has been lowered to let him/her catch up."
 MP_NOT_IN_SYNC:0 "$PLAYER|H$ is not in sync, please ask them to reconnect!"
 MENU_BAR_LOCALGAMES:0 "Local"
 MENU_BAR_CLOUDGAMES:0 "Cloud"
 CONFIRMDELETETITLE:0 "Delete file"
 CONFIRMDELETETEXT:1 "Are you sure you want to §RDISBAND§! $NAME$?"
 CONFIRMDELETETEXT_NAVY:0 "Are you sure you want to §RDESTROY§! $NAME$?"
 CONFIRMDELETETEXT_RETURNDESC:2 "The used equipment will be returned to storage and the §Yunits§! will go back to the §Ymanpower pool§!. Any §Yexpeditionary forces§! will be sent home."
 CONFIRMDELETETEXT_NAVYDESC:0 "The ships will be §RDESTROYED§! and the §Yunits§! will go back to the §Ymanpower pool§!."
 CONFIRMDELETEUNIT:0 "Disband unit"
 CONFIRMDELETEUNITS:0 "Disband units"
 CONFIRMDELETE_TASK_FORCE:0 "Delete task force"
 CONFIRMDELETE_TASK_FORCES:0 "Delete task forces"
 CONFIRMDELETESHIP:0 "Delete ship"
 CONFIRM_DELETE_ALL_ORDERS:0 "Delete all orders"
 CONFIRM_DELETE_ALL_ORDERS_TEXT:1 "Are you sure you want to §RDELETE ALL ORDERS§! from this Army?"
 CONFIRM_DELETE_ALL_AG_ORDERS_TEXT:1 "Are you sure you want to §RDELETE ALL ORDERS§! from this Army Group?"
 CONFIRM_DELETE_ORDER:0 "Delete order"
 CONFIRM_DELETE_ORDER_TEXT:0 "Are you sure you want to §RDELETE§! $ORDER$ order?"
 CONFIRM_DELETE_ORDER_INVASION:0 "currently painted §YInvasion§!"
 CONFIRM_DELETE_ORDER_PARADROP:0 "currently painted §YParadrop§!"
 CONFIRM_DELETE_ORDER_AREA_DEFENSE:1 "currently painted §YArea Defense Order§!"
 CONFIRM_DIALOG_MULTI_UNITS:1 "$NUM|Y$ units"
 CONFIRM_DIALOG_MULTI_TASK_FORCES:0 "$NUM|Y$ task forces"
 CONFIRMDELETE_RAILWAY_GUN:0 "Delete railway gun"
 CONFIRMDELETE_RAILWAY_GUNS:0 "Delete railway guns"
 CONFIRMUNASSIGN_RAILWAY_GUN:0 "Unassign selected railway guns from assigned armies"
 CONFIRM_DIALOG_MULTI_RAILWAY_GUNS:0 "$NUM|Y$ railway guns"
 CONFIRMDELETETEXT_RAILWAY_GUNS:0 "Are you sure you want to §RDESTROY§! $NAME$?"
 CONFIRMDELETETEXT_RAILWAY_GUNS_TEXT:0 "The railway guns will be §RDESTROYED§! and the §Yunits§! will go back to the §Ymanpower pool§!."
 CONFIRMDELETETEXT_RAILWAY_GUNS_ENCIRCLED_SINGLE:0 "§RThe unit is encircled, you will lose all of its equipment and $VALUE|%0$ of its manpower!§!"
 CONFIRMDELETETEXT_RAILWAY_GUNS_ENCIRCLED_MULTI:0 "§R$NUM$ units are encircled, you will lose all of their equipment and $VALUE|%0$ of their manpower!§!"
 CONFIRM_DELETE_OVERSEAS_SINGLE:0 "§RThe unit is not located in home theater, you will lose $VALUE|%0$ of its equipment!§!"
 CONFIRM_DELETE_OVERSEAS_MULTI:0 "§R$NUM$ units are not located in home theater, you will lose $VALUE|%0$ of their equipment!§!"
 CONFIRM_DELETE_ENCIRCLED_SINGLE:0 "§RThe unit is encircled, you will lose all of its equipment and $VALUE|%0$ of its manpower!§!"
 CONFIRM_DELETE_ENCIRCLED_MULTI:0 "§R$NUM$ units are encircled, you will lose all of their equipment and $VALUE|%0$ of their manpower!§!"
 CONFIRM_REFUND_OPERATION:0 "Refund $OPERATION|H$"
 CONFIRM_REFUND_OPERATION_DESC:0 "The preparations for this operation will be cancelled and any equipment that has been invested into the operation will be returned to our stockpile."
 EXPEDITIONARIES_CHAGE_TEMPLATE:0 "§RExpeditionary forces cannot switch templates§!"
 SPECIAL_UNIT_CHAGE_TEMPLATE:0 "§RUnits cannot change templates§!"
 CHANGE_TEMPLATE_DISABLED_BORDERWAR:0 "§RUnits in a border conflict cannot change templates§!"
 CHANGE_TEMPLATE_DISABLED_SCRIPT:0 "§RThis template is locked and cannot be changed§!"
 CHANGE_TEMPLATE_DISABLED_FAKE_UNITS:0 "§RSome of the units are fake intel units and template cannot be changed§!"
 CHANGE_TEMPLATE_DISABLED_ENCIRCLED:0 "§RSome units are encircled and cut off from supply and can not have their template changed§!"
 SPECIAL_UNIT_CANNOT_BE_DISBANDED:0 "§RUnits cannot be disbanded§!"
 CONFIRMUNASSIGNUNIT:0 "Unassign unit"
 CONFIRMUNASSIGNUNITS:1 "Unassign all selected units from this army"
 CONFIRMASSIGNUNITS:0 "Reassign Units"
 CONFIRMASSIGNUNITS_DISBAND_ARMY_DESC:0 "After the unit assignment $TO_REMOVE|R$ will be §Rdisbanded§!."
 CONFIRMASSIGNUNITS_DISBAND_ORDER_DESC:1 "After the unit assignment §HArea Defense Orders§! of $TO_REMOVE|R$ will be §Rdeleted§!."
 CONFIRMASSIGNUNITS_CONFIRM_DESC:0 "Are you sure you want to §HREASSIGN§! all units to $ARMY|H$?"
 CAN_NOT_UNASSIGN_BORDER_WAR:0 "§RCannot unassign units from the Border War!§!"
 OPERATION_SELECT:0 "§GClick to select§!"
 OPERATION_DESELECT:0 "§GClick to deselect§!"
 CONFIRMUNASSIGNTEXT:0 "Are you sure you want to UNASSIGN $NAME|H$?"
 CONFIRDISBANDGROUPTEXT:2 "All §GArmies§! that won't have any §YDivisions§! will be automatically §RRemoved§! and all orders will be §RLost§!!"
 REASSIGN_FULL_ORDERS_GROUP_HEADER:1 "Reassign Armies"
 REASSIGN_FULL_ORDERS_GROUP_TEXT:2 "All §YArmies§! that won't have any §YDivisions§! will be automaticly §RRemoved§! and all orders will be §RLost§!!\n\nAre you sure you want to §YREASSIGN§! all units to other §YArmy§!?"
 REASSIGN_ALL_SHIPS_HEADER:0 "Reassign Taskforces"
 REASSIGN_ALL_SHIPS_TEXT:0 "Are you sure you want to assign all ships of $TASKFORCES|H$ to $PARENT|H$ and §RDisband§! empty taskforces?"
 REASSIGN_ALL_TASKFORCES_HEADER:0 "Reassign Fleets"
 REASSIGN_ALL_TASKFORCES_TEXT:0 "Are you sure you want to assign all taskforces of $FLEETS|H$ to $PARENT|H$ and §RDisband§! empty fleets?"
 CONFIRMDELETE_ORDERS_GROUP_HEADER:1 "Remove Army"
 CONFIRMDELETE_ORDERS_GROUP_TEXT:1 "All units from this Army will become unassigned, and all painted orders will be deleted.\nAre you sure you want to §RRemove§! the §RArmy§!?"
 CONFIRMDELETE_ARMY_GROUP_HEADER:0 "Remove Army Group"
 CONFIRMDELETE_ARMY_GROUP_TEXT:0 "All units belonging to sub-armies will be unassigned and all painted orders will be deleted.\nAre you sure you want to §RRemove§! the §RArmy Group§!?"
 CONFIRMCHANGE_GROUP_LEADER:0 "Reassign the Commander"
 CONFIRMCHANGE_GROUP_LEADER_TEXT:1 "$NAME|H$ is already assigned to another §GArmy§! and will be reassigned.\nAre you sure you want to §RReassign§! the §GCommander§!?"
 CONFIRMCHANGE_GROUP_LEADER_IN_TRANSFER_TEXT:1 "$NAME|H$ is already assigned to another §GArmy§! that has been sent as a §Yvolunteers§!.\nAre you sure you want to §RReassign§! the §GCommander§!?"
 CONFIRMCHANGE_NAVY_LEADER:0 "Reassign the Commander"
 CONFIRMCHANGE_NAVY_LEADER_TEXT:0 "$NAME|H$ is already assigned to another §GFleet§! and will be reassigned.\nAre you sure you want to §RReassign§! the §GCommander§!?"
 CONFIRMCHANGE_UNIT_TEMPLATE:1 "Change Divison Template"
 CONFIRMCHANGE_UNIT_TEMPLATE_SINGLE:1 "Are you sure you want to §YCHANGE§! the §YDivision Template§! to $TEMPLATE|H$ for this §YUnit§!? It may take a while for the new equipment to arrive."
 CONFIRMCHANGE_UNIT_TEMPLATE_MULTI:1 "Are you sure you want to §YCHANGE§! the §YDivision Template§! to $TEMPLATE|H$ for these $COUNT|Y$ §YUnits§!? It may take a while for the new equipment to arrive."
 CONFIRMCHANGE_UNIT_TEMPLATE_EQUIPMENT_NEEDED_ENOUGHT:1 "$AMOUNT|0H$ $EQUIPMENT$ (§G$STOCK|0*$ available§!)"
 CONFIRMCHANGE_UNIT_TEMPLATE_EQUIPMENT_NEEDED_NOT_ENOUGHT:1 "$AMOUNT|0H$ $EQUIPMENT$ (§R$STOCK|*0$ available§!)"
 CONFIRMCHANGE_UNIT_TEMPLATE_GAIN:0 "$AMOUNT|0H$ $EQUIPMENT$"
 CONFIRMCHANGE_UNIT_TEMPLATE_EQUIPMENT_NOT_NEEDED:0 "No additional equipment needed."
 CONFIRMCHANGE_UNIT_TEMPLATE_EQUIPMENT_NEEDED_TITLE:1 "We need:"
 CONFIRMCHANGE_UNIT_TEMPLATE_EQUIPMENT_GAIN_TITLE:0 "Will gain:"
 MENU_BAR_DISK_QUOTA:0 "$AVAIL$ free of $TOTAL$"
 FE_CONTENT:0 "Content"
 DLC_NEWITEMINSTALLED_TITLE:0 "New item installed"
 DLC_NEWITEMINSTALLED_DESC:0 "$NAME$ has been installed, you should restart EU4."
 DLC_AVAILABLE_TITLE:0 "Available content"
 DLC_AVAILABLE_DESC:0 "There is $NUM|H$ available DLCs awaiting your attention."
 CONTENTVIEW_HEADER:0 "Installed Content"
 CONTENTVIEW_ACTIVE:0 "Active"
 CONTENTVIEW_INACTIVE:0 "Inactive"
 CONTENTVIEW_BROWSE:0 "Browse"
 CONTENTVIEW_DLC:0 "DLC"
 CONTENTVIEW_MOD:0 "Mod"
 MUSIC_CUR_PLAYING:0 "Music currently playing: '$MUSIC|Y$'."
 MUSIC_NO_CUR_PLAYING:0 "No music playing at the moment."
 GAME_BOOT_IN:0 "Game will boot up in $MIN$ minutes."
 GAME_START_IN:0 "Game will start in $MIN$ minutes."
 GAME_ENDS_IN:0 "Game will end in $MIN$ minutes."
 GAME_START_WHEN_ALL_READY:0 "Game will start as soon as all players are ready."
 COUNTRY_LOCKED_BY_SERVER:0 "$COUNTRY$ is locked by the server."
 FE_IRONMAN:0 "Ironman mode"
 FE_IRONMAN_TOOLTIP:0 "In Ironman mode, console cheats are disabled and the game is automatically saved regularly to a single file. In games played with this setting, there is no turning back."
 FE_HISTORICAL:0 "Historical AI Focuses"
 FE_HISTORICAL_TOOLTIP:0 "AI countries will, where applicable, pick §HNational Focuses§! in a historical order. Select this if you want other countries to follow their historical paths more closely."
 IRONMAN_START:0 "Start Ironman"
 SUB_UNIT_RANGED_VALUE:0 "$MIN$ - $MAX$ $SUBUNIT$"
 SUB_UNIT_ACCURAT_VALUE:0 "$VALUE$ $SUBUNIT$"
 UNKNOWN_ARMY_DESC:0 "Insufficient Intel to provide Unit details"
 KNOWN_ARMY_DESC:0 "Intel on $KNOWN|H$ units"
 UNKNOWN_NAVY_DESC:0 "Insufficient Intel to provide Fleet details"
 ADDITIONAL_UNKNOWN_NAVY_DESC:0 "Unknown Fleets present"
 UNKNOWN_RAILWAY_GUN_DESC:0 "Insufficient Intel to provide Railway gun details"
 KNOWN_RAILWAY_GUN_DESC:0 "Intel on $KNOWN|H$ Railway guns"
 KNOWN_SHIPS:0 "Known ships:"
 DIVISION_TEMPLATE_HEADER:0 "$AMOUNT|H$ of $TEMPLATE|H$ ($COUNTRY|H$)"
 DIVISION_TEMPLATE_HEADER_FRIEND:0 "$AMOUNT|H$ of $TEMPLATE|H$ ($COUNTRY|G$)"
 DIVISION_TEMPLATE_HEADER_HOSTILE:0 "$AMOUNT|H$ of $TEMPLATE|H$ ($COUNTRY|R$)"
 DIVISION_TEMPLATE_HEADER_NEUTRAL:0 "$AMOUNT|H$ of $TEMPLATE|H$ ($COUNTRY$)"
 RAILWAY_GUN_HEADER_SINGLE:0 "$NAME|Y$ ($COUNTRY|H$)"
 RAILWAY_GUN_HEADER_MULTIPLE:0 "$COUNT|Y$ Railway Guns ($COUNTRY|H$)"
 RAILWAY_GUN_NAME_PATTERN:0 "$VARIANT$ $NR$"
 PLAYER_AI_PREFS_DISABLED:0 "Option allowed only in multiplayer session."
 PLAYER_AI_PREFS_HEADER:0 "AI settings"
 PLAYER_AI_PREFS_DESC:0 "In this window you can toggle the AI behavior of your country when you leave the multiplayer session.\nThe settings are stored in the save file, so if the other players continue the game without you, the AI will control your country according to these settings."
 PLAYER_AI_PREFS_OPTION1_TITLE:0 "Start Wars"
 PLAYER_AI_PREFS_OPTION2_TITLE:0 "Keep Alliances"
 PLAYER_AI_PREFS_OPTION3_TITLE:0 "Seek Fast Peace"
 PLAYER_AI_PREFS_OPTION4_TITLE:0 "Move Merchants"
 PLAYER_AI_PREFS_OPTION1_DESC:0 "Controls if the AI may start wars"
 PLAYER_AI_PREFS_OPTION2_DESC:0 "Controls if the AI will keep your current alliances and honor Call to Arms requests"
 PLAYER_AI_PREFS_OPTION3_DESC:0 "Controls if the AI will try to make peace as soon as possible in wars"
 PLAYER_AI_PREFS_OPTION4_DESC:0 "Controls if the AI may move Merchants to other Nodes"
 PLAYER_AI_PREFS_TIMEOUT_TITLE:0 "Timeout date: $DATE$"
 PLAYER_AI_PREFS_TIMEOUT_DESC:0 "Timeout desc"
 PLAYER_AI_PREFS_TIMEOUT_NEVER:0 "Never"
 DEFAULT:0 "Default"
 DELETE_TASK_FORCE:0 "§RDelete Task Force§!"
 DELETE_SHIP:0 "§RDelete Ship§!"
 DELETE_RAILWAY_GUN:0 "§RDelete Railway Gun§!"
 ACHIEVEMENTS_DISABLED_MODIFIED_SAVE:0 "§YSave game belongs to another user or is edited. Achievements will be disabled.§!"
 ACHIEVEMENTS_DISABLED_MODIFIED_GAME:0 "§YEU4 is running a mod or is altered in other means. Achievements will be disabled.§!"
 ACHIEVEMENTS_DISABLED_WRONG_PLAYER:0 "§YThis game is meant to be played as $COUNTRY$. Achievements will be disabled.§!"
 ACHIEVEMENTS_ENABLED:0 "Achievements enabled."
 SAVEITEM_PLAYER_COUNTRY:0 "Player: $COUNTRY$"
 SAVEITEM_DATE:0 "Date:$DATE_WITH_INTRO_SPACE$"
 SAVEITEM_IRONMAN:0 "Ironman: $YESNO$"
 SAVEITEM_SYNCED:0 "Cloud synced: $YESNO$"
 SAVEITEM_MULTIPLAYER:0 "Multiplayer: $YESNO$"
 SAVEITEM_DIFFICULTY:0 "Difficulty: $DIFFICULTY$"
 SAVEITEM_FILESIZE:0 "File size: $SIZE$"
 SAVEITEM_SIZE_VALUE:0 "$VALUE|1Y$ $POSTFIX|Y$"
 SAVEITEM_DELETE_FILE:0 "§GRight-click to Delete.§!"
 AUTOSAVE_TOCLOUD:0 "Autosave to cloud"
 LOADING_SAVEGAME:0 "Loading savegame: $NAME$"
 LOADING_SAVEGAME_NO_NAME:0 "Loading savegame"
 LOADING_DATABASES:0 "Loading databases"
 LOADING_MAP_SPRITES:0 "Loading sprites"
 OLD_SAVEGAME:0 "§RThis save is from another version of the game and cannot be loaded.§!"
 OLD_SAVEGAME_ALLOWED:0 "§RThis save is from another version of the game and may behave unpredictably when loaded.§!"
 CONFIRMUNSYNCTITLE:0 "Unsynchronize file"
 CONFIRMUNSYNCTEXT:0 "Are you sure you want to remove $NAME|H$ from cloud?"
 CLOUDSAVE_SPACE_NEEED:0 "$NEEDED$ needed to save the game."
 CLOUDSAVE_UNSYNC_LABEL:0 "Select game(s) to remove from cloud.\nFile(s) will not be removed from local computer."
 CONTENTVIEW_PUBLISH:0 "Publish"
 CONTENTVIEW_PUBLISH_HEADER:0 "Publish to Steam workshop"
 CONTENTVIEW_PUBLISH_TITLE_LABEL:0 "Title:"
 CONTENTVIEW_PUBLISH_DESC_LABEL:0 "Description:"
 CONTENTVIEW_UPDATE:0 "Update"
 CONTENTVIEW_MANAGE:0 "Manage"
 CONTENTVIEW_TERMS:0 "By submitting this item, you agree to the workshop terms of service."
 FE_IRONMAN_MULTIPLAYER:0 "Ironman is not available in multiplayer."
 FE_IRONMAN_NOCLOUD:0 "Ironman needs Steam Cloud enabled and user to be logged on to Steam."
 MAP_SAVED:0 "Map saved!"
 SCREENSHOT_TAKEN:0 "Screenshot taken!"
 AUTOSAVING:0 "Autosaving..."
 AUTOSAVING_OOS_DUMP:0 "Autosaving Out-of-Sync Dump...\n$DUMP_NAME$"
 CONFIRMLOADSAVETITLE:0 "Load Game"
 CONFIRMLOADSAVETEXT:0 "Are you sure you wish to load save game $NAME$ and abort your current game?"
 CANT_BUILD_UNDER_SIEGE:0 "Can't build in a province under siege."
 LOAD_GFX_PDXMAP_SHADERS:0 "Loading Map(Creating Shaders)..."
 LOAD_GFX_PDXMAP_TERRAIN:0 "Loading Map(Creating Terrain)..."
 LOAD_GFX_PDXMAP_BORDERS:0 "Loading Map(Creating Borders)..."
 LOAD_GFX_PDXMAP_TEXTURES:0 "Loading Map(Creating Textures)..."
 LOAD_GFX_PDXMAP_TREES:0 "Loading Map(Creating Trees)..."
 LOAD_GFX_PDXMAP_RIVERS:0 "Loading Map(Creating Rivers)..."
 LOAD_GFX_PDXMAP_STATIC_OBJECTS:0 "Loading Map(Creating objects)..."
 LOAD_INIT:0 "Initializing Game..."
 LOAD_EVENTS:0 "Loading Events"
 weather_none:0 "Clear"
 weather_mud:0 "Mud"
 flooded:0 "Flooded"
 unplanned_offensive:0 "Unplanned Offensive"
 weather_rain_light:0 "Rain"
 rain_light_icon:0 "GFX_modifiers_weather_icons:1"
 weather_rain_heavy:0 "Storm"
 rain_heavy_icon:0 "GFX_modifiers_weather_icons:2"
 weather_snow:0 "Snowing"
 snow_icon:0 "GFX_modifiers_weather_icons:3"
 weather_blizzard:0 "Blizzard"
 blizzard_icon:0 "GFX_modifiers_weather_icons:4"
 weather_sandstorm:0 "Sandstorm"
 sandstorm_icon:0 "GFX_modifiers_weather_icons:5"
 weather_arctic_water:0 "Arctic Water"
 arctic_water_icon:0 "GFX_modifiers_weather_icons:7"
 water_shallow_sea_icon:0 "GFX_modifiers_terrain_icons:1"
 water_deep_ocean_icon:0 "GFX_modifiers_terrain_icons:2"
 water_fjords_icon:0 "GFX_modifiers_terrain_icons:3"
 weather_extreme_cold:0 "Extremely cold"
 weather_very_cold:0 "Very cold"
 weather_very_hot:0 "Very hot"
 weather_extreme_hot:0 "Extremely hot"
 weather_ground_snow_medium:0 "Snow"
 weather_ground_snow_high:0 "Deep snow"
 water_modifier_shark_infested_name:0 "Shark Infested Waters"
 water_modifier_shark_infested_icon:0 "GFX_modifiers_weather_icons:6"
 resistance_effect:0 "§HLocal resistance§!"
 WEATHER_LEVEL_OF_RAINFALL:1 "$VAL|H$ cm of §Hrain§!"
 WEATHER_LEVEL_OF_SNOWFALL:1 "$VAL|H$ cm of §Hsnow§!"
 weather_period_duration:0 "Earliest weather change on $VAL|H$"
 TECH_RESEARCH_TIME_LABEL:0 "Research time: $WEEKS|H$ week(s)"
 THEATRE_NAME:0 "$THEATRE|H$ Theater"
 MP_PAUSE_TOOLTIP:0 "$WHO|H$ paused the game. The game will be paused for another $SEC|0Y$ seconds unless $WHO|Y$ or the host unpauses."
 CORE_PAUSE:0 "Click to pause the game"
 CORE_UNPAUSE:0 "Click to unpause the game"
 CORE_PAUSED:0 "Paused"
 CORE_UNPAUSED:0 "Unpaused"
 SPEED_INCREASE:0 "§TIncrease speed§!"
 SPEED_DECREASE:0 "§TDecrease speed§!"
 FE_SINGLE_PLAYER:0 "Single Player"
 FE_MULTI_PLAYER:0 "Multiplayer"
 FE_TUTORIAL:0 "Tutorial"
 FE_CREDITS:0 "Credits"
 FE_EXIT:0 "Quit"
 OPTIONS:0 "Options"
 MENU_BAR_LOAD_GAME:0 "Load Game"
 MENU_BAR_LOAD:0 "Load"
 MENU_BAR_QUIT:0 "Exit Game"
 MENU_BAR_SAVE_GAME:0 "Save Game"
 MENU_BAR_GAME_OPTIONS:0 "Game Options"
 MENU_BAR_GAME_WIKI:0 "Hearts of Iron Wiki"
 MENU_BAR_GAME_RESIGN:0 "Exit to Menu"
 MENU_BAR_MESSAGE_SETTINGS:0 "Messages"
 MENU_BAR_CLOSE:0 "Close"
 MENU_BAR_SAVE:0 "Save"
 MENU_BAR_SAVE_GAME_FILENAME:0 "Saved game filename:"
 MENU_BAR_SAVED_GAME_RULES_FILENAME:0 "Saved game rules filename:"
 MENU_BAR_SAVE_PLAY:0 "Save & Play"
 MENU_BAR_IRONMAN_SAVE:0 "Ironman Save Game"
 MENU_BAR_IRONMAN_PLAIN:0 "Ironman"
 MENU_ACHIEVEMENTS:0 "Hearts of Iron IV Achievements"
 MENU_HOMEPAGE:0 "Hearts of Iron IV Homepage"
 MENU_FORUM:0 "Hearts of Iron IV Forum"
 MENU_FACEBOOK:0 "Hearts of Iron IV Facebook"
 MENU_TWITTER:0 "Hearts of Iron IV Twitter"
 MENU_PRIVACY_POLICY:0 "Privacy Policy"
 MAIN_MENU:0 "Main menu"
 MAIN_MENU_BACK:0 "Back to Menu"
 HELP_MENU:0 "Help"
 ACHIEVEMENTS_VIEW:1 "View Achievements"
 ACHIEVEMENTS_VIEW_LOCKED:1 "§RAchievements are not available§!"
 ACHIEVEMENT_UNLOCKED_WHEN:0 "Will be earned when:"
 ACHIEVEMENT_AVAILABLE:0 "Available"
 ACHIEVEMENT_COMPLETED:0 "Completed"
 ACHIEVEMENT_NOT_AVAILABLE:0 "Not Available"
 DISMISSED_ALERTS_MENU:0 "§HDismissed alerts§!"
