0 A.D. - en to en_GB translation catalogue (889 entries)

note: [unit_type]: id=Quenoth Flanker, race=quenoth
en: Some fighters find that their true talents lie not within rigid spear ranks, but out in the sands, striking at the flanks and rear of enemy forces. Fast and nimble, these elves make use of the weaknesses in enemy formations to disrupt their lines and sow chaos on the battlefield. In more cutthroat conflicts, Flankers even rely on the use of poison — a tool whose use was frowned on by their ancestors — to cripple their foes before charging in for the finish.
en_GB: Some fighters find that their true talents lie not within rigid spear ranks, but out in the sands, striking at the flanks and rear of enemy forces. Fast and nimble, these elves make use of the weaknesses in enemy formations to disrupt their lines and sow chaos on the battlefield. In more cut-throat conflicts, Flankers even rely on the use of poison — a tool whose use was frowned on by their ancestors — to cripple their foes before charging in for the finish.

note: [unit_type]: id=Quenoth Mystic, race=quenoth
en: female^Quenoth Mystic
en_GB: Quenoth Mystic

note: [unit_type]: id=Quenoth Scout, race=quenoth
en: Riding the graceful, agile dustboks, Quenoth Scouts move with unmatched speed across the sands. Their practiced skill with sword and sling are useful abilities to harry enemies and allows them to act as effective hunters and patrolmen.
en_GB: Riding the graceful, agile dustboks, Quenoth Scouts move with unmatched speed across the sands. Their practised skill with sword and sling are useful abilities to harry enemies and allows them to act as effective hunters and patrolmen.

note: [unit_type]: id=Quenoth Shaman, race=quenoth
en: female^Quenoth Shaman
en_GB: Quenoth Shaman

note: [unit_type]: id=Quenoth Shyde, race=quenoth
en: female^Quenoth Shyde
en_GB: Quenoth Shyde

note: [unit_type]: id=Quenoth Sun Singer, race=quenoth
en: female^Quenoth Sun Singer
en_GB: Quenoth Sun Singer

note: [unit_type]: id=Quenoth Sun Sylph, race=quenoth
en: female^Quenoth Sun Sylph
en_GB: Quenoth Sun Sylph

note: [unit_type]: id=Quenoth Sun Sylph, race=quenoth
en: In times past, those who stepped beyond the boundary of the worlds of elf and faerie were called Sylphs, mystics with unparalleled knowledge of the secrets of the natural sphere. However, in the harsh new world, the path into the realm of the faerie became no longer a journey into the heart of nature, but a diverging path between light and darkness. Those elves who embrace the burning suns as the fulcrum of life and death learn also to harness their power, transforming into beings imbued with radiant fire. These Sun Sylphs very much embody the power that they wield: light that heals and protects, and flames that smolder with destruction.
en_GB: In times past, those who stepped beyond the boundary of the worlds of elf and faerie were called Sylphs, mystics with unparalleled knowledge of the secrets of the natural sphere. However, in the harsh new world, the path into the realm of the faerie became no longer a journey into the heart of nature, but a diverging path between light and darkness. Those elves who embrace the burning suns as the fulcrum of life and death learn also to harness their power, transforming into beings imbued with radiant fire. These Sun Sylphs very much embody the power that they wield: light that heals and protects, and flames that smoulder with destruction.

note: [unit_type]: id=Tauroch, race=monster
en: Taurochs are huge, hardened beasts of the desert, considered untamable by most surviving races. However, the elves’ affinity with nature has allowed them to form an unlikely bond with these unruly animals. While taurochs can easily carry or pull heavy loads, their thick hides and unwavering resolution also make them formidable mounts in battle.
en_GB: Taurochs are huge, hardened beasts of the desert, considered impossible to tame by most surviving races. However, the elves’ affinity with nature has allowed them to form an unlikely bond with these unruly animals. While taurochs can easily carry or pull heavy loads, their thick hides and unwavering resolution also make them formidable mounts in battle.

note: [unit_type]: id=Tauroch Protector, race=quenoth
en: From the journal of Syniel, the Sand Skipper:
    
    The orcs ambushed me near the oasis at twilight. I had to flee into the desert, but even there, the wolves were nearly fast enough to keep up with me. I ran and ran for hours until I could barely feel my legs and still, they hounded me under the bright moonlight. I thought that I was dead for sure, but as Eloh would have it, I came across a young tauroch that had wandered away from her pack. She must have sensed my trouble, for she came to me swiftly and fought beside me all through the long night; beyond exhaustion, we somehow managed to drive off dozens of orcs and wolves by ourselves. By dawn, we were alone, but wounded and weary to our bones with nothing but sand in sight. I used what little remained of my supplies to tend to the tauroch’s wounds, then I succumbed to fatigue and I remember little after that.
    
    -----------------------
    
    I woke up today in the village, tired, but alive. My friends told me that the tauroch had carried me through the desert for many hours at no little cost to herself, for she was in worse condition than I by the time we had arrived. I can only be grateful that I managed to survive that dreadful night, for it is only by Eloh’s grace that I happened upon such a loyal companion. She is my savior, my watchful guardian, a blessing from the Goddess herself. I think I will call her Nala, meaning ‘Protector’ in our tongue. I am sure we will have many more adventures together.
en_GB: From the journal of Syniel, the Sand Skipper:
    
    The orcs ambushed me near the oasis at twilight. I had to flee into the desert, but even there, the wolves were nearly fast enough to keep up with me. I ran and ran for hours until I could barely feel my legs and still, they hounded me under the bright moonlight. I thought that I was dead for sure, but as Eloh would have it, I came across a young tauroch that had wandered away from her pack. She must have sensed my trouble, for she came to me swiftly and fought beside me all through the long night; beyond exhaustion, we somehow managed to drive off dozens of orcs and wolves by ourselves. By dawn, we were alone, but wounded and weary to our bones with nothing but sand in sight. I used what little remained of my supplies to tend to the tauroch’s wounds, then I succumbed to fatigue and I remember little after that.
    
    -----------------------
    
    I woke up today in the village, tired, but alive. My friends told me that the tauroch had carried me through the desert for many hours at no little cost to herself, for she was in worse condition than I by the time we had arrived. I can only be grateful that I managed to survive that dreadful night, for it is only by Eloh’s grace that I happened upon such a loyal companion. She is my saviour, my watchful guardian, a blessing from the Goddess herself. I think I will call her Nala, meaning ‘Protector’ in our tongue. I am sure we will have many more adventures together.

note: [unit_type]: id=Tauroch Rider, race=quenoth
en: Taurochs are huge, hardened beasts of the desert, considered untamable by most surviving races. However, the elves’ affinity with nature has allowed them to form an unlikely bond with these unruly animals. While taurochs can easily carry or pull heavy loads, their thick hides and unwavering resolution also make them formidable mounts in battle. A tauroch guided by a skilled rider can hold off multiple enemies by itself and serves as a powerful warden to protect elven villages and caravans.
en_GB: Taurochs are huge, hardened beasts of the desert, considered impossible to tame by most surviving races. However, the elves’ affinity with nature has allowed them to form an unlikely bond with these unruly animals. While taurochs can easily carry or pull heavy loads, their thick hides and unwavering resolution also make them formidable mounts in battle. A tauroch guided by a skilled rider can hold off multiple enemies by itself and serves as a powerful warden to protect elven villages and caravans.

note: [unit_type]: id=Tauroch Stalwart, race=quenoth
en: When encountering wild taurochs, Quenoth hunters often observe the curious behavior of particularly stubborn beasts, who will brace their rugged bodies and absolutely refuse to budge when provoked. Though difficult to placate, these taurochs are sometimes selected by skilled riders for their exceptional resilience. Any warrior who finds their advance blocked by a Stalwart would undoubtedly be wise to seek another path, for trying to displace the beast would be akin to trying to fight a stone wall.
en_GB: When encountering wild taurochs, Quenoth hunters often observe the curious behaviour of particularly stubborn beasts, who will brace their rugged bodies and absolutely refuse to budge when provoked. Though difficult to placate, these taurochs are sometimes selected by skilled riders for their exceptional resilience. Any warrior who finds their advance blocked by a Stalwart would undoubtedly be wise to seek another path, for trying to displace the beast would be akin to trying to fight a stone wall.

note: [female]: description={NYM_DESCRIPTION}
en: female^Quenoth Youth
en_GB: Quenoth Youth

note: [special_note]
en: SPECIAL_NOTE^Unlike normal Nightgaunts, Ethereal Nightgaunts cannot hide at night.
en_GB: Unlike normal Nightgaunts, Ethereal Nightgaunts cannot hide at night.

note: [special_note]
en: SPECIAL_NOTE^Unlike normal Shadows, Ethereal Shadows cannot hide at night.
en_GB: Unlike normal Shadows, Ethereal Shadows cannot hide at night.

note: [unit_type]: id=Haunt
en: Haunts are the tortured souls of those who have died suddenly and never been laid to rest. Paralyzed by the shock of their death, they are cursed to forever haunt the place of their death and relive their final moments over and over and over.
en_GB: Haunts are the tortured souls of those who have died suddenly and never been laid to rest. Paralysed by the shock of their death, they are cursed to for ever haunt the place of their death and relive their final moments over and over and over.

note: [unit_type]: id=Spider Lich, race=undead
en: No one is quite sure how spider liches are created, but they are a horrific sight to behold. Crawling around on huge skeletal legs, and wielding huge magical staves, these abominations are fearsome undead foes.
en_GB: No-one is quite sure how spider liches are created, but they are a horrific sight to behold. Crawling around on huge skeletal legs, and wielding huge magical staves, these abominations are fearsome undead foes.

note: [race]: id=quenoth
en: race^Quenoth Elf
en_GB: Quenoth Elf

note: [race]: id=quenoth
en: race+female^Quenoth Elf
en_GB: Quenoth Elf

note: [race]: id=quenoth
en: race^Quenoth Elves
en_GB: Quenoth Elves

note: [special_note]
en: SPECIAL_NOTE^This unit is able to move through solid stone walls.
en_GB: This unit is able to move through solid stone walls.

note: [dummy]: id=teaching
en: female^teaching
en_GB: teaching

note: [chance_to_hit]: id=formation
en: female^formation
en_GB: formation

note: [chance_to_hit]: id=formation
en: This unit gains a +10% bonus to defense when another unit with the same ability is adjacent to it. However, this cannot raise the unit’s defense above 70%.
en_GB: This unit gains a +10% bonus to defence when another unit with the same ability is adjacent to it. However, this cannot raise the unit’s defence above 70%.

note: [dummy]: id=disengage
en: female^disengage
en_GB: disengage

note: [dummy]: id=daze
en: When hit with this attack, an enemy suffers a 10% penalty both to their defense and chance to hit for one turn. Other specials that affect chance to hit (e.g. magical and marksman) take precedence over this special.
    
    Magical attacks will still have a 70% chance to hit.
    Marksman attacks are only affected if the chance to hit is greater than 60%.
en_GB: When hit with this attack, an enemy suffers a 10% penalty both to their defence and chance to hit for one turn. Other specials that affect chance to hit (e.g. magical and marksman) take precedence over this special.
    
    Magical attacks will still have a 70% chance to hit.
    Marksman attacks are only affected if the chance to hit is greater than 60%.

note: [dummy]: id=daze
en: This unit can daze its enemies, reducing their accuracy and defense until they end a turn.
en_GB: This unit can daze its enemies, reducing their accuracy and defence until they end a turn.

note: [skirmisher]: id=distract
en: female^distract
en_GB: distract

note: [dummy]: id=support
en: female^support
en_GB: support

note: [unstore_unit]
en: female^dazed
en_GB: dazed

note: [message]: speaker=unit
en: Farewell Nym, I go to the sea god. You elves must go on without me.
en_GB: Farewell, Nym, I go to the sea god. You elves must go on without me.

note: [message]: speaker=Nym
en: Farewell Esanoo. You were my favorite of the merfolk.
en_GB: Farewell, Esanoo. You were my favourite of the merfolk.

note: [message]: speaker=unit
en: This can’t be the end, I have too much left to see.
en_GB: This can’t be the end! I have too much left to see.

note: [floating_text]
en: female^thirst
en_GB: thirst

note: [floating_text] [unstore_unit]
en: female^refreshed
en_GB: refreshed

note: [part]
en: I was giddy on the journey back home, my heart pumping with elation and pride. I had fought my first battle; now I was a man like my father. Then one night during the long dark a harsh wind came up, moaning and howling around our tents. By dawn it had only gotten worse; I wondered if some dark god was trying to avenge the massacre of the orcs. I’d seen sandstorms before, but I had never experienced one like this. I hid in my tent praying to Eloh as if my life depended on it. The air grew thick with sand, and everything grew dark and hazy...
en_GB: I was giddy on the journey back home, my heart pumping with elation and pride. I had fought my first battle; now I was a man like my father. Then one night during the long dark a harsh wind came up, moaning and howling around our tents. By dawn it had only got worse; I wondered if some dark god was trying to avenge the massacre of the orcs. I’d seen sandstorms before, but I had never experienced one like this. I hid in my tent praying to Eloh as if my life depended on it. The air grew thick with sand, and everything grew dark and hazy...