 DISMISSED_ALERTS_NONE:0 "There are no dismissed active alerts"
 DISMISSED_ALERTS_DESC_HEADER:0 "These alerts will be added:"
 ENDGAME_CONTINUE:0 "Continue Game, no further score will be recorded from this point onward"
 ENDGAME_SORT_NAME:0 "Sort by Name"
 ENDGAME_SORT_FACTION:0 "Sort by Faction"
 ENDGAME_SORT_SCORE:0 "Sort by Total Score"
 ENDGAME_SORT_ARMY:0 "Sort by Army Score"
 ENDGAME_SORT_NAVY:0 "Sort by Navy Score"
 ENDGAME_SORT_AIR:0 "Sort by Air Score"
 ENDGAME_SORT_INDUSTRY:0 "Sort by Industry Score"
 ENDGAME_SORT_PROVINCE:0 "Sort by Land Score"
 SCORE:0 "Score"
 SCORE_CALC_TOTAL:0 "Army Score: $ARMY$\nNavy Score: $NAVY$\nAir Score: $AIR$"
 SCORE_CALC_ARMY:0 "Number of Divisions: $ARMIES$"
 SCORE_CALC_NAVY:0 "Number of Fleets: $NAVIES$"
 SCORE_CALC_AIR:0 "Total Air superiority: $AIR_SUP$"
 SCORE_CALC_INDUSTRY:0 "Number of Civilian Factories: $NUM_CIV$\nNumber of Military Factories: $NUM_MIL$\nNumber of Naval Dockyards: $NUM_NAVAL$"
 SCORE_CALC_LAND:0 "Number of Controlled Provinces: $NUM_PROV$"
 SCORE_CALC_SCORE_MULT:0 "\nx $MULT$ Score Multiplier"
 CLOSE:0 "Close"
 CLOSE_TOOLTIP:0 "§TClose§!"
 LOAD_GFX:0 "Loading Graphics"
 LOAD_FLAGS:0 "Creating Flags"
 PROC_FLAGS:0 "Processing Flags"
 FE_CONTINUE:0 "Continue"
 FE_NEW:0 "New Game"
 BACK:0 "Back"
 SELECT:0 "Select"
 M_MENU_BUTTON:0 "Main menu"
 SHORTCUT:0 "Shortcut: $KEY$"
 ADD_NEW_AIRWING:1 "Add new Air Wing"
 ADD_NEW_AIRWING_VOLUNTEER_BASE:0 "§RCannot create airwing in the volunteer airbase§!"
 CREATING_PROVINCE:0 "Creating Province #"
 EXECUTE_HISTORY:0 "Executing history"
 CREATING_CHKSUM:0 "Creating checksum"
 GENERATING_GRADIENT_BORDERS:0 "Generating Gradient Borders"
 PRECALC_NAVAL_DIST:0 "Precalculating Naval Distances"
 FREQUENCY_INSTANT:0 "Instant"
 FREQUENCY_DAY:0 "day(s)"
 FREQUENCY_DAILY:0 "daily"
 FREQUENCY_WEEK:0 "week(s)"
 FREQUENCY_WEEKLY:0 "weekly"
 FREQUENCY_MONTH:0 "§Tmonth(s)§!"
 FREQUENCY_MONTHLY:0 "monthly"
 FREQUENCY_YEAR:0 "year"
 FREQUENCY_YEARLY:0 "yearly"
 INIT_MAP_LOGIC:0 "Initializing map logic"
 INIT_GAMESTATE:0 "Initializing game"
 SUPPLY_CONTROL_EDGE:0 "§YControl of incoming edge provinces§!: $EDGE|0%$"
 SUPPLY_SUPPORTED_BASE:0 "Local supply base: $VAL|+=$"
 SUPPLY_SUPPORTED_BONUS_INPUT:0 "Neighbor spillover ($SPILL|Y%0$): $VAL|+=$"
 SUPPLY_SUPPORTED_NAVAL_ROUTE_PENALTY:0 "Naval route efficiency: $PEN|%R$"
 SUPPLY_SUPPORTED_VP:1 "$NAME|H$: $VAL|+=$"
 SUPPLY_SUPPORTED_AIR_SUPPLY:0 "Air supply: $VAL|+=$"
 AIR_SUPPLY_CHUNK_DESC:0 "This chunk is supported via §YAir Supply§!.\nSupplies dropped: $VAL|+=$"
 WING_AIR_SUPPLY_CAPABILITY:0 "Air supply capability: $VAL|+=$"
 SUPPLY_SUPPORTED_LOCAL_MODIFIERS:0 "Area modifiers: $MOD|=%+1$"
 SUPPLY_SUPPORTED_INFRA:0 "§YInfrastructure§!: $VAL|+=$"
 SUPPLY_PENALTY_VALUE:0 "§R($PERC|%0$ of $VAL|Y$ due to split ownership)§!"
 SUPPLY_INFO:1 "§YRequired§!: $REQ$\n  §YArmy§!: $REQ_ARMY$ ( Our: $REQ_OUR_ARMY|Y$, Allied: $REQ_ALLIED_ARMY|Y$ )\n  §YNavy§!: $REQ_NAVY$\n  §YAir§!: $REQ_AIR$\n\n§YSupported§!: $SUP$"
 SUPPLY_INFO_FOREIGN:0 "§YSupported§!: $SUP$"
 SUPPLY_INCOMING_INFRA_LIMIT:1 "§RLocal Infrastructure: $VAL$§!"
 SUPPLY_INCOMING_FROM_PREV_INFRA:0 "§R $PREV_BONUS|0%$ of Previous Infrastructure: $PREV$§!"
 SUPPLY_INCOMING_PORT_LIMIT:0 "§RLocal Naval Base(s) limits to: $VAL$§!"
 SUPPLY_SUPPORTED_CAP:0 "Previous bottleneck$WHERE$: $CAP|R$"
 SUPPLY_SUPPORTED_CAP_BOTTLENECK_PORT:0 " (Ports in $WHERE|R$)"
 SUPPLY_SUPPORTED_CAP_BOTTLENECK_INFRA:0 " (Infrastructure in $WHERE|R$)"
 SUPPLY_LOCAL_TITLE:0 "§HLocal§!: $VAL|+=$"
 SUPPLY_INCOMING_TITLE:0 "§HIncoming§!: $VAL|+=$"
 NAVAL_MISSION_ACTIVATE:0 "Activate"
 NAVAL_MISSION_NAME_NONE:0 "Awaiting Orders"
 NAVAL_MISSION_NAME_PATROL:0 "Patrol"
 NAVAL_MISSION_NAME_PATROL_DESC:2 "Order the task force to patrol the fleet's area of operation.\n\nA task force can only patrol one region at a time.\nIt will attempt to spot enemy fleets in its active region. Radar and Air Superiority will help it spot the enemy faster.\n\nNote that the enemy can spot and engage you before you spot them."
 NAVAL_MISSION_NAME_SEARCH_AND_DESTROY:0 "Search and Destroy"
 NAVAL_MISSION_NAME_STRIKE_FORCE:0 "Strike Force"
 NAVAL_MISSION_NAME_STRIKE_FORCE_DESC:3 "Order the task force to wait at the closest naval base until an enemy task force is spotted.\nOnce an enemy is spotted by one of your patrol task forces, your strike force will move to intercept it."
 NAVAL_MISSION_NAME_SEARCH_AND_DESTROY_DESC:1 "Order the task force to actively seek out and engage enemy fleets in the selected region(s)."
 NAVAL_MISSION_NAME_CONVOY_RAIDING:0 "Convoy Raiding"
 NAVAL_MISSION_NAME_CONVOY_RAIDING_DESC:1 "Order the task force to raid enemy convoys in the selected region(s)."
 NAVAL_MISSION_NAME_CONVOY_ESCORT:0 "Convoy Escort"
 NAVAL_MISSION_NAME_CONVOY_ESCORT_DESC:1 "Order the task force to escort convoys in selected region(s) and protect them against enemy raids."
 NAVAL_MISSION_NAME_INVASION:0 "Transport/Invasion"
 NAVAL_MISSION_NAME_INVASION_DESC:1 "Order a task force to actively support troop transport and invasions in the selected §YInvasion orders§!.\n§GClick§! to enable this mission, then §GClick§! on the invasion arrow if you have drawn one."
 NAVAL_MISSION_NAME_MINES_PLANTING:0 "Minelaying"
 NAVAL_MISSION_NAME_MINES_PLANTING_DESC:2 "Order a task force to lay the sea mines in the selected regions. The highest potential penalty for your enemies is:\n"
 NAVAL_MISSION_MISSED_REQUIREMENT_WARN_SHORE_BOMBARDMENT:0 "£mapicon_unit_invalid_orders£ Low Shore Bombardment capabilities"
 NAVAL_MISSION_MISSED_REQUIREMENT_WARN_SHORE_BOMBARDMENT_DESC:0 "The task force will be unable to efficiently help divisions on the shore line in combat due to its low Shore Bombardment capabilities. Consider adding ships with §YHeavy Gun Attack§! to the task force."
 NAVAL_MISSION_MISSED_REQUIREMENT_WARN_DEPTH_CHARGES:0 "£mapicon_unit_invalid_orders£ Low amount of §YDepth Charges§!"
 NAVAL_MISSION_MISSED_REQUIREMENT_WARN_DEPTH_CHARGES_DESC:0 "The task force will be unlikely to damage submarines. Consider adding ships with more §HDepth Charges§!."
 NAVAL_MISSION_MISSED_REQUIREMENT_WARN_SUB_SURFACE_DETECTION:0 "£mapicon_unit_invalid_orders£ Low Sub Detection"
 NAVAL_MISSION_MISSED_REQUIREMENT_WARN_SUB_SURFACE_DETECTION_DESC:0 "The task force will be unlikely to detect submarines during combat. Consider adding more ships with §YSonars§!, §YRadars§! or §YAirplane Catapults§!."
 NAVAL_MISSION_MISSED_REQUIREMENT_WARN_SURFACE_DETECTION:0 "£mapicon_unit_invalid_orders£ Low Surface Detection"
 NAVAL_MISSION_MISSED_REQUIREMENT_WARN_SURFACE_DETECTION_DESC:0 "The task force will be slow at detecting potential enemies. Consider adding more ships with §YRadars§! and §YAirplane Catapults§!."
 NAVAL_MISSION_MISSED_REQUIREMENT_WARN_SPEED:0 "£mapicon_unit_invalid_orders£ Low Max Speed"
 NAVAL_MISSION_MISSED_REQUIREMENT_WARN_SPEED_DESC:0 "The task force average speed is too low and will hinder its spotting ability. Consider removing slow ships or adding faster ones."
 NAVAL_MISSION_MISSED_REQUIREMENT_WARN_SURFACE_VISIBILITY:0 "£mapicon_unit_invalid_orders£ High Surface Visibility"
 NAVAL_MISSION_MISSED_REQUIREMENT_WARN_SURFACE_VISIBILITY_DESC:0 "The task force is too visible and can be easily spotted and/or avoided by an enemy. Consider using smaller or less armored ships with a lower Surface Visibility."
 NAVAL_MISSION_SET_REASON_FOR_PLANTING_NO_SHIPS:0 "Minelaying is §Rnot possible§!, because none of the ships in your fleet has an ability to do it!"
 NAVAL_MISSION_SET_REASON_FOR_SWEEPING_NO_SHIPS:0 "Minesweeping is §Rnot possible§!, because none of the ships in your fleet has an ability to do it!"
 NAVAL_MISSION_SET_REASON_FOR_NO_WAR:0 "You must be §Rat war§! in order to activate this mission."
 NAVAL_MISSION_NAME_MINES_SWEEPING:0 "Minesweeping"
 NAVAL_MISSION_NAME_MINES_SWEEPING_DESC:2 "Order a task force to search and neutralize the sea mines in the selected regions. The highest potential penalty that you may suffer from the enemy mines is:\n"
 NAVAL_MISSION_NAME_NAVAL_INVASION_SUPPORT:0 "Naval Invasion Support"
 NAVAL_MISSION_NAME_NAVAL_INVASION_SUPPORT_DESC:1 "Order ships to escort naval invasions and support them with shore bombardment."
 NAVAL_MISSION_NAME_TRAINING:1 "Naval Exercises"
 NAVAL_MISSION_NAME_TRAINING_DESC:3 "Order a task force to perform exercises in the region adjacent to the closest naval base.\nThis has a chance to damage ships over time.\nThe crew will not gain experience once they reach the Regular level.\nYou will gain §YNavy Experience§! while training.\nThe §YPride of the Fleet§! is less likely to get into an accident.\n\nHold §HShift§! and click to enable §HNaval Exercises§! until all ships are fully trained."
 NAVAL_BTN_REMOVE_REGIONS:0 "§HRemove Region§!\n§GClick§! this button, then click on the region you want to remove for the currently selected fleet.\n§GRight-click§! this button to §Rremove all regions§! for the currently selected fleet."
 NAVAL_BTN_REMOVE_REGIONS_NO_REGIONS:0 "§RNo regions to remove.§!"
 NAVAL_CONFIRM_REMOVE_ALL_REGIONS:0 "Remove all regions"
 NAVAL_CONFIRM_REMOVE_ALL_REGIONS_TEXT:0 "Are you sure you want to §RREMOVE ALL REGIONS§! for this Fleet?"
 NAVAL_NO_STRIKE_FORCE_IN_REGION:0 "No strike force operating in the region"
 NAVAL_STRIKE_FORCE_STATUS_HEADER:0 "§HStrike Forces status:§!"
 NAVAL_STRIKE_FORCE_STATUS_ENTRY:0 " - $NAME|H$: "
 NAVAL_STRIKE_FORCE_STATUS_READY:0 "£trigger_yes£ ready to engage"
 NAVAL_STRIKE_FORCE_STATUS_ENGAGING:0 "£trigger_yes£ moving to engage"
 NAVAL_STRIKE_FORCE_STATUS_ENGAGING_ANOTHER:0 "£trigger_no£ busy engaging another"
 NAVAL_STRIKE_FORCE_STATUS_IN_COMBAT:0 "£trigger_no£ already in combat"
 NAVAL_STRIKE_FORCE_STATUS_ENEMY_TOO_STRONG:0 "£trigger_no£ target too strong"
 NAVAL_STRIKE_FORCE_STATUS_NOT_READY:0 "£trigger_no£ not ready"
 NAVAL_STRIKE_FORCE_STATUS_NOT_ENOUGH_INTEL:0 "unknown enemy strength"
 NAVAL_STRIKE_FORCE_STATUS_VERY_LIKELY_TO_ENGAGE:0 "very likely to engage"
 NAVAL_STRIKE_FORCE_STATUS_LIKELY_TO_ENGAGE:0 "likely to engage"
 NAVAL_STRIKE_FORCE_STATUS_UNLIKELY_TO_ENGAGE:0 "unlikely to engage"
 NAVAL_STRIKE_FORCE_STATUS_VERY_UNLIKELY_TO_ENGAGE:0 "very unlikely to engage"
 NAVAL_STRIKE_FORCE_STATUS_ENGAGEMENT_SETTING_DESC:0 "    For Engagement Rule: $SETTING|H$"
 NAVAL_MISSION_NAME_RESERVE_FLEET:0 "Reserve"
 NAVAL_MISSION_NAME_RESERVE_FLEET_DESC:0 "A reserve fleet will wait in port and will reinforce the other task forces of its theater that have automatic reinforcement enabled."
 NAVAL_MISSION_NAME_HOLD:0 "Hold"
 NAVAL_MISSION_NAME_HOLD_DESC:3 "§GClick§! or £h \nCancel the current mission and move to the closest port.\n\n§GCtrl+Click§! or £ctrl  +£h \nCancel the current mission and stay put.\n--------------\nCapital Ships placed on Hold in a sea province neighboring a land battle will be able to help out with §HShore Bombardment§!.\nCarriers placed on Hold while at sea will be able to use their airwings for standard air missions."
 NAVAL_MINES_REDUCTION_EFFECT_FROM_SWEEPING:0 "Our combined minesweeping abilities will reduce effects of enemy mines by $FACTOR|0%$ for this task force."
 NAVAL_GUI_BTN_MOVE:0 "§GRight-click§! on the map to §Hmove§! to the province.\nIf the navy has pending mission, it will be temporarily deactivated.\nUnit will proceed when formation is gathered."
 NAVAL_GUI_BTN_ACTIVATE:0 "Activate Order"
 NAVAL_GUI_BTN_DEACTIVATE:0 "§HDeactivate Order§!"
 NAVAL_GUI_BTN_ACTIVATE_DESC:0 "Toggle Order §HActive§! status.\nTo activate it, you must first assign one or more §Yregions§! and at least one §YOrder§!."
 NAVAL_GUI_BTN_REGIONS:0 "Click on the map:\n§GRight-click§! to §Yadd§!, or §YSHIFT§!+§GRight-click§! to §Yremove§! regions.\nRegions must be neighboring each other.\n§GRight-click§! on this button to §Rclear all regions§!."
 NAVAL_GUI_BTN_MERGE:1 "Merge the selected task forces"
 NAVAL_GUI_BTN_NEW_FLEET_FROM_EXISTING:1 "§HCreate a new fleet§!"
 NAVAL_GUI_BTN_NEW_FLEET_FROM_EXISTING_DESC:0 "Create a new fleet with ships from this fleet"
 NAVY_SELECT_HALF:0 "Halve the current selection of ships"
 NAVY_SELECT_HALF_NEED_MORE_THAN_ONE_SHIP:0 "§RRequires at least two selected ships§!"
 SHIP_ENGAGEMENT_BUTTON_FIRE_AT_WILL:0 "§HCurrent engagement rule - §RFire at will!§!§!"
 SHIP_ENGAGEMENT_BUTTON_FIRE_AT_WILL_DESC:1 "The task force will always engage the enemy. Moving through a province with a spotted enemy or pending battle will make the task force engage."
 SHIP_ENGAGEMENT_BUTTON_HOLD_FIRE:0 "§HCurrent engagement rule - §GDo not engage§!§!"
 SHIP_ENGAGEMENT_BUTTON_HOLD_FIRE_DESC:1 "The task force will try to avoid engaging the enemy so it can move through provinces with enemy ships and battles.\nUnless... we are spotted and the enemy shoots first."

 SHIP_CURRENT_AGGRESSIVENESS_LEVEL:0 "Current engagement rule: $CURRENT|H$"
 SHIP_CLICK_TO_CHANGE_AGGRESSIVENESS_LEVEL:0 "§GClick§! to change to $NEXT|H$"
 SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_1:1 "Do Not Engage"
 SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_2:1 "Engage At Low Risk"
 SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_3:1 "Engage At Medium Risk"
 SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_4:1 "Engage At High Risk"
 SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_5:1 "Always Engage"

 SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_1_DESC:1 "The task force will never try to engage with a spotted enemy. §HPatrol ships§! will continue to tail their current target and §HStrike Forces§! will stay at their base."
 SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_2_DESC:1 "The task force will be cautious about engaging enemies and will only take fights against much smaller forces."
 SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_3_DESC:1 "The task force will take higher risks while engaging enemies and will take fights against forces that have comparable strength."
 SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_4_DESC:1 "The task force will take very high risks while engaging enemies and will engage against forces that have the same strength."
 SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_5_DESC:1 "The task force will always engage spotted enemies."
 SHIP_ENGAGEMENT_BUTTON_DISABLED_BECAUSE_DETACHED:0 "§RChanging aggressiveness setting is not possible for a detached task force§!"
 SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_GENERAL_DESC:1 "\n--------------\n§GClick§! or §GRight-click§! to toggle between different aggressiveness settings. Higher aggressiveness settings will make your task forces take fights with stronger enemies."
 SHIP_ENGAGEMENT_BUTTON_BACK_TO_REPAIR:1 "§HThe task force is on repair task§!"
 SHIP_ENGAGEMENT_BUTTON_BACK_TO_REPAIR_DESC:1 "Click to cancel the repair task. The ships will return to their mission."
 CURRENT_ASSIGNED_TASK_FORCE_FOR_PATROL:0 "There are $NUM|H$ task forces assigned to patrol the fleet area of operation."
 CURRENT_ASSIGNED_TASK_FORCE_FOR_MISSION:0 "There are $NUM|H$ task forces assigned to $MISSION|H$ mission in this region."
 CURRENT_ACTIVE_TASK_FORCE_FOR_MISSION:0 "Out of them, $NUM|H$ are currently active in the region."
 CURRENT_NO_ACTIVE_TASK_FORCE_FOR_MISSION:0 "But none are currently active in the region."
 CURRENT_ALL_ACTIVE_TASK_FORCE_FOR_MISSION:0 "All of them are currently active in the region."
 CURRENT_ACTIVE_SHIPS_FOR_NAVAL_INVASION_SUPPORT:1 "In total there are $NUM|H$ task forces on $MISSION_NAME|H$ mission in this region and currently $NUM2|H$ of them are escorting invasion armies and $NUM3|H$ of them are supporting coastal combats."
 CURRENT_ACTIVE_TASK_FORCE_FOR_SUPREMACY:0 "But only $NUM|H$ of them are close enough to give §HNaval Supremacy§!."
 CURRENT_NO_ACTIVE_TASK_FORCE_FOR_SUPREMACY:0 "But none of them are close enough to give §HNaval Supremacy§!."
 CURRENT_ACTIVE_TASK_FORCE_FOR_SUPREMACY_WARNING:1 "§R£mapicon_unit_no_orders  Some task forces are too far away from this region to give §HNaval Supremacy§!§!"
 SHIP_ENGAGEMENT_BUTTON_GENERAL_DESC:1 "\n--------------\n§GDo not engage§! will work only if:\n - The task force has no orders\n - The task force is patrolling\n§GDo not engage§! will auto-enable if the task force has been defeated and is returning to a naval base to be repaired."
 SHIP_ENGAGEMENT_MAP_ICON:1 "The task force engagement rule is: §GDo not engage§! the enemies."
 NAVAL_CAN_NOT_MOVE_THERE:0 "§ROur fleet does not have access to this region§!"
 SHIP_CANNOT_GOTO_MISSION_AREA:0 "§RThe task force can not reach any of its fleet's selected areas.§!"
 NAVAL_INVASION_CLICK_TO_ASSIGN_FLEETS:0 "§GClick§! to assign the fleets to that §YInvasion§!."
 NAVAL_INVASION_MOVE_MOUSE_OVER_INVASION:1 "Move the mouse over the §YInvasion§! arrow, and §GClick§! to assign the fleets to it.\nIf you did not painted the invasion order yet, you can do it by selecting the §YArmy§! and use the §GNaval Invasion Order§! tool."
 NAVAL_PROV_DESC_ADD_REGION:0 "§GRight-click§! to §Yadd§! region."
 NAVAL_PROV_DESC_RIGHT_CLICK_TO_MOVE:0 "§GRight-click§! to move to location."
 NAVAL_PROV_DESC_REMOVE_REGION:0 "§GShift+Right-click§! to §Yremove§! region."
 NAVAL_PROV_DESC_REMOVE_REGION_CLICK:0 "§GClick§! to §Yremove§! region."
 NAVAL_PROV_DESC_HOLD_AND_GO_TO:0 "§GCtrl+Right-click§! to cancel mission, and move to location."
 NAVAL_PROV_DESC_NO_MISSIONS:0 "\n§HThere is no missions set in this region.§!"
 NAVAL_PROV_DESC_MISSION_ENTRY:0 "§G$UNIT$§! - $STATUS$"
 NAVAL_PROV_DESC_FORMATION_SPREAD:0 "$SPR|%$"
 NAVAL_FORMATION_SPREAD_TITLE:0 "§HFormation Spread§!\n"
 NAVAL_EXCORT_FORMATION_SPREAD_TITLE:0 "§HEscort formation spread§!\n"
 NAVAL_FORMATION_SPREAD_DESC:0 "How spread out this fleet is. A more spread out fleet will cover more area which helps to locate the enemy, but will take time to assemble for a larger battle when required. Spread is mainly affected by what mission you have selected."
 NAVAL_MISSIONS_LOCAL_HEADER:0 "§HNaval missions:§!"
 NAVAL_MISSION_THIS_IS_LAND_REGION:0 "There is no sea provinces in this region."
 HOME_BASE_TITLE:1 "§HHome Base§!"
 HOME_BASE_DESC:0 "The base this fleet is carrying out missions from.\n§YCTRL§!+§GRight-click§! a naval base to move and set a new §Ghome base§!."
 NAVAL_PROV_DESC_MOVE_TO:0 "§GRight-click§! to §Ymove§! to province."
 NAVAL_PROV_DESC_REBASE_TO:0 "§YCTRL§!+§GRight-click§! to set as §Ghome base§!"
 NAVAL_PROV_DESC_MOVE_TO_DEACTIVATE:0 "§R(Current mission will be deactivated)§!"
 NAVAL_PROV_DESC_MOVE_TO_MAX_REGIONS_ALL:0 "§RMaximum mission region count reached for all selected units§!"
 NAVAL_PROV_DESC_MOVE_TO_MAX_REGIONS_INDIVIDUAL:0 "§RUnits that reached their maximum mission region count already:§!"
 NAVAL_PROV_DESC_MOVE_TO_MAX_REGIONS_ITEM:0 "$NAME|R$"
 FLEET_ACTIVE_IN_REGION:0 "Active in Regions: $NUM$"
 ALL_TASKFORCES_SELECTED:0 "Missions - All Taskforces"
 MULTIPLE_TASKFORCES_SELECTED:0 "Missions - Multiple Taskforces"
 ONE_TASKFORCE_SELECTED:0 "Missions - $TASKFORCE$"
 NAVAL_PROV_DESC_MOVE_TO_COASTAL_WARNING:1 "§HHint:§! §gNon-moving fleets on hold in coastal areas can block straits, but they can be spotted by divisions. Does not apply to fleets containing only submarines.§!"
 NAVAL_BASE_TOOLTIP_GOTO_NAVALBASE:0 "§GRight-click§! to move to that naval base."
 NAVAL_BASE_TOOLTIP_HOLD_AND_GOTO_NAVALBASE:0 "§GControl + Right-click§! to cancel mission, and move to that naval base."
 NAVAL_BASE_TOOLTIP_SET_MAINBASE:1 "§GControl + Right-click§! to set as §Ghome base§!.\n"
 NAVAL_BASE_TOOLTIP_SELECTION_INFO:1 "§GClick§! to select taskforces that are based or assigned for repairs in this naval base.\n§GControl + Click§! to toggle repair state.\n§GShift + Click§! to show repair queue."
 NAVAL_BASE_NAVY_LIST_HEADER:0 "Fleets stationed in this base:"
 NAVAL_BASE_NAVY_ENTRY:0 "$NAME|Y$ ($COUNTRY|Y$)"
 NAVY_HOME_BASE:0 "$NAME$ (Lv:$LVL|Y$)"
 FLEET_NAME:0 "$COUNTRY$ Fleet $NUMBER$"
 FLEET_NAME_USA:0 "USS Navy Group $NUMBER$"
 FLEET_NAME_GER:0 "$COUNTRY$ Flotta $NUMBER$"
 FLEET_NAME_SOV:0 "$NUMBER$-ja Sovetskaja Flotilija"
 RESERVE_FLEET_NAME:0 "$COUNTRY$ Reserve fleet $NUMBER$"
 TASK_FORCE_NAME:0 "$COUNTRY$ Task force $NUMBER$"
 COMPACT_SHIP_VIEW_DESC:0 "$NUM|Y$ Ships of type $TYPE|Y$."
 COMPACT_SHIP_VIEW_DESC_REQ:0 "$NUM|Y$ Required and automatically reinforced."