note: [part]
en: The next thing I remember, someone was bending over me shaking me awake. I was half buried in sand, and I felt weak but alive. Our equipment was scattered across the dunes or buried in the sand. Looking around I only saw a few of my companions, who were digging in the sand, fervently hoping to find other survivors. I dug furiously at the sand with my bare hands and yelled until I was hoarse, but try as I might, I could not find my father. They told me he had been swallowed by the sand, but I would not be consoled. In one instant my world crumbled; I never looked at the sands quite the same way again. I learned that day that the desert can be fickle and fierce, and death is always lurking just over the horizon.
en_GB: The next thing I remember, someone was bending over me shaking me awake. I was half buried in sand, and I felt weak but alive. Our equipment was scattered across the dunes or buried in the sand. Looking around I only saw a few of my companions, who were digging in the sand, fervently hoping to find other survivors. I dug furiously at the sand with my bare hands and yelled until I was hoarse; but, try as I might, I could not find my father. They told me he had been swallowed by the sand, but I would not be consoled. In one instant my world crumbled; I never looked at the sands quite the same way again. I learned that day that the desert can be fickle and fierce, and death is always lurking just over the horizon.

note: [part]
en: Now I journeyed out again across the sands, but this time it was not just myself, but my entire people that I had to protect. They were depending on my judgment, and I was only too aware of the weight on my narrow shoulders. Thinking of the last time we had gone out in force, I made a silent prayer to my father to watch over us. There was nowhere to go but north.
en_GB: Now I journeyed out again across the sands, but this time it was not just myself, but my entire people that I had to protect. They were depending on my judgement, and I was only too aware of the weight on my narrow shoulders. Thinking of the last time we had gone out in force, I made a silent prayer to my father to watch over us. There was nowhere to go but north.

note: [part]
en: That night, as I slept, I dreamt again, for the first time since that first fateful night. Eloh came to me again, and this time she appeared in a vision as a beautiful glowing figure, as bright as the suns. She said <i>“Have courage, for though soon you shall go through a time of darkness, all your trials shall be richly rewarded in the end. You must go under the northern mountains, not over them. You will find the ruins of an ancient watch tower made of black obsidian in the desert by the edge of the hills. By that tower you will find the entrance to the tunnels you seek. Follow the smooth ancient tunnel down under the mountains and when you again see the sky and my suns, I shall contact you. But beware those who lurk in the darkness, they hide from my light, and must not be trusted. I have no power in the dark, so you are my hand of justice. Punish the non-believers. Go now, and fear not the dark.”</i> And again, just like before, I was woken up by a shout in the night.
en_GB: That night, as I slept, I dreamt again, for the first time since that first fateful night. Eloh came to me again, and this time she appeared in a vision as a beautiful glowing figure, as bright as the suns. She said <i>‘Have courage, for though soon you shall go through a time of darkness, all your trials shall be richly rewarded in the end. You must go under the northern mountains, not over them. You will find the ruins of an ancient watch tower made of black obsidian in the desert by the edge of the hills. By that tower you will find the entrance to the tunnels you seek. Follow the smooth ancient tunnel down under the mountains and when you again see the sky and my suns, I shall contact you. But beware those who lurk in the darkness, they hide from my light, and must not be trusted. I have no power in the dark, so you are my hand of justice. Punish the non-believers. Go now, and fear not the dark.’</i> And again, just like before, I was woken up by a shout in the night.

note: [part]
en: Chapter 4: We found the crumbling obsidian tower that Eloh had described, and we camped at the edge of the foothills before the mountains. I was still shocked by the loss of Garak and all the other elves who fell in the battle last night. There was so much death in this land, had it always been this way? As we traveled I pondered what this world might have been like back before the Great Fall and I remembered the tale that had been told to me many times since I was a child:
en_GB: Chapter 4: We found the crumbling obsidian tower that Eloh had described, and we camped at the edge of the foothills before the mountains. I was still shocked by the loss of Garak and all the other elves who fell in the battle last night. There was so much death in this land, had it always been this way? As we travelled I pondered what this world might have been like back before the Great Fall and I remembered the tale that had been told to me many times since I was a child:

note: [part]
en: A long, long time ago was the golden age among elves. Our people lived in harmony with nature in lands filled with trees, trees as far as the eye could see. There was peace among elves and the other races such as humans and dwarves, and evil creatures were driven deep within the earth. The foul name of Uria was not yet known among our people, and our powers were so great that we raised another sun into the sky, so that the days were lengthened and dark hours were few. Happy indeed were our people during these long years, but it was not to last forever.
en_GB: A long, long time ago was the golden age among elves. Our people lived in harmony with nature in lands filled with trees, trees as far as the eye could see. There was peace among elves and the other races such as humans and dwarves, and evil creatures were driven deep within the earth. The foul name of Uria was not yet known among our people, and our powers were so great that we raised another sun into the sky, so that the days were lengthened and dark hours were few. Happy indeed were our people during these long years, but it was not to last for ever.

note: [part]
en: Eventually peace and prosperity fostered corruption and decadence. Through her powers of deception and guile, Uria cultivated secret groups of followers, promising to fulfill their darkest desires. She bided her time, and slowly stretched her black hands out across the world. At first, petty arguments between humans, elves and dwarves erupted into conflicts, embroiling our people in the first wars they had fought for ages. Then orcs and other foul creatures came back into the world and raided our settlements, razing villages and massacring hundreds. Uria’s followers studied the necromantic arts and raised armies of undead. Our people had grown weak and soft in the time of peace and plenty and were ill-suited to cope with these new trials. Even nature herself seemed to quail under the onslaught: crops failed, the trees sickened and our forests began to die. Most disturbing was the way the nights lengthened, creating the long dark we suffer today. Many of our people despaired, and many embraced the oncoming darkness, worshiping Uria in hopes of saving themselves. Former friends fought over what few resources remained, and chaos threatened to overwhelm us all.
en_GB: Eventually peace and prosperity fostered corruption and decadence. Through her powers of deception and guile, Uria cultivated secret groups of followers, promising to fulfil their darkest desires. She bided her time, and slowly stretched her black hands out across the world. At first, petty arguments between humans, elves and dwarves erupted into conflicts, embroiling our people in the first wars they had fought for ages. Then orcs and other foul creatures came back into the world and raided our settlements, razing villages and massacring hundreds. Uria’s followers studied the necromantic arts and raised armies of undead. Our people had grown weak and soft in the time of peace and plenty and were ill-suited to cope with these new trials. Even nature herself seemed to quail under the onslaught: crops failed, the trees sickened and our forests began to die. Most disturbing was the way the nights lengthened, creating the long dark we suffer today. Many of our people despaired, and many embraced the oncoming darkness, worshipping Uria in hopes of saving themselves. Former friends fought over what few resources remained, and chaos threatened to overwhelm us all.

note: [part]
en: This seemed as alien an environment as we could ever imagine. We were a people of the open sands, and even during the long dark we could look up and orient ourselves by the stars glittering brightly in the deep sky. I knew logically that we could not go over those frozen mountains, and we could not go back, but I shivered at the thought of miles and miles of rock above me, and felt the weight of the mountain pressing down on me. The passage twisted and turned, and soon I lost all sense of direction, but since there were no side-passages, we had little choice but to keep going forward.
en_GB: This seemed as alien an environment as we could ever imagine. We were a people of the open sands, and even during the long dark we could look up and orient ourselves by the stars glittering brightly in the deep sky. I knew logically that we could not go over those frozen mountains, and we could not go back, but I shivered at the thought of miles and miles of rock above me, and felt the weight of the mountain pressing down on me. The passage twisted and turned, and soon I lost all sense of direction, but since there were no side-passages, we had little choice but to keep going forwards.

note: [part]
en: Chapter 6: The troll Zurg led us through a maze of twisting passages speaking scarcely a word. Finally after what seemed like hours of marching he stopped. He motioned us to be very quiet and we crept forward; all I could hear was the soft patter of feet and my heavy breathing. Even that little noise seemed to echo off the cramped walls of our rough-hewn passage. I was suddenly aware of the sheer mass of rock and earth above us and for a moment I despaired of ever seeing the sun again. Then I grabbed my sword with fresh determination and vowed to see this mission through.
en_GB: Chapter 6: The troll Zurg led us through a maze of twisting passages speaking scarcely a word. Finally, after what seemed like hours of marching, he stopped. He motioned us to be very quiet and we crept forward; all I could hear was the soft patter of feet and my heavy breathing. Even that little noise seemed to echo off the cramped walls of our rough-hewn passage. I was suddenly aware of the sheer mass of rock and earth above us and for a moment I despaired of ever seeing the sun again. Then I grabbed my sword with fresh determination and vowed to see this mission through.

note: [part]
en: I do not know how long we tramped through those tiny dark passages; time seemed to flow differently down there, deep under the earth. But when we finally got to our destination, what I saw was breathtaking. We entered into a large cavern, where the dwarves had built a huge city out of stone. Protected by stone walls and gates that were bigger than I had ever seen, the place seemed virtually impregnable. As we entered I marveled at their stonework and I saw that the place was crawling with dwarves. It was bigger than any village I had ever seen.
en_GB: I do not know how long we tramped through those tiny dark passages; time seemed to flow differently down there, deep under the earth. But when we finally got to our destination, what I saw was breathtaking. We entered into a large cavern, where the dwarves had built a huge city out of stone. Protected by stone walls and gates that were bigger than I had ever seen, the place seemed virtually impregnable. As we entered I marvelled at their stonework and I saw that the place was crawling with dwarves. It was bigger than any village I had ever seen.

note: [part]
en: The dwarf king was away cleaning up after the recent battle, and would not be back for several days. I happily spent what little time I had learning as much as I could about these strange people. I was very impressed by their craftsmanship; they made weapons and armor of a quality I had never seen before. We were also quite the curiosity to the dwarves; I have no idea when they had last seen an elf. While some seemed suspicious or frightened of us, the dwarves overall were very polite and met our every need. Finally the summons came to meet with the dwarven king...
en_GB: The dwarf king was away cleaning up after the recent battle, and would not be back for several days. I happily spent what little time I had learning as much as I could about these strange people. I was very impressed by their craftsmanship; they made weapons and armour of a quality I had never seen before. We were also quite the curiosity to the dwarves; I have no idea when they had last seen an elf. While some seemed suspicious or frightened of us, the dwarves overall were very polite and met our every need. Finally the summons came to meet the dwarven king...

note: [part]
en: I do not know how long we tramped through those tiny dark passages; time seemed to flow differently down there, deep under the earth. But finally we stepped out into a large cavern. Dominating the cavern were the remains of what must have originally been a dwarf city. The large stone walls were riddled with giant holes and the iron gates had been blasted asunder. As we entered through the gates, we saw dead dwarves and other more grisly signs of recent battle. All around us were many trolls, working hard to repair the walls and other defenses. Zurg led us through the chaos to several side caverns which had until recently been used as storerooms. There was sufficient space for us to bed down and stay out of the way, and the dwarves had left behind plenty of provisions.
en_GB: I do not know how long we tramped through those tiny dark passages; time seemed to flow differently down there, deep under the earth. But finally we stepped out into a large cavern. Dominating the cavern were the remains of what must have originally been a dwarf city. The large stone walls were riddled with giant holes and the iron gates had been blasted asunder. As we entered through the gates, we saw dead dwarves and other more grisly signs of recent battle. All around us were many trolls, working hard to repair the walls and other defences. Zurg led us through the chaos to several side caverns which had until recently been used as storerooms. There was sufficient space for us to bed down and stay out of the way, and the dwarves had left behind plenty of provisions.

note: [part]
en: Zurg told us that they had just captured this city from the dwarves, and that the Great Leader had moved here to set up his base of operations. They were clearly worried about a dwarf counterattack. Luckily the trolls were quite skilled at stonework and the walls were quickly repaired. The trolls didn’t talk much, but seemed very intelligent and not the mere bloodthirsty savages they had been purported to be. Overall they actually seemed quite peaceful, except when provoked. I learned that the leadership was balanced between the warriors and the shamans. The troll’s military leader was chosen and advised by a council of their shamans.
en_GB: Zurg told us that they had just captured this city from the dwarves, and that the Great Leader had moved here to set up his base of operations. They were clearly worried about a dwarf counter-attack. Luckily the trolls were quite skilled at stonework and the walls were quickly repaired. The trolls didn’t talk much, but seemed very intelligent and not the mere bloodthirsty savages they had been purported to be. Overall they actually seemed quite peaceful, except when provoked. I learned that the leadership was balanced between the warriors and the shamans. The troll’s military leader was chosen and advised by a council of their shamans.

note: [part]
en: Just then we crested over the last dune and I indeed saw what she meant. Sparkling blue covered the entire horizon. I fell to my knees in awe, I had never seen so much water in one place. I cannot write down in words the shock and amazement I felt. To have grown up in a land where water was as precious as gold, and then see miles and miles of it. It was only then that I understood where the merfolk truly came from. I’d been to some strange places, high up in the mountains, deep down under thousands of tons of rock, but this world of water was the most alien of them all.
en_GB: Just then we crested over the last dune and I indeed saw what she meant. Sparkling blue covered the entire horizon. I fell to my knees in awe; I had never seen so much water in one place. I cannot write down in words the shock and amazement I felt. To have grown up in a land where water was as precious as gold, and then see miles and miles of it. It was only then that I understood where the merfolk truly came from. I’d been to some strange places, high up in the mountains, deep down under thousands of tons of rock, but this world of water was the most alien of them all.

note: [part]
en: Which brings me to the other alien concept I was trying to comprehend: our goddess Eloh. What was her plan? Why did she want me to surrender to the humans? Do the humans worship her as well? The humans seem so brutish and vile, that I can’t imagine them worshiping the same god as us. I thought Eloh was just our god, I don’t remember Zhul mentioning any other races worshiping her after the Great Fall, though perhaps things had changed in the intervening years. Her commands don’t make any sense; she doesn’t seem at all like the goddess Zhul told me about. And what was Esanoo talking about? How did his master know about ‘Yechnagoth’ and ‘Zhangor’? If Eloh won’t help me, then I desperately need some answers. I pray to whatever gods may be left that I’m not leading my people into a trap...
en_GB: Which brings me to the other alien concept I was trying to comprehend: our goddess Eloh. What was her plan? Why did she want me to surrender to the humans? Do the humans worship her as well? The humans seem so brutish and vile, that I can’t imagine them worshipping the same god as us. I thought Eloh was just our god, I don’t remember Zhul mentioning any other races worshipping her after the Great Fall, though perhaps things had changed in the intervening years. Her commands don’t make any sense; she doesn’t seem at all like the goddess Zhul told me about. And what was Esanoo talking about? How did his master know about ‘Yechnagoth’ and ‘Zhangor’? If Eloh won’t help me, then I desperately need some answers. I pray to whatever gods may be left that I’m not leading my people into a trap...

note: [part]
en: And yet, here in the dark, Eloh says she is powerless. Here she cannot help us, we must fend for ourselves. Though she is our god, I cannot just lie back and depend on her to always save us. These are my people too, and I have a responsibility to them as their leader. I must make my own decisions as I see best. And as Zhul told me when I was but a child, Eloh forgives all our sins. If I err in my judgment she will surely understand. Eloh may be our guide, but I am our leader and I will do what I must to protect my people during our journey.
en_GB: And yet, here in the dark, Eloh says she is powerless. Here she cannot help us; we must fend for ourselves. Though she is our god, I cannot just lie back and depend on her to always save us. These are my people too, and I have a responsibility to them as their leader. I must make my own decisions as I see best. And as Zhul told me when I was but a child, Eloh forgives all our sins. If I err in my judgement she will surely understand. Eloh may be our guide, but I am our leader and I will do what I must to protect my people during our journey.

note: [part]
en: In the end, almost all of my people decided to join in this final battle. I was surprised. They had gone through so much, and yet they still had faith in me. Looking around at them, I could not help noticing how many familiar faces were missing. Barely a fourth of those who set out with us on our journey had survived. If I had known it would be this bad would I have ever left in the first place? I thought Eloh was protecting us and guiding our steps, but in truth it was all me. For better or for worse I have no one to blame but myself.
en_GB: In the end, almost all of my people decided to join in this final battle. I was surprised. They had gone through so much, and yet they still had faith in me. Looking around at them, I could not help noticing how many familiar faces were missing. Barely a fourth of those who set out with us on our journey had survived. If I had known it would be this bad would I have ever left in the first place? I thought Eloh was protecting us and guiding our steps, but in truth it was all me. For better or for worse I have no-one to blame but myself.

en: female^heroic
en_GB: heroic

en: female^expert
en_GB: expert

en: female^epic
en_GB: epic

en: female^legendary
en_GB: legendary

note: [lua]: training.apply
en: female^trained
en_GB: trained

en: ’bout time. Been forever since I had a good fight, eh?
en_GB: ’bout time. Been for ever since I had a good fight, eh?

en: Listen up, ye primitive screwheads! This... is me BOOM STICK. Lemme show you what this baby can do!
en_GB: Listen up, ye primitive screw-heads! This... is me BOOM STICK. Lemme show you what this baby can do!

en: Need a hand? Me an’ me bird can get just about anywheres you need.
en_GB: Need a hand? Me an’ me bird can get just about anywhere you need.

en: Today is a most auspicious day for you, for I deem you worthy of the power of dragonfire. Show me your foes and I will incinerate them!
en_GB: Today is a most auspicious day for you, for I deem you worthy of the power of dragon-fire. Show me your foes and I will incinerate them!

en: ...fine. I guess.
en_GB: ...fine. I suppose.

note: [lua]: preshow
en: Carryover rate is 15% and split evenly among players. Negative amounts will not carry over. Early finish bonus is superior to village control, but it is not directly related to the carryover amount.
en_GB: Carry-over rate is 15% and split evenly among players. Negative amounts will not carry over. Early finish bonus is superior to village control, but it is not directly related to the carry-over amount.

note: [lua]: preshow
en: <b>Autorecall</b>
en_GB: <b>Auto-recall</b>

note: [lua]: preshow
en: In every scenario the game generates as many bonus points on the map as there are players in the game, the bonus points can be picked up by player units and either contain artifacts, loyal units, or training.
en_GB: In every scenario the game generates as many bonus points on the map as there are players in the game, the bonus points can be picked up by player units and either contain artefacts, loyal units, or training.

en: Adamant armor
en_GB: Adamant armour

en: The sturdy plates of this lightweight armor increase the user’s physical resistances (to a maximum of 10%) and grants the steadfast ability.
en_GB: The sturdy plates of this lightweight armour increase the user’s physical resistances (to a maximum of 10%) and grants the steadfast ability.

en: This pulsing ring empowers the bearer’s melee attacks with the ability to drain lifeforce from their victim.
en_GB: This pulsing ring empowers the bearer’s melee attacks with the ability to drain life-force from their victim.

en: Forcefield
en_GB: Force-field

en: Charged with intense magic, this shield generates a forcefield causing adjacent enemies to inflict less damage around the wielder.
en_GB: Charged with intense magic, this shield generates a force-field causing adjacent enemies to inflict less damage around the wielder.

en: This grisly concoction instills the drinker with an insatiable unholy hunger for more blood. Every time a foe is slain, a part of his lifeforce is eternally claimed through arcane ghoulish powers.
en_GB: This grisly concoction instils the drinker with an insatiable unholy hunger for more blood. Every time a foe is slain, a part of his life-force is eternally claimed through arcane ghoulish powers.

en: Herald armor
en_GB: Herald armour

en: This holy armor of thin gold radiates pure light, illuminating the bearer’s body and soul. This effect will heal allies, blind evil, and preemptively smite those who seek to do harm.
en_GB: This holy armour of thin gold radiates pure light, illuminating the bearer’s body and soul. This effect will heal allies, blind evil, and pre-emptively smite those who seek to do harm.

en: Winged scepter
en_GB: Winged sceptre

en: This wondrous rod imparts the user the ability to soar through the skies, making it a breeze to move through most terrain. Units that can already fly get improved defenses.
en_GB: This wondrous rod imparts the user the ability to soar through the skies, making it a breeze to move through most terrain. Units that can already fly get improved defences.

en: Full movement and up to 50% defense in all terrains but cave or mushroom grove.
en_GB: Full movement and up to 50% defence in all terrains but cave or mushroom grove.

en: Full movement and up to 60% defense in water or swamp and up to 70% defense in reef.
en_GB: Full movement and up to 60% defence in water or swamp and up to 70% defence in reef.

en: forcefield
en_GB: force-field

en: terrain^water
en_GB: water

en: improved defenses
en_GB: improved defences

en: no undead^consumed by a living being:
en_GB: consumed by a living being:

en: What, you want me to join the fight? Quite out of the question, old boy! I’m afraid battlefields just aren’t my scene - no drama, no style, no romance! No finesse at all! You probably wouldn’t understand, so let me show you. I’ll teach you how to break out of those dreary marching formations and step light as a feather!
en_GB: What, you want me to join the fight? Quite out of the question, old boy! I’m afraid battlefields just aren’t my scene - no drama, no style, no romance! No finesse at all! You probably wouldn’t understand, so let me show you. I’ll teach you how to break out of those dreary marching formations and step as lightly as a feather!

en:  Join the battle? Nay, lads, my talents would be wasted on the frontlines. Give me some raw recruits to work with, though, and I’ll whip ’em into shape for you. I know what real battle is like; by the time I’m through with ’em, your newbies might have some idea of it too.
en_GB:  Join the battle? Nay, lads, my talents would be wasted on the front-lines. Give me some raw recruits to work with, though, and I’ll whip ’em into shape for you. I know what real battle is like; by the time I’m through with ’em, your newbies might have some idea of it too.

en: A randomly generated cooperative campaign for 2 players. It has 6 levels of difficulty.
    (Expert level, 5 scenarios.)
en_GB: A randomly generated co-operative campaign for 2 players. It has 6 levels of difficulty.
    (Expert level, 5 scenarios.)

en: A randomly generated cooperative campaign for 3 players. It has 6 levels of difficulty.
    (Expert level, 5 scenarios.)
en_GB: A randomly generated co-operative campaign for 3 players. It has 6 levels of difficulty.
    (Expert level, 5 scenarios.)

en: A randomly generated cooperative campaign for 4 players. It has 6 level of difficulties.
    (Expert level, 5 scenarios.)
en_GB: A randomly generated co-operative campaign for 4 players. It has 6 level of difficulties.
    (Expert level, 5 scenarios.)

en: In this tutorial, you will learn what option Widelands offers to adjust your economy. Recommended for players with some experience.
en_GB: In this tutorial, you will learn what options Widelands offers to adjust your economy. Recommended for players with some experience.

en: A few miles in front of Gerion Coast lies a small unnamed island. Until now, you have not seen any reason to sail there, but yesterday a big fireball came from the sky and touched down in its center. Is this a sign of the Gods? You believe it is and you hope that your tribe will find the treasure of this island before other tribes will follow.
en_GB: A few miles in front of Gerion Coast lies a small unnamed island. Until now, you have not seen any reason to sail there, but yesterday a big fireball came from the sky and touched down in its centre. Is this a sign of the Gods? You believe it is and you hope that your tribe will find the treasure of this island before other tribes will follow.

en: Long after a meteor crashed into a couple of mountains, life blossoms in the crater. Two tribes are now fighting for the rich resources.
en_GB: Long after a meteor crashed into the mountains, life blossoms in the crater. Two tribes are now fighting for the rich resources.

en: The breath-taking beauty of these emerald lands has lured many tribes into an attempt to take them for themselves.
en_GB: The breathtaking beauty of these emerald lands has lured many tribes into an attempt to take them for themselves.

en: Is this a test by the Gods or an evil plan by someone else, that you and your tribe woke up on this island among fire and lava? Until now it seems as if you are alone, but no-one knows what might happen if you met an opposing tribe?
en_GB: Is this a test by the Gods or an evil plan by someone else, that you and your tribe woke up on this island among fire and lava? Until now it seems as if you are alone, but no-one knows what might happen if you met an opposing tribe.

en: Well protected in their mighty fortresses, four power-hungry warlords are completing their schemes to dominate these lands…
en_GB: Well-protected in their mighty fortresses, four power-hungry warlords are completing their schemes to dominate these lands…

en: For centuries, you’ve lived peacefully side by side with the other tribe on the neighboring island. This peace seems to come to an end now – your neighbor has begun to expand.
en_GB: For centuries, you’ve lived peacefully side by side with the other tribe on the neighbouring island. This peace seems to come to an end now – your neighbour has begun to expand.

en: A special tournament in Atlantean culture is the so-called ‘Island Hopping’, where two or more groups try to reach the center island as fast as possible, to be the first erecting a castle on the top of the central mountain.
en_GB: A special tournament in Atlantean culture is the so-called ‘Island Hopping’, where two or more groups try to reach the centre island as fast as possible, to be the first erecting a castle on the top of the central mountain.

en: Your well established smuggling routes suddenly got busy: two other tribes have appeared and now a rivalry among smugglers has started. Which team will be the first to smuggle a certain number of wares?
en_GB: Your well-established smuggling routes suddenly got busy: two other tribes have appeared and now a rivalry among smugglers has started. Which team will be the first to smuggle a certain number of wares?

en: A mystical land, full of different landscapes, which are all crossed by a handful of big rivers.
en_GB: A mystical land, full of different landscapes, crossed by several large rivers.

en: Four tribes struggle with their nearest neighbor to be the first to reach the mountain of gold that promises riches beyond belief. But can the two remaining ones share the resources wisely?
en_GB: Four tribes struggle with their nearest neighbour to be the first to reach the mountain of gold that promises riches beyond belief. But can the two remaining ones share the resources wisely?