 CHANGE_NAVAL_MODE:0 "Toggle Control Mode"
 CHANGE_NAVAL_MODE_DESC:0 "Toggle mode between direct movement control and giving missions in areas"
 CREATE_NEW_FLEET:0 "Create New Fleet"
 CREATE_NEW_FLEET_DISABLED:0 "To create a new fleet you need at least two ships in one fleet."
 CREATE_NEW_FLEET_DISABLED_IN_COMBAT:0 "To create new fleet should not be in combat."
 CREATE_NEW_FLEET_DESC:0 "Create a new empty fleet"
 SPLIT_NAVY:0 "Split the fleet"
 NAVY_SPLIT_IN_HALF:1 "Split the task force in two"
 EQUALS:0 "equals"
 LESS_THAN:0 "less than"
 GREATER_THAN:0 "greater than"
 BASE_VALUE:0 "Base value: §Y$VALUE|1$§!"
 BASE_VALUE2:0 "Base value: §Y$VALUE|2$§!"
 COMMAND_POWER_BASE:1 "Base Gain: §Y$VALUE|1$§!"
 TEMPORARY_BUFF_BOOL:0 "$BUFF_REASON$: $VALUE$ (§H$NUM_DAYS|0$§! days)\n"
 TEMPORARY_BUFF:0 "$BUFF_REASON$: §G+$VALUE|%+1$§! (§H$NUM_DAYS|0$§! days)\n"
 TEMPORARY_BUFF_NEGATIVE:0 "$BUFF_REASON$: §G$VALUE|%+1$§! (§H$NUM_DAYS|0$§! days)\n"
 BAD_TEMPORARY_BUFF:0 "$BUFF_REASON$: §R+$VALUE|%-1$§! (§H$NUM_DAYS|0$§! days)\n"
 BAD_TEMPORARY_BUFF_NEGATIVE:0 "$BUFF_REASON$: §R$VALUE|%-1$§! (§H$NUM_DAYS|0$§! days)\n"
 TEMPORARY_BUFF_TOOLTIP:0 "$NAME$: $VALUE$\n"
 TEMPORARY_BUFF_TOOLTIP_VAL:0 "$VALUE|%1$"
 TEMPORARY_BUFF_TOOLTIP_BOOL:0 "$NAME$: $VALUE$\n"
 FEX_STATE_UNINITIALIZED:0 "?"
 FEX_STATE_WAITING:0 "Waiting"
 FEX_STATE_FIGHTING:0 "Fighting"
 FEX_STATE_ON_THE_WAY:0 "On the way"
 FEX_STATE_ESCAPING:0 "Disengaging"
 FEX_STATE_RUN_AWAY:0 "Disengaged"
 FEX_STATE_SUNK:0 "Sunk"
 SHIP_SUNK_BY:0 "Sunk by $NAME|R$"
 ONLY_REPAIR_IN_NAVAL_BASE:0 "Can only repair when in a naval base."
 REPAIR_READY_ETA:0 "Repair is estimated to be finished at $WHEN|Y$."
 TOTAL_DAMAGED_SHIPS_REPAIR:0 "With $SHIPS|Y$ ships needing repair, each regain $REPAIR|+%$ each hour."
 NAVAL_BASE_REPAIR_INFO:2 "This naval base has a level of $SIZE|Y0$, of which $FUNCTIONAL|Y0$ are functional, each level providing $EFFECT|Y$ strength repair maximum at local supply level of $SUPPLY|Y%$, the total hourly maximum repair power is $POWER|Y2%$.\n"
 NAVAL_COMBAT_SHIP_TOOLTIP:0 "$FLAG$ $NAME|$ $STATUS|Y$ - "
 NAVAL_COMBAT_SHIP_TOOLTIP_ATTACKING:0 "\n§YAttacking§! $FLAG$ $TARGET|R$"
 NAVAL_COMBAT_SHIP_TOOLTIP_APPROACHING:0 "\n§YApproaching§! $FLAG$ $TARGET|R$ (§Y$DIST|0$km§! beyond range)"
 NAVAL_COMBAT_DIST_TO_ARRIVE:0 "\n  Distance to arrive: $DIST|0Y$km"
 NAVAL_COMBAT_HOURS_TO_ARRIVE:0 "\n  Hours to arrive: $NUM|0Y$"
 NAVAL_COMBAT_SHIP_STRENGTH:0 "Strength: $STR|%Y$"
 NAVAL_COMBAT_SHIP_ORGANIZATION_FACTOR:0 " - Organization: $ORG|%Y$"
 NAVAL_COMBAT_SHIP_STRENGTH_DESC:0 "Strength represents how much damage a ship can take before being destroyed"
 NAVAL_COMBAT_INCOMING_UNKNOWN:0 "§RUnknown ships are incoming.§!"
 NAVAL_COMBAT_AIRWING_TOOLTIP_HEADER:1 "\n====================\n$NUM|G$/$TOT|G$ x $MOD|Y$ from $FROM|Y$ ($DEAD|R$ shot down)."
 NAVAL_COMBAT_AIRWING_TOOLTIP_HEADER_EXTERNAL:0 "\n====================\n$HOUR|Y$ hours ago $NUM|G$ of $MOD|Y$ came from $FROM|Y$. $DEAD|R$ was shot down by the enemy."
 NAVAL_COMBAT_AIRWING_TOOLTIP_SHOT_DOWN:0 "\nShot down:"
 NAVAL_COMBAT_AIRWING_TOOLTIP_SHOT_DOWN_ENTRY:2 "\n   $NUM|G$ x $MOD|Y$"
 NAVAL_COMBAT_AIRWING_TOOLTIP_DAMAGED:1 "\nEnemy ships damaged:"
 NAVAL_COMBAT_AIRWING_TOOLTIP_DAMAGED_ENTRY:2 "\n   $NAVY|Y$: $PERC|G%$"
 NAVAL_COMBAT_AIRWING_TOOLTIP_DAMAGED_LAST_HIT:1 " (§GKilling blow§!)"
 NAVAL_COMBAT_RECEIVED_CRITICALS:0 "Received $NUM|R$ critical hits."
 NAVAL_COMBAT_HIDDEN_SUBS:0 "§RExact position is unknown.§!\n"
 NAVAL_TRANSFER_BLOCKED:1 "§RYou can't transfer ships between task forces in different naval bases§!"
 CARRIER_PLANES_EVAC_STATUS_DESTROYED:0 "No evacuation air base found - its aircrafts have been lost."
 CARRUER_PLANES_EVAC_STATUS_STATE:0 "Its aircrafts have been evacuated to the airbase in $STATE|Y$ in $COUNTRY|Y$."
 AIR_SUPERIORITY_BAR_DISABLED:1 "We have air units in this region, but either they are not currently performing their missions or are not able to overcome enemy air superiority."
 AIR_SUPERIORITY_BAR_DISABLED_NO_WINGS:0 "There are currently no air units active in this region."
 AIR_SUPERIORITY_BAR:0 "With current amount of aircraft we can effectively cover $WE_COVERAGE|%0Y$ of region."
 AIR_SUPERIORITY_BAR_TOOLTIP:0 "§YAir superiority:§! $PERC$"
 AIR_SUPERIORITY_BAR_OUR:0 "\nOur air power: $OUR$"
 AIR_SUPERIORITY_BAR_ENEMY:0 "\nEnemy air power: $ENEMY$"
 AIR_SUPERIORITY_BAR_EXPLANATION:0 "Each type of an air wing has a defined superiority power value, that describes how effective it is in domination on the sky. The superiority power in the region comes from all of your (and your allies) active air wings in that region. The more air wings the higher value, but be aware that the value is also reduced with low region coverage. So remember to rebase your air wings to get the most optimal region coverage."
 AIR_SUPERIORITY_AA_REDUCTION_ENEMY:0 "Reduced by the enemy anti air in region = $RED|R1$"
 AIR_SUPERIORITY_AA_REDUCTION_OUR:0 "Reduced by our anti air in region = $RED|G1$"
 AIR_SUPERIORITY_TYPE_1:1 "Currently Active Fighters"
 AIR_SUPERIORITY_TYPE_2:1 "Currently Active Bombers"
 AIR_SUPERIORITY_TYPE_3:1 "Currently Active Support Planes"
 AIR_SUPERIORITY_TYPE_4:0 "Anti air guns"
 AIR_SUPERIORITY_FRIENDLY_PRESENCE_TYPE_1:0 "There are friendly fighters active in the area"
 AIR_SUPERIORITY_FRIENDLY_PRESENCE_TYPE_2:0 "There are friendly bombers active in the area"
 AIR_SUPERIORITY_FRIENDLY_PRESENCE_TYPE_3:0 "There are friendly support planes active in the area"
 AIR_SUPERIORITY_FRIENDLY_PRESENCE_TYPE_4:0 "There are friendly anti air guns active in the area"
 AIR_SUPERIORITY_ENEMY_TYPE_1:1 "Currently Active Enemy Fighters"
 AIR_SUPERIORITY_ENEMY_TYPE_2:1 "Currently Active Enemy Bombers"
 AIR_SUPERIORITY_ENEMY_TYPE_3:1 "Currently Active Enemy Support Planes"
 AIR_SUPERIORITY_ENEMY_TYPE_4:0 "Enemy Anti air guns"
 AIR_RESERVES_TYPE_1:0 "Fighters"
 AIR_RESERVES_TYPE_2:0 "Bombers"
 AIR_RESERVES_TYPE_3:0 "Support planes"
 LINECHART_DETAILS_YEARS:0 "Years"
 LINECHART_DETAILS_MONTHS:0 "Months"
 LINECHART_DETAILS_DAYS:0 "Days"
 REASON_NONE_TOTAL:0 "Total: $SUM|0H$"
 REASON_NONE_TOTAL_DETAILED:0 "Total: $SUM|1H$"
 REASON_LAND_COMBAT:0 "Shot down by AA: $SUM|0H$"
 REASON_AIR_COMBAT:0 "Shot down in airbattle: $SUM|0H$"
 REASON_ACCIDENT:0 "Accident losses: $SUM|0H$"
 REASON_BOMBED:0 "Bombed: $SUM|0H$"
 AIRVIEW_DETAILS_CHANNEL_1:1 "Our buildings bombed: $VAL|R1$"
 AIRVIEW_DETAILS_CHANNEL_2:1 "Our troops bombed: $VAL|R1$"
 AIRVIEW_DETAILS_CHANNEL_3:1 "Our ships bombed: $VAL|R1$"
 AIRVIEW_DETAILS_CHANNEL_4:1 "Our fighters lost: $VAL|R0$"
 AIRVIEW_DETAILS_CHANNEL_5:1 "Our bombers lost: $VAL|R0$"
 AIRVIEW_DETAILS_CHANNEL_6:1 "Our support lost: $VAL|R0$"
 AIRVIEW_DETAILS_CHANNEL_7:3 "Our transports lost: $VAL|R0$"
 AIRVIEW_DETAILS_CHANNEL_8:3 "Our bombers disrupted: $VAL|R1$"
 AIRVIEW_DETAILS_CHANNEL_9:3 "Our trains lost: $VAL|R1$"
 AIRVIEW_DETAILS_CHANNEL_10:3 "Our trucks lost: $VAL|R1$"
 AIRVIEW_DETAILS_CHANNEL_11:4 "Our railway guns lost: $VAL|R1$"
 AIRVIEW_DETAILS_CHANNEL_12:3 "Enemy buildings bombed: $VAL|G1$"
 AIRVIEW_DETAILS_CHANNEL_13:3 "Enemy troops bombed: $VAL|G1$"
 AIRVIEW_DETAILS_CHANNEL_14:5 "Enemy ships sunk: $VAL|G0$"
 AIRVIEW_DETAILS_CHANNEL_15:3 "Enemy fighters lost: $VAL|G0$"
 AIRVIEW_DETAILS_CHANNEL_16:3 "Enemy bombers lost: $VAL|G0$"
 AIRVIEW_DETAILS_CHANNEL_17:0 "Enemy support lost: $VAL|G0$"
 AIRVIEW_DETAILS_CHANNEL_18:0 "Enemy transports lost: $VAL|G0$"
 AIRVIEW_DETAILS_CHANNEL_19:0 "Enemy bombers disrupted: $VAL|G1$"
 AIRVIEW_DETAILS_CHANNEL_20:0 "Enemy trains lost: $VAL|G1$"
 AIRVIEW_DETAILS_CHANNEL_21:0 "Enemy trucks lost: $VAL|G1$"
 AIRVIEW_DETAILS_CHANNEL_22:0 "Enemy railway guns lost: $VAL|G1$"
 AIRVIEW_GRAPH_VALUE:0 "$VALUE|1$"
 NAVAL_DETECTION_CHANCE:0 "§YSurface§!/§YSub§! detection chance: $SUR|=1%+$/$SUB|=1%+$"
 NAVAL_DETECTION_CHANCE_DETAILS_BASE:0 "    Base: $VAL|0%Y$"
 NAVAL_DETECTION_CHANCE_DETAILS_COVERAGE:0 " x Regions coverage: $COV|1%+$ (§Y$FOR$§! formation spread: $NAME$)"
 NAVAL_DETECTION_CHANCE_DETAILS_SUPPLY:0 " x Base supply status: $SUPPLY|1%+$"
 NAVAL_DETECTION_CHANCE_DETAILS_FORMATION_PATROL:0 "§YVery wide§!"
 NAVAL_DETECTION_CHANCE_DETAILS_FORMATION_MINES_PLANTING:0 "§YVery wide§!"
 NAVAL_DETECTION_CHANCE_DETAILS_FORMATION_MINES_SWEEPING:0 "§YVery wide§!"
 NAVAL_DETECTION_CHANCE_DETAILS_FORMATION_SEARCH_AND_DESTROY:0 "§YTight§!"
 NAVAL_DETECTION_CHANCE_DETAILS_FORMATION_CONVOY_RAIDING:0 "§YNormal§!"
 NAVAL_DETECTION_CHANCE_DETAILS_FORMATION_CONVOY_ESCORT:0 "§YTight§!"
 NAVAL_DETECTION_CHANCE_DETAILS_FORMATION_INVASION:0 "§YTight§!"
 NAVAL_DETECTION_CHANCE_DETAILS_FORMATION_TRAINING:0 "§YTight§!"
 NAVAL_DETECTION_CHANCE_DETAILS_FORMATION_RESERVE_FLEET:0 "§YTight§!"
 NAVAL_DETECTION_CHANCE_DETAILS_RADARS:0 " + From radars: $VAL|=2%+$"
 NAVAL_DETECTION_CHANCE_DETAILS_AIR_SUP:0 " + From Air Superiority: $VAL|=2%+$"
 NAVAL_DETECTION_CHANCE_DETAILS_WEATHER:0 " x Weather multiplier: $VAL$"
 NAVAL_DETECTION_CHANCE_DETAILS_DECRYPT:0 "\n If we have better decryption than an enemy vessels encryption we get $VAL|G0%$ improved detection per level."
 NAVAL_DETECTION_CHANCE_DETAILS_SURF_DET:0 " x Equipment Surface Detection: $VAL|0%+$"
 NAVAL_DETECTION_CHANCE_DETAILS_SUB_DET:0 " x Equipment Sub Detection: $VAL|0%+$"
 NAVAL_DETECTION_CHANCE_DETAILS_TRUE_VAL:0 "§gTrue detection chance also depends on enemy ships visibility.§!"
 SPOTTING_BASE_CHANCE_TOTAL:0 "§HBase detection in region: $VAL|0%+$§!\n"
 SPOTTING_BASE_CHANCE:0 "  Base: $VAL|0%+=$\n"
 SPOTTING_BASE_CHANCE_FROM_NAVY:0 "  Task Forces in Region: $VAL|0%+=$\n"
 SPOTTING_BASE_CHANCE_FROM_AIR:0 "  Air Superiority in Region: $VAL|0%+=$\n"
 SPOTTING_BASE_CHANCE_FROM_RADAR:0 "  Radar Coverage in Region: $VAL|0%+=$\n"
 SPOTTING_BASE_CHANCE_FROM_DECRYPTION:1 "  Intel Difference: $VAL|0%+=$\n"
 NAVAL_SPOTTING_SPEED_SURFACE:0 "Spotting: $VAL|2%+=$"
 NAVAL_SPOTTING_SPEED_SUB:0 "Sub surface spotting speed: $VAL|2%+=$"
 NAVAL_SPOTTING_SURFACE_DETECTION:0 "Surface detection: $VAL|2%+$"
 NAVAL_SPOTTING_SUB_DETECTION:1 "Sub Detection: $VAL|2%+$"
 NAVAL_SPOTTING_OUR_DETECTION:0 "Our detection chance: $VAL|2%+=$"
 NAVAL_SPOTTING_THEIR_DETECTION:0 "Their detection chance: §R-§!$VAL|2%-$"
 NAVAL_SPOTTING_THEIR_VISIBILITY:0 "Their visibility: $VAL|0%H$"
 NAVAL_SPOTTING_DUE_TO_SPEED_DELTA:0 "Speed difference: $VAL|2%+=$"
 NAVAL_SPOTTING_COORDINATION_FACTOR:0 "Coordination: $VAL|0%H$"
 NAVAL_SPOTTING_STATE:0 "There are §Y$NUM$§! undetected ships\n"
 SPOTTING_DETECTION_PROCESS_PER_TASK_FORCE:0 "  $NAME$: $VAL|0%+$ ($TARGET$)\n"
 NAVAL_SPOTTING_LEVEL_NONE_DESC:0 "We know of an enemy presence in the region."
 NAVAL_SPOTTING_LEVEL_LOW_DESC:0 "We spotted the enemy and have a rough estimate of their forces"
 NAVAL_SPOTTING_LEVEL_MEDIUM_DESC:0 "We spotted the enemy and have a clear estimate of their forces"
 NAVAL_SPOTTING_LEVEL_DETAILED_UNITS_DESC:0 "We identified the enemy and can accurately estimate their forces."
 NAVAL_SPOTTING_SEARCHED_BY:0 "The enemy is being located by $NAME|H$."
 NAVAL_SPOTTING_PROGRESS:0 "Progress: $PROGRESS|H%.0$"
 NAVAL_SPOTTING_DAILY_CHANGE:1 "Daily change: $SPEED|%.2+=$"
 NAVAL_SPOTTING_HOURLY_CHANGE:0 "§HHourly change: $SPEED|%.2+=$§!"
 NAVAL_SPOTTING_DESC:1 "When fully spotted, a strike force can join the ensuing battle."
 ACTIVE_COMBAT_STATUS:0 "There are $NUM|H$ ongoing combats in this region.\n\n§GClick§! to cycle through them."
 COMBAT_RESULT_STATUS:0 "There are $NUM|H$ combat results in this region.\n\n§GClick§! to cycle through them."
 NAVAL_ENTRY_DRAGDROP_DESC:1 "§GClick to grab this group of ships and drop it on another task force.\n§!"
 NAVAL_ENTRY_NEWFLEET_DESC:1 "§GRight-Click to create new task force from this group.§!"
 NAVAL_ENTRY_NEWFLEET_COMBAT_DESC:1 "§RCannot assign to new task force while in combat.§!"
 NAVAL_MINES_IN_REGION_HEADER:0 "§HNaval mines laid:§!"
 NAVAL_MINES_IN_REGION_BY_US:1 "\n  §YWe§! have laid $COUNT|G0$ mines, damaged $COUNT_DAMAGED|G0$ and sunk $COUNT_SUNK|G0$ ships."
 NAVAL_MINES_IN_REGION_BY_FRIENDS:1 "\n  Our §Gallies§! have laid $COUNT|G0$ mines, damaged $COUNT_DAMAGED|G0$ and sunk $COUNT_SUNK|G0$ ships."
 NAVAL_MINES_IN_REGION_BY_ENEMIES:1 "\n  Our §Renemies§! have laid $COUNT|R0$ mines, damaged $COUNT_DAMAGED|R0$ and sunk $COUNT_SUNK|R0$ ships."
 NAVAL_MINES_IN_REGION_BY_NEUTRAL:0 "\n  $COUNTRY|Y$ has laid $COUNT|R0$ mines."
 NAVAL_MINES_PENALTIES_FROM_ENEMY:0 "\n§HPenalties from enemy mines:§!\n"
 NAVAL_ACCIDENTS:0 "Naval accidents"
 NAVAL_ACCIDENTS_TRAINING:0 "Accidents! from §Htraining§!: $NUM$"
 NAVAL_ACCIDENTS_MINES:0 "Accidents from §Henemy naval mines§!: $NUM$"
 NAVAL_ACCIDENTS_ENEMY:0 "Enemy accidents from §Hnaval mines§!: $NUM$"
 NAVAL_ACCIDENTS_DAMAGED:0 "\n  Total damage: $DMG|R1$"
 NAVAL_ACCIDENTS_SUNK:0 "\n  Ships sunk: $SHIPS|R$"
 NAVAL_ACCIDENTS_SUMMARY:0 "Naval accidents for ships of type $TYPE|H$:\n  - $SUNK_MINES|R$ sunk by §Ynaval mines§!\n  - $SUNK_TRAINING|R$ sunk in §Ytraining§!\n  - $DAMAGE_MINES|R$ of total damage by §Ynaval mines§!\n  - $DAMAGE_TRAINING|R$ of total damage in §Ytraining§!"
 NAVAL_ACCIDENTS_ACTIONS:0 "§GClick§! to open §YNaval accidents§! summary.\n§GRight Click§! to §Rdelete§! §Ynaval accidents§! info in this region."
 NAVAL_ACCIDENT_DISPATCH_TITLE:0 "Dispatch naval accidents data"
 NAVAL_ACCIDENT_DISPATCH_DESC:0 "Are you sure, that you want to dispatch all naval accidents data in this region?"
 UNIT_VIEW_DIVISIONS_COUNT:0 "$DIV$/$MAX$"
 UNIT_VIEW_DIVISIONS_COUNT_NO_LIMIT:0 "$DIV$"
 UNIT_TOOLTIP_BATTALIONS:1 "§GBattalions§!"
 UNIT_TOOLTIP_SUPPORT:0 "§GSupport§!"
 MAP_ARROWS_LOCALIZATION:0 "$DIVISIONS$ - $GROUP$"
 MAP_ARROWS_LOCALIZATION_EMPTY:0 "No divisions"
 MAP_ARROWS_DIVISIONS_COUNT:0 "$DIV$ Divisions"
 MAP_ARROWS_DIVISIONS_COUNT_SHORT:0 "$DIV$ Divs."
 MAP_ARROWS_LOCALIZATION_EMPTY_SHORT:0 "No Divs."
 MAP_ARROWS_PARATROOPERS_COUNT:0 "$DIV$ Paratroopers"
 MAP_ARROWS_INVASION_TRANSPORTS_COUNT:0 " $TR$ Transports"
 MAP_ARROWS_PARADROP_TRANSPORTS_COUNT:0 " $TR$ Transports"
 REQUEST_EXPEDITIONARIES_DIVISIONS_COUNT:0 "$NUM_DIVS|Y$ Total Divisions"
 UNITS_VIEW_DIVISIONS_COUNT:0 "$DIV|G$ Divisions"
 UNITS_VIEW_WINGS_COUNT:0 "$WINGS|G$ Selected"
 UNITS_VIEW_SELECTED_DIVISIONS_COUNT:0 "$DIV|G$ Selected"
 UNITS_VIEW_SELECTED_RAILWAY_GUNS_COUNT:0 "$RG_COUNT|G$ Railway Guns"
 UNITS_VIEW_BTN_SELECT:0 "Select"
 UNITS_VIEW_BTN_SELECT_TOOLTIP:1 "Click to select this Army, and draw orders for them."
 UNITS_VIEW_BTN_UNASSIGN_UNITS:0 "Unassign"
 UNITS_VIEW_BTN_UNASSIGN_UNITS_TOOLTIP:1 "Click to §Runassign§! all currently selected units from this army."
 UNITS_VIEW_BTN_UNASSIGN_SINGLE_UNIT_TOOLTIP:1 "Click to §Runassign§! this unit from the command army."
 UNITS_VIEW_BTN_START_TRAINING:0 "Exercise"
 UNITS_VIEW_BTN_STOP_TRAINING:0 "Stop"
 UNITS_VIEW_BTN_STOP_TRAINING_TOOLTIP:0 "Click to stop the §Rexercise§! with this army."
 UNITS_VIEW_BTN_STOP_TRAINING_TOOLTIP_WILL_STOP_AT_MAX_INFO:0 "§RExercise§! will be automatically stopped when all units reach the maximum training level."
 UNITS_VIEW_BTN_DISBAND_GROUP:1 "Remove"
 UNITS_VIEW_BTN_DISBAND_GROUP_TOOLTIP:1 "Click to §RRemove§! this army. All its divisions will become unassigned."
 ARMY_LEADER_EXPEDITIONARY_FORCE_ICON:0 "This army is an empty army created for requesting expeditionary forces."
 ARMY_LEADER_CREATE_EXPEDITIONARY_FORCE_GROUP:0 "Click to create an empty army for requesting expeditionary forces."
 UNITS_VIEW_BTN_EXECUTION_STOP:0 "Stop"
 UNITS_VIEW_BTN_EXECUTE:0 "Execute"
 UNITS_VIEW_BTN_EXECUTE_TOOLTIP:1 "§GClick§! to $ACTION$ the execution of the §Yentire plan.§!\n§GShift + Click§! and then §Yclick on the desired order§! to Toggle execution\n§GCtrl + Click§! to toggle execution of all assigned divisions and armies"
 UNITS_VIEW_BTN_EXECUTE_TOOLTIP_PLAY:0 "§YACTIVATE§!"
 UNITS_VIEW_BTN_EXECUTE_TOOLTIP_STOP:0 "§YSTOP§!"
 UNITS_VIEW_BTN_EXECUTE_NONE_SET_TOOLTIP:1 "This army has no orders to execute. You need to create a plan to enable this."
 UNITS_VIEW_BTN_EXECUTE_POINT_OUT:0 "Now click on the map on the desired orders to toggle their execution."
 UNITS_VIEW_BTN_DELETE_ORDER:1 "§HDelete Order§!\n§GClick§! this button, then click on the order on the map you want to delete.\n§GRight-click§! this button, to §Rdelete all orders§! of currently selected army."
 UNITS_VIEW_BTN_RESHAPE:0 "§HEdit mode§!\nHit this button to toggle the mode, or hold §GALT§!\n§GRight-click§! on battle plans ending pins to edit them.\n§GClick and hold the mouse button§! on the Advancement Arrow to reshape it or connect with another order.\n§GRight-click and hold the mouse button§! on one of the blinking orders to begin painting a new Advancement Arrow."