en: Some say that impenetrable lands to the far north scared away even the most courageous settlers and the bravest of the brave warriors. Big and old forests, full of big and predatory game, cut across by wetlands and hills were shrouded in mystery. The ones who had managed to come back mentioned tremendous buildings, decorated with carvings and gold from majestic mountain ranges somewhere amongst the wilderness. Dozens of years after only some crumbly ruins remain of these good old times, covered with moss and trees. Their shapes give only an idea about the craftsmanship of ancient constructors. Nobody knows why they (have) disappeared. Nobody knows why. People say that now nothing is blocking the road to wealth. But many will die pulled apart by wolves, engulfed by swamp… encircled by hostile tribes.
en_GB: Some say that impenetrable lands to the far north scared away even the most courageous settlers and the bravest of the brave warriors. Big and old forests, full of big and predatory game, cut across by wetlands and hills were shrouded in mystery. The ones who had managed to come back mentioned tremendous buildings, decorated with carvings and gold from majestic mountain ranges somewhere amongst the wilderness. Dozens of years after only some crumbly ruins remain of these good old times, covered with moss and trees. Their shapes give only an idea about the craftsmanship of ancient constructors. Nobody knows why they disappeared. People say that now nothing is blocking the road to wealth. But many will die pulled apart by wolves, engulfed by swamp… encircled by hostile tribes.

en: There is something mystical like a gray atmosphere around these three oases, which no one has found out about yet. Perhaps you will be the one, but be aware of the others who are searching too!
en_GB: There is something mystical like a grey atmosphere around these three oases, which no one has found out about yet. Perhaps you will be the one, but be aware of the others who are searching too!

en: The four mighty harbors of the Craw Islands have been trading their goods among each other for ages. All of them needed resources that they could not produce in their own territory and in exchange provided other resources to those that could not produce them. Based on these trades, a very friendly commerce was common between the four harbors and the people living on the Craw Islands – until recently, when two of the harbors united to form an exclusive trade alliance, forcing the other two to do the same. Suddenly, it seems only a matter of time before the first fights between the harbors will shatter the peaceful life that has lasted for so long…
en_GB: The four mighty harbours of the Craw Islands have been trading their goods among each other for ages. All of them needed resources that they could not produce in their own territory and in exchange provided other resources to those that could not produce them. Based on these trades, a very friendly commerce was common between the four harbours and the people living on the Craw Islands – until recently, when two of the harbours united to form an exclusive trade alliance, forcing the other two to do the same. Suddenly, it seems only a matter of time before the first fights between the harbours will shatter the peaceful life that has lasted for so long…

en: Many beautiful, green islands await the ones brave enough to pass the thousand waves, twinkling in the sun.
en_GB: Many beautiful green islands await those brave enough to pass the thousand waves, twinkling in the sun.

en: It seems as if this magical valley has been inhabited by wisents since the beginning of days. When your tribe came to this place, you were sure that it offered enough space for a peaceful life. But can your tribe live in peace with your neighbors?
en_GB: It seems as if this magical valley has been inhabited by wisents since the beginning of days. When your tribe came to this place, you were sure that it offered enough space for a peaceful life. But can your tribe live in peace with your neighbours?

en: The black player is surrounded in the center with no resources, so there are three different ways to use this map: without the black player for a normal 4 players’ map, with a black AI to add a complication to the expansion of the other players, or you can play as a challenge with the black player against the other 4 (VERY difficult).
en_GB: The black player is surrounded in the centre with no resources, so there are three different ways to use this map: without the black player for a normal 4 players’ map, with a black AI to add a complication to the expansion of the other players, or you can play as a challenge with the black player against the other 4 (VERY difficult).

en: Defeat Lanissa and capture the ancient castle.
en_GB: Defeat Lanissa and capture the Ancient Castle.

en: By the Gods! One of our scouts has discovered a mighty castle at the center of the old plateau. The castle must be quite old and seems to have been built in a foreign style. It’s quite obvious that this is not barbarian craft.
en_GB: By the Gods! One of our scouts has discovered a mighty castle at the centre of the old plateau. The castle must be quite old and seems to have been built in a foreign style. It’s quite obvious that this is not barbarian craft.

en: Wonderful! Our troops have finally defeated Lanissa and her soldiers. The ancient castle is ours!
en_GB: Wonderful! Our troops have finally defeated Lanissa and her soldiers. The Ancient Castle is ours!

en: If you finish a castle in the target area on the second island, you will get a third headquarters on the third island. You must build a castle at the center of the third island and hold it for 20 minutes to win the game.
en_GB: If you finish a castle in the target area on the second island, you will get a third headquarters on the third island. You must build a castle at the centre of the third island and hold it for 20 minutes to win the game.

en: A sending spot
en_GB: A sending end

en: A receiving spot
en_GB: A receiving end

en: Food is very important for mines and military training areas. Establish a well working food environment by building at least one farm, one blackroot farm and a mill. The two kinds of flour together with water from a well will be baked into bread in a bakery, so build a bakery and a well, too.
en_GB: Food is very important for mines and military training areas. Establish a well-working food environment by building at least one farm, one blackroot farm and a mill. The two kinds of flour together with water from a well will be baked into bread in a bakery, so build a bakery and a well, too.

en: The other two important food wares are smoked fish and smoked meat. Raw meat is delivered from a hunter. A fisher gets the fish out of the sea while a fish breeder makes sure that a school of fish does not go extinct by breeding more. Make sure that there are always fish left, otherwise the fish breeder won’t be able to breed new ones. The smoking happens in a smokery, you will need at least two of those.
en_GB: The other two important food wares are smoked fish and smoked meat. Raw meat is delivered from a hunter. A fisherman gets the fish out of the sea while a fish breeder makes sure that a school of fish does not go extinct by breeding more. Make sure that there are always fish left, otherwise the fish breeder won’t be able to breed new ones. The smoking happens in a smokery, you will need at least two of those.

en: Build a mill to make cornmeal and blackroot flour
en_GB: Build a mill to make cornflour and blackroot flour

en: Build a bakery to bake bread from cornmeal, blackroot flour and water
en_GB: Build a bakery to bake bread from cornflour, blackroot flour and water

en: Build a fisher’s house close to water to get raw fish
en_GB: Build a fisherman’s house close to water to get raw fish

en: Build a fish breeder’s house close to the fisher to make sure the fish do not die out
en_GB: Build a fish breeder’s house close to the fisherman to make sure the fish do not die out

en: The ores have to be smelted at a smelting works before they can be used. The refined materials are then used in the weapon smithy, the armor smithy and the toolsmithy.
en_GB: The ores have to be smelted at a smelting works before they can be used. The refined materials are then used in the weapon smithy, the armour smithy and the toolsmithy.

en: Build an armor smithy and a weapon smithy
en_GB: Build an armour smithy and a weapon smithy

en: Like all other tribes, the Atlanteans are also able to train soldiers: the dungeon trains attack – the major attribute of the Atlanteans – and the labyrinth trains evasion, health and defense. The items produced by the industry are used to train better soldiers in the two training sites.
en_GB: Like all other tribes, the Atlanteans are also able to train soldiers: the dungeon trains attack – the major attribute of the Atlanteans – and the labyrinth trains evasion, health and defence. The items produced by the industry are used to train better soldiers in the two training sites.

en: Build 3 ships to escape from the island
en_GB: Build three ships to escape from the island

en: Favored by the God
en_GB: Favoured by the God

note: TRANSLATORS: Loftomor
en: May Satul warm you, Jundlina! The most important things for building a settlement are the building materials. There are some trees here, so we should build housings for some woodcutters and of course also for foresters, so we will not run out of trees. Oh, and we mustn’t forget the sawmill, for most buildings can’t be made out of logs alone. Stronger buildings also need granite, but there is plenty to the north-east of here; we just need to build a quarry, and my stonemasons will go to work promptly.
en_GB: May Satul warm you, Jundlina! The most important things for building a settlement are the building materials. There are some trees here, so we should build housings for some woodcutter's and of course also for foresters, so we will not run out of trees. Oh, and we mustn’t forget the sawmill, for most buildings can’t be made out of logs alone. Stronger buildings also need granite, but there is plenty to the north-east of here; we just need to build a quarry, and my stonemasons will go to work promptly.

note: TRANSLATORS: Jundlina
en: May Satul warm you too, Colionder. Yes, I wondered if there is a way that we could centralize our food production. We lose a lot of productivity because our people are accustomed to making their own food. I feel if we could split responsibilities, it would be better for us all. I want your thoughts on this.
en_GB: May Satul warm you too, Colionder. Yes, I wondered if there is a way that we could centralise our food production. We lose a lot of productivity because our people are accustomed to making their own food. I feel if we could split responsibilities, it would be better for us all. I want your thoughts on this.

note: TRANSLATORS: Colionder
en: But we might find a compromise in between: for me, making bread is a troublesome task. Grinding the blackroots and corn to flour and then baking the bread is tedious and boring; I feel a more industrial approach would be helpful here. I for one would love to just have fresh bread delivered to my house every day.
en_GB: But we might find a compromise in between: for me, making bread is a troublesome task. Grinding the blackroot and corn to flour and then baking the bread is tedious and boring; I feel a more industrial approach would be helpful here. I for one would love to just have fresh bread delivered to my house every day.

note: TRANSLATORS: Sidolus
en: May Satul warm you, Jundlina. Have you considered mining for resources in the mountains around us? We are running short of quartz and diamonds for our buildings. Also, we could use more iron, gold and especially coal. If we find an ample supply of those commodities, we could start producing weapons and tools; this would help enormously. Of course, we would need smelters, a weapon smithy, an armor smithy and a toolsmithy. And maybe even more.
en_GB: May Satul warm you, Jundlina. Have you considered mining for resources in the mountains around us? We are running short of quartz and diamonds for our buildings. Also, we could use more iron, gold and especially coal. If we find an ample supply of those commodities, we could start producing weapons and tools; this would help enormously. Of course, we would need smelters, a weapon smithy, an armour smithy and a toolsmithy. And maybe even more.

note: TRANSLATORS: Jundlina
en: I do not fear the cost and labor as long as it keeps your people at bay. You shall get your buildings. But note that I will not tolerate any rogue soldier; if similar things happen again, I will make you responsible for them. Dismissed.
en_GB: I do not fear the cost and labour as long as it keeps your people at bay. You shall get your buildings. But note that I will not tolerate any rogue soldier; if similar things happen again, I will make you responsible for them. Dismissed.

note: TRANSLATORS: Jundlina
en: We found one more building of this strange making. We have yet to see any of its builders. But obviously there has been a community on this island before and obviously it was militarized. I have to check on our military status with my generals. I will not allow that a potential enemy will find us unprepared.
en_GB: We found one more building of this strange making. We have yet to see any of its builders. But obviously there has been a community on this island before and obviously it was militarised. I have to check on our military status with my generals. I will not allow that a potential enemy will find us unprepared.

en: To do so, place a flag up on the mountain’s flank to the east (on mountain terrain though, not mountain meadow). When you click on the new flag, you can send geologists there. Because the flag is on a mountain, the geologists will search for ores; otherwise, they would search for water. Then build a mine for both kinds of resources that they will find, choosing the appropriate mine to be built:
en_GB: To do so, plant a flag up on the mountain’s flank to the east (on mountain terrain though, not mountain meadow). When you click on the new flag, you can send geologists there. Because the flag is on a mountain, the geologists will search for ores; otherwise, they would search for water. Then build a mine for both kinds of resources that they will find, choosing the appropriate mine to be built:

en: In order to call a geologist to search for water, click on a flag in the area that you want him to search and then on the button labeled ‘Send geologist to explore site’.
en_GB: In order to call a geologist to search for water, click on a flag in the area that you want him to search and then on the button labelled ‘Send geologist to explore site’.

note: TRANSLATORS: Khantrukh
en: Khantrukh nods satisfied…
en_GB: Khantrukh nods, satisfied…

en: Thron recognizes…
en_GB: Thron recognises…

note: TRANSLATORS: Khantrukh
en: Wonderful! Our roofs are not dripping anymore, and we have all the material we need for, well, whichever monumental building we see fit!
en_GB: Wonderful! Our roofs are not dripping any more, and we have all the material we need for, well, whichever monumental building we see fit!

note: TRANSLATORS: Thron
en: The winter is upon us. Many of us are suffering from the cold, yet we must endure. The day we may return cannot be far anymore – it must not be far anymore.
en_GB: The winter is upon us. Many of us are suffering from the cold, yet we must endure. The day we may return cannot be far any more – it must not be far any more.

en: Build a fisher’s hut
en_GB: Build a fisherman’s hut

en: Enhance your metal workshop to an ax workshop in order to produce weapons, and build up a second metal workshop to ensure the production of tools. When the blacksmith reaches his next level (master blacksmith), you can even enhance the ax workshop to a war mill, which will produce additional weapons.
en_GB: Enhance your metal workshop to an axe workshop in order to produce weapons, and build up a second metal workshop to ensure the production of tools. When the blacksmith reaches his next level (master blacksmith), you can even enhance the axe workshop to a war mill, which will produce additional weapons.

en: Build a helm smithy to the west of the mountains to provide your soldiers with better armor.
en_GB: Build a helm smithy to the west of the mountains to provide your soldiers with better armour.

en: Barracks train basic soldiers while training sites like a training camp or a battle arena are used for training soldiers in their different attributes. These attributes are important in fights and the better a soldier is, the higher is the chance to win a fight.
en_GB: Barracks train basic soldiers while training sites like a training camp or a battle arena are used for training soldiers in their different attributes. These attributes are important in fights and the better a soldier is, the higher chance they have to win a fight.

en: The attributes are: health, attack, defense and evade.
en_GB: The attributes are: health, attack, defence and evade.

note: TRANSLATORS: Boldreth
en: The BASTARD! Only one man of our frontier patrol came back alive. He carried a message from Kalitath, telling us that he will punish every move of our troops with their own blood! We cannot accept this behavior. From now on, there is war between Kalitath and us!
en_GB: The BASTARD! Only one man of our frontier patrol came back alive. He carried a message from Kalitath, telling us that he will punish every move of our troops with their own blood! We cannot accept this behaviour. From now on, there is war between Kalitath and us!

note: TRANSLATORS: Khantrukh
en: Boldreth is right! We don’t have enough food to survive a long, cold winter. We should start building a well, a fisher’s and a hunter’s hut. And if we find enough space, we should as well build up a farm and a bakery! One of our farmers seems to be very clever – he already got some crops to grow in this cold soil.
en_GB: Boldreth is right! We don’t have enough food to survive a long, cold winter. We should start building a well, a fishermen’s hut and a hunter’s hut. And if we find enough space, we should also build a farm and a bakery! One of our farmers seems to be very clever – he already managed to grow some crops in this cold soil.

note: TRANSLATORS: Thron
en: Khantrukh has just informed me that our basic food economy was built up successfully. Finally, none of us has to fear starvation anymore.
en_GB: Khantrukh has just informed me that our basic food economy was built up successfully. Finally, none of us has to fear starvation any more.

note: TRANSLATORS: Boldreth
en: Thron told me that he discovered tracks in the snow to the northeast of our settlement. He has instructed us to build a tower, to have a greater visual range over the area around our hall to protect our people from sudden attacks.
en_GB: Thron told me that he discovered tracks in the snow to the north-east of our settlement. He has instructed us to build a tower, to have a greater visual range over the area around our hall to protect our people from sudden attacks.

note: TRANSLATORS: Thron
en: I just got informed that our mining economy has started its work. This news brought a smile to my face – even if the hardest part is still waiting to be done, now that our smiths will give their best to further ease our lives.
en_GB: I was just informed that our mining economy has started its work. This news brought a smile to my face – even if the hardest part is still waiting to be done, now that our smiths will give their best to further ease our lives.

note: TRANSLATORS: Thron
en: When the young sun rises above the trees tomorrow morning, I will order the assault. By dusk, I will celebrate my victory in the wooden halls of the warlord and sacrifice a newborn lamb in the honor of my father, whose eyes are set upon me today.
en_GB: When the young sun rises above the trees tomorrow morning, I will order the assault. By dusk, I will celebrate my victory in the wooden halls of the warlord and sacrifice a newborn lamb in the honour of my father, whose eyes are set upon me today.

en: Build 2 lumberjack’s houses and a sawmill
en_GB: Build two lumberjack’s houses and a sawmill

en: Build three lumberjack’s houses, a forester’s house and a sawmill.
en_GB: Build three woodcutter's hut's, a forester’s hut and a sawmill.

en: Protect Your Colony
en_GB: Protect Your colony

en: Build a stonemason’s house and then a complete mining and production infrastructure (coal mine and / or charcoal kiln, iron mine, toolsmithy, weapon smithy, armor smithy and smelting works).
en_GB: Build a stonemason’s house and then a complete mining and production infrastructure (coal mine and / or charcoal kiln, iron mine, toolsmithy, weapon smithy, armour smithy and smelting works).

note: TRANSLATORS: Saledus
en: It would be a good source for bolstering our supply of quality marble, beyond the meager quantities available from the quarry. Perhaps you were right when you said that this island was like paradise.
en_GB: It would be a good source for bolstering our supply of quality marble, beyond the meagre quantities available from the quarry. Perhaps you were right when you said that this island was like paradise.

note: TRANSLATORS: Saledus
en: By the Gods, this is an unbelievable stroke of fortune! There are two more mountains, and it seems that one has a large quantity of coal and the other of iron ore. I advise you to immediately build iron and coal mines (or at least charcoal kilns), smelting works, toolsmithies, armor and weapon smithies.
en_GB: By the Gods, this is an unbelievable stroke of fortune! There are two more mountains, and it seems that one has a large quantity of coal and the other of iron ore. I advise you to immediately build iron and coal mines (or at least charcoal kilns), smelting works, toolsmithies, armour and weapon smithies.

en: Build a lumberjack’s house, a sawmill and a stonemason’s house
en_GB: Build a woodcutter’s hut, a sawmill and a stonemason’s house

en: Lumberjack, Sawmill and Stonemason
en_GB: Woodcutter, Sawmill and Stonemason

en: Build a lumberjack’s house, a sawmill and a stonemason’s house as soon as there is enough space for them. This will complete the basic building material supply chain.
en_GB: Build a woodcutter’s hut, a sawmill and a stonemason’s house as soon as there is enough space for them. This will complete the basic building material supply chain.

en: Produce at least six bars of gold to be able to colonize your vicinity.
en_GB: Produce at least six bars of gold to be able to colonise your vicinity.

note: TRANSLATORS: Lutius - Diary
en: Finally, we were set towards Fremil again. I couldn’t await the chance to clear my records of this big defeat by the Barbarians.
en_GB: Finally, we were set to sail to Fremil again. I couldn’t await the chance to clear my records of the big defeat by the Barbarians.

note: TRANSLATORS: Amalea
en: Additionally, this would gain us some granite and some marble to build up our new world. We can use them as soon as there will finally be enough space for buildings.
en_GB: Additionally, this would gain us some granite and some marble to build up our new world. We can use them as soon as there is enough space for more buildings.

note: TRANSLATORS: Amalea
en: Good news from the people, Lutius. I got the message that our first quarry has started its work today.
en_GB: Good news from the people, Lutius. I got the message that our first quarryman has started his work today.

note: TRANSLATORS: Amalea
en: Perhaps it would be a good idea to wait until it has cleared some space and then build up a basic construction material industry.
en_GB: Perhaps it would be a good idea to wait until he has cleared some space and then build up a basic construction material industry.

note: TRANSLATORS: Saledus
en: Sire, I just pondered our way home. It is of utmost importance to build a port for loading our ships and starting an expedition.
en_GB: Sire, I just pondered about our way home. It is of utmost importance to build a port for loading our ships and starting an expedition.

note: TRANSLATORS: Saledus
en: I think I have heard the wind carrying some weird but well known sounds from the north. If I’m not totally wrong, I have heard some Barbarian war drums. So, we should better go and have a look at what is going on up there.
en_GB: I think I have heard the wind carrying some weird but well known sounds from the north. If I’m not totally wrong, I have heard some Barbarian war drums. So, we should go and have a look at what is going on up there.

note: TRANSLATORS: Amalea
en: I strongly recommend building a production chain for mining and melting some gold. I think we need a vineyard, a winery, a tavern, a fisher’s house or a hunter’s house and a smelting works. And the mines themselves of course.
en_GB: I strongly recommend building a production chain for mining and smelting some gold. I think we need a vineyard, a winery, a tavern, a fisher’s or a hunter’s house and a smelting works. And the mines themselves of course.

note: TRANSLATORS: Amalea
en: If there are difficulties with building all the buildings needed, we should think about all we have learned so far. We can cut down all the rocks. We should perhaps optimize our roads to free up some building sites, or even dismantle some military buildings to obtain more space for our economy.
en_GB: If there are difficulties with building all the buildings needed, we should think about all we have learned so far. We can cut down all the rocks. We should perhaps optimise our roads to free up some building sites, or even dismantle some military buildings to obtain more space for our economy.

note: TRANSLATORS: Amalea
en: Lutius, we have just solved another problem. We managed to melt enough gold to send out at least three expeditions. Perhaps we might even keep some gold to make some jewelry.
en_GB: Lutius, we have just solved another problem. We managed to smelt enough gold to send out at least three expeditions. Perhaps we might even keep some gold to make some jewellery.

note: TRANSLATORS: Amalea
en: Lutius. I really appreciate that you and Saledus are so concerned about our security. But I think we could use the little space on this island better than by building a lot of military buildings.
en_GB: Lutius. I really appreciate that you and Saledus are so concerned about our security. But I think we could utilise the little space on this island better than by building a lot of military buildings.

note: TRANSLATORS: Amalea
en: Now that our fleet is growing and growing we should discover the complete region. Let’s try to find more land and eventually get more resources.
en_GB: Now that our fleet is growing and growing we should explore the complete region. Let’s try to find more land and eventually get more resources.

en: We need some cloth as well for producing armor in our armor smithy. We need it to build some of the training buildings for our soldiers. And most important and most imminent of all, we need it to send out expeditions.
en_GB: We need some cloth as well for producing armour in our armour smithy. We need it to build some of the training buildings for our soldiers. And most important and most imminent of all, we need it to send out expeditions.

en: The king will be very pleased with our victory.
en_GB: The emporer will be very pleased with our victory.

en: Build at least 3 lumberjack’s houses and 2 quarries
en_GB: Build at least 3 woodcutter’s houses and 2 quarries

en: Quarries and Lumberjacks
en_GB: Quarries and woodcutters

en: Build at least three lumberjack’s houses and two quarries to renew your building material supply chain.
en_GB: Build at least three woodcutter’s houses and two quarries to renew your building material supply chain.

en: Build Two New Forester’s Houses
en_GB: Build two new forester’s houses

en: End the Barbarian intrusion into your very own part of the world.
en_GB: End the Barbarian intrusion into your part of the world.

en: Build Two Charcoal Kilns
en_GB: Build two charcoal kilns

note: TRANSLATORS: Amalea
en: One of our lumberjacks told me that the reproduction of our forests is far behind his experience and expectations. So, I took a close look at our foresters’ performance.
en_GB: One of our woodcutters told me that the reproduction of our forests is far behind his experience and expectations. So, I took a close look at our foresters’ performance.

note: TRANSLATORS: Amalea
en: Well, Lutius, we have just solved another weird behavior in our economy. Now our lumberjacks should be supplied with enough trees to enhance our economy.
en_GB: Well, Lutius, we have just solved another weird behavior in our economy. Now our woodcutters should be supplied with enough trees to enhance our economy.

note: TRANSLATORS: Amalea
en: And you wouldn’t believe it, but nobody knows how to improve the technology or how to build more efficient buildings. I only heard some rumors about a monastery in the north where the priestesses are supposed to possess some knowledge about improved technologies.
en_GB: And you wouldn’t believe it, but nobody knows how to improve the technology or how to build more efficient buildings. I only heard some rumours about a monastery in the north where the priestesses are supposed to possess some knowledge about improved technologies.

note: TRANSLATORS: Amalea
en: The only problem might be that it will take significant time to collect all the wares. In particular, we will need to shorten the supply to our mines drastically. This will give us a real drawback in metal production.
en_GB: The only problem might be that it will take significant time to collect all the wares. In particular, we will need to shorten the supply to our mines drastically. This will be a real drawback in metal production.

note: TRANSLATORS: Amalea
en: As soon as we have melted some iron, we need to start producing tools. Perhaps we should control the production of them via the economy settings. In the meantime, we can start raising the buildings that we need most urgently. I think we are still lacking a vineyard in our economy.
en_GB: As soon as we have smelted some iron, we need to start producing tools. Perhaps we should control the production of them via the economy settings. In the meantime, we can start raising the buildings that we need most urgently. I think we are still lacking a vineyard in our economy.

en: Amalea Analyzes the Economy
en_GB: Amalea analyses the economy

note: TRANSLATORS: Amalea
en: Look Lutius, I have just analyzed our economy somewhat further. I think there might be a problem with our farms. They don’t show any productivity although there is enough space to plant wheat.
en_GB: Look Lutius, I have just analysed our economy somewhat further. I think there might be a problem with our farms. They don’t show any productivity although there is enough space to plant wheat.

note: TRANSLATORS: Amalea
en: Therefore I took the freedom to restrict our current building options to the lumberjack’s house until we have gained enough building materials by dismantling the ineffective buildings.
en_GB: Therefore I took the freedom to restrict our current building options to the woodcutter’s house until we have gained enough building materials by dismantling the ineffective buildings.

note: TRANSLATORS: Amalea
en: Look Brother, I have just realized we haven’t cleared the road network yet. I think we should do so very quickly to free enough space for new buildings.
en_GB: Look Brother, I have just realised we haven’t cleared the road network yet. I think we should do so very quickly to free enough space for new buildings.

note: TRANSLATORS: Saledus
en: Sire, after training a bunch of recruits, our trainers conferred with our builders and developed better and more efficient training buildings together.
en_GB: Sire, after training a bunch of recruits, our trainers conferred with our builders and developed better and more efficient training buildings altogether.

[ctx: empire_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Forester’s House
en_GB: Forester's House

[ctx: empire_building]
note: TRANSLATORS: Purpose helptext for an empire training site: Training Camp, part 2
en: Equips the soldiers with all necessary weapons and armor parts.
en_GB: Equips the soldiers with all necessary weapons and armour parts.

[ctx: empire_building]
note: TRANSLATORS: Note helptext for an empire training site: Arena TRANSLATORS: Note helptext for an empire training site: Colosseum TRANSLATORS: Note helptext for an empire training site: Training Camp
en: Imperial soldiers cannot be trained in ‘Defense’ and will remain at the level with which they came.
en_GB: Imperial soldiers cannot be trained in ‘Defence’ and will remain at the level with which they came.