 UNITS_VIEW_BTN_DRAW_OFFENCE:3 "§HOffensive line§!\n§GRight-click and hold the mouse button§! on the map to draw §YOffensive Line§!.\nLines can be painted only on territory you have assigned a §HFront Line§! or §HNaval Invasion§! to.\n\nDivisions assigned to a plan with an Offensive Line will try to take territory to move their front line there. \n\n§GHold mouse button§! and §Grelease§! it on an execute behavior button to change plan's execution type"
 UNITS_VIEW_BTN_DRAW_DEFENCE:1 "§HFront Line§!\n - §GClick§! on one of the borders against another country to set the assigned front along entire border.\n - §GRight-click and drag the mouse§! on one of the borders against another country to set the front in a shorter interval.\n - §GRight-click and drag the mouse§! on the existing frontline endings to edit them.\n\nFront lines are the start point of attacks into enemy territory towards Offensive Lines, but also allows you to quickly position Divisions along a foreign border."
 UNITS_VIEW_BTN_DRAW_DEFENCE_ARMY_GROUP:0 "§HFront Line§!\n - §GClick§! on one of the borders against another country to set the assigned front along entire border.\n - §GShift + Click§! on one of the borders against another country to set the assigned front without sub-army fronts along entire border.\n - §GRight-click and drag the mouse§! on one of the borders against another country to set the front in a shorter interval.\n - §GShift + Right-click and drag the mouse§! on one of the borders against another country to set the front without sub-army fronts in a shorter interval.\n - §GRight-click and drag the mouse§! on the existing frontline endings to edit them.\n\nFront lines are the start point of attacks into enemy territory towards Offensive Lines, but also allows you to quickly position Divisions along a foreign border."
 UNITS_VIEW_BTN_DRAW_FALLBACK:1 "§HFallback line§!\n - §GRight-click and drag the mouse§! on the friendly territory to draw the §YSingle use§! defensive order.\n\nFallback lines are useful for positioning Divisions for defence, for example, behind a river, or somewhere else in friendly territory."
 UNITS_VIEW_BTN_AREA_DEFENSE:3 "§HArea Defense§!\n - §GClick§! on states to add/remove them from the army's order.\nAn Army with this order cannot have other types at the same time.\n\nDivisions assigned to an Army with this order will spread out over the assigned area to guard important cities, ports or other objects as well as handle minor enemy presence."
 UNITS_VIEW_BTN_DRAW_NAVAL_INV:0 "§HNaval Invasion Order§!\nStep 1) §GClick§! on one of the highlighted provinces to set the invasion source.\nStep 2) §GRight-click§! on the desired coast province(s) to invade.\nOnce the plan is activated, the invasion will begin to prepare and reserve convoys from your countries pool."
 UNITS_VIEW_BTN_DRAW_PARADROP:0 "§HParatroop Order§!\nStep 1) §GClick§! on our air base to designate the takeoff point. The air base must have available transport planes.\nStep 2) §GRight-click§! on the province that is in range of the local transport planes, to designate the drop location.\n§gRemember that only the units with paratroop ability will be transported.§!"
 UNITS_VIEW_BTN_DRAW_OFFENCE_FRONT_LINE_FIRST:0 "§RYou have to create a Front line first.§!"
 UNITS_VIEW_BTN_RESHAPE_NOTHING:0 "§RNothing to Edit.§!"
 UNITS_VIEW_BTN_UNASSIGN_NO_ORDERS:0 "§RNothing to unassign from.§!"
 UNITS_VIEW_BTN_UNASSIGN_DEFENCE_ORDER:1 "§RCannot unassign units from §YArea Defense§! order.§!"
 UNITS_VIEW_BTN_DELTE_NOTHING:0 "§RNothing to Delete.§!"
 UNITS_VIEW_BTN_DRAW_PARADROP_NO_PARATROOPERS:0 "§RNo Paratroopers in the Command Group.§!"
 UNITS_VIEW_BTN_IN_RESHAPE_MODE:0 "§RYou are currently editing orders.§!"
 UNITS_VIEW_BTN_DRAW_NAVAL_INV_WITH_HARBOR:2 "§HNaval Invasion Order (With Floating Harbor support)§!\nStep 1) §GClick§! on one of the highlighted provinces to set the invasion source.\nStep 2) §GRight-click§! on the desired coast province(s) to invade.\nOnce the plan is activated, the invasion will begin to prepare and reserve Convoys and a Floating Harbor from your Stockpile."
 UNITS_VIEW_BTN_DRAW_NAVAL_INV_WITH_HARBOR_NO_HARBOR:1 "§RWe have no §HFloating Harbor§! needed for this plan§!"
 UNITS_VIEW_BTN_UNITS_ASSIGN:2 "§HDivisions assignment mode§!\nHit this button to toggle the mode, or hold §GCTRL§!.\nThen select one of the highlighted fronts to assign the currently selected units."
 UNITS_VIEW_BTN_UNITS_UNASSIGN:0 "§HUnassign divisions§!\nHit this button to unassign the currently selected divisions from their orders."
 UNITS_HAS_NO_ORDERS_WARNING:1 "§RDivision belongs to an army, but has no orders assigned!§!\nDraw Defensive/Offensive Lines and assign units to them."
 UNITS_HAS_NO_ORDERS_WARNING_BUT_HAS_ARMY_GROUP:0 "§RDivision belongs to an army with no orders, it will use army group order instead.§!"
 UNITS_HAS_INVALID_ORDERS_WARNING:0 "§RUnits are unwilling or unable to execute assigned order!§!\nUnits are not allowed to enter demilitarized zones and will not carry out suicidal battle plans without specific movement orders."
 UNITS_HAS_INVALID_MOVE_IN_PATH_WARNING:0 "§RUnit unable to move to a province along its path§!"
 UNITS_HAS_INVALID_PATH_WARNING:0 "§RUnable to find valid path to target§!"
 UNITS_HAS_INVALID_TRANSPORT_WARNING:0 "§RUnable to transport to target§!"
 UNITS_HAS_INVALID_MOVE_WARNING:0 "§RUnable to move to next target province§!"
 UNITS_HAS_INVALID_RETREAT_WARNING:0 "§RUnable to retreat to target province§!"
 UNITS_HAS_LOW_SUPPLY_MOVE_WARNING:0 "§RIf unit were to continue moving it would cause the next province to require more supplies than it has capacity for.\nExplicit move order can force the unit to move it out anyway§!"
 UNITS_UNWILLING_ATTACK_WARNING:0 "§RUnit considers attacking to be too dangerous.\nExplicit move order can force the unit to carry it out anyway.§!"
 UNITS_INVALID_ATTACK_WARNING:0 "§RUnable to attack target province§!"
 UNITS_NO_POSSIBLE_ATTACK_WARNING:0 "§RUnable to find a valid attack target§!"
 UNITS_AWAITING_ORDERS:0 "§YUnit has carried out its orders and is awaiting new ones§!"
 UNITS_HAS_LOST_ITS_WAY:1 "§YUnit is unable to carry out its orders.§!"
 UNITS_TOO_WEAK_TO_ATTACK:0 "§RUnit's organization is too low to advance.§!\nPlease wait for them to reorganize, or consider changing the §YAggressiveness§! of the battleplans execution."
 UNITS_DMZ_MOVE_WARNING:0 "§RUnit will not move into demilitarized zone§!"
 EXECUTE_ORDERS_POINT_OUT:0 "§GClick§! to toggle execution of this order."
 EXECUTE_ORDERS_POINT_OUT_CAN_T_TOGGLE:1 "§RThis order belongs to a different army.§!"
 EXECUTE_ORDERS_POINT_OUT_NO_ORDERS_HERE:0 "Please move the mouse pointer over one of the orders that you wish to toggle execution."
 CORE_FILTER_BY:0 "§TFilter by: $NAME|H$§!"
 MAJOR:0 "Major Countries"
 EXECUTION:0 "Execution"
 BATTLE_PLANS:0 "Battle Plans"
 BATTLE_PLANS_X_WILL_BE_ASSIGNED:0 "$NUM|Y$ divisions will be assigned."
 COMMAND_GROUP_NAME_GENERIC:1 "Army $N$"
 ARMY_GROUP_NAME_GENERIC:0 "Army Group $N$"
 CORE_FILTER_BY_MAJOR:0 "§TFilter by if a nation is considered a Major or not.§!"
 CARRIER_SHIP_ICON:1 "This air base is a §HFleet§! containing §HAircraft Carriers§!.\n§gClick to select§!"
 ASSIGN_LEADER_TITLE:0 "Select Commander for $UNIT|Y$"
 DIMININSHING_RETURNS:0 "At this popularity, effects are scaled to $SCALE|Y2%$"
 LEADER_NOT_IN_PORT:0 "§ROn sea§!"
 LEADER_SKILL_DESC:0 "Skill: $S|Y$"
 LEADER_SKILL_WITH_PROGRESS:0 "Skill: $SKILL|Y$ ($PROGRESS|%Y0$)"
 LEADER_SKILL_AT_CAP:0 "Skill: $SKILL|Y$ (Max)"
 LEADER_RANK_WITH_PROGRESS:0 "$RANK|Y$ ($PROGRESS|%Y0$)"
 LEADER_FUNCTION_DESC:1 "Having a Commander assigned to an Army boosts the Army in various areas depending on the Commander's skill."
 LEADER_FUNCTION_NAVY_DESC:0 "Having an Admiral assigned to a Fleet boosts the Task Forces' in various areas depending on the Admiral's skill."
 LEADER_CAPACITY_DESC:1 "$NAME$ is currently leading $CURRENT|Y$ divisions, and is capable of efficiently leading $MAX|Y$ divisions."
 LEADER_ARMY_GROUP_CAPACITY_DESC:0 "$NAME$ is currently leading $CURRENT|Y$ armies, and is capable of efficiently leading $MAX|Y$ armies."
 LEADER_ENDLESS_CAPACITY_DESC:0 "$NAME$ is a Field Marshal and has no command limit."
 LEADER_PROMOTE:0 "§GPromote to§! $RANK|Y$"
 LEADER_PROMOTE_DESC:0 "At the cost of one skill level this leader is promoted to the next rank"
 LEADER_CANNOT_PROMOTE:0 "§RCannot promote§!"
 LEADER_PROMOTE_NO_SKILL:0 "This leader is not skilled enough to promote"
 LEADER_PROMOTE_MAX_RANK:0 "This leader has the highest available rank"
 MAX:0 "Max"
 CANT_CHANGE_NAVAL_LEADER_DESC:0 "§RNaval Commander can be changed only in ports§!"
 DIPLOMACY_VIEW_CANCEL_SPY_MISSION:0 "Right-click to cancel mission."
 DIPLOMACY_STAGE_COUP_NOT_IN_MP:0 "Stage coup not available in MP."
 SPY_ON_STANDBY:0 "On Standby"
 DIPLOMACY_VIEW_SPY_MISSION:0 "@$TARGET$ $MISSION$"
 DIPLOMACY_VIEW_SPY_MISSION_NEW:0 "@$TARGET$"
 TOTAL_MODIFIER_IS:0 "Modified to $VALUE|Y%$ due to"
 NO_ORG_GAIN_IN_COMBAT:0 "There is no gain of organization while in combat."
 NO_ORG_GAIN_IN_NAVAL_INVASION:0 "There is no gain of organization during naval invasion."
 ORG_OVER_SUPPLY_SOFT_CAP:0 "Organization is over the supply soft-cap of $CAP|Y$, Organization will be reduced by $LOSS|R$ each hour."
 MAX_EXPERIENCE_TEXT:0 "Experience is capped at $VAL|Y0$."
 acquire_intel:0 "Acquire Intel"
 acquire_intel_desc:0 "$SPY|H$ is attempting to Acquire Intel in $TARGET|Y$."
 acquire_intel_general_desc:0 "The spy focuses on gathering intel on the nation. Will find military troops you will not otherwise have seen"
 boost_party_popularity:0 "Boost Party Popularity"
 boost_party:0 "Boost Party"
 boost_party_popularity_desc:0 "$SPY|H$ is attempting to Boost Party Popularity ($PARTY|Y$) in $TARGET|Y$."
 boost_party_popularity_general_desc:0 "Boosts a particular political group in the nation which means that they could win during elections or make a future coup more powerful"
 attempt_coup:0 "Attempt Coup"
 attempt_coup_desc:0 "$SPY|H$ is attempting a coup in $TARGET|Y$.\nHas done $PROGRESS|G%1$ of coup preparation."
 on_standby:0 "On Standby"
 on_standby_general_desc:0 "The spy remains on standby until a new mission is assigned."
 attempt_coup_general_desc:0 "Prepare a coup attempt against the target nation. When done it will trigger a civil war. Strength of the uprising will depend on the nation's national unity and the political popularity of your ideology"
 LEADING_TOO_MANY_SHIPS_DESC:0 "§gCommanding too many ships may lead to chaos in the formations - it will take much more time for ships to come into the battle.\nAlso all positive Commander Traits and Skills modifiers will be reduced.§!"
 LEADING_TOO_MANY_DIVISIONS_DESC:0 "Commanding too many divisions will reduce all positive Commander Trait and Skill modifiers."
 LEADING_TOO_MANY_ARMIES_DESC:0 "Commanding too many armies will reduce all positive Commander Trait and Skill modifiers."
 LEADING_TOO_MANY_UNITS_CURR_PENALTY:0 "Current penalty: $PERC|%R$"
 LEADER_DIVISIONS_COUNT:2 "Can efficiently command $MAX|Y$ divisions."
 LEADER_ARMIES_COUNT:0 "Can efficiently command $MAX|Y$ armies."
 LEADER_DIVISIONS_COUNT_AND_LIMIT:1 "This Commander can handle $MAX|Y$ divisions, and is currently commanding $DIV|Y$."
 LEADER_SHIPS_COUNT:0 "This Commander can handle $MAX|Y$ ships."
 LEADER_SHIPS_COUNT_AND_LIMIT:0 "This Commander can handle $MAX|Y$ ships, and is currently in command of $SHIP|Y$ ships."
 NO_LEADER_SHIPS_COUNT_AND_LIMIT:0 "Unit without a Commander can handle up to $MAX|Y$ ships. Currently $SHIP|Y$ ships."
 SPY_CANCEL_DELAY_DESC:0 "Cancelled previous mission (ready $DATE$)."
 UNIT_VIEW_NAVAL_EXPERIENCE:0 "Experience"
 UNIT_VIEW_ARMY_EXPERIENCE:0 "Experience:"
 RESISTANCE_TICK_SPEED_FROM_VP:0 "\n - $VP|Y$: $VAL|%2-=$"
 RESISTANCE_TICK_SPEED_FROM_UNITS:0 "\n - Divisions in state: $VAL|%2-=$"
 RESISTANCE_TICK_SPEED_FROM_NEIGHBORS:0 "\n - Resistance in neighbor states: $VAL|%2-=$"
 RESISTANCE_TICK_SPEED_FROM_CAP:0 "\n - Resistance higher than cap $VAL|%2-=$"
 RESISTANCE_TICK_SPEED_DECAY:0 "\n - Natural Decay: $VAL|%2-=$"
 RESISTANCE_TICK_SPEED_FROM_POLICY:0 "\n - Occupation policy multiplier: $VAL|%0-=$"
 RESISTANCE_TICK_SPEED_TOTAL:1 "\n---------------\nResistance daily growth: $TOT|%2-=$ ( Capped at $SUPPRESSION|Y%2$ from suppression )"
 RESISTANCE_NOT_OPERATIONAL:1 "§gResistance can grow only in fully occupied non-core states.§!"
 RESISTANCE_OCCUPATION_POLICY:0 "---------------\nOccupation policy $NAM|Y$:"
 RESISTANCE_VIEW_TITLE:0 "Local resistance strength: $TOT|%0-=$"
 RESISTANCE_VIEW_POLICY_TITLE:0 "Occupation policy:"
 RESISTANCE_VIEW_GROWTH:0 "Growth: $GR|%2-=$"
 OCCUPIED_COUNTRY_COST:0 "$VALUE$ Political Power/Day"
 OCCUPATION_POLICY_COST:0 "Occupations: $VALUE|+$"
 CHOOSE_LEADER:0 "Select a Commander"
 SHOW_ACTIVE:0 "Show active"
 FE_NO_COUNTRY_SELECTED:0 "No Country Selected"
 FE_HOST:0 "§R$COLOR$Host§!"
 FE_SELECTED_NATION:0 "Play as $NATION$"
 FE_SELECT_SCENARIO:0 "Select Scenario"
 FE_CHANGE_SCENARIO:0 "Change Scenario"
 FE_INTERESTING_COUNTRIES:0 "Interesting Countries"
 FE_SELECT_COUNTRY:0 "Select Country"
 FE_COUNTRY_INFO_TITLE:0 "Information"
 FE_COUNTRY_SPIRIT:0 "National Spirit"
 FE_COUNTRY_HISTORY_TITLE:0 "Brief History"
 LEADER:0 "Leader"
 GOVERNMENT:0 "Government"
 RULING_PARTY:0 "Ruling Party"
 ELECTIONS:0 "Elections"
 FE_MISC_STATS:0 "Misc. Stats"
 FE_LOADING_HISTORY:0 "Updating History..."
 IDEOLOGY:0 "Ideology"
 LOADING_MAIN_MENU:0 "Loading main menu"
 EXITING_TO_FRONTEND:0 "Returning to main menu"
 MAP_ICON_UNITS:0 "Units: $VALUE|Y$"
 MAP_ICON_DIVISIONS:0 "$VALUE|Y$ Divisions"
 MAP_ICON_NAVIES:0 "Navies: $VALUE|Y$"
 MAP_ICON_NAVY_SHIPS:1 "$NAVY|H$ ($COUNTRY|H$): $VALUE|Y$ Ships ($VALUE2|Y$ Capital)"
 MAP_ICON_SHIPS:0 "Ships: $VALUE|Y$"
 UNIT_ORG:0 "Organization: $VALUE|H$"
 UNIT_AVERAGE_ORG:1 "Average Organization: $VALUE|%0H$"
 UNIT_AVERAGE_STR:0 "Average Strength: $VALUE|%0H$"
 ARMY_UNIT_ORG:0 "Organization: $VALUE|%H$"
 ARMY_UNIT_SUPPLY:1 "§TSupply status: §! $VALUE|%0Y$"
 ARMY_UNIT_SUPPLY_DESC_OK:2 "§TSupply status:§! $VALUE|%0Y$ (Stored: $BUFFER_VALUE|Y%0$)"
 ARMY_UNIT_SUPPLY_DESC_BAD:3 "§TSupply status:§! $VALUE|%0R$ (Stored: $BUFFER_VALUE|Y%0$)"
 RAILWAY_GUN_SUPPLY_DESC_OK:0 "§TSupply status:§! $VALUE|%0Y$"
 RAILWAY_GUN_SUPPLY_DESC_BAD:0 "§TSupply status:§! $VALUE|%0R$"
 ARMY_CLICK_HEADER:1 "§GClick§! to select division.\n§GShift+Click§! to toggle selection.\n§GDouble-click§! to select all divisions with the same template\n§GRight-Click§! to pan to the Division"
 SHIP_CLICK_HEADER:0 "§GRight-Click§! to pan to the Fleet (or a Port)"
 FLEET_CLICK_HEADER:0 "§GClick§! to select that Fleet.\n"
 RAILWAY_GUN_CLICK_HEADER:0 "§GClick§! to select Railway Gun.\n§GShift+Click§! to toggle selection.\n§GRight-Click§! to pan to the Railway Gun"
 UNIT_BUTTON_DESC:0 "Template: §Y$TYPE$§!"
 UNIT_BUTTON_FAKE_ARMY_DESC:0 "Fake Intel Template: §Y$TYPE$§!"
 UNIT_BUTTON_ACTION:0 "(Click to view details)"
 UNIT_DESTINATION:0 "Destination: $STATE|Y$"
 NUCLEAR_BOMB:0 "Nuclear Bombs"
 NUCLEAR_PRODUCTION_ETA:0 "Next nuclear bomb is $PROGRESS|1G%$ done will be ready roughly in $DAYS|G$ days."
 NUCLEAR_PRODUCTION_NONE:0 "Currently we are not producing any nuclear bombs."
 NAVAL_SERIES_INCREASE_DESC:3 "Increase the number of ships to produce.\n§GCtrl+Click§! to add §H10§!\n§GShift+Click§! to add §H100§!"
 NAVAL_SERIES_AMOUNT_DESC:1 "Number of ships left to produce."
 NAVAL_SERIES_DECREASE_DESC:3 "Decrease the number of ships to produce.\n§GCtrl+Click§! to cut §H10§!\n§GShift+Click§! to cut §H100§!"
 RAILWAY_GUN_SERIES_INCREASE_DESC:0 "Increase the number of Railway Guns to produce.\n§GCtrl+Click§! to add §H10§!\n§GShift+Click§! to add §H100§!"
 RAILWAY_GUN_SERIES_AMOUNT_DESC:0 "Number of Railway Guns left to produce."
 RAILWAY_GUN_SERIES_DECREASE_DESC:0 "Decrease the number of Railway Guns to produce.\n§GCtrl+Click§! to cut §H10§!\n§GShift+Click§! to cut §H100§!"
 oil_desc:1 "Oil is required for the effective operation of motor vehicles, planes, and ships."
 aluminium_desc:0 "Aluminum is important for the construction of specialized vehicles and aircraft."
 rubber_desc:0 "Rubber is important for the construction of most vehicles."
 tungsten_desc:0 "Tungsten is a rare hard metal mainly used for anti-tank munitions, but also machine tools and specialized parts."
 steel_desc:0 "Steel is the primary metal for most types of military machinery, whether it be tanks or ships."
 chromium_desc:0 "Chromium is a metal used for the construction of advanced engines."
 CLAIM_LIST_DESC:0 "Countries with claims on this state."
 SUPPLY_MAPICON_SUPPORTED_LIMITED_DESC:0 "This node could support more supplies, but is limited by some §R'bottlenecks'§! in its route.\nConsider improving §Ginfrastructure§! along the route.\nImprove also the naval bases if the route includes the sea path.\nThink then about necessary amount of convoys and escorts."
 SUPPLY_MAPICON_SUPPORTED_DESC:0 "This node supports enough supplies so far.\nThink that the usage will raise as more troops are in the area."
 SUPPLY_MAPICON_INFRA_DESC:1 "Average Infrastructure of states in the area ($AVG|1Y$) will increase how much supply can go through it.\nThe total level of §Yinfrastructure§! in the area is $LVL|G$."
 SUPPLY_MAPICON_INFRA_DESC_CLICK_TO_INC:1 "\n§GClick§! to queue up construction."
 SUPPLY_MAPICON_INFRA_PENDING_DESC:0 "\n§GWe are already improving §Yinfrastructure§! in this area.§!"
 SUPPLY_MAPICON_PORT_DESC:0 "The highest level §Ynaval base§! is $LVL|G$."
 SUPPLY_MAPICON_PORT_PENDING_DESC:0 "\n§GWe are already improving the local best §Ynaval base§!.§!"
 DEBUG_TOOLTIP_HINT:0 "Hold §GCtrl + Alt§! to see §Hdebug§!"
 PEACE_CONFERENCE_PROVINCE_TOOLTIP:0 "$STATE|Y$ (£victory_points£ $COST$)\nBuildings ($SLOTS|Y$):\n$BUILDINGS$"
 PEACE_CONFERENCE_PROVINCE_TOOLTIP_ITEM:0 "$NAME$: $VALUE|Y$"
 PEACE_CONFERENCE_PROVINCE_TOOLTIP_RESOURCES:0 "Resources:\n$RESOURCES$"
 PEACE_CONFERENCE_PROVINCE_TOOLTIP_CLAIMS:0 "Claims:\n$CLAIMS$"
 PEACE_CONFERENCE_PROVINCE_TOOLTIP_CORES:0 "Cores:\n$CORES$"
 PROV_TEXT_UNITS_PARACHUTED:0 "Units Parachuted"
 PROV_TEXT_UNITS_PARACHUTED_WITH_LOSSES:0 "Units Parachuted with Losses"
 STATE_VIEW_WICTORY_POINTS:0 "$VALUE$ £victory_points£"
 STATE_VIEW_WICTORY_POINTS_DESC:0 "How many £victory_points  §HVictory Point(s)§! this province is worth."
 ACE_FULL_NAME:0 "$NAME$ $SUR$"
 ACE_FULL_NAME_WITH_CALLSIGN:0 "$NAME$ '$CALL$' $SUR$"
 ACE_UNASSIGNED:0 "Unassigned"
 ACE_ASSIGNED_TO:0 "Assigned to the wing of $NUM|H$x $UNIT|H$ in $LOC|H$"
 ACE_SELECTION_TITLE:0 "Choose the Ace to assign to $UNIT|H$ in $LOC|H$"
 ACE_PILOT_HEADER:0 "Pilot Ace $FULLNAME$"
 ACE_PILOT_STATUS:0 "Current status: $STATUS$\n"
 ACE_PILOT_STATUS_ACTIVE:0 "§GACTIVE§!"
 ACE_PILOT_STATUS_KIA:0 "§RKIA§!"
 ACE_PILOT_UNASSIGN_HOTKEY:0 "\n§GRight-click§! to unassign"
 ACE_PILOT_CANT_ASSIGN_NO_ACES:0 "There are no Ace Pilots in our country yet. Pilots may be promoted after doing successful missions."
 ACE_PILOT_CANT_ASSIGN_KIA:0 "Cannot assign the Ace pilot, because of §RKIA STATUS§!."
 ACE_PILOT_CANT_ASSIGN_UNFAMILIAR:0 "Cannot assign the Ace pilot, because of §Rnot being familiar with this type of plane§!."
 ACE_PILOT_ASSIGN_ACE:0 "Click to select the Ace Pilot."
 ACE_PILOT_ELIGIBLE_TYPES:0 "Can be assigned to Air Wings of types: "
 ace_Erich_Hartmann_desc:0 "§LErich Alfred Hartmann. Born 19 April 1922. Nicknamed 'Bubi' by his comrades. Considered to be the top ace pilot of German Luftwaffe.§!"
 RELEASE:1 "Release Nation"
 QUIT_TITLE:0 "Exit Game"
 QUIT_DESC:0 "Are you sure you want to exit Hearts of Iron IV?\n\nAny unsaved progress will be lost."
 RESIGN_TITLE:0 "Resign Game"
 RESIGN_DESC:0 "Are you sure you want to resign and return to the main menu?\n\nAny unsaved progress will be lost."
 BASE:0 "Base:"
 DEPLOYMENT_SELECT_AREA:0 "§GClick§! on a green province to deploy selected units."
 CONVEYOR_ASSIGN_LOCATION_SELECT_DMZ_AREA:0 "Can not §RDeploy§! divisions in demilitarized zone."
 CONVEYOR_ASSIGN_LOCATION_SELECT_AREA:1 "Any green province can be selected as a deployment location.\n\n§GClick§! to select $PROV$."