[ctx: empire_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Lumberjack’s House
en_GB: Woodcutter’s House

en: Build an iron mine, a furnace, a blacksmithy and a small armor smithy.
en_GB: Build an iron mine, a furnace, a blacksmithy and a small armour smithy.

note: TRANSLATORS: Hauke – build a warehouse
en: We are expanding our territory further and further to the east, and wares need to be transported over longer distances. We should build warehouses near our eastern border in certain distances and preferably store construction materials in the easternmost one. Our headquarters is too far in the west to be useful for long-time ware storage.
en_GB: We are expanding our territory further and further to the east, and wares need to be transported over longer distances. We should build warehouses near our eastern border at regular intervals and preferably store construction materials in the easternmost one. Our headquarters is too far in the west to be useful for long-time ware storage.

note: TRANSLATORS: Reebaud – mining economy
en: Build an iron mine and perhaps a gold mine. As they produce only ores, we will need a furnace to smelt them. Also build a blacksmithy to ensure we won’t run out of tools – and yes, a small armor smithy as well. It produces helmets as well as swords. I hope we won’t meet enemies here, but it’s better to be prepared.
en_GB: Build an iron mine and perhaps a gold mine. As they produce only ores, we will need a furnace to smelt them. Also build a blacksmithy to ensure we won’t run out of tools – and yes, a small armour smithy as well. It produces helmets as well as swords. I hope we won’t meet enemies here, but it’s better to be prepared.

note: TRANSLATORS: Reebaud – recruit 1
en: We could use these weapons to equip some new soldiers. I hope we won’t find enemies here, but it is always better to be prepared. New soldiers are equipped in a barracks with a short sword and a fur garment, the uniform of all honorable warriors.
en_GB: We could use these weapons to equip some new soldiers. I hope we won’t find enemies here, but it is always better to be prepared. New soldiers are equipped in a barracks with a short sword and a fur garment, the uniform of all honourable warriors.

note: TRANSLATORS: Hauke – recruit 2
en: I advise to build all those buildings within a short distance of each other, and to construct two warehouses nearby: One should be set to store only weapons, armor, ores, metal and coal; the other to store building materials.
en_GB: I advise to build all those buildings within a short distance of each other, and to construct two warehouses nearby: One should be set to store only weapons, armour, ores, metal and coal; the other to store building materials.

note: TRANSLATORS: Reebaud – train soldiers 2
en: Soldiers are trained in two steps in defense and health. They get fur garments studded with iron and also gold to cushion blows; and helmets forged from iron, and gold as well, to lengthen their life in battle.
en_GB: Soldiers are trained in two steps in defence and health. They get fur garments studded with iron and also gold to cushion blows; and helmets forged from iron, and gold as well, to lengthen their life in battle.

en: Planning a training center
en_GB: Planning a training centre

note: TRANSLATORS: Hauke – train soldiers 3
en: We should build these buildings close to the barracks, since it is, as I already mentioned earlier, much more efficient to centralize all our military facilities in one recruiting and training center, than if they were strewn out over a long distance. Build a third warehouse there which will store only the food needed for training.
en_GB: We should build these buildings close to the barracks, since it is, as I already mentioned earlier, much more efficient to centralise all our military facilities in one recruiting and training centre, than if they were strewn out over a long distance. Build a third warehouse there which will store only the food needed for training.

note: TRANSLATORS: Hauke – train soldiers 3
en: I recommend to train at least one soldier to the highest level in health, defense and attack. Until then, the enemy is just too strong for us.
en_GB: I recommend to train at least one soldier to the highest level in health, defence and attack. Until then, the enemy is just too strong for us.

en: When soldiers train, their old weapons are discarded. They can be turned into metal in a recycling center. Use the weapons in the store to train soldiers and recycle some scrap metal.
en_GB: When soldiers train, their old weapons are discarded. They can be turned into metal in a recycling centre. Use the weapons in the store to train soldiers and recycle some scrap metal.

note: TRANSLATORS: Murilius – Supplied Murilius. Murilius’s plan is to use the player as cannon fodder, while he himself only attacks when he has no choice
en: Now I permit you to assist us in conquering the barbarians, who live in a sheltered valley northwest to us. I charge you, expand along the northern end of the mountains enclosing this outpost; you will find the barbarians there – attack them! We will fend off attacks launched by the enemy.
en_GB: Now I permit you to assist us in conquering the barbarians, who live in a sheltered valley northwest of us. I charge you, expand along the northern end of the mountains enclosing this outpost; you will find the barbarians there – attack them! We will fend off attacks launched by the enemy.

[ctx: empire_building]
note: TRANSLATORS: Purpose helptext for an empire warehouse: Port
en: Serves as a base for overseas colonization and trade. Also stores your soldiers, wares and tools.
en_GB: Serves as a base for overseas colonisation and trade. Also stores your soldiers, wares and tools.

en: Lumberjack’s Spot
en_GB: Woodcutter’s Spot

en: Building the Lumberjack
en_GB: Building the Woodcutter

en: That won’t do yet. I still need to connect the lumberjack’s hut to the rest of my road network. After ordering the construction site, I was automatically put into road building mode, so all I have to do is click on the blue flag in front of my headquarters.
en_GB: That won’t do yet. I still need to connect the woodcutter’s hut to the rest of my road network. After ordering the construction site, I was automatically put into road building mode, so all I have to do is click on the blue flag in front of my headquarters.

en: That won’t do yet. I still need to connect the lumberjack’s hut to the rest of my road network. You have disabled the option ‘Start building road after placing a flag’ (to change that, choose ‘Options’ in the Widelands main menu). Therefore, I have entered the road building mode manually. I will tell you later how to do that. To build the road, all I have to do now is click on the blue flag in front of my headquarters.
en_GB: That won’t do yet. I still need to connect the woodcutter’s hut to the rest of my road network. You have disabled the option ‘Start building road after planting a flag’ (to change that, choose ‘Options’ in the Widelands main menu). Therefore, I have entered the road building mode manually. I will tell you later how to do that. To build the road, all I have to do now is click on the blue flag in front of my headquarters.

en: Waiting for the Lumberjack to Go Up
en_GB: Waiting for the Woodcutter to Go Up

en: Build a flag to divide the road to the lumberjack
en_GB: Plant a flag to divide the road to the woodcutter

en: Build a Flag on the Road
en_GB: Plant a Flag on the Road

en: Build a blue flag now in the middle of the road that connects your headquarters to your lumberjack’s hut.
en_GB: Plant a blue flag now in the middle of the road that connects your headquarters to your woodcutter’s hut.

en: Placing Another Flag
en_GB: Planting Another Flag

en: I wanted to teach you how to build new flags, but it seems you have already found out on your own. Well done!
en_GB: I wanted to teach you how to plant new flags, but it seems you have already found out on your own. Well done!

en: Now you have split the road in two parts with a carrier each. This means less work for him and higher efficiency for us. You should therefore always place as many flags as possible on your roads.
en_GB: Now you have split the road in two parts with a carrier each. This means less work for him and higher efficiency for us. You should therefore always plant as many flags as possible on your roads.

en: The Lumberjack’s Hut is Done
en_GB: The Woodcutter’s Hut is Done

en: Excellent. The lumberjack’s hut is done. A lumberjack will now move in and start chopping down trees, so our log income is secured for now. Now on to the granite.
en_GB: Excellent. The woodcutter’s hut is done. A woodcutter will now move in and start chopping down trees, so our log income is secured for now. Now on to the granite.

en: Everything except for big buildings can be built on a yellow house symbol.
en_GB: Everything, except for big buildings, can be built on a yellow house symbol.

en: Now, about this road. I’ll enter the road building mode and then make it longer by one field at a time by left-clicking multiple times on neighboring fields for perfect control over the route the road takes, like so:
en_GB: Now, about this road. I’ll enter the road building mode and then make it longer by one field at a time by left-clicking multiple times on neighbouring fields for perfect control over the route the road takes, like so:

en: Close the messages window now by right-clicking into it.
en_GB: Close the messages window now by right-clicking it.

en: New soldiers are created differently from normal workers: recruits will walk from a warehouse (or your headquarters) to the barracks where they will receive some basic training and become soldiers. Basic Barbarian soldiers do not use armor, they only need an ax.
en_GB: New soldiers are created differently from normal workers: recruits will walk from a warehouse (or your headquarters) to the barracks where they will receive some basic training and become soldiers. Basic Barbarian soldiers do not use armour, they only need an axe.

en: Take a look at the soldiers that are on their way to our military buildings. They look different from normal workers: they have a health bar over their head that displays their remaining health, and they have four symbols, which symbolize the individual soldier’s current levels in the four different categories: health, attack, defense and evade.
en_GB: Take a look at the soldiers that are on their way to our military buildings. They look different from normal workers: they have a health bar over their head that displays their remaining health, and they have four symbols, which symbolize the individual soldier’s current levels in the four different categories: health, attack, defence and evade.

note: TRANSLATORS: the current stats are: 3 health, 5 attack, 0 defense, 2 evade.
en: If a Barbarian soldier is fully trained, he has level %1% health, level %2% attack, level %3% defense and level %4% evade. This is one fearsome warrior then! The individual abilities have the following meaning:
en_GB: If a Barbarian soldier is fully trained, he has level %1% health, level %2% attack, level %3% defence and level %4% evade. This is one fearsome warrior then! The individual abilities have the following meaning:

note: TRANSLATORS: the current stats are: 3%. The calculated health value is 3395 TRANSLATORS: The last two %% after the placeholder are the percent symbol.
en: The defense is the percentage that is subtracted from the attack value. The Barbarians cannot train in this skill and therefore have always defense level 0, which means that the damage is always reduced by %1%%%. If an attacker with an attack value of 3500 points hits a Barbarian soldier, the Barbarian will lose 3500·%2%%% = %3% health.
en_GB: The defence is the percentage that is subtracted from the attack value. The Barbarians cannot train in this skill and therefore have always defence level 0, which means that the damage is always reduced by %1%%%. If an attacker with an attack value of 3500 points hits a Barbarian soldier, the Barbarian will lose 3500·%2%%% = %3% health.

en: When your soldier has reached the highest possible level (in this case level 2), this is indicated by a white background color.
en_GB: When your soldier has reached the highest possible level (in this case level 2), this is indicated by a white background colour.

en: There is a second training site: the training camp. It is a big building too, and to complement the battle arena, it trains attack and health (remember, the Barbarian soldiers cannot be trained in defense).
en_GB: There is a second training site: the training camp. It is a big building too, and to complement the battle arena, it trains attack and health (remember, the Barbarian soldiers cannot be trained in defence).

en: There is another way how you can control the strength of a military building: by the number of soldiers stationed there. Just click on the arrow buttons to decrease or increase the desired number of soldiers. Every building has a maximum capacity. In case of the barrier, it is five, for example.
en_GB: There is another way to control the strength of a military building: by the number of soldiers stationed there. Just click on the arrow buttons to decrease or increase the desired number of soldiers. Every building has a maximum capacity. In case of the barrier, it is five, for example.

en: This is the building statistics window. It shows you all buildings you can own, sorted by their size.
en_GB: This is the building statistics window. It shows you all buildings you own, sorted by their size.

en: ‘2/4’ below your sentry: For military buildings, the stationed soldiers are shown instead of a productivity. You want to have four soldiers in your sentries, but only two soldiers are stationed in this kind of building. This leaves two vacant positions – we really need more soldiers.
en_GB: ‘2/4’ below your sentry: For military buildings, the stationed soldiers are shown instead of productivity. You want to have four soldiers in your sentries, but only two soldiers are stationed in this kind of building. This leaves two vacant positions – we really need more soldiers.

en: In both cases, the color (green - yellow - red) signals you how good the value is.
en_GB: In both cases, the colour (green - yellow - red) signals you how good the value is.

en: Widelands is nearly feature complete and is much fun to play alone and even more in multiplayer with others. Still, there is always more work to be done in all areas. If you are interested in contributing – be it by making graphics, fixing bugs or adding new features, translating the game into your language or creating new maps – get in touch on our homepage.
en_GB: Widelands is nearly feature-complete and is much fun to play alone and even more in multiplayer with others. Still, there is always more work to be done in all areas. If you are interested in contributing – be it by making graphics, fixing bugs or adding new features, translating the game into your language or creating new maps – get in touch on our homepage.

en: Using the Watch Replay option in the main menu, a previously played game will be precisely reconstructed for you to watch. Note, however, that even small changes in the game data files or the Widelands executable can cause a replay to become incompatible and to ‘go out of sync’. This is similar to how network games will suffer from desynchronization problems if one of the players has a different version of the game.
en_GB: Using the Watch Replay option in the main menu, a previously played game will be precisely reconstructed for you to watch. Note, however, that even small changes in the game data files or the Widelands executable can cause a replay to become incompatible and to ‘go out of sync’. This is similar to how network games will suffer from desynchronisation problems if one of the players has a different version of the game.

en: The player with the color of the flag. If more than one client selected the same color, these share control over the player (‘shared kingdom mode’).
en_GB: The player with the colour of the flag. If more than one client selected the same colour, these share control over the player (‘shared kingdom mode’).

en: Set as shared in starting position for another player.
en_GB: Set as shared-in starting position for another player.

en: You can place a big building on any node where you could place a medium building if there is no obstacle or non-arable terrain towards the west, northwest and northeast.
en_GB: You can place a large building on any node where you could place a medium building if there is no obstacle or non-arable terrain towards the west, north-west and north east.

note: TRANSLATORS: Completed/Skipped/Did not start making a felling ax because ... TRANSLATORS: Completed/Skipped/Did not start forging a pick because ...
en: making a felling ax
en_GB: making a felling axe

[ctx: atlanteans_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Armor Smithy
en_GB: Armour Smithy

en: Main Coal Vein Exhausted
en_GB: Main Coal Seam Exhausted

[ctx: atlanteans_building]
en: This coal mine’s main vein is exhausted. Expect strongly diminished returns on investment. You should consider dismantling or destroying it.
en_GB: This coal mine’s main seam is exhausted. Expect strongly diminished returns on investment. You should consider dismantling or destroying it.