 CONVEYOR_ASSIGN_LOCATION_SELECT_HOME_AREA:0 "§RCannot deploy here§!\nDeployment is not allowed outside home area"
 CONVEYOR_ASSIGN_ORDER_SELECT_AREA:1 "§GClick§! on a map order or leader portrait to assign deployment."
 AND:0 "and "
 RANDOM_LIST_EFFECT:0 "§TOne of $SIZE|H$ options will happen.§!\n"
 RANDOM_EFFECT:0 "§T$CHANCE|%0H$ chance of §!"
 ---_democratic:0 "any democratic country"
 ---_fascist:0 "any fascist country"
 ---_communist:0 "any communist country"
 DETAILS:0 "Details"
 EQUIPMENT_DETAILS:0 "Equipment details"
 SUNK_SHIP_DETAILS:0 "Lost ships"
 SUNK_SHIPS:0 "Lost Ships"
 OWNER:0 "State Owner"
 OR:0 "or"
 CLICK_DETAILS:1 "§GClick for details\nShift+Click to open multiple windows§!"
 SELECT_ALL:0 "Select All"
 DESELECT_ALL:0 "Deselect All"
 STATE_PROVINCE:0 "Province"
 STATE_PROVINCE_PLUS_TAG:0 "Province $TAG$"
 STATE_PROVINCE_PLUS_TAG_OCCUPIED:0 "§RProvince $TAG$§!"
 STATE_PROVINCE_DESC:0 "This province is controlled by its owner, $CONTROLLER|H$"
 STATE_PROVINCE_OCCUPIED_DESC:0 "This province is occupied by $CONTROLLER|H$"
 UNASSIGN:0 "Unassign"
 ACTIVE_IN:0 "§TActive in:§!"
 BUTTON_DETAILS:0 "Details"
 BUTTON_OK:0 "Ok"
 CONFIRM_START_TRAINING:0 "Start Exercise"
 CONFIRM_START_TRAINING_DESC:1 "Do you want this army to start a military exercise?\nUnits will slowly gain experience while conducting an exercise and it will also add national military experience. Units cannot progress past $MAX|Y$ from exercise. Setting an army to exercise will lower each units' org until the exercise stops. Units in exercise cannot move and suffer $ATTRITION|R%0$ attrition."
 CONFIRM_STOP_TRAINING:0 "Stop Exercise"
 CONFIRM_STOP_TRAINING_DESC:1 "Do you want this army to stop the exercise?\nYou won't gain anymore experience and the units will slowly regain their org."
 TRAINING_ATTRITION:0 "Exercise: $VALUE$"
 UNITS_VIEW_BTN_TRAIN_UNITS_TOOLTIP:1 "Click to start an §Gexercise§! with this army. The units will consume equipment while gaining Experience. Your country will also gain £army_experience Army Experience from each unit whose Experience Level is at least $VAL|Y$ - $NAME|Y$"
 UNITS_VIEW_BTN_TRAIN_UNITS_TOOLTIP_SHIFT_CLICK_INFO:0 "Shift Click to start an §Gexercise§! that will last until all units are trained."
 UNIT_LEVEL_0:0 "Green"
 UNIT_LEVEL_1:0 "Trained"
 UNIT_LEVEL_2:0 "Regular"
 UNIT_LEVEL_3:0 "Seasoned"
 UNIT_LEVEL_4:0 "Veterans"
 SHIP_LEVEL_0:0 "Fresh"
 SHIP_LEVEL_1:0 "Trained"
 SHIP_LEVEL_2:0 "Regular"
 SHIP_LEVEL_3:0 "Seasoned"
 SHIP_LEVEL_4:0 "Veterans"
 AIR_WING_LEVEL_0:1 "Rookies"
 AIR_WING_LEVEL_1:0 "Trained"
 AIR_WING_LEVEL_2:0 "Regular"
 AIR_WING_LEVEL_3:0 "Seasoned"
 AIR_WING_LEVEL_4:0 "Veterans"
 AIR_WING_XP_BONUS_NONE:0 "§HNo bonus from experience§!"
 AIR_WING_XP_BONUS_HEADER:1 "§HThis gives the following effects:§!"
 AIR_WING_XP_BONUS_NEXT_LEVEL:0 "Experience progress to next level: $EXP|Y%0$"
 AIR_WING_XP_TRAINING_DAILY_PROGRESS:1 "Daily experience progress to next level from §YPilot Exercises§!: $EXP|Y%1$"
 AIR_WING_XP_TRAINING_MAX_REACHED:1 "This §YAir Wing§! cannot gain additional experience from §YPilot Exercises§!."
 AIR_WING_XP_LOSS_INFO:0 "When the §YAir Wing§! takes damage it loses experience. The loss is reduced by $FRIENDLY|+%0$ over friendly territory."
 NAVY_XP_BONUS_NONE:0 "§HNo bonus from experience§!"
 NAVY_XP_BONUS_HEADER:1 "§HThis gives the following effects:§!"
 EXP_TOOLTIP:0 "Experience Level $NUMBER$ - $LEVEL|Y$"
 EXP_TOOLTIP_ARMY:0 "Experience Level $NUMBER$ - $LEVEL|Y$\nThis gives a $COMBAT$ modifier in combat.\nExperience progress to next level: $EXP|Y%0$"
 EXP_DETAILS:1 "Experience progress to next level: $EXP|Y%0$"
 EXP_COMBAT_BONUS:1 "Combat experience bonus: $EFFECT|+=%0$"
 EXP_TRAINING_BONUS:2 "Training experience bonus: $EFFECT|+=%0$"
 CANNOT_EXECUTE_ORDERS_WHILE_TRAINING:1 "This army is currently conducting an §Yexercise§! and cannot execute any orders. Stop the exercise if you want to be able to execute their orders."
 UNIT_COUNTER_TOOLTIP:0 "$DIVISION|H$"
 FOCUS_TREE_VIEW_HEADER:0 "$COUNTRY$ Focus Tree"
 CONTINUOUS_FOCUS_TREE_HEADER:0 "Continuous Focuses"
 CONTINUOUS_FOCUS_TREE_DESC:0 "Remains active until you change focus again"
 CONTINUOUS_FOCUS_LOCKED_DESC:0 "§RUnlock $LEFT|H$ more focuses§!"
 CONTINUOUS_FOCUS_UNLOCKED_DESC:0 "§GContinuous focuses unlocked§!"
 START_FOCUS:0 "Start"
 STOP_FOCUS:0 "Stop"
 CANCEL_FOCUS:0 "Cancel"
 FOCUS_IN_PROGRESS:0 "You are already focusing on this!"
 FOCUS_OTHER_IN_PROGRESS:0 "You're currently focusing on $FOCUS|Y$. You need to wait for that Focus to complete before selecting a new one."
 FOCUS_ALREADY_COMPLETE:0 "This Focus has already been completed."
 FOCUS_CAN_START:0 "§GClick to start focusing on this.§!"
 FOCUS_CANNOT_START:0 "§RYou don't meet the requirements!§!"
 FOCUS_CANNOT_START_CAPITULATED:0 "§RNot available when your country has capitulated!§!"
 FOCUS_CANNOT_BE_CANCELLED_MANUALLY:0 "§RCannot be cancelled manually§!"
 FOCUS_CANNOT_BYPASS:0 "§RCannot bypass a focus while a mutually-exclusive focus is in progress§!"
 FOCUS_CANCEL_BUTTON_DESC:0 "§HClick to cancel this focus.§!\n$DAYS|0H$ §Hdays§! progress will be saved."
 FOCUS_STATUS_IN_PROGRESS:0 "Progress $CURR|Y0$/$TOT|0Y$ days "
 CONTINUOUS_FOCUS_ACTIVE_STATUS:0 "Active"
 CONTINUOUS_FOCUS_NOT_ACTIVE_STATUS:0 "Not Active"
 WHEN_FOCUS_COMPLETED:0 "and when completed:\n"
 FOCUS_STATUS_COMPLETED:0 "Completed"
 FOCUS_STATUS_COST:0 "$TOT|0$ days"
 FOCUS_STATUS_TOOLTIP:0 "Completion Time: $DAYS|0H$ days"
 FOCUS_STATUS_COMPLETED_TOOLTIP:0 "§GCompleted§!"
 FOCUS_STATUS_INPROGRESS_TOOLTIP:0 "Completion Time: $DAYS|0H$ days. ($LEFT|0H$ days left)"
 FOCUS_STATUS_INPROGRESS_NO_INTEL_TOOLTIP:0 "Not enough intel for current progress."
 PROVINCE_CONTROL_TOOLTIP:0 "$TAG$$CONTROL|H$ controls this location in $NAME|H$."
 PROVINCE_OWNED_TOOLTIP:0 "Location is originally owned by $TAG$$OWNED|H$."
 PROVINCE_VP_TOOLTIP:2 "Victory Point(s): £victory_points $VALUE|G$ "
 PROVINCE_PORT_TOOLTIP:1 "Naval base: §HYes§!"
 PROVINCE_PORT_TOOLTIP_LEVEL:1 "Naval base: $LEVEL|H$"
 PROVINCE_AIRBASE_TOOLTIP:1 "Air base capacity: $CAPACITY|H$"
 PROVINCE_ROCKET_TOOLTIP:1 "Rocket site capacity: $CAPACITY|H$"
 PROVINCE_TERRAIN_TOOLTIP:0 "Terrain: $NAME|Y$"
 PROVINCE_WEATHER_HEADER:0 "Weather:"
 PROVINCE_CLICK_VIEW:0 "§GClick§! to §Yview State§!."
 PROVINCE_UNIT_MOVE_NO_TIME:1 "§RThere is no available land route to this province.§!"
 PROVINCE_UNIT_MOVE_NO_RAILWAY:1 "§RThere is no available converted railway route to this province.§!"
 PROVINCE_UNIT_ATTACK_FROM_NEUTRAL:0 "§RArmies cannot attack the enemy from the neutral country.§!"
 PROVINCE_UNIT_CLICK:3 "§GRight-click§! to order the $UNIT_TYPE_PLURAL$ to §Ymove here§!."
 PROVINCE_UNIT_SAFE_STRATEGIC_REDEPLOYMENT:0 "Armies §RCannot§! move to the enemy territory in strategic redeployment mode."
 PROVINCE_UNIT_CTRL_CLICK:2 "§GCtrl + Right-click§! to order the Divisions to §Ysupport attack§! here."
 PROVINCE_UNIT_MOVE_HOURS:4 "First $UNIT_TYPE$ arrival in: $HOURS|Y$ §Yhour(s)§!."
 PROVINCE_UNIT_MOVE_DAYS_HOURS:4 "First $UNIT_TYPE$ arrival in: $DAYS|Y$ §Yday(s)§! and $HOURS|Y$ §Yhour(s)§!."
 UNIT_VIEW_MOVE_HOURS:0 "Will arrive at final location in $HOURS|Y$ §Yhour(s)§!"
 UNIT_VIEW_MOVE_DAYS_HOURS:0 "Will arrive at final location in $DAYS|Y$ §Yday(s)§! and $HOURS|Y$ §Yhour(s)§!"
 UNIT_COUNTER_MOVE_HOURS:0 "Will arrive at next location in $HOURS|Y$ §Yhour(s)§!"
 UNIT_COUNTER_MOVE_DAYS_HOURS:0 "Will arrive at next location in $DAYS|Y$ §Yday(s)§! and $HOURS|Y$ §Yhour(s)§!"
 MOVING_STRATEGIC_REDEPLOYMENT:1 "Strategic redeployment mode.\nSpeed: $VALUE|H1$ km/h\n  Base: $BASE|H1$ km/h\n  Infrastructure addition: $ADD|=G1$ km/h."
 MOVING_STRATEGIC_REDEPLOYMENT_RAIL:0 "Strategic redeployment mode.\nSpeed: $VALUE|H1$ km/h\n  Base: $BASE|H1$ km/h\n  Railway addition: $ADD|=G1$ km/h."
 MOVING_STRATEGIC_REDEPLOYMENT_ORG:0 "Moving in strategic redeployment mode. While moving its organization is always set to $VALUE|H%$."
 MOVING_NAVAL_TRANSFER_ORG:0 "Moving in naval transfer mode. While moving its organization is always set to $VALUE|H%$."
 MOVING_AMPHIBIOUS_INVASION:0 "Division is doing amphibious invasion. Its speed is set to $VALUE|H$ km/h."
 NAVAL_TRANSFER_MOVING:0 "Division is doing naval transfer.\nSpeed: $VALUE|H$ km/h\nBase: $BASE|H$ km/h\nNaval movement modifier: $NAVAL|H%$."
 ZERO_ORG_MOVEMENT_MODIFIER:1 "Low Organization: $VALUE|+%$"
 MOVEMENT_SPEED_DESC:0 "Speed: $VALUE|H$ km/h\nBase: $BASE|H$ km/h"
 COMBAT_SPEED_MODIFIER:1 "In Combat: x$VALUE|H%$"
 TERRAIN_SPEED_MODIFIER:2 "$NAME$: $VALUE|+=%$"
 RIVER_MODIFIER:1 "River: $VALUE|+=%$"
 LARGE_RIVER_MODIFIER:1 "Large river: $VALUE|+=%$"
 AIR_SUPERIORITY_SPEED_MODIFIER:1 "Air superiority: $VALUE|+=%$"
 SUPPLY_SPEED_MODIFIER:1 "Supply: $VALUE|+=%$"
 NON_CORE_SUPPLY_SPEED_MODIFIER:2 "No connection to supply network: $VALUE|+=%$"
 NON_CORE_SUPPLY_AIR_SPEED_MODIFIER:2 "No connection to supply network (supplied by air drops): $VALUE|+=%$"
 INFRASTRUCTURE_SPEED_MODIFIER:1 "Infrastructure: $VALUE|+=%$"
 RETREAT_SPEED_MODIFIER:1 "Retreat: $VALUE|+=%$"
 WITHDRAW_SPEED_MODIFIER:1 "Withdrawing: $VALUE|+=%$"
 TERRAIN_MOVE_COST:1 ""
 TRAINING_ARMY_ORG:1 "This Division is conducting §HArmy Exercises§!. While exercising, its organization is always set to $VALUE|H%$"
 TRAINING_NAVY_ORG:0 "This task force is conducting §HNaval Exercises§!. While exercising, its current organization is capped to $VALUE|H%$"
 MOVING_TO_ENEMY_TERRITORY:1 "Unit is moving towards enemy territory."
 MOVING_TO_FRIEND_TERRITORY:1 "Unit is moving towards friendly territory."
 PROVINCE_UNIT_MOVE_NAVAL_MISSION:0 "§GRight-click§! to add the Area to the current mission."
 UNIT_MOVING_HOURS:0 "The Unit will arrive in its destination in $HOURS|Y$ §Yhour(s)§!."
 UNIT_MOVING_DAYS_HOURS:0 "The Unit will arrive in its destination in $DAYS|Y$ §Yday(s)§! and $HOURS|Y$ §Yhour(s)§!."
 UNIT_MOVING_DAYS_HOURS_NONPLAYER:0 "The Unit will arrive in the next province in $DAYS|Y$ §Yday(s)§! and $HOURS|Y$ §Yhour(s)§!."
 UNIT_MOVING_HOURS_NONPLAYER:0 "The Unit will arrive in the next province in $HOURS|Y$ §Yhour(s)§!."
 FOCUS_EXCLUSIVE_SINGLE:0 "This Focus can only be selected if you don't already have $FOCUS$"
 HAS_NOT_EXCLUSIVE:0 "$NAME|G$"
 HAS_EXCLUSIVE:0 "$NAME|R$"
 HAS_NOT_EXCLUSIVE_LIST:0 "   $NAME|G$\n"
 HAS_EXCLUSIVE_LIST:0 "   $NAME|R$\n"
 FOCUS_EXCLUSIVE_LIST:0 "This Focus can only be selected if you don't already have any of the following:\n"
 UNLOCK_FOCUS_EFFECT:0 "$WHO|H$ unlocks focus $LIST|H$"
 UNLOCK_COMPLETE_EFFECT:0 "$WHO|H$ completes focus $LIST|H$"
 UNCOMPLETE_FOCUS_EFFECT:0 "$WHO|H$ uncompletes focus $LIST|H$"
 TECH_LIMITED_BONUS:0 "$VAL|%0$"
 HISTORICAL_FOCUS:0 "This focus was part of the historical path."
 alert_select_focus_instant:0 "§HNo national focus set§!"
 alert_select_focus_delayed:0 "You should select a new focus for your nation."
 alert_battleplans_with_no_divs_instant:0 "§HBattle plans with no units assigned.§!"
 alert_battleplans_with_no_divs_delayed:0 "§HYou should assign some divisions to the battleplans.§!"
 FOCUS_REWARD:0 "Effect"
 FOCUS_REWARD_TOOLTIP:0 "§HEffect§!:"
 FOCUS_SINGLE_PREREQ:0 "§RRequires $FOCUS$§!"
 FOCUS_SINGLE_PREREQ_HAS:0 "§GRequires $FOCUS$§!"
 FOCUS_MIX_PREREQ_HEADER:0 "§HRequires all of the following:\n§!"
 FOCUS_MIX_AND_PREREQ:0 "§R- $FOCUS$\n§!"
 FOCUS_MIX_AND_PREREQ_HAS:0 "§G- $FOCUS$\n§!"
 FOCUS_NO_PREREQ:0 "No national focus prerequisites"
 FOCUS_SINGLE_OR_PREREQ_HEADER:0 "§HRequires one of the following:\n§!"
 FOCUS_SINGLE_OR_PREREQ:0 "§R- $FOCUS$\n§!"
 FOCUS_SINGLE_OR_PREREQ_HAS:0 "§G- $FOCUS$\n§!"
 FOCUS_AND_PREREQ_HEADER:0 "§HRequires all of the following:\n§!"
 FOCUS_AND_PREREQ:0 "§R- $FOCUS$\n§!"
 FOCUS_AND_PREREQ_HAS:0 "§G- $FOCUS$\n§!"
 FOCUS_MIX_OR_PREREQ_HEADER:0 "§R- One of the following:\n§!"
 FOCUS_MIX_OR_PREREQ_HEADER_HAS:0 "§G- One of the following:\n§!"
 FOCUS_MIX_OR_PREREQ:0 "     $FOCUS|R$\n"
 FOCUS_MIX_OR_PREREQ_HAS:0 "     $FOCUS|G$\n"
 HAS_EXCLUSIVE_FOCUS:0 "§RCannot have this and $FOCUS$§!"
 FOCUS_WILL_PAUSE:0 "This Focus will pause if the requirements are not met."
 FOCUS_WILL_CANCEL:0 "This Focus will cancel if the requirements are not met."
 FOCUS_WILL_BYPASS_IF_UNAVAILABLE:0 "This Focus will bypass if the requirements are not met."
 FOCUS_WILL_CONTINUE:0 "This Focus will continue even when the requirements are no longer met."
 FOCUS_MESSAGE_UNLOCKED_TITLE:0 "National Focus Completed"
 FOCUS_POPUP_NAME:0 "$FOCUS|H$"
 FOCUS_FOUND:0 "$NUM$ Found"
 FOCUS_FOUND_CYCLE:0 "$CUR$/$NUM$ Found"
 FOCUS_FILTERED:0 "$NUM$ Filtered"
 FOCUS_FILTERED_CYCLE:0 "$CUR$/$NUM$ Filtered"
 FOCUS_TREE_FILTER:0 "Filters"
 FOCUS_NOT_FOUND:0 "Not Found"
 FOCUS_FILTER_LIST_TOOLTIP:0 "There are $NUM|H$ focuses that belong to this filter: $NAMES$"
 FOCUS_SEARCH_TOOLTIP:0 "§HFocus Tree Search §!\n\nEnter a text to search in focus names and descriptions.\n\n£tab : Cycle through found focuses.\n£RETURN : Open detail window for current focus."
 FOCUS_FILTER_TOOLTIP:0 "§HFocus Tree Filters§!\n\n§GClick§! to toggle focus tree filters menu.\n\nOnce a filter is selected, you can use £tab£ key to cycle through filtered focuses."
 FOCUS_ZOOM_SLIDER_TOOLTIP:1 "Click or use §GMouse Wheel§! to zoom in/out focus tree"
 AUTO_COMPLETE_FOCUS_HEADER:0 "Bypassed since:\n"
 CANCEL_FOCUS_HEADER:0 "Abandoned since:\n"
 FOCUS_CANCEL:0 "\n§HWill be abandoned if:\n§!"
 FOCUS_CANCEL_HEADER:0 "§HWill be abandoned if:\n§!"
 FOCUS_MESSAGE_CANCELED_TITLE:0 "§RNational Focus Canceled§!"
 FOCUS_MESSAGE_BYPASSED_TITLE:0 "National Focus §YBypassed§!"
 POLITICS_SELECT_FOCUS:0 "Select a National Focus"
 CURRENT_FOCUS:0 "$FOCUS|H$"
 BYPASS_FOCUS_TRIGER:1 "The following will bypass the focus:"
 BYPASS_FOCUS:1 "Bypass"
 DIPLOMACY_CREATE_FACTION_OPP_IDEO:0 "$COUNTRY$ must be $IDE$ to be in a faction with us.\n"
 DIPLOMACY_NOT_ENOUGH_IDEOLOGY_POPULARITY:0 "$NAME|H$ requires the joining country to have $IDEOLOGY|H$ popularity greater than $MIN|H%0$ (currently $CUR|H%0$)"
 CLICK_OPEN_FOCUS:0 "\n\n§GClick to show your focus tree§!"
 FOCUS_DAYS_SAVED:0 "Saved $DAYS|0H$ of $TOTAL|0H$ days.\nPicking a focus will use $VALUE|0H$ £pol_power£"
 CLICK_OPEN_FRIEND_FOCUS:0 "\n\n§GClick to show focus tree§!"
 RESEARCH_BONUS_USED:0 "Will consume research bonus from $NAME|H$ ($BONUS$). Only one bonus is used for each research.\n"
 RESEARCH_BONUS:0 "$NAME|H$ ($BONUS$) could also apply.\n"
 RESEARCH_BONUS_VALUE:2 "$BONUS|%0H$ research speed"
 RESEARCH_BONUS_PENALTY:1 "$BONUS|.1H$ years of ahead of time penalty reduction"
 MORE_TECH_BONUSES:0 "+ $COUNT|H$ more bonuses."
 TOGGLE_ALLIED_BATTLEPLANS:0 "Allied Battle Plans"
 TOGGLE_ALLIED_BATTLEPLANS_EXPLAIN:1 "Toggle displaying §YBattle Plans§! for our §Yallies§!."
 TOGGLE_ALLIED_BATTLEPLANS_NO_ALLIES:1 "§RWe are currently not allied with anyone.§!"
 TOGGLE_ALLIED_BATTLEPLANS_LIST:1 "We are allied with the following countries:"
 TOGGLE_ALLIED_BATTLEPLANS_LIST_ENTRY:1 "\n - $FLAG$ $NAME|Y$"
 TOGGLE_UNIT_COUNTER_MODE:1 "Toggle §Yunit color§! between:\n§YCountries§! or §YAllegiance§!"
 TOGGLE_NIGHT_ENABLED:1 "Toggle displaying the §Yday/night§! loop."
 TOGGLE_FOG_OF_WAR:0 "Toggle displaying §Yfog of war§!"
 TOGGLE_RADAR:0 "Toggle displaying §YRadars§!"
 TOGGLE_PLAYER_COUNTERS_ONLY:1 "Toggle displaying §Yunit counters§! between:\n§YAll§! or §YPlayers's§!"
 DIPLOMACY_SEND_EXP_FORCE_TITLE:0 "Expeditionary Force"
 DIPLOMACY_SEND_VOLUNTEERS_TITLE:0 "Send Volunteers"
 EXP_MULTIPLE_DIVISIONS:0 "$COUNT$/$TOTAL$ Divisions"
 EXP_SINGLE_DIVISION:0 "1 Division"
 VOL_MULTIPLE_DIVISIONS:0 "$COUNT$ Divisions"
 VOL_SINGLE_DIVISION:0 "1 Division"
 SEND:0 "Send"
 UNASSIGNED_EXPEDITIONARY_UNITS:1 "No Army"
 DIPLOMACY_RETURN_EXP_FORCE_TITLE:0 "Return Expeditions"
 DIPLOMACY_RETURN_EXP_FORCE_ACTION_DESC:0 "Gain control over all expeditionary forces sent to them."
 RETURN_ALL_EXPEDITIONARY_FORCES_NO_FORCES:0 "You don't have any expeditionary forces in their country."
 CAN_GENERATE_FAMALE_ACES:0 "Women in your country are allowed to become military pilots"
 CAN_USE_KAMIKAZE_PILOTS:0 "Can use kamikaze pilots"
 CAN_LOWER_TENSION:0 "Lowers World Tension with Guarantees"
 CAN_CREATE_FACTIONS:0 "Can Create Factions"
 CAN_JOIN_OPPOSITE_FACTIONS:0 "Can Join Factions led by another Ideology"
 CAN_OCCUPY_NON_WAR:0 "Can hold territory owned by a country they are not at war with"
 CAN_DECLINE_CALL_TO_WAR:0 "Can decline call to war"
 CAN_NOT_DECLARE_WAR:0 "Can not declare wars"
 CAN_BE_CALLED_TO_WAR:0 "This nation is not in the war but can be called into it"
 UNITS_DEPLOYED_TO_OVERLORD:0 "Control over deployed units go to overlord"
 CONFIRM_SAVEGAME_TITLE:0 "Overwrite Save Game"
 CONFIRM_SAVEGAME_DESC:0 "Are you sure you want to overwrite $NAME|Y$?"
 DIPLOMACY_CREATE_FACTION_NOT_RULE:0 "You can not create factions without having the national spirit to do so."
 FLEET_OUT_OF_RANGE_TOOLTIP_HEADER:0 "§ROut of naval range§!"
 FLEET_OUT_OF_RANGE_TOOLTIP_ALL_SHIPS:1 "\n  §RSelected task forces can't move here.§!"
 FLEET_OUT_OF_RANGE_TOOLTIP_SOME_SHIPS:1 "\n  $NUM|Y$/$MAX|Y$ §Rof selected task forces, can't move here.§!"
 FLEET_OUT_OF_RANGE_TOOLTIP:1 "\n  Asking other countries for the §YMilitary access§! or §YDocking rights§!, as well as §YFaction members§! will give us the access to their naval bases.\nTop nearest naval bases:\n$LIST$"
 FLEET_OUT_OF_RANGE_TOOLTIP_ENTRY:0 "  $FLAG$ $NAME$ nearest naval base $DIST|G0$ km.\n"
 FLEET_OUT_OF_RANGE_TOOLTIP_ENTRY_ZERO_DIST:0 "  $FLAG$ $NAME$ nearest naval base §Gis adjacent§!\n"
 FLEET_OUT_OF_RANGE_TOOLTIP_ENTRIES_NONE:0 "§RNone§!\n"
 WE:0 "We"
 SEARCH:0 "Search"
 RELEASE_AS_PUPPET:0 "Release as puppet"
 PLAY_AS:0 "Play as"
 ORG_HIT_WHEN_ADVANCING:0 "Moving: $VAL|=+%2$\n"
 ORG_HIT_NON_RATIO_WHEN_ADVANCING:0 "Moving: $VAL|=+2$\n"
 ORG_HIT_WHEN_ADVANCING_WITH_MOD:0 "Moving: $VAL|=+%2$ ($MOD$)\n"
 ORG_HIT_WHEN_OOS:0 "Out of Supply: $VAL|=+2$\n"
 LOW_ORG_REGAIN:0 "Low Organization: $VAL|=+%2$"
 HIGH_ORG_REGAIN:0 "High Organization: $VAL|=+%2$"
 WEATHER_ORG_IMPACT:0 "Weather: $VAL|=+%2$\n"
 RELIABILITY_ORG_IMPACT:0 "Reliability: $VAL|=+%2$\n"
 NOT_AVAILABLE_IN_BUILD:0 "§RNot available in this build.§!"
 COMBAT_ICON_PROGRESS:0 "$VAL|0$"
 MODIFIER_BASE_VALUE:0 "Base value: $VALUE|H0$"
 MODIFIER_BASE_VALUE_PERCENTAGE:0 "Base value: $VALUE|H0%$"
 MODIFIER_BASE_VALUE_STR:0 "Base value: $VALUE$"
 POSITIVE_VALUE_HOUR:1 "$VALUE|G0$ §HH§!"
 NEGATIVE_VALUE_HOUR:1 "$VALUE|R0$ §HH§!"
 NEUTRAL_VALUE_HOUR:1 "$VALUE|H0$ §HH§!"
 POSITIVE_VALUE:0 "$VALUE|G0$"
 NEGATIVE_VALUE:0 "$VALUE|R0$"
 NEUTRAL_VALUE:0 "$VALUE|H0$"
 POSITIVE_VALUE_PERCENTAGE:0 "$VALUE|G0%$"
 NEGATIVE_VALUE_PERCENTAGE:0 "$VALUE|R0%$"
 NEUTRAL_VALUE_PERCENTAGE:0 "$VALUE|H0%$"
 DEFAULT_DIV_TEMPL_SYMBOL:0 "Default symbol"
 DIV_TEMPL_SYMBOL_TOOLTIP:0 "§GClick§! to change the division template §Ysymbol§!."
 NAVAL_HISTORY_ASSISTED_KILL:0 "Assisted in sinking $NAME|Y$ ($SHIPCLASS|Y$)"
 NAVAL_HISTORY_KILLED:0 "Sunk $NAME|Y$ ($SHIPCLASS|Y$)"
 NAVAL_STATS_LABEL:0 "Stats"
 NAVAL_HISTORY_LABEL:0 "History"
 NAVAL_TERRAIN_LABEL:0 "Terrain"
 NAVAL_DESIGN_LABEL:0 "Design"
 NAVAL_COMBAT_RESULT_HEADER:0 "§HNaval Battle§!"
 PORT_STRIKE_RESULT_HEADER:1 "§HPort Strikes§!"
 NAVAL_COMBAT_RESULT_HEADER_DATE:0 " ($DATE$) "
 PORTS_STRIKE_HEADER_DATE:0 " (latest:$DATE$) "
 NAVAL_COMBAT_RESULT_PARTICIPANTS:0 "($A$ vs $D$)\n"
 NAVAL_COMBAT_RESULT_LOSSES:1 "  $WHO$ §Wlost§! $NAME$\n"
 NAVAL_COMBAT_RESULT_LOSSES_BY_COUNT:1 "$NUM|H$x $WHAT|Y$"
 NAVAL_COMBAT_RESULT_DISPATCH_HOTKEY:1 "§GRight click§! to §Rdismiss§! all battle results."
 NAVAL_COMBAT_RESULT_DISPATCH_TITLE:0 "Dispatch battle results."
 NAVAL_COMBAT_RESULT_DISPATCH_DESC:0 "Are you sure that you wish to dispatch all battle results in that location?"
 NAVAL_COMBAT_RESULT_DISPATCH_IN_LOCATION_DESC:0 "Are you sure that you wish to dispatch all battle results in that location?"
 CONFIRMDISMANTLE_FACTION_TEXT:0 "Are you sure you want to §RDismantle§! the $NAME|H$ Faction?"
 NAVY_REINFORCE_CANCEL_TITLE:0 "Cancel reinforcement task."
 NAVY_REINFORCE_CANCEL_DESC_ONE:0 "$FLEET|H$ is heading to $TARGET|H$ to merge with them.\nDo you want to abort this task?"
 NAVY_REINFORCE_CANCEL_DESC_MULT:0 "$NUM|H$ fleets are heading to their original task forces to merge with them.\nDo you want to abort this task?"
 NAVY_REFIT_ABORT_TITLE:0 "§RAbort§! refitting task."
 NAVY_REFIT_ABORT_DESC:0 "Selected task forces are currently refitting with progress:\n$PROGRESS_LIST$\nAt this stage, the ships are not seaworthy. You can only wait till refitting is complete, or you can §Rscuttle§! them.\nDo you want to §Rscuttle§! $NUM_SHIPS|H$ ships?\nIt is irreversible!"
 NAVY_REFIT_PROGRESS_LIST_ENTRY:0 "  $SHIP|H$: $PROGRESS|%1$\n"
 NAVY_REFIT_PROGRESS_LIST_ENTRY_COMPLETE:0 "  $SHIP|H$: §GComplete§!\n"
 NAVY_REFIT_ABORT_CONFIRM_BUTTON_TEXT:0 "§RScuttle§!"
 NAVY_REFIT_CANCEL_TITLE:0 "Cancel refitting task."
 NAVY_REFIT_CANCEL_DESC:0 "Selected task forces are currently refitting with progress:\n$PROGRESS_LIST$\nThe progress will be lost.\nDo you want to abort this task?"
 NAVY_REFIT_CANCEL_DESC_ONE:0 "$FLEET|H$ is heading to $TARGET|H$ to refit.\nDo you want to abort this task?"
 NAVY_REFIT_CANCEL_DESC_MULT:0 "$NUM|H$ fleets are heading to naval bases to refit.\nDo you want to abort this task?"
 NAVY_REPAIR_CANCEL_TITLE:1 "Cancel repair task."
 NAVY_REPAIR_CANCEL_ALLY_SHIP:1 "Aborting the repairs of an ally ship will cancel repairs and will force its taskforce to move to the one of its own ports."
 NAVY_REPAIR_CANCEL_ONE_SHIP:1 "Aborting the repairs will put its parent taskforce on §RNever Repair§! setting."
 DO_YOU_WANT_TO_CONTINUE:0 "Do you want to continue?"
 NAVY_REPAIR_CANCEL_DESC_ONE_IN_BASE:0 "$FLEET|H$ is currently repairing in $TARGET|H$.\nDo you want to abort this task?"
 NAVY_REPAIR_CANCEL_DESC_ONE:0 "$FLEET|H$ is heading to $TARGET|H$ to repair.\nDo you want to abort this task?"
 NAVY_REPAIR_CANCEL_DESC_MULT:0 "$NUM|H$ fleets are heading to naval bases to repair.\nDo you want to abort this task?"
 NAVY_REPAIR_CANCEL_DESC_REUNITE:1 "\nThey will return and merge with the task force they are detached from."
 NAVY_REPAIR_CANCEL_DESC_WARN_ON_POLICY:0 "\n§RBeware§! that $FLEET|H$ may send those ships back, unless you change the repair policy to §RNever repair§!."
 NAVY_REPAIR_BECAUSE_OF_REFIT_CANCEL_NOTIFY:0 "The ship is repairing because it has scheduled refitting process. Cancelling the reparation will also cancel the refitting task."
 NAVY_FORMATION_SPREAD:0 "Formation Spread: $VALUE|H%0$ ($TYPE|H$)"
 NAVY_FORMATION_SPREAD_DESC:0 "Formation spread is how much the fleet has spread out over the mission area. The more the ships are spread out, the higher chance they have to spot the enemy, but fewer ships will be able enter combat initially."
 NAVY_NAME_DETACHMENT_POSTFIX:0 " - (Detached)"
 NAVY_REPAIR_POLICY_0:1 "§RNever repair.§!\nThe task force will never decide to return to the home base on its own."
 NAVY_REPAIR_POLICY_1:1 "§RRepair priority - Low.§!\nThe task force will decide to return to a naval base if the ships have suffered §RSevere§! damage."
 NAVY_REPAIR_POLICY_2:1 "§YRepair priority - Medium.§!\nThe task force will decide to return to a naval base if the ships have suffered §RMedium§! damage."
 NAVY_REPAIR_POLICY_3:1 "§GRepair priority - High.§!\nThe task force will decide to return home if the ships have suffered §RLight§! damage."
 NAVY_REPAIR_POLICY_DESC:1 "The repair-and-return system allows sending damaged ships home for repairs, without player action. The priority setting lets the player to choose what is more important...\nCarry on the mission at any cost?\nOr, survive at any cost?"
 NAVY_REPAIR_POLICY_BLOCK_BECAUSE_DETACHED:0 "§RChanging the repair policy is not possible for detached task forces§!"
 NAVY_REPAIR_POLICY_CLICK_TO_CHANGE_TO:0 "§GClick§! to change to: "
 NAVY_REPAIR_POLICY_SPLIT:0 "§HAutomatic split off§! is now $ON_OFF|H$.\n"
 NAVY_SPLIT_TASKFORCE_IN_HALF:0 "Split the selected task force in half"
 NAVY_SPLIT_TASKFORCE_IN_HALF_TOO_SMALL:0 "§RThe task force is too small to be split§!"
 NAVY_DOCKYARD_REPAIR_POLICY_DISABLED:0 "§RNever repair§!"
 NAVY_DOCKYARD_REPAIR_POLICY_0:0 "§RNever repair§!"
 NAVY_DOCKYARD_REPAIR_POLICY_1:0 "§RRepair priority - Low§!"
 NAVY_DOCKYARD_REPAIR_POLICY_2:0 "§YRepair priority - Medium§!"
 NAVY_DOCKYARD_REPAIR_POLICY_3:0 "§GRepair priority - High§!"
 NAVY_DOCKYARD_REPAIR_POLICY_INFO:1 "The Naval Bases with higher priority will grab dockyards first for their repairs. \n\n§GClick§! to change repair priority. §GRight - Click§! to change disable or enable dockyard for repairs."
 NAVY_ALLY_DOCKYARD_REPAIR_INFO:0 "This Naval Base is controlled by an ally and dockyards required for repairs will be supplied by them and only they can change the naval base settings.\n\n§GClick§! to change disable or enable dockyard for repairs."
 ENABLED:0 "Enabled"
 DISABLED:0 "Disabled"
 FIND:0 "Find"
 TYPE_HERE:0 "Type here"
 GOTO_CAPITAL:0 "Go Home"
 NAVY_REPAIR_POLICY_SPLIT_DESC:2 "The §YAllow to split§! option allows the most heavily damaged ships to detach and return to a close by naval base for repairs while the rest of the task force continues its mission.\nThe detached ships are very vulnerable to attack while they return.\nAfter completing repairs, the ships will return to their assigned task forces.\n\nThe amount of ships detached depends on the repair priority setting as well as the damage to each individual ship."
 NAVY_REPAIR_NOW_CANCEL:1 "§RCancel§! the repair task."
 NAVY_REPAIR_NOW_CANCEL_RETURN:0 "\nReturn and merge back with the $FLEET|H$."
 ALL_TASK_FORCES_REPAIR_NOW:0 "§HRepair now!§!\nAll the selected task forces will return to the home base for repairs.\n§GClick§! to send. They will resume their current tasks after they are fully repaired.\n§GCtrl+Click§! to send. They will stay in the naval base after that."
 NAVY_REPAIR_NOW:3 "§HRepair now!§!\nThe task force will return to a close by naval base for repairs.\n§GClick§! to send. It will come back to the current task after it is fully repaired.\n§GCtrl+Click§! to send. It will stay in the naval base after that."
 SHIP_REPAIR_NOW:3 "§HRepair now!§!\nThe ship will detach as a separate task force and return to a close by naval base for repairs.\nIt will come back to its current task force once it is fully repaired.\n§GClick§! to detach.\n§GShift+Click§! to mark multiple ships and detach them as one task force on releasing §GShift§!."
 SHIP_REPAIR_NOW_WITHOUT_DETACHING:0 "§HRepair now!§!\n§GClick§! to add ship to repair queue."
 SHIP_REFIT_TOOLTIP:0 "§HRefit Ships§!\nRefit the selected ships to a different compatible ship design."
 SHIP_REFIT_NO_SHIPS_TOOLTIP:0 "§RNo ships are currently selected.§!"
 SHIP_REFIT_NO_COMPATIBLE_DESIGNS_TOOLTIP:0 "§RThere are no available ship designs that are valid refit targets for all ships currently selected.§!"
 SHIP_REFIT_UPGRADE_TOOLTIP:0 "§HUpgrade Ship§!\nRefit this ship to use an improved design."
 SHIP_REFIT_TOOLTIP_DELAYED:1 "After choosing the target ship design, selected ships will detach as a separate §HTask Force§! and return to a nearby §HNaval Base§! for refitting.  While refitting, progress can be tracked in the production window.\n\nThey will come back to their current §HTask Force§! once refitting is complete.\n\n§GShift + Click§! to select multiple ships.\n§GCtrl + Click§! to toggle ship selection."
 SHIP_REFIT_CANCEL_TOOLTIP:1 "§RCancel§! refitting task."
 SHIP_REFIT_CANCEL_TOOLTIP_DELAYED:0 "The ships will return to their original task force and resume their previous mission."
 SHIP_REFIT_IN_PROGRESS_TOOLTIP:1 "This ship is currently being refit to a different ship design, $VARIANT_NAME|H$."
 SHIP_REFIT_IN_PROGRESS_TOOLTIP_CAN_CANCEL:1 "\n\nIt is §Gallowed§! to cancel because it has not reached high enough progress yet."
 SHIP_REFIT_IN_PROGRESS_TOOLTIP_CAN_NOT_CANCEL:0 "\n\nIt is §Rnot allowed§! to cancel because the progress is too much advanced. To abort you can only §Rscuttle§! the ship."
 SHIP_REFIT_IN_PROGRESS_TOOLTIP_DELAYED:1 "Production progress can be monitored in the production window."
 SHIP_REFIT_ON_THE_WAY:0 "Refitting: Heading to $TARGET|Y$"
 SHIP_REFIT_PROGRESS:0 "Refitting: $PROGRESS|%1$"
 SHIP_REINFORCING:0 "Reinforcing with: $TARGET|Y$"
 SHIP_REPAIR_PROGRESS:0 "Repairing: $PROGRESS|Y%1$"
 SHIP_REFIT_CONFIRM_TITLE:0 "Refit Ships"
 SHIP_REFIT_CONFIRM_DESCRIPTION:0 "§HRefit the selected ships ($COUNT$) to the ship design $VARIANT_NAME|H$.§!\n\nThe ships will return to a nearby §HNaval Base§! and will be locked there until the process is complete.  With maximum §HDockyards§! assigned, this will take up to $DAYS|H$ days to complete.\n\nIf the §HNaval Base§! where they are being refit is bombed, their production progress will be reduced.  If captured, the ships will be lost to the enemy.\n\nAre you sure you want to refit?"
 SHIP_OPEN_TASKFORCE_COMPOSITION_EDITOR:0 "Create a new task force from scratch"
 SHIP_TYPE_DESC:0 "$TYPE$ ($VARIANT$)"
 EXP_DAILY_GAIN:0 "Daily experience progress to next level from combat: $EXP|Y%2$"
 CAN_USE_ROCKET_SITES_FOR_NUKES:0 "Can use Rockets for Nuclear Strikes"
 NUKE_BUTTON_CLICK:0 "§GClick§! to drop a Nuclear Bomb"
 NUKE_BUTTON_AIR_EQUIPMENT:0 "At least §Y1 $TYPE$§! in range."
 NUKE_BUTTON_AIR_SUPERIORITY:0 "At least $VAL|H%$ Air Superiority in region."
 NUKE_BUTTON_NUKES:0 "We have Nuclear Bombs"
 NUKE_BUTTON_NOT_IN_PROGRESS:0 "No Nuclear Strike in Progress"
 NUKE_PROGRESS_DESC:0 "The Bomb will be dropped in $HOURS|H$ hours."
 NUKE_BUTTON_WAR_SUPPORT:1 "$COUNTRY|Y$ will lose $VALUE|H1%$ War Support"
 NUKE_BUTTON_WAR_SUPPORT_DESC:0 "War Support impact will be largest in provinces with $INFRA|H$ §HInfrastructure§! and at least $VP|H$ Victory Points"
 RMB_TO_SELECT_ALL:0 "§GRight click§! to select all."
 LMB_TO_SELECT_ALL:0 "§GClick§! to select all."
 COARSE_COUNTER_KNOWN_UNITS:0 "§HKnown units:§!"
 COARSE_COUNTER_UNKNOWN_UNITS:0 "Insufficient Intel"
 COARSE_COUNTER_ARMIES_DESC:0 "$ARMIES|H$ Divisions."
 COARSE_COUNTER_NAVIES_DESC:0 "$SHIPS|H$ Ships in $NAVIES|H$ Fleets."
 COARSE_COUNTER_RAILWAY_GUNS_DESC:0 "$RAILWAY_GUNS|H$ Railway guns."
 WORLD_TENSION_NAME:0 "World Tension"
 WORLD_TENSION_WARS:0 "Current Wars"
 DATE_NAME:0 "Date"
 SORT_BY_TENSION:0 "Sort by World Tension"
 SORT_BY_DATE:0 "Sort by Date"
 SORT_BY_COUNTRY:0 "Sort by Country"
 SHOW_WARS:0 "Show all currently active Wars"
 WAR_HAS_MAJOR:0 "War contains at least one Major County"
 CLICK_FOR_WAR_OVERVIEW:0 "Click to open the war overview for $WAR_NAME|Y$"
 BROWSER_BACK:0 "Back"
 BROWSER_FORWARD:0 "Forward"
 BROWSER_RELOAD:0 "Reload"
 BROWSER_FORUM:0 "Forum"
 BROWSER_HOME:0 "Home"
 RESEARCH:0 "Research"
 RESEARCH_WITH_XP:0 "Research with XP"
 UNLOCK_WITH_XP:1 "Unlock $XPICON$ $VALUE|Y0$"
 BROWSER_LINK:0 "Cool Link Placeholder"
 UNITS_VIEW_EXERCISING:1 "This Army Is Exercising"
 UNITS_VIEW_EXERCISING_UNTIL_TRAINED:0 "This Army will be exercising until it is fully trained"
 UNITS_VIEW_BORDER_CONFLICT:0 "This army is in a border conflict"
 UNITS_DEFENDING_AREA:0 "This Army Is Defending Territory"
 AREA_DEFENSE_REPLACE_OTHER:0 "Warning"
 AREA_DEFENSE_REPLACE_OTHER_DESC:0 "If you draw an order with this tool, any other standing orders the group has will be removed."
 DLC_IS_ENABLED:0 "$DLC|Y$ is enabled."
 DLC_IS_NOT_ENABLED:0 "$DLC|Y$ is not enabled."
 DLC_MISSING:0 "This game cannot be started until missing DLCs are enabled again:\n"
 SAVED_GAME_RULES_DLC_MISSING:0 "Missing DLCs:\n"
 DLC_MISSING_ITEM:0 "$NAME|R$"
 MODS_MISSING:0 "Missing mods:\n"
 DLC_POLISH_UNIT_PACK:0 "Polish unit pack"
 DLC_TOGETHER_FOR_VICTORY:0 "Together for Victory"
 SURRENDERED_TITLE:0 "$TAG_ADJ$ equipment seized"
 SURRENDERED_DESC:0 "$TAG|H$ has capitulated giving us access to $VALUE|0H%$ of their stockpiled equipment"
 SURRENDERED_OTHER:0 "Other"
 SURRENDERED_SPECIAL_TITLE:1 "We also seized:"
 SURRENDERED_SPECIAL_ITEM:0 "$AMOUNT|0H$ $EQUIPMENT|H$($TYPE|H$)"
 SURRENDERED_SPECIAL_ITEM_WITHOUT_TYPE:1 "$AMOUNT|H$ $EQUIPMENT|H$"
 from_trade:0 "From trade:"
 owned:0 "Owned:"
 CHAT:0 "Chat"
 FORT:0 "Fort"
 SYSTEM_SERVER_LOST:0 "Server Lost"
 FE_CUSTOM_DIFFUCULTY:0 "Custom Difficulty"
 GARRISON_ORDER_CONF:2 "Defense (Min. divisions: $REQ_DIVS|Y$)"
 UNITS_VIEW_BTN_DRAW_BLITZ:0 "§HSpearhead§!\n§GRight-click and hold the mouse button§! on the map to draw §YSpearhead line§!.\nLines can be painted only on territory you have assigned a §HFront Line§! or §HNaval Invasion§! to.\n\nCompared to §YOffensive line§! a §YSpearhead§! will aggressively try to take all provinces as they were there when the order was first painted without adjusting to changes. Prefer §YSpearheads§! when you need to do overlapping encirclements, cutting off the enemy or for more controlled smaller thrusts into enemy territory."
 UNITS_VIEW_BTN_DRAW_BLITZ_FRONT_LINE_FIRST:0 "§RYou have to create a Front line first.§!"
 GARRISON_CONF_VP:0 "Guard Victory Points"
 GARRISON_CONF_PORT:0 "Guard Naval Bases"
 GARRISON_CONF_COAST:0 "Guard Coastline"
 GARRISON_CONF_FORT:0 "Guard Forts"
 GARRISON_CONF_AIRBASE:0 "Guard Airbases"
 GARRISON_CONF_RESISTANCE:0 "Attempt to lower Resistance"
 GARRISON_CONF_RAIL:0 "Guard Supply Hubs and Railway"
 AIR_WING_NAME_FALLBACK:0 "$NUMBER$. $TYPE$ Wing"
 #AIR_WING_NAME_FALLBACK:0 "$COUNTRY$ $TYPE$ Air Wing $NUMBER$"
 AIR_WING_NAME_GER_FALLBACK:0 "$TYPE$ $NUMBER$"
 AIR_WING_NAME_GER_GENERIC:0 "$NAME$ $NR$"
 AIR_WING_NAME_USA_FALLBACK:0 "$NUMBER$. $TYPE$ Wing"
 AIR_WING_NAME_USA_GENERIC:0 "$NR$. $NAME$"
 AIR_WING_NAME_USA_CARRIER:0 "$NAME$ $NR$"
 AIR_WING_NAME_FRA_GENERIC:0 "$NAME$ No. $NR$"
 AIR_WING_NAME_FRA_FALLBACK:0 "$NUMBER$. Groupement"
 AIR_WING_NAME_FRA_CARRIER:0 "$NR$ $NAME$"
 AIR_WING_NAME_ENG_GENERIC:0 "$NR$. $NAME$"
 AIR_WING_NAME_ENG_FALLBACK:0 "No. $NUMBER$ Squadron RAF"
 AIR_WING_NAME_ENG_CARRIER:0 "$NR$ $NAME$"
 AIR_WING_NAME_ITA_FALLBACK:0 "$NUMBER$° Stormo"
 AIR_WING_NAME_JAP_FALLBACK:0 "$NUMBER$. Hikodan"
 AIR_WING_NAME_JAP_CARRIER:0 "$NR$. $NAME$"
 AIR_WING_NAME_SOV_GENERIC:0 "$NR$ $NAME$"
 AIR_WING_NAME_SOV_FALLBACK:0 "$NUMBER$ SAD"
 AIR_WING_NAME_SOV_CARRIER:0 "$NR$ $NAME$"
 AIR_WING_NAME_AST_FALLBACK:0 "No. $NUMBER$ Squadron RAAF"
 AIR_WING_NAME_CAN_FALLBACK:0 "No. $NUMBER$ Squadron RCAF"
 AIR_WING_NAME_NZL_FALLBACK:0 "No. $NUMBER$ Squadron RNZAF"
 AIR_WING_NAME_SAF_FALLBACK:0 "No. $NUMBER$ Squadron SAAF"
 AIR_WING_NAME_RAJ_FALLBACK:0 "No. $NUMBER$ Squadron IAF"
 AIR_WING_NAME_ROM_FALLBACK:0 "Grup $NUMBER$ Aeriana de Lupta"
 AIR_WING_NAME_ROM_GENERIC:0 "$NR$ $NAME$"
 AIR_WING_NAME_HUN_GENERIC:0 "$NR$. $NAME$"
 AIR_WING_NAME_HUN_FALLBACK:0 "$NUMBER$. Repülöszázad"
 AIR_WING_NAME_YUG_GENERIC:0 "$NR$. $NAME$"
 AIR_WING_NAME_YUG_FALLBACK:0 "$NUMBER$. Puk"
 AIR_WING_NAME_CZE_GENERIC:0 "$NR$. $NAME$"
 AIR_WING_NAME_POL_GENERIC:0 "$NR$. $NAME$"
 AIR_WING_NAME_BEL_GENERIC:0 "$NAME$ $NR$"
 AIR_WING_NAME_HOL_GENERIC:0 "$NR$e $NAME$"
 AIR_WING_NAME_SWE_GENERIC:0 "$NR$. $NAME$"
 AIR_WING_NAME_TUR_GENERIC:0 "$NR$. $NAME$"
 AIR_WING_NAME_BUL_GENERIC:0 "$NR$-ti $NAME$"
 AIR_WING_NAME_FIN_FALLBACK:0 "Lentorykmentti $NUMBER$"
 AIR_WING_NAME_FIN_BOMBER:0 "$NR$. $NAME$"
 AIR_WING_NAME_BRA_GENERIC:0 "$NR$. $NAME$"
 AIR_WING_NAME_CHI_GENERIC:0 "$NR$ $NAME$"
 MP_TIME_TOOLTIP:1 "$WHO|Y$ unpaused the game.\nClick to pause the game."
 CONFIRMCONSOLIDATEUNITS:0 "Consolidate Divisions"
 CONFIRMCONSOLIDATEUNITSTEXT:2 "Are you sure you want to CONSOLIDATE $NUM|Y$ divisions together? The strongest divisions in the selection will be consolidated by the others."
 CONFIRMCONSOLIDATEUNITSAREOVERSEA:0 "§RSelected units are not located in home theater, you will lose $VALUE|%0$ of their equipment!§!"
 CONFIRMCONSOLIDATEUNITSAREENCIRCLED:0 "§RSelected units are encircled, you will lose all of their equipment and $VALUE|%0$ of their manpower!§!"