[ctx: atlanteans_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Fish Breeder’s House
en_GB: Fish Breeder's House

[ctx: atlanteans_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Forester’s House
en_GB: Forester's House

[ctx: atlanteans_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Hunter’s House
en_GB: Hunter's House

[ctx: atlanteans_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Smokery
en_GB: Smokehouse

[ctx: atlanteans_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Woodcutter’s House
en_GB: Woodcutter's House

[ctx: barbarians_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Ax Workshop
en_GB: Axe Workshop

note: TRANSLATORS: Completed/Skipped/Did not start forging an ax because ...
en: forging an ax
en_GB: forging an axe

note: TRANSLATORS: Completed/Skipped/Did not start forging a sharp ax because ...
en: forging a sharp ax
en_GB: forging a sharp axe

note: TRANSLATORS: Completed/Skipped/Did not start forging a broad ax because ...
en: forging a broad ax
en_GB: forging a broad axe

[ctx: barbarians_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Big Inn
en_GB: Large Inn

[ctx: barbarians_building]
en: This coal mine’s main vein is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.
en_GB: This coal mine’s main seam is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.

[ctx: barbarians_building]
en: This coal mine’s main vein is exhausted. Expect strongly diminished returns on investment. This mine can’t be enhanced any further, so you should consider dismantling or destroying it.
en_GB: This coal mine's main seam is exhausted. Expect strongly diminished returns on investment. This mine can’t be enhanced any further, so you should consider dismantling or destroying it.

[ctx: barbarians_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Gamekeeper’s Hut
en_GB: Gamekeeper's Hut

[ctx: barbarians_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Lumberjack’s Hut
en_GB: Woodcutter's Hut

[ctx: barbarians_building]
en: The lumberjack working at this lumberjack’s hut can’t find any trees in his work area. You should consider dismantling or destroying the building or building a ranger’s hut.
en_GB: The woodcutter working at this woodcutter’s hut can’t find any trees in his work area. You should consider dismantling or destroying the building or building a ranger’s hut.

note: TRANSLATORS: Completed/Skipped/Did not start forging a bronze ax because ...
en: forging a bronze ax
en_GB: forging a bronze axe

note: TRANSLATORS: Completed/Skipped/Did not start forging a battle ax because ...
en: forging a battle ax
en_GB: forging a battle axe

note: TRANSLATORS: Completed/Skipped/Did not start forging a warrior’s ax because ...
en: forging a warrior’s ax
en_GB: forging a warrior’s axe

[ctx: empire_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Armor Smithy
en_GB: Armour Smithy

note: TRANSLATORS: Completed/Skipped/Did not start forging a suit of armor because ...
en: forging a suit of armor
en_GB: forging a suit of armour

note: TRANSLATORS: Completed/Skipped/Did not start forging a suit of chain armor because ...
en: forging a suit of chain armor
en_GB: forging a suit of chain armour

note: TRANSLATORS: Completed/Skipped/Did not start forging a suit of gilded armor because ...
en: forging a suit of gilded armor
en_GB: forging a suit of gilded armour

[ctx: empire_building]
en: This coal mine’s main vein is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.
en_GB: This coal mine's main seam is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.

[ctx: empire_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Hunter’s House
en_GB: Hunter's House

[ctx: empire_building]
en: The lumberjack working at this lumberjack’s house can’t find any trees in his work area. You should consider dismantling or destroying the building or building a forester’s house.
en_GB: The woodcutter working at this woodcutter’s house can’t find any trees in his work area. You should consider dismantling or destroying the building or building a forester’s house.

[ctx: empire_building]
en: This marble mine’s main vein is exhausted. Expect strongly diminished returns on investment. This mine can’t be enhanced any further, so you should consider dismantling or destroying it.
en_GB: This marble mine's main vein is exhausted. Expect strongly diminished returns on investment. This mine can't be enhanced any further, so you should consider dismantling or destroying it.

[ctx: frisians_building]
en: This coal mine’s main vein is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.
en_GB: This coal mine's main seam is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.

[ctx: frisians_building]
en: This coal mine’s main vein is exhausted. Expect strongly diminished returns on investment. This mine can’t be enhanced any further, so you should consider dismantling or destroying it.
en_GB: This coal mine's main seam is exhausted. Expect strongly diminished returns on investment. This mine can’t be enhanced any further, so you should consider dismantling or destroying it.

[ctx: frisians_building]
en: This gold mine’s main vein is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.
en_GB: This gold mine's main vein is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.

[ctx: frisians_building]
en: This gold mine’s main vein is exhausted. Expect strongly diminished returns on investment. This mine can’t be enhanced any further, so you should consider dismantling or destroying it.
en_GB: This gold mine's main vein is exhausted. Expect strongly diminished returns on investment. This mine can't be enhanced any further, so you should consider dismantling or destroying it.

[ctx: frisians_building]
en: This iron mine’s main vein is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.
en_GB: This iron mine's main vein is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.

[ctx: frisians_building]
en: This iron mine’s main vein is exhausted. Expect strongly diminished returns on investment. This mine can’t be enhanced any further, so you should consider dismantling or destroying it.
en_GB: This iron mine's main vein is exhausted. Expect strongly diminished returns on investment. This mine can't be enhanced any further, so you should consider dismantling or destroying it.

[ctx: frisians_building]
note: TRANSLATORS: This is a building name used in lists of buildings
en: Recycling Center
en_GB: Recycling Centre

[ctx: frisians_building]
en: This rock mine’s main vein is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.
en_GB: This rock mine's main vein is exhausted. Expect strongly diminished returns on investment. You should consider enhancing, dismantling or destroying it.

[ctx: frisians_building]
en: This rock mine’s main vein is exhausted. Expect strongly diminished returns on investment. This mine can’t be enhanced any further, so you should consider dismantling or destroying it.
en_GB: This rock mine's main vein is exhausted. Expect strongly diminished returns on investment. This mine can't be enhanced any further, so you should consider dismantling or destroying it.

[ctx: atlanteans_building]
note: TRANSLATORS: Completed/Skipped/Did not start upgrading ... because ...
en: upgrading soldier defense from level 0 to level 1
en_GB: upgrading soldier defence from level 0 to level 1

[ctx: atlanteans_building]
note: TRANSLATORS: Completed/Skipped/Did not start upgrading ... because ...
en: upgrading soldier defense from level 1 to level 2
en_GB: upgrading soldier defence from level 1 to level 2

[ctx: frisians_building]
note: TRANSLATORS: Completed/Skipped/Did not start upgrading ... because ...
en: upgrading soldier defense from level 1 to level 2
en_GB: upgrading soldier defence from level 1 to level 2

[ctx: frisians_building]
note: TRANSLATORS: Completed/Skipped/Did not start upgrading ... because ...
en: upgrading soldier defense from level 0 to level 1
en_GB: upgrading soldier defence from level 0 to level 1

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Armor
en_GB: Armour

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Chain Armor
en_GB: Chain Armour

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Gilded Armor
en_GB: Gilded Armour

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Ax
en_GB: Axe

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Battle Ax
en_GB: Battle Axe

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Broad Ax
en_GB: Broad Axe

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Bronze Ax
en_GB: Bronze Axe

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Sharp Ax
en_GB: Sharp Axe

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Warrior’s Ax
en_GB: Warrior’s Axe

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Cornmeal
en_GB: Cornflour

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Felling Ax
en_GB: Felling Axe

[ctx: ware]
note: TRANSLATORS: This is a ware name used in lists of wares
en: Pick
en_GB: Pickaxe

[ctx: atlanteans_worker]
note: TRANSLATORS: This is a worker name used in lists of workers
en: Armorsmith
en_GB: Armoursmith

[ctx: atlanteans_worker]
note: TRANSLATORS: This is a worker name used in lists of workers
en: Fisher
en_GB: Fisherman

[ctx: barbarians_worker]
note: TRANSLATORS: This is a worker name used in lists of workers
en: Fisher
en_GB: Fisherman

[ctx: barbarians_worker]
note: TRANSLATORS: This is a worker name used in lists of workers
en: Lime-Burner
en_GB: Lime Burner

[ctx: empire_worker]
note: TRANSLATORS: This is a worker name used in lists of workers
en: Armorsmith
en_GB: Armoursmith

[ctx: empire_worker]
note: TRANSLATORS: This is a worker name used in lists of workers
en: Fisher
en_GB: Fisherman

[ctx: empire_worker]
note: TRANSLATORS: This is a worker name used in lists of workers
en: Lumberjack
en_GB: Woodcutter

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for an atlantean ware: Spidercloth
en: Spidercloth is made out of spider silk in a weaving mill. It is used in the toolsmithy and the shipyard. Also some higher developed buildings need spidercloth for their construction.
en_GB: Spidercloth is made out of spider silk in a weaving mill. It is used in the toolsmithy and the shipyard. Also some higher-developed buildings need spidercloth for their construction.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for an atlantean ware: Corn
en: This corn is processed in the mill into fine cornmeal that every Atlantean baker needs for a good bread. Also horse and spider farms need to be provided with corn.
en_GB: This corn is processed in the mill into fine cornmeal that every Atlantean baker needs for a good bread. Horse and spider farms also need to be provided with corn.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for an atlantean ware: Cornmeal
en: Cornmeal is produced in a mill out of corn and is one of three parts of the Atlantean bread produced in bakeries.
en_GB: Cornflour is produced in a mill from corn and is one of the three ingredients of the Atlantean bread produced in bakeries.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for an atlantean ware: Blackroot
en: Blackroots are a special kind of root produced at blackroot farms and processed in mills. The Atlanteans like their strong taste and use their flour for making bread.
en_GB: Blackroot are a special kind of root produced at blackroot farms and processed in mills. The Atlanteans like their strong taste and use their flour for making bread.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for an atlantean ware: Blackroot Flour
en: Blackroot Flour is produced in mills out of blackroots. It is used in bakeries to make a tasty bread.
en_GB: Blackroot Flour is produced in mills from blackroot. It is used in bakeries to make a tasty bread.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for an atlantean ware: Bread
en: This tasty bread is made in bakeries out of cornmeal, blackroot flour and water. It is appreciated as basic food by miners, scouts and soldiers in training sites (labyrinth and dungeon).
en_GB: This tasty bread is made in bakeries from cornflour, blackroot flour, and water. It is appreciated as the basic food of miners, scouts, and soldiers in training sites (labyrinth and dungeon).

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for an atlantean ware: Diamond
en: These wonderful diamonds are used to build some exclusive buildings. They are mined in a crystal mine.
en_GB: These wonderful diamonds are used to build some exclusive buildings. They are mined in crystal mines.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for an atlantean ware: Coal, part 2
en: The Atlantean fires in smelting works, armor smithies and weapon smithies are fed with coal.
en_GB: The Atlantean fires in smelting works, armour smithies and weapon smithies are fed with coal.

[ctx: ware]
note: TRANSLATORS: Helptext for an atlantean ware: Pick
en: Picks are used by stonecutters and miners. They are produced by the toolsmith.
en_GB: Pickaxes are used by stonecutters and miners. They are produced by the toolsmith.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for an atlantean ware: Saw
en: The saw is needed by the sawyer, the woodcutter and the toolsmith. It is produced by the toolsmith.
en_GB: The saw is needed by the sawyer, the lumberjack and the toolsmith. It is produced by the toolsmith.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for an atlantean ware: Hammer, part 2
en: Geologists, builders, weaponsmiths and armorsmiths all need a hammer. Make sure you’ve always got some in reserve! They are produced by the toolsmith.
en_GB: Geologists, builders, weaponsmiths and armoursmiths all need a hammer. Make sure you’ve always got some in reserve! They are produced by the toolsmith.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for an atlantean ware: Fishing Net
en: The fishing net is used by the fisher and produced by the toolsmith.
en_GB: The fishing net is used by the fisherman and produced by the toolsmith.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for an atlantean ware: Steel Shield
en: This steel shield is produced in the armor smithy and used in the labyrinth – together with food – to train soldiers from defense level 0 to level 1.
en_GB: This steel shield is produced in the armour smithy and used in the labyrinth – together with food – to train soldiers from defence level 0 to level 1.