 CONFIRMCONSOLIDATE_EQUIPMENT_GAIN_CONSOLIDATE_TITLE:0 "The following will be returned to your §HStockpile§!/§HManpower Pool§!:"
 CONFIRMCONSOLIDATE_ARMY_INFO:0 "The following $NUM|H$ divisions will be reinforced to full strength: $ARMIES|H$"
 CONFIRMCONSOLIDATE_ARMY_INFO_NOT_FULL:0 "$ARMY|H$ will be reinforced to the following:"
 CONFIRMCONSOLIDATE_GAIN_RESULT:0 "$AMOUNT|0H$/$MAX|0H$ $EQUIPMENT$"
 CONSOLIDATE:0 "Consolidate"
 CONSOLIDATE_TOOLTIP:1 "Merge understrength and damaged units. Consolidated units' experience is kept. Manpower and equipment is added together."
 CONSOLIDATE_NOT_POSSIBLE:0 "Consolidation is §Rnot possible§!"
 CONSOLIDATE_NOT_POSSIBLE_TOOLTIP:0 "In order to consolidate units, the following criteria needs to be fulfilled:"
 CONSOLIDATE_NOT_POSSIBLE_SAME_TEMPLATE:0 "- Is of the same §YTemplate§!"
 CONSOLIDATE_NOT_POSSIBLE_SAME_LOCATION:0 "- Is in the same §YLocation§!"
 CONSOLIDATE_NOT_POSSIBLE_NOT_IN_COMBAT:0 "- Is not in active combat"
 CONSOLIDATE_NOT_POSSIBLE_NOT_AN_EXPEDITION:0 "- Is not an §YExpedition§! unit"
 CONSOLIDATE_NOT_POSSIBLE_AT_FULL_STRENGTH:0 "- Is not at full strength"
 CONSOLIDATE_NOT_POSSIBLE_FOR_SOME_UNITS:0 "- Is disabled for some of the units"
 CONSOLIDATE_NOT_POSSIBLE_NOT_MULTIPLE_UNITS:0 "- More than one unit is being selected"
 DECISION_AMOUNT_DAYS:0 "§H$AMOUNT$ days§!"
 DECISION_PREREQUISITES_HEADER:0 "§HPrerequisites:§!"
 DECISION_SELECT_HEADER:0 "§HEffects when selected:§!"
 DECISION_ACTIVE_FOR_AMOUNT_DAYS:0 "Active for $AMOUNT|H$ days."
 DECISION_WHILE_ACTIVE:0 "§HWhile active:§!"
 DECISION_FOR_AMOUNT_DAYS_MODIFIER:0 "§HFor $AMOUNT|H$ days:§!"
 DECISION_REMOVE_HEADER:1 "§HEffects when removed:§!"
 DECISION_WILL_BE_REMOVED_IF:1 "§HInstantly removed if:§!"
 DECISION_WILL_BE_CANCELLED_IF:0 "§HInstantly cancelled if:§!"
 EVENT_AMOUNT_DAYS:0 "$AMOUNT$ days"
 TIMED_DECISION_TIMEOUT_EFFECT_HEADER_BAD:0 "§HEffects if not completed within $TIMEOUT|0$ days:§!"
 TIMED_DECISION_TIMEOUT_EFFECT_HEADER_GOOD:0 "§HEffects in $TIMEOUT|0$ days:§!"
 TIMED_DECISION_TIMEOUT_EFFECT_HEADER_SELECTABLE:0 "§HEffects if not selected within $TIMEOUT|0$ days:§!"
 TIMED_DECISION_COMPLETE_EFFECT_HEADER_BAD:0 "§HEffects when completed:§!"
 TIMED_DECISION_COMPLETE_EFFECT_HEADER_GOOD:0 "§HEffects when failed:§!"
 TIMED_DECISION_COMPLETE_EFFECT_HEADER_SELECTABLE:0 "§HEffects when selected:§!"
 TIMED_DECISION_MODIFIER_HEADER_NORMAL_INF:0 "§HWhen completed:§!"
 TIMED_DECISION_MODIFIER_HEADER_NORMAL_DAYS:0 "§HFor $AMOUNT|H$ days when completed:§!"
 TIMED_DECISION_MODIFIER_HEADER_SELECTABLE_INF:0 "§HWhen selected:§!"
 TIMED_DECISION_MODIFIER_HEADER_SELECTABLE_DAYS:0 "§HFor $AMOUNT|H$ days when selected:§!"
 TIMED_DECISION_FAILED:0 "Failed"
 TIMED_DECISION_COMPLETED:0 "Completed"
 TIMED_DECISION_PREREQUISITES_HEADER_BAD:0 "§HTo complete:§!"
 TIMED_DECISION_PREREQUISITES_HEADER_GOOD:0 "§HWill fail if:§!"
 TIMED_DECISION_PREREQUISITES_HEADER_SELECTABLE:0 "§HPrerequisites:§!"
 DECISION_CANCEL_HEADER:0 "§HWhen aborted:§!"
 TIMED_DECISION_ABORT_HEADER:0 "§HWill abort if:§!"
 SEND_PING_TOOLTIP:0 "§GCtrl + Alt + Click§! to send a ping to allies."
 SEND_PING_OFFENSIVE_TOOLTIP:0 "§GCtrl + Alt + Shift + Click§! to send an offensive ping to allies."
 SEND_MINIMAP_HANDLE_TITLE:0 "Toggle §Hminimap§!"
 SEND_DEFENSIVE_PING_MINIMAP_TITLE:0 "Send §HDefensive§! Ping"
 SEND_DEFENSIVE_PING_MINIMAP_DESCRIPTION:0 "§HClick§! this button and then §Hclick§! on §Hminimap/game map§! to send a §Gdefensive§! ping to your allies."
 SEND_OFFENSIVE_PING_MINIMAP_TITLE:0 "Send §HOffensive§! Ping"
 SEND_OFFENSIVE_PING_MINIMAP_DESCRIPTION:0 "§HClick§! this button and then §Hclick§! on §Hminimap/game map§! to send an §Goffensive§! ping to your allies."
 SHORTCUT_SAVED:0 "Shortcut was saved"
 cold_climate:0 "Cold acclimatization"
 hot_climate:0 "Hot acclimatization"
 ACCLIMATIZATION:0 "Acclimatization"
 ACCLIMATIZATION_GAIN_ENTRY_YES:0 "£trigger_yes"
 ACCLIMATIZATION_GAIN_ENTRY_NO:0 "£trigger_no"
 ACCLIMATIZATION_GAIN_ENTRY:0 "$YES_NO$ £unitlist_acclimatization|$ICON$  $CLIMATE$ = $VALUE|+1$"
 ACCLIMATIZATION_GAIN_ENTRY_EACH_DAY:0 "\n   $GAIN$ each day."
 ACCLIMATIZATION_CONDITIONS_HEADER:0 "Conditions for gaining:"
 ACCLIMATIZATION_GAINED_WHEN:0 "  $NAME|H$ gained when:"
 ACCLIMATIZATION_GAINED_WHEN_ENTRY:0 "    $YES_NO$ $WEATHER$"
 ACCLIMATIZATION_PENALTY_REDUCTIONS:0 "Current penalty reductions:"
 ACCLIMATIZATION_PENALTY_ENTRY:0 "  $NAME$ = $PENALTY|%1=R$ £right_arrow $AFTER_RED|%1=Y$"
 ACCLIMATIZATION_PENALTY_REDUCTION_NONE:0 "  §RNone§!"
 ACCLIMATIZATION_DESCRIPTION:0 "When a division is in a harsh climate, it gains acclimatization which reduces the penalties."
 COMBAT_ATTACK_BUFF:0 "Offense"
 COMBAT_DEFENSE_BUFF:0 "Defense"
 COMBAT_BREAKTHROUGH_BUFF:0 "Breakthrough"
 COMBAT_ENTRENCHMENT_BUFF:0 "Entrenchment"
 CANNOT_RETREAT_WHILE_DEFENDING:0 "Cannot retreat while defending"
 CANNOT_RETREAT_WHILE_ATTACKING:0 "Cannot retreat while attacking"
 ORG_DAMAGE_MULTIPLIER:0 "Organization damage taken"
 STR_DAMAGE_MULTIPLIER:0 "Strength damage taken"
 WAR_SUPPORT_REDUCTION_ON_DAMAGE:0 "War Support reduction on damaged"
 DEBUG_IN_MULTIPLAYER_FORBIDDEN:0 "It's forbidden to run the multiplayer sessions with the DEBUG active. Please run the game without the -debug argument."
 COMMAND_POWER_CONSUMPTION_ENTRY:0 "$NAME$: $VALUE|2+$"
 COMMAND_POWER_CONSUMPTION_ENTRY_WITH_REASON:0 "$NAME$ ($REASON$): $VALUE|2+$"
 INFASTRUCTURE_DAMAGE:0 "Infrastructure Damage: $VALUE|%+0$"
 UNCOLORED_FRACTION:0 "$NUM$/$DEN$"
 ARMY_FIGHTING_IN_BORDER_WAR:0 "§RThis army is fighting at a border conflict.\n\nYou can't give direct orders to units, remove divisions from the army or replace the chain of command.§!\n\n"
 SOME_UNITS_IN_BORDER_WAR:1 "Divisions in border conflict: $NUM|H$"
 SOME_UNITS_IN_BORDER_WAR_DESC:0 "§RThose divisions cannot be controlled.§!"
 UNITLEADER_IS_EN_ROUTE:0 "$NAME|H$ is currently §REn Route§! from a previous command. He won't be able to use abilities or give positive buffs for another $DAYS|H$ days."
 TRIGGER_CAPITAL:0 "Capital State"
 PROV_TOOLTIP_LOCATION_HEADER:0 "£location_pointer  "
 PROV_TOOLTIP_LOCATION_STATE:1 "A $TERRAIN|H$ province in $NAME|Y$"
 PROV_TOOLTIP_LOCATION_OWNER:0 "Owner: $NAME|Y$"
 PROV_TOOLTIP_LOCATION_CONTROLLER:0 "§RController§!: $COUNTRY|Y$"
 PROV_TOOLTIP_SELECTION:0 "£divisions Currently selected:"
 PROV_TOOLTIP_SELECTION_NUM_DIVS:1 "$UNIT_TYPE_PLURAL|U$: $NUM|H$"
 PROV_TOOLTIP_TEMPERATURE:1 "$WEATHER$§H(§!$TEMP|0H$§H°C)§!"
 PROV_TOOLTIP_WEATHER_MODIFIER:0 "£weather|$FRAME$  $TEXT|H$"
 PROV_TOOLTIP_TEMPERATURE_MODIFIER:0 "£temperature|$FRAME$  $TEXT|H$"
 PROV_TOOLTIP_LOCAL_TIME:0 "Local time: £daynight|$FRAME$ $TIME|H$"
 PROV_TOOLTIP_DIVS_RETREATING:1 "$UNIT_TYPE_PLURAL|U$ retreating: $NUM|R$"
 PROV_TOOLTIP_DIVS_WITHDRAWING:1 "$UNIT_TYPE_PLURAL|U$ withdrawing: $NUM|G$"
 GARRISON_ORDER_EXTRA_CAPACITY:1 "\n\nMaximum capacity of armies on Area Defense orders is increased to $NUM|+%$"
 USE_DEFAULT_MODEL:0 "Use Best Match"
 GENERIC:0 "Generic"
 CULTURAL_GENERIC:0 "Cultural Generic"
 FUEL_TITLE:0 "§HFuel§!"
 FUEL:0 "Fuel"
 CURRENT_FUEL:0 "Current Fuel: $NUM|H$"
 FUEL_CAPACITY:0 "Fuel Capacity: $NUM|H$"
 FUEL_DAILY:0 "$AMOUNT|H$/day"
 FUEL_DAILY_GAIN_NON_OIL_ONLY:0 "Daily Gain: $NUM|H$"
 FUEL_DAILY_GAIN_OIL_ONLY:0 "Daily Gain: $NUM|H$ (from $OIL|H$£resources_strip|1 )"
 FUEL_DAILY_GAIN:0 "Daily Gain: $NUM|H$"
 FUEL_DAILY_GAIN_BASE:0 "Base Gain: $NUM|H$"
 FUEL_DAILY_GAIN_FROM_STATES:0 "From Refineries: $NUM|H$"
 FUEL_DAILY_GAIN_FROM_OIL:0 "From $OIL$£resources_strip|1 : $NUM|H$"
 FUEL_DAILY_GAIN_FROM_LEND_LEASE:0 "From Lend-Lease: $NUM|H$"
 FUEL_DAILY_GAIN_FROM_OTHER:0 "From Other Sources: $NUM|H$"
 DAILY_FUEL_CONSUMPTION:1 "Active Consumption: $NUM|H$"
 DAILY_FUEL_CONSUMPTION_MAX:0 "Potential Consumption: $NUM|H$"
 DAILY_FUEL_CONSUMPTION_WITH_RECEIVED:1 "Active Consumption: $NUM|H$ §R(Received: $NUM2|%.0$)§!"
 OUT_OF_FUEL_INFO:0 "With current consumption rates, you will be out of fuel in $DUR|R$"
 FUEL_GAIN_BY_STATES_FACTOR_TOOLTIP:1 "Current fuel gain bonus: $FACTOR|+%.0$"
 RESOURCE_GAIN_BY_STATES_TOOLTIP:0 "Current £resources_strip|$FRAME$ gain bonus: $VALUE|+.0$"
 MAX_FUEL_BY_STATES_FACTOR_TOOLTIP:0 "Fuel Capacity will be modified by $FACTOR|+%.0$ to a total of $TOTAL|.2H$"
 FUEL_CAPACITY_FILL_INFO:0 "With current production rate, you will fill your fuel capacity in $DUR|G$"
 DURATION_DAYS:0 "$NUM|.0$ days"
 DURATION_MONTHS:0 "$NUM|.1$ months"
 DURATION_YEARS:0 "$NUM|.1$ years"
 FUEL_STOCKPILE_MAX_SHORT:0 "§GFull§!"
 FUEL_STOCKPILE_EMPTY_SHORT:0 "§R0§!"
 FUEL_STOCKPILE_MAX:0 "§GStockpile is full.§!"
 FUEL_STOCKPILE_EMPTY:0 "§RStockpile is empty.§!"
 OTHER_FUEL_CONSUMPTION:1 "Other Active Consumption: $NUM|H$"
 FUEL_REQUIRED:0 "Required: $NUM|H$"
 FUEL_REQUIRED_WITH_RECEIVED:0 "Required: $NUM|H$ §R(Received: $NUM2$)§!"
 FUEL_REQUIRED_WITH_RECEIVED_PERC:0 "Required: $NUM|H$ §R(Received: $NUM2|%.0$)§!"
 FUEL_DAILY_REQUIRED_COMBINED:0 "Current Daily Consumption: $NUM|H$"
 FUEL_DAILY_REQUIRED_COMBINED_MAX:0 "Maximum Daily Consumption: $NUM|H$"
 FUEL_DAILY_REQUIRED_FROM_MILITARY:0 "From Military: $NUM|H$"
 FUEL_DAILY_REQUIRED_FROM_LEND_LEASE:0 "From Lend-Lease: $NUM|H$"
 FUEL_DAILY_REQUIRED_FROM_OTHER:0 "From Other Sources: $NUM|H$"
 FUEL_DAILY_REQUIRED:0 "Current consumption: $NUM|H$/day"
 FUEL_DAILY_REQUIRED_AND_RECEIVED:0 "Current requirements: $REQUIRED|H$/day §R(received: $RECEIVED$/day)§!"
 FUEL_DAILY_REQUIRED_MAX:0 "Maximum consumption: $NUM|H$/day"
 FUEL_DAILY_REQUIRED_MAX_DESC_NAVY:1 "The consumption will vary based on the current activity. It will reach the maximum consumption while in combat."
 FUEL_TOTAL_REQUIRED:0 "Total Required: $NUM|H$"
 FUEL_TOTAL_REQUIRED_WITH_RECEIVED:0 "Total Required: $NUM|H$ §R(Received: $NUM2$)§!"
 FUEL_TOTAL_REQUIRED_WITH_RECEIVED_PERC:0 "Total Required: $NUM|H$ §R(Received: $NUM2|%.0$)§!"
 FUEL_SUPPORTED:0 "Supported: $NUM|H$"
 FUEL_DESC:0 "§HFuel§! is generated by your country's excess oil. Each country has a maximum capacity for §HFuel§! which can be increased by building §HSilos§!. §HFuel§! is used by tanks/mechanized units, ships and planes and it is delivered using §HSupply Lines§!."
 LACK_OF_FUEL:0 "Lack of Fuel: $VAL|%0R$"
 FUEL_STOCKPILE_HEADER:0 "\n§HFuel Stockpile Capacity: $NUM$§!"
 BASE_FUEL_CAPACITY:0 "Base: $NUM|H$"
 FUEL_CAPACITY_FROM_STATES:0 "In states: $NUM|H$"
 REGION_WITH_NO_PATROL:1 "§R£mapicon_unit_no_orders  Your fleets does not have enough active patrol forces to cover this area.§!"
 AGRESSIVE_MISSION_WITH_NO_AGGRESSIVENESS:1 "§R£mapicon_unit_no_orders  Task Force $NAME|H$ is on §HDo Not Engage§! setting.§!"
 TOO_MANY_REGIONS_FOR_CONVOY_RAID_WARNING:0 "§R£mapicon_unit_no_orders  Low Convoy Raiding Efficiency§!"
 TOO_MANY_REGIONS_FOR_CONVOY_RAID:0 "§R$NAME|H$ can only cover at most $NUM|H$ regions efficiently for convoy raiding. Their efficiency is lowered to $EFFICIENCY|%.0H$.§!"
 CONVOY_RAID_EFFICIENCY_DESC:2 "$NAME|H$ can cover up to $NUM|H$ regions efficiently for convoy raiding. It is currently operating at maximum efficiency."
 TOO_MANY_REGIONS_FOR_CONVOY_RAID_DETAILED:1 "At lower efficiencies, convoy raiding task forces will have a harder time spotting enemy convoys and will have less ships present at the start of combat."
 TOO_MANY_CONVOYS_FOR_CONVOY_ESCORT:2 "§R£mapicon_unit_no_orders  Low Convoy Escort Efficiency§!"
 NOT_ENOUGH_TASK_FORCES_FOR_CONVOY_ESCORT:0 "§R£mapicon_unit_no_orders  Low Escort Presence§!"
 NOT_ENOUGH_TASK_FORCES_FOR_CONVOY_ESCORT_DETAILED:0 "An escort Task Force is not ready when it is either already engaged in a combat or off repairing."
 NOT_ENOUGH_TASK_FORCES_FOR_CONVOY_ESCORT_REMEDY:1 "Having more Task Forces performing the mission, as part of the same Fleet, will help ensure there is always a Task Force ready to engage in convoy defense."
 TOO_MANY_CONVOYS_FOR_CONVOY_ESCORT_DETAILED:2 "At lower efficiencies, convoy escort task forces will not be able to fully cover all convoys. If convoys are engaged, less ships will be available at the start of combat to protect them."
 TOO_MANY_CONVOYS_FOR_CONVOY_ESCORT_REMEDY:0 "Adding more ships to the mission will increase Escort Efficiency"
 CONVOY_DEFENSE_EFFICIENCY_DESC:2 "$NAME|H$ can escort up to $NUM|H$ convoys efficiently. It is currently operating at full efficiency."
 CONVOY_ESCORT_MISSION_EFFECTIVENESS:0 "Mission Effectiveness: $VALUE|H$"
 CONVOY_ESCORT_TASK_FORCES_IN_REGION_COUNT:0 "Escort Task Forces in the region: $COUNT|H$"
 CONVOY_ESCORT_EFFICIENCY_NO_CONVOY_IN_FLEETS_AOO:1 "No trade convoy requiring escort in the fleet's area of operation"
 CONVOY_ESCORT_EFFICIENCY_CONVOYS_IN_AREA_OF_OPERATION:2 "Number of convoys escorted, recounting the same convoys in each region: $VALUE|H$"
 CONVOY_ESCORT_EFFICIENCY_IN_REGION:2 "Convoy Escort Efficiency in covered regions: $VALUE|H$"
 CONVOY_ESCORT_PRESENCE_IN_REGION:0 "Escort Presence in the region: $VALUE|H$"
 CONVOY_ESCORT_PRESENCE_IN_REGION_EXPANDED:0 "Over the last month, our escort Task Forces were ready $HOURS_WITH$/$HOURS_TOTAL|H$ hours ($PERCENT|H$)"
 CONVOY_ESCORT_EFFICIENCY_FLEET_DESC:4 "The Fleet $FLEET|H$ has $NUM|.0H$ available ships and $NUM_TASKFORCES|.0H$ available taskforces and can escort up to $COVERED_CONVOY|.0H$ convoys or cover up to $COVERED_REGION|.0H$ regions.($EFFICIENCY|H$)"
 CONVOY_RAIDING_EFFICIENCY_IN_REGION:0 "Average Convoy Raiding Efficiency in the region: $VALUE$"
 CONVOY_RAIDING_TASK_FORCE_EFFICIENCY_DESC:0 "$TASK_FORCE|H$ can raid convoys in up to $REGIONS|.1H$ ($EFFICIENCY|H$) different regions efficiently."
 FACTION_LEADER_CAPITULATED_HEADER:0 "Faction Leadership"
 FACTION_LEADER_CAPITULATED_WE_ARE_NEW_LEADER:0 "After the capitulation of $OLDLEADER|H$ we are now the leader of $FACTION|H$."
 RESEARCH_WITH_XP_TEXT:1 "Spend $XP_TEXT$"
 RESEARCH_WITH_XP_TEXT_TOOLTIP:0 "Spend $XP_TEXT$ to gain $NUM|+%.0$ bonus during research."
 RESEARCH_TECH_IS_ALREADY_BOOSTED_BY_XP:0 "Technology is already boosted by XP"
 RESEARCH_NOT_ENOUGH_XP_TO_BOOST:0 "§RYou don't have enough experience to boost this research.§!"
 RESEARCH_NOT_ENOUGH_XP_TO_UNLOCK:0 "§RYou don't have enough experience to unlock this research.§!"
 RESEARCH_XP_BOOST_TOOLTIP:0 "Experience Boost: $VAL|+%0$"
 RESEARCH_ONE_TIME_BONUS:0 "Limited Use Bonus: $VAL|+%0$"
 RESEARCH_GLOBAL_BONUS:0 "Research Speed Bonus: $VAL|+%0$"
 RESEARCH_TOTAL_BONUS:0 "Research Speed: $VAL$"
 RESEARCH_ARMY_EXPERIENCE:0 "$VALUE|.0Y$£army_experience "
 RESEARCH_NAVY_EXPERIENCE:0 "$VALUE|.0Y$£navy_experience "
 RESEARCH_AIR_EXPERIENCE:0 "$VALUE|.0Y$£air_experience "
 RESEARCH_AHEAD_OF_TIME_YEARS:0 "$VAL|.1Y$ years"
 REQUEST_EXPEDITIONARIES:0 "Request Expeditionaries"
 TOTAL_UNITS:0 "Total Units:"
 MOVING:0 "Moving"
 QUEUED:0 "In Queue"
 FINISHED:0 "Finished"
 NAVAL_ACCESS:0 "Access"
 SUPREMACY_DETAILS:0 "§HNaval Supremacy§! is calculated using sum of total supremacy of friendly ships in the region against enemy total supremacy.\n\nTotal supremacy of a navy depends on what type of mission it is running, how effective it is on the region, how many ships it has and how large they are.\n\n"
 REPAIR_ASSIGNMENT_INFO:0 "This is the maximum numbers of §HDockyards§! that can be assigned to ship repairs."
 TOO_MANY_SHIPS_TO_REPAIR:0 "§RThe Naval Base capacity is too low to repair all ships waiting in queue.§!"
 TOO_MANY_SHIPS_TO_REPAIR_NO_DOCKYARDS:0 "§RYou don't have enough dockyards allocated for repairs to use the full capacity of the naval base.§!"
 SHIPS_THAT_AR_BEING_REPAIRED_IN_ALLY_INFO:0 "Ships that are being repaired in another ally's naval base will use their dockyards for repairs."
 DOCKYARD_REPAIR_INFO:0 "There are $CUR|H$ ships awaiting repairs.\nThis §YNaval Base§! can support at most $MAX|H$ simultaneous repairs."
 NAVAL_REPAIR_QUEUE_DOCKYARD_SHIP_TOOLTIP:0 "Currently there are $NUM|H$ ships are queued for repairs in this Naval Base."
 NAVAL_REPAIR_QUEUE_DOCKYARD_TOOLTIP:0 "§GClick§! to toggle list of ship queue\n§GRight-click§! to pan to Naval Base"
 NAVAL_REPAIR_QUEUE_SHIP_TOOLTIP:0 "§GDrag and Drop§! to move ship within repair queue or to assign it to another Naval Base"
 NAVAL_REPAIR_QUEUE_SHIP_TASKFORCE_TOOLTIP:0 "§GClick§! to select taskforce of this ship"
 NAVAL_REPAIR_QUEUE_EXPAND_COLLAPSE_ALL:0 "§GClick§! to expand/collapse all queues."
 NAVAL_REPAIR_BUTTON_INFO:1 "§HNaval Repair Queue§!\n§GClick§! to view the queue and edit the repair lines."
 WILL_BE_REMOVED:0 "Remaining Days: $NUM|H$"
 OFF_REPAIRING:0 "Off repairing"
 OFF_REFITTING:0 "Off refitting"
 MERGING:0 "Merging"
 REFIT:0 "Refit"
 REFIT_TOOLTIP:0 "Send ships to a naval base to refit them to the selected design."
 REFIT_CANCEL:0 "Cancel"
 REFIT_DESCRIPTION:1 "Refit selected ships ($COUNT$) to the design below:"
 REFIT_NO_SHARED_MATCHES:0 "§RThere is no existing ship design to which all of the selected ships can be refit.§!\n\nCreate a new ship design or narrow your selection to similar ships only."
 WEEKLY_CHANGE_NUM:0 "(Weekly: $NUM|+%.2$)"
 COMBAT_MAP_ICON_CONVOY_FREIGHT_ENTRY:0 "$FLAG$ $COUNT|H$ Freight convoys"
 COMBAT_MAP_ICON_CONVOY_DIVISIONS_ENTRY:0 "$FLAG$ $COUNT|H$ Troop convoys"
 OIL_NEED_TEXT:2 "C:\nM:"
 YEAR_UNIT_SHORT:0 "y"
 DAY_UNIT_SHORT:0 "d"
 HOUR_UNIT_SHORT:0 "h"
 USE_FLEET_COLOR:0 "Use fleet's color"
 SCORCHED_EARTH_STATE_PREVENT_REPAIRS:0 "Repairs are paused due to Scorched Earth in state."
 SCORCHED_EARTH_STATE_DOES_NOT_CONTROL_STATE:1 "£trigger_no! State not under your control.\n"
 SCORCHED_EARTH_STATE_ALREADY_SCORCHED:1 "£trigger_no! Scorched Earth is already applied in this state.\n"
 SCORCHED_EARTH_STATE_CANT_AFFORD:1 "£trigger_no! Insufficient Political Power.\n\n"
 SCORCHED_EARTH_STATE_NO_SUPPLY_BUILDINGS:1 "£trigger_no! State does not contain any supply buildings.\n"
 SCORCHED_EARTH_STATE:2 "\n§HScorched Earth§!\n\nDisable railways in this state for £pol_power §H$COST$§!, damaging them and preventing repairs."
 SCORCHED_EARTH_STATE_UNDO:0 "Order railways in this state to be repaired."
 FLEET_ACTIVE_ONLY_TASKFORCE_DESCRIPTION:0 "$FLEET_NAME|H$ has $NUM|H$ active taskforces. "
 FLEET_TASKFORCE_DESCRIPTION:0 "$FLEET_NAME|H$ has $NUM|H$ active and $NUM_2|H$ non-active taskforces. "
 FLEET_MAX_TASKFORCE_DESCRIPTION:0 "$ADMIRAL|H$ can lead at most $NUM|H$ active taskforces."
 FLEET_OVERCAPACITY_DESCRIPTION:0 "Over capacity status of your fleet will reduce the admiral's effectiveness to $VALUE|%.0R$"
 TEMPORARILY_DETACHED:0 "§HTemporarily Detached:§!"
 MODIFIED_BY:0 "§HModified by:§!"
 FE_IRONMAN_NOPOPS_TOOLTIP:0 "Ironman requires the user to be logged in with Paradox account."
 MSGRDK_SIGNIN_FAILED_TITLE:0 "There was a problem"
 MSGRDK_SIGNIN_FAILED_TEXT:0 "We couldn't sign you in with your Microsoft account. Some game features may be unavailable."
 MSGRDK_NO_PERMISSION_TITLE:0 "Account permission"
 MSGRDK_NO_UGC_TEXT:0 "You have no permission to access user generated content. Mods will be disabled."
 MSGRDK_NO_MULTIPLAYER_TEXT:0 "You must be signed in to a user profile with multiplayer privileges to play online"
 MSGRDK_COMMUNICATIONS_UNAVAILABLE_PRIVILEGE_CHAT:0 "*** Message was blocked due to lack of the Communication privilege on your user profile ***"
 MSGRDK_UGC_MULTIPLAYER_UNAVAILABLE:0 "Blocked due to lack of User Generated Content privilege for your Microsoft account"
 FOCUS_FILTER_TAG_LIST:0 "§HFilters:§! $FILTERS$"
 TODAY:0 "Today"
 FAKE_INTEL_ARMY_NAME:0 "Fake Intel Name: $NAME$"
 FAKE_UNIT_INFO_TOOLTIP:0 "This army represents a fake intel generated for your enemies. It has no fighting capabilities."
 fake_intel_unit:0 "Fake Intel Batallion"
 FAKE_ARMY_REAL_INFO:0 "This army appears as a $REAL_TEMPLATE|H$ to non-allies."
 INTEL_DIVISION_REVEALED:0 "Fake Intel Revealed"
 FOCUS_SEARCH_TYPE_TEXT:0 "Type to Search"
 EFFECTS_FOR_COUNTRY:0 "Effects for $COUNTRY|H$:"
 MAP_MODE_CLICK_INFO_WITH_ASSIGN:0 "§GLeft-Click§! to change map mode\n§GRight-Click§! to assign a different map mode to this button"
 MAP_MODE_CLICK_INFO:0 "§GLeft-Click§! to change map mode"
 MAP_MODE_ASSIGN_INFO:0 "§GLeft-Click§! assign $NEW_MAP_MODE|H$ to $OLD_MAP_MODE_KEY$ $OLD_MAP_MODE|H$ and close the menu.\n§GRight-Click§! to assign without closing the menu"
 MAP_LOADING_ERROR_TITLE:0 "Failed to load the map"
 MAP_LOADING_ERROR_INTRO:0 "Some errors are present in the map defition and have been logged to error.log\n\n"
 MAP_LOADING_ERROR_GENERAL_MITIGATION_PRELUDE:0 "You might want to disable your mods and try again.\n"
 MAP_LOADING_ERROR_MITIGATION_STEAM:0 "If that fails, check the integrity of game files inside steam.\n"
 MAP_LOADING_ERROR_MITIGATION_MSGR:0 ""
 MAP_LOADING_ERROR_GENERAL_MITIGATION_EPILOG:0 "If that fails, try clearing your user directory from the launcher.\n"
 MAP_LOADING_ERROR_INGAME:0 "§RAttempting to launch a game will likely crash§!\n\n"
 MAP_LOADING_ERROR_INGAME_MITIGATION:0 "You can still access the §HNudger§! to attempt to fix the issues.\n\nIf you are coming back from the §HNudger§!, it is best to restart the game to make sure everything is properly reloaded.\nStart a game at your own risks!"
 STATE_RESOURCE_COST:0 "State Consumption: $VALUE|-.0$"
 SETTINGS_ACCESSIBILITY:0 "Accessibility"
 SETTINGS_ACCESSIBILITY_TTS:0 "Multiplayer Chat Text To Speech"
 SETTINGS_ACCESSIBILITY_TTS_INFO:0 "Enable text to speech translation in the Multiplayer Chat"
 SETTINGS_ACCESSIBILITY_STT:0 "Multiplayer Chat Speech To Text"
 SETTINGS_ACCESSIBILITY_STT_INFO:0 "Enable speech to text translation in the Multiplayer Chat"
 SETTINGS_ACCESSIBILITY_VISUAL_ALERTS:0 "Multiplayer Chat Visual Alerts"
 SETTINGS_ACCESSIBILITY_CHAT_VISUAL_ALERTS_INFO:0 "Enable visual notifications for the Multiplayer Chat messages"
 SETTINGS_ACCESSIBILITY_USE_STT_SHORTCUT:0 "Speech To Text Toggle Shortcut"
 SETTINGS_ACCESSIBILITY_USE_STT_SHORTCUT_INFO:0 "Push the button to toggle speech to text translation on/off"
 SETTINGS_ACCESSIBILITY_TTS_VALUE_INFO:0 "Toggle §HText To Speech§! on or off"
 SETTINGS_ACCESSIBILITY_STT_VALUE_INFO:0 "Toggle §HSpeech To Text§! on or off"
 SETTINGS_ACCESSIBILITY_VISUAL_ALERTS_VALUE_INFO:0 "Toggle §HVisual Alerts§! on or off"
 SETTINGS_ACCESSIBILITY_USE_STT_SHORTCUT_VALUE_INFO:0 "Toggle §HSpeech to Text Shortcut§! on or off"
 SETTINGS_ACCESSIBILITY_CHAT_LARGE_FONTS:0 "Multiplayer Chat Large Fonts"
 SETTINGS_ACCESSIBILITY_CHAT_LARGE_FONTS_INFO:0 "Use large fonts for Multiplayer Chat messages"
 SETTINGS_ACCESSIBILITY_CHAT_LARGE_FONTS_VALUE_INFO:0 "Toggle usage of large fonts for Multiplayer Chat messages"
 SETTINGS_ACCESSIBILITY_STT_SHORTCUT_INPUT:0 "Multiplayer Chat Speech To Text Shortcut"
 SETTINGS_ACCESSIBILITY_STT_SHORTCUT_INPUT_INFO:0 "Customize the shortcut for toggling §HSpeech to Text§! on or off"
 CHAT_CVAA_MESSAGE:0 "$NAME$ says $MESSAGE$"
 CHAT_CVAA_SYSTEM_NAME:0 "System"
 SUPPLY_TRUCKS:0 "Supply Trucks"
 SUPPLY_TRUCKS_DESC:2 "§YSupply Trucks§!\nCurrent Truck Usage: $CURRENT_USAGE|H$\n"
 SUPPLY_TRUCKS_EMPTY:0 ""
 SUPPLY_TRUCKS_DESC_DETAILED:1 "#TODO Trucks are used for delivering supply from supply hubs to armies."
 MOVE_SUPPLY_CAPITAL_POPUP_TITLE:0 "Move Supply Capital"
 MOVE_SUPPLY_CAPITAL_POPUP_DESC:0 "Are you sure you want to move your supply capital? You won't be able to get full supply until $NUM|R$ days."
 CANT_MOVE_SUPPLY_CAPITAL_SURRENDER_LIMIT:1 "§RYou can't move your supply capital when your country is above $VALUE|%.0H$ surrender limit.§!"
 CANT_MOVE_SUPPLY_CAPITAL_NOT_CONTROLLED:1 "§RYou can't move your supply capital to non-controlled provinces.§!"
 CANT_MOVE_SUPPLY_CAPITAL_NO_BUILD_NODE:2 "§RYou can't move your supply capital to a province without a supply hub.§!"
 CANT_MOVE_SUPPLY_CAPITAL_ON_COOLDOWN:1 "§RYou can't move your supply capital for another $NUM$ days.§!"
 ARMY_BADGE_DIVISIONS_SUMMARY_ITEM_HEADER:0 "§GClick§! to select divisions.\n§GShift + Click§! to toggle selection."
 ARMY_BADGE_ORG_STR_INDICATOR_TOOLTIP:0 "§HOrganization§!\nMean: §H$ORG_MEAN$%§!\nMedian: §H$ORG_MEDIAN$%§!\n\n§HFighting Strength§!\nMean: §H$STR_MEAN$%§!\nMedian: §H$STR_MEDIAN$%§!"
 RAILWAY_CONSTUCTION_TOOLTIP:0 "Building a level $TARGET_LEVEL|H$ railways in $RAILWAY_NAME|H$"
 RAILWAY_UPGRADE_TOOLTIP:1 "Upgrading $START_LEVEL|H$ level railways in $RAILWAY_NAME|H$ to level $TARGET_LEVEL|H$"
 RAILWAY_CONSTRUCTION_ALL_COMPLETE:0 "Time for completion: $TIME$"
 RAILWAY_CONSTRUCTION_ALL_COMPLETE_NEEDED_RAILWAYS:0 "Railways needed for completion: $NUM|H$"
 RAILWAY_CLICK_TO_INCREASE_RAILWAY_LEVEL:0 "§GClick§! to increase target railway level"
 RAILWAY_CLICK_TO_DECREASE_RAILWAY_LEVEL:0 "§GClick§! to decrease target railway level"
 RAILWAY_AT_MAX_LEVEL:2 "Target Railway level is already at max level"
 RAILWAY_AT_BASE_LEVEL:1 "Target Railway level is already at current level"
 SUPPLYMODE_TOOLTIP_CAPITAL_NODE_HEADER:0 "§YCapital Hub§! in $PROVINCE_NAME|H$:"
 SUPPLYMODE_TOOLTIP_CAPITAL_NODE_SUPPLY_CAP:0 "Supply Cap: $SUPPLY_CAP|.1H$ £supply_texticon£"
 SUPPLYMODE_TOOLTIP_CAPITAL_MOVED_RECENTLY:0 "Capital Supply Node moved recently.\nDays until full efficiency:$DAYS|H$\nCurrent efficiency: $PERCENTAGE|H$"
 SUPPLYMODE_TOOLTIP_CAPITAL_NODE_BASE:0 "From Base: $SUPPLY|.1H$ £supply_texticon£"
 SUPPLYMODE_TOOLTIP_CAPITAL_NODE_CIVILIAN:0 "From Civilian Factories: $SUPPLY|.1H$ £supply_texticon£"
 SUPPLYMODE_TOOLTIP_CAPITAL_NODE_MILITARY:0 "From Military Factories: $SUPPLY|.1H$ £supply_texticon£"
 SUPPLYMODE_TOOLTIP_CAPITAL_NODE_DOCKYARDS:0 "From Dockyards: $SUPPLY|.1H$ £supply_texticon£"
 SUPPLYMODE_TOOLTIP_SUPPLY_NODE_HEADER:0 "§YSupply Hub§! in $PROVINCE_NAME|H$:"
 SUPPLYMODE_TOOLTIP_NAVALBASE_NODE_HEADER:0 "§YNaval Base§! in $PROVINCE_NAME|H$, Level $LEVEL|H$:"
 SUPPLYMODE_TOOLTIP_FLOATINGHARBOR_NODE_HEADER:0 "§YFloating Harbor§! in $PROVINCE_NAME|H$:"
 SUPPLYMODE_TOOLTIP_FLOATINGHARBOR_EXPIRATION:0 "$DAYS|H$ days until exhausted"
 SUPPLYMODE_TOOLTIP_NODE_CONTROLLED_BY:0 "Controlled by $COUNTRY|H$"
 SUPPLYMODE_TOOLTIP_NODE_CONVOY_ZERO_EFFICIENCY:0 "§RNo Convoys Have Access! Supply Fulfillment Halted!§!"
 SUPPLYMODE_TOOLTIP_DEMANDED_SUPPLY:0 "Demanded Supplies: $CURRENT_SUPPLIES|H.1$ £supply_texticon£"
 SUPPLYMODE_TOOLTIP_SUPPLY_FROM_CAPITAL:0 "Supply Connection from Capital: $CURRENT_SUPPLIES|H.1$ £supply_texticon£"
 SUPPLYMODE_TOOLTIP_SUPPLY_FROM_ALLY:1 "$COUNTRY$ can assist with supply up to $VALUE|H.1$ £supply_texticon£"
 SUPPLYMODE_TOOLTIP_DISCONNECTED:0 "§RNo supply connection from Capital§!"
 SUPPLYMODE_TOOLTIP_DISCONNECTED_DESC:1 "This can be caused either by having no valid connection or because parts of the path have been recently captured from an enemy"
 SUPPLYMODE_TOOLTIP_ENEMY_DISRUPTION:0 "§HEnemy Disruption:§! $AMOUNT$"
 SUPPLYMODE_TOOLTIP_RAILWAY_BOTTLENECKS:0 "§HRailway Bottlenecks:§!"
 SUPPLYMODE_TOOLTIP_RIVER_BOTTLENECKS:0 "§HRiver Bottlenecks:§!"
 SUPPLYMODE_TOOLTIP_NAVAL_BOTTLENECKS:0 "§HNaval Bottlenecks:§!"
 SUPPLYMODE_TOOLTIP_TRAINS_NEEDED:0 "Trains Needed: $ALLOCATED|H.0$/$NEEDED|H$ £GFX_infrastructure_texticon£ ($PERCENTAGE|H$)"
 SUPPLYMODE_TOOLTIP_CONVOYS_NEEDED:0 "Convoys Needed: $ALLOCATED|H.0$/$NEEDED|H$ £convoy_texticon£ ($PERCENTAGE|H$)"
 RAILWAY_IN_COOLDOWN:0 "§RSome railways in this path have been recently captured from an enemy and needs to be converted to be able to transfer supply.\n\nRemaining Days: $DAYS$§!"
 RAILWAY_UPGRADE:0 "§GClick§! to upgrade"
 RAILWAY_CANCEL_UPGRADE:0 "§GRight Click§! to cancel upgrade"
 TRAINS:0 "Trains"
 TRAINS_COLON:0 "$TRAINS$:"
 TRUCKS:0 "Trucks"
 TRUCKS_COLON:0 "$TRUCKS$:"
 CONVOYS_COLON:0 "$CONVOYS$:"
 NEEDED:0 "Needed"
 NUM_NEEDED:0 "$NEEDED$: $NUM|H$"
 RECEIVED:0 "Received"
 NUM_RECEIVED:0 "$RECEIVED$: $NUM|H$"
 BUFFERED:0 "Buffered"
 NUM_BUFFERED:0 "$BUFFERED$: $NUM|H$"
 IN_STOCKPILES:0 "In Stockpiles"
 NUM_IN_STOCKPILES:0 "$IN_STOCKPILES$: $NUM|H$"
 SATISFIED:0 "Satisfied"
 EFFICIENCY:0 "Efficiency"
 RATIO_SATISFIED:0 "$SATISFIED$: $RATIO|.0%H$"
 TRUCKS_LOST_ATTRITION:0 "Lost to Attrition (30 days): §R$NUM|.0$§!"
 TRUCKS_LOST_KILLED:0 "Lost to Enemy Bombing (30 days): §R$NUM|.0$§!"
 LOGISTICS_CAPACITY:1 "Logistics Fulfillment"
 LOGISTICS_CAPACITY_DETAILED_DESC:1 "Logistics Capacity represents how satisfied your supply lines are. If your country lacks the Trains or the Motorized Equipment needed for transferring all supply needs, your units will gets reduced supply and will be affected by supply penalties."
 SUPPLY_NODE_TRAIN_TOOLTIP:0 "§H$TRAINS$§!\n  $NEEDED$: $NUM_NEEDED|H$\n  $SATISFIED$: $RATIO$"
 SUPPLY_NODE_TRUCK_TOOLTIP:0 "§H$TRUCKS$§!\n  $NEEDED$: $NUM_NEEDED|H$\n  $SATISFIED$: $RATIO$"
 SUPPLY_NODE_CONVOY_TOOLTIP:0 "§HTotal Convoys In Path§!\n  $NEEDED$: $NUM_NEEDED|H$\n  $RECEIVED$: $NUM_ASSIGNED|H$\n  $EFFICIENCY$: $RATIO$"
 STATE_SUPPLY_HEADER:2 "§HSupply from State§! in $NAME|H$"
 TOTAL_STATE_SUPPLY:2 "Total: $VAL|.2H$ £supply_texticon£"
 BASE_STATE_SUPPLY:2 "Base: $VAL|.2H$"
 STATE_INFRA_SUPPLY:1 "From Infrastructure: $VAL|.2H$"
 STATE_POP_SUPPLY:0 "From Population: $VAL|.2H$"
 STATE_VP_SUPPLY_SING:0 "From $NAME|H$ Victory Point: $VAL|.2H$"
 STATE_VP_SUPPLY_PLUR:0 "From Victory Points: $VAL|.2H$"
 STATE_AIRDROP_SUPPLY:0 "From Air drops: $VAL|.2H$"
 STATE_SUPPLY_CONTROL_SCALE:0 "§RState supplies are scaled to $RATIO|.0%R$ due to not having full control of the state§!"
 STATE_SUPPLY_MODIFIER:0 "Supply is modified by $VAL|.0%+$"
 CONSUMER_SUPPLY_TOOLTIP:2 "$LABEL$: §H$VAL|.2$§!"
 NEEDED_SUPPLY:1 "Supplies demanded by"
 NEEDED_SUPPLY_WITH_VALUE:0 "$NEEDED_SUPPLY$: §H$VAL|.2$§! £supply_texticon£"
 SUPPLY_DIVISION_DEMAND:0 "Divisions: §H$AMOUNT$§! (§H$VAL|.2$§!)"
 SUPPLY_AIRPLANE_DEMAND:0 "Airplanes: §H$AMOUNT$§! (§H$VAL|.2$§!)"
 SUPPLY_SHIP_DEMAND:0 "Ships: §H$AMOUNT$§! (§H$VAL|.2$§!)"
 RECEIVED_SUPPLY:1 "Supplies received from"
 RECEIVED_SUPPLY_WITH_VALUE:2 "$RECEIVED_SUPPLY$: §H$VAL|.2$§! £supply_texticon£ ($RATIO$)"
 FROM_STATE:1 "State"
 FROM_SUPPLY_NODES:1 "Supply Hubs"
 FROM_AIR_DROPS:1 "Air Drops"
 SUPPLY_USED_TRUCKS:0 "Using §H$ACTUAL|.0$§! / §H$WANTED|.0$§! $TRUCKS$ £unit_motorized_icon_small£"
 SUPPLY_FLOW_REDUCTION:1 "Bad supply flow: §R-$PERCENT$§!"
 SUPPLY_FLOW_DISRUPTION:0 "Disrupted by Enemy Logistics Air Strikes: §R-$SUPPLY$§!"
 FLOATING_HARBOR:0 "Floating Harbor"
 RAILWAY_CONNECTION_NAME_SINGLE:1 "Railway Connection (level $LEVEL$) in $NAME|H$\n"
 RAILWAY_CONNECTION_NAME:1 "Railway Connection (level $LEVEL$) $NAME|H$ - $NAME2|H$\n"
 BOTTLENECK_CONNECTION_NAME:0 "$NAME|H$ - $NAME2|H$"
 BOTTLENECK_CONNECTION_NAME_SINGLE:0 "On $NAME|H$"
 BOTTLENECK_CONNECTION_REASON_RIVER:0 "From River: $NUMBER|.0R$"
 BOTTLENECK_CONNECTION_REASON_DAMAGE:0 "From Damage: §R-$NUMBER$§! (§R-$PERCENTAGE|.0$§!)"
 BOTTLENECK_CONNECTION_REASON_LEVEL:0 "From Level $LEVEL|H$: $NUMBER$"
 GENERATE:0 "Generate"
 LIST_AND:0 ", and "
 CHARACTER_NAME_TOOLTIP:0 "$NAME|Y$"
 RAILWAY_CONNECTION_TOOLTIP_HEADER:0 "§HRailway Connection§! Level $LEVEL|H$"
 RAILWAY_CONNECTION_TOOLTIP_BETWEEN:0 "$PLACE1|H$ to $PLACE2|H$"
 RAILWAY_CONNECTION_TOOLTIP_THROUGHPUT:0 "Supply Throughput Cap: $SUPPLY|H$ £supply_texticon£"
 RAILWAY_CONNECTION_TOOLTIP_FROM_CAPITAL:0 "Limited by Capital: $SUPPLY|H$"
 RAILWAY_CONNECTION_TOOLTIP_FROM_LEVEL:0 "Limited by Railway Level: $SUPPLY$"
 RAILWAY_CONNECTION_TOOLTIP_FROM_DAMAGE:0 "From Damage: $SUPPLY|R$ (§R-$PERCENTAGE$§!)"
 RAILWAY_CONNECTION_TOOLTIP_CURRENTLY_UPGRADING:0 "Currently upgrading §HRailway Connection§! to level $LEVEL|H$"
 RIVER_CONNECTION_TOOLTIP_HEADER:0 "§HRiver Connection§!"
 WEEKLY_FROM_OTHER_SOURCES:0 "\n§HWe also receive§!:\nWeekly Manpower: $VALUE|G$"
 SUPPLY_NODE_MOVE_CAPITAL:0 "§HMove Capital Hub here§!"
 SUPPLY_NODE_UPGRADE_TO_CAPITAL:1 "§HUpgrade Railways§!\nQueue up upgrades to Railway bottlenecks on the path from Capital Hub. This will increase the available potential supply in all provinces affected by this node."
 SUPPLY_NODE_TOGGLE_ALLIES:0 "§HAllied Supply§!\nToggle Supply Hub access for your allies"
 SUPPLY_NODE_BUILD_RAIL:0 "§HBuild Railways§!\nBuild Railway from this Supply Hub.\n§GHold Shift§! while clicking on this button to automatically use the optimal path."
 SUPPLY_NODE_PRIORITY:0 "§HTrain Priority§!\nSet Supply Hub priority for allocating Trains\n§GClick§! to cycle through priorities."
 SUPPLY_NODE_MOTORIZATION_PRIORITY:1 "§HMotorization Level§!\nSupply Hub Motorization uses trucks from the Stockpile, and extends the Hub's supply range and the amount of supply provided to provinces.\n§GClick§! to cycle through priorities."
 SUPPLY_FLOW_PROVINCE_ACCUMULATED_HEADER:1 "§HSupply from Hubs§! in $PROVINCE|H$"
 SUPPLY_CAP_AVAILABLE:0 "Supply Remaining in Province: "
 SUPPLY_FLOW_PROVINCE_ACCUMULATED:0 "Total: $VALUE|H$ £supply_texticon£"
 SUPPLY_FLOW_PROVINCE_BREAKDOWN:1 "$VALUE|H$ from $PROVINCE$"
 SUPPLY_FLOW_PROVINCE_BREAKDOWN_OWNER:1 "$VALUE|H$ from $PROVINCE$ ($OWNER$)"
 SUPPLY_FLOW_SHOW_RANGE:1 "§HSupply Hubs§! distribute supply to nearby provinces. Their range and efficiency is dependent on weather, ground conditions, infrastructure, railway level, and motorization.\n\nTo increase the range and supply provided by a §HSupply Hub§!, consider using the §HUpgrade Railways§! command or changing the §HMotorization Level§!.\n\nHold §GShift§! to show range.\n§GShift-click§! to toggle motorization.\n§GCtrl-click§! to toggle allied supply."
 SUPPLY_FLOW_DELAYED_DESC:5 "§HSupply Remaining§! indicates how much supply is provided to this province, and is made up of state supply and hubs within range. Hub range is affected by weather, ground conditions, infrastructure, railway level, and motorization. \n\n§HDivisions§! will consume provincial supply based on their supply weight. If their §HStored Supply§! is above the supply ratio provided in their location, they will consume from their internal store until stored supply is at the same level as the local supply.\n\nHold §GCtrl§! to show flow sources."
 SUPPLY_PROVINCE_MODIFIED_BY:0 "\n§HSupply Efficiency§! affected by:"
 SUPPLY_FLOW_PROVINCE_FROM_OTHERS:0 "...and $TOTAL|H$ £supply_texticon£ from $NUM_SOURCES|H$ sources."
 XP_OFFICER_CORPS_MAGNITUDE:0 "$VALUE|+=$"
 XP_CHAR_TOTAL:0 ""
 XP_CHAR_ENTRY:0 "\t- $PERSON$: $VALUE|+=$"
 PEOPLE_TIP:0 "$LIST$"
 NO_CURRENT_XP_GAIN_OC:0 "Our Officer Corps is not currently generating any."
 ARMY_XP_TITLE:0 "§HDaily Army Experience Gain from Officers§!"
 NAVY_XP_TITLE:0 "§HDaily Navy Experience Gain from Officers§!"
 AIR_XP_TITLE:0 "§HDaily Air Experience Gain from Officers§!"
 NO_RESERVED_CP:0 "No command power is currently allocated by your Officer Corps."
 CP_TITLE_OC:0 "§HCommand Power Allocation§!"
 COMMAND_POWER_MAGNITUDE:0 "$VALUE|+=$"
 XP_OC_PARTIAL:0 "This value contributes to our total daily gain, which can be found in the top bar."
 CP_OC_PARTIAL:0 "This value reduces our maximum Command Power, which can be found in the top bar."
 CAN_BE_BUILT_IN_ALLIED_TERRITORY:0 "\n§GThis building can be constructed in allied territory.§!"
 NOT_ENOUGH_CP_TO_PROMOTE_ADVISOR:0 "£trigger_no£ We do not have the required $COST|0R$ £command_power"