[ctx: atlanteans_ware]
note: TRANSLATORS: Helptext for an atlantean ware: Advanced Shield
en: These advanced shields are used by the best soldiers of the Atlanteans. They are produced in the armor smithy and used in the labyrinth – together with food – to train soldiers from defense level 1 to level 2.
en_GB: These advanced shields are used by the best soldiers of the Atlanteans. They are produced in the armour smithy and used in the labyrinth – together with food – to train soldiers from defence level 1 to level 2.

[ctx: atlanteans_worker]
note: TRANSLATORS: Helptext for an atlantean worker: Carrier
en: Carries items along your roads.
en_GB: Carries items along the roads.

[ctx: atlanteans_worker]
note: TRANSLATORS: Helptext for an atlantean worker: Woodcutter
en: Fells trees.
en_GB: Fells trees to produce timber.

[ctx: atlanteans_worker]
note: TRANSLATORS: Helptext for an atlantean worker: Fisher
en: The fisher fishes delicious fish.
en_GB: The fisherman fishes for delicious fish.

[ctx: atlanteans_worker]
note: TRANSLATORS: Helptext for an atlantean worker: Miller
en: Grinds blackroots and corn to produce blackroot flour and cornmeal, respectively.
en_GB: Grinds blackroot and corn to produce blackroot flour and cornmeal, respectively.

[ctx: atlanteans_worker]
note: TRANSLATORS: Helptext for an atlantean worker: Toolsmith
en: Produces tools for the workers.
en_GB: Produces tools for workers.

[ctx: atlanteans_worker]
note: TRANSLATORS: Helptext for an atlantean worker: Weaponsmith
en: Produces weapons for the soldiers.
en_GB: Produces weapons for soldiers.

[ctx: atlanteans_worker]
note: TRANSLATORS: Helptext for an atlantean worker: Armorsmith
en: Produces armor for the soldiers.
en_GB: Produces armour for the soldiers.

[ctx: atlanteans_building]
note: TRANSLATORS: Purpose helptext for an atlantean warehouse: Port
en: Serves as a base for overseas colonization and trade. Also stores your soldiers, wares and tools.
en_GB: Serves as a base for overseas colonisation and trade. Also stores your soldiers, wares and tools.

[ctx: atlanteans_building]
note: TRANSLATORS: Purpose helptext for an atlantean production site: Armor Smithy
en: Forges shields that are used for training soldiers’ defense in the labyrinth.
en_GB: Forges shields that are used for training soldiers’ defence in the labyrinth.

[ctx: atlanteans_building]
note: TRANSLATORS: Purpose helptext for an atlantean training site: Dungeon, part 2 TRANSLATORS: Purpose helptext for an atlantean training site: Labyrinth, part 2
en: Equips the soldiers with all necessary weapons and armor parts.
en_GB: Equips the soldiers with all necessary weapons and armour parts.

[ctx: atlanteans_building]
note: TRANSLATORS: Purpose helptext for an atlantean training site: Labyrinth, part 1
en: Trains soldiers in ‘Defense’, ‘Evade’, and ‘Health’.
en_GB: Trains soldiers in ‘Defence’, ‘Evade’, and ‘Health’.

[ctx: building]
note: TRANSLATORS: Purpose helptext for a frisian production site: Shipyard TRANSLATORS: Purpose helptext for a barbarian production site: Shipyard TRANSLATORS: Purpose helptext for an empire production site: Shipyard TRANSLATORS: Purpose helptext for an atlantean production site: Shipyard
en: Constructs ships that are used for overseas colonization and for trading between ports.
en_GB: Constructs ships that are used for overseas colonisation and for trading between ports.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a barbarian ware: Fish
en: Besides pitta bread and meat, fish is also a foodstuff for the Barbarians. It is used in the taverns, inns and big inns and at the training sites (training camp and battle arena).
en_GB: Besides pitta bread and meat, fish is also a foodstuff for the Barbarians. It is used in the taverns, inns and large inns and at the training sites (training camp and battle arena).

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a barbarian ware: Meat, part 2
en: Meat is used in the taverns, inns and big inns to prepare rations, snacks and meals for the miners. It is also consumed at the training sites (training camp and battle arena).
en_GB: Meat is used in the taverns, inns and large inns to prepare rations, snacks and meals for the miners. It is also consumed at the training sites (training camp and battle arena).

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a barbarian ware: Pitta Bread
en: The Barbarian bakers are best in making this flat and tasty pitta bread. It is made out of wheat and water following a secret recipe. Pitta bread is used in the taverns, inns and big inns to prepare rations, snacks and meals. It is also consumed at training sites (training camp and battle arena).
en_GB: The Barbarian bakers are best in making this flat and tasty pitta bread. It is made out of wheat and water following a secret recipe. Pitta bread is used in the taverns, inns and large inns to prepare rations, snacks and meals. It is also consumed at training sites (training camp and battle arena).

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a barbarian ware: Beer
en: Beer is produced in micro breweries and used in inns and big inns to produce snacks.
en_GB: Beer is produced in micro breweries and used in inns and large inns to produce snacks.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a barbarian ware: Strong Beer
en: Only this beer is acceptable for the soldiers in a battle arena. Some say that the whole power of the Barbarians lies in this ale. It helps to train the soldiers’ evade level from 0 to 1 to 2. Strong beer is also used in big inns to prepare meals.
en_GB: Only this beer is acceptable for the soldiers in a battle arena. Some say that the whole power of the Barbarians lies in this ale. It helps to train the soldiers’ evade level from 0 to 1 to 2. Strong beer is also used in large inns to prepare meals.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a barbarian ware: Ration, part 2
en: Rations are produced in a tavern, an inn or a big inn out of fish or meat or pitta bread.
en_GB: Rations are produced in a tavern, an inn or a large inn out of fish or meat or pitta bread.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a barbarian ware: Snack
en: A bigger morsel than the ration to provide miners in deep mines. It is produced in an inn or a big inn out of fish/meat, pitta bread and beer.
en_GB: A bigger morsel than the ration to provide miners in deep mines. It is produced in an inn or a large inn out of fish/meat, pitta bread and beer.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a barbarian ware: Meal
en: A meal is made out of pitta bread, strong beer and fish/meat in a big inn. This substantial food is exactly what workers in a deeper mine need.
en_GB: A meal is made out of pitta bread, strong beer and fish/meat in a large inn. This substantial food is exactly what workers in a deeper mine need.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a barbarian ware: Coal, part 2
en: The fires of the Barbarians are usually fed with coal. Consumers are several buildings: lime kiln, smelting works, ax workshop, war mill, and helm smithy.
en_GB: The fires of the Barbarians are usually fed with coal. Consumers are several buildings: lime kiln, smelting works, axe workshop, war mill and helm smithy.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a barbarian ware: Pick
en: Picks are used by stonemasons and miners. They are produced in the metal workshop (but cease to be produced by the building if it is enhanced to an ax workshop and war mill).
en_GB: Pickaxes are used by stonemasons and miners. They are produced in the metal workshop (but cease to be produced by the building if it is enhanced to an axe workshop or war mill).

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a barbarian ware: Shovel, part 2
en: Therefore the gardener and the ranger use them. Produced at the metal workshop (but cease to be produced by the building if it is enhanced to an ax workshop and war mill).
en_GB: Therefore the gardener and the ranger use them. Produced at the metal workshop (but cease to be produced by the building if it is enhanced to an axe workshop or war mill).

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a barbarian ware: Hammer, part 2
en: Geologists, builders, blacksmiths and helmsmiths all need a hammer. Make sure you’ve always got some in reserve! They are one of the basic tools produced at the metal workshop (but cease to be produced by the building if it is enhanced to an ax workshop and war mill).
en_GB: Geologists, builders, blacksmiths and helmsmiths all need a hammer. Make sure you’ve always got some in reserve! They are one of the basic tools produced at the metal workshop (but cease to be produced by the building if it is enhanced to an axe workshop or war mill).

[ctx: ware]
note: TRANSLATORS: Helptext for a barbarian ware: Fishing Rod, part 1 TRANSLATORS: Helptext for an empire ware: Fishing Rod, part 1
en: Fishing rods are needed by fishers to catch fish.
en_GB: Fishing rods are needed by fishermen to catch fish.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a barbarian ware: Fishing Rod, part 2
en: They are one of the basic tools produced in a metal workshop (but cease to be produced by the building if it is enhanced to an ax workshop and war mill).
en_GB: They are one of the basic tools produced in a metal workshop (but cease to be produced by the building if it is enhanced to an axe workshop or war mill).

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a barbarian ware: Hunting Spear, part 2
en: Hunting spears are produced in the metal workshop (but cease to be produced by the building if it is enhanced to an ax workshop and war mill).
en_GB: Hunting spears are produced in the metal workshop (but cease to be produced by the building if it is enhanced to an axe workshop or war mill).

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a barbarian ware: Scythe, part 2
en: Scythes are produced by the metal workshop (but cease to be produced by the building if it is enhanced to an ax workshop and war mill).
en_GB: Scythes are produced by the metal workshop (but cease to be produced by the building if it is enhanced to an axe workshop o war mill).

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a barbarian ware: Bread Paddle, part 2
en: Bread paddles are produced in the metal workshop like all other tools (but cease to be produced by the building if it is enhanced to an ax workshop and war mill).
en_GB: Bread paddles are produced in the metal workshop like all other tools (but cease to be produced by the building if it is enhanced to an axe workshop or war mill).

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a barbarian ware: Ax
en: The ax is the basic weapon of the Barbarians. All young soldiers are equipped with it.
en_GB: The axe is the basic weapon of the Barbarians. All young soldiers are equipped with it.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a barbarian ware: Sharp Ax
en: Young soldiers are proud to learn to fight with this powerful weapon. It is heavier and sharper than the ordinary ax. It is produced in ax workshops and war mills. In training camps, it is used – together with food – to train soldiers from attack level 0 to level 1.
en_GB: Young soldiers are proud to learn to fight with this powerful weapon. It is heavier and sharper than the ordinary axe. It is produced in axe workshops and war mills. In training camps, it is used – together with food – to train soldiers from attack level 0 to level 1.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a barbarian ware: Broad Ax
en: The broad ax is produced by the ax workshop and the war mill. It is used in the training camp – together with food – to train soldiers with a fundamental fighting knowledge from attack level 1 to attack level 2.
en_GB: The broad axe is produced by the axe workshop and the war mill. It is used in the training camp – together with food – to train soldiers with a fundamental fighting knowledge from attack level 1 to attack level 2.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a barbarian ware: Bronze Ax
en: The bronze ax is considered a weapon that is hard to handle. Only skilled soldiers can use it. It is produced at the war mill and used in the training camp – together with food – to train soldiers from attack level 2 to level 3.
en_GB: The bronze axe is considered a weapon that is hard to handle. Only skilled soldiers can use it. It is produced at the war mill and used in the training camp – together with food – to train soldiers from attack level 2 to level 3.

[ctx: barbarians_ware]
note: TRANSLATORS: Helptext for a barbarian ware: Warrior’s Ax
en: The warrior’s ax is the most dangerous of all Barbarian weapons. Only a few soldiers ever were able to handle this huge and powerful ax. It is produced in a war mill and used – together with food – in a training camp to train soldiers from attack level 4 to level 5.
en_GB: The warrior’s axe is the most dangerous of all Barbarian weapons. Only a few soldiers ever were able to handle this huge and powerful axe. It is produced in a war mill and used – together with food – in a training camp to train soldiers from attack level 4 to level 5.

[ctx: barbarians_worker]
note: TRANSLATORS: Helptext for a barbarian worker: Lumberjack
en: Fells trees.
en_GB: Fells trees to produce timber.

[ctx: barbarians_worker]
note: TRANSLATORS: Helptext for a barbarian worker: Gamekeeper
en: The gamekeeper makes sure that the natural population of animals never drops too low.
en_GB: The Gamekeeper makes sure that the natural population of animals never drops too low.

[ctx: barbarians_building]
note: TRANSLATORS: Purpose helptext for a barbarian warehouse: Port
en: Serves as a base for overseas colonization and trade. Also stores your soldiers, wares and tools.
en_GB: Serves as a base for overseas colonisation and trade. Also stores your soldiers, wares and tools.

[ctx: barbarians_building]
note: TRANSLATORS: Lore helptext for a barbarian production site: Lumberjack_s Hut
en: ‘Take 200 hits to fell a tree and you’re a baby. Take 100 and you’re a soldier. Take 50 and you’re a hero. Take 20 and soon you will be a honorable lumberjack.’
en_GB: ‘Take 200 hits to fell a tree and you’re a baby. Take 100 and you’re a soldier. Take 50 and you’re a hero. Take 20 and soon you will be a honourable woodcutter.’

[ctx: barbarians_building]
note: TRANSLATORS: Note helptext for a barbarian production site: Lumberjack_s Hut
en: The lumberjack’s hut needs trees to fell within the work area.
en_GB: The woodcutter’s hut needs trees to fell within the work area.

[ctx: barbarians_building]
note: TRANSLATORS: Performance helptext for a barbarian production site: Lumberjack_s Hut
en: The lumberjack needs %s to fell a tree, not counting the time he needs to reach the destination and go home again.
en_GB: The woodcutter needs %s to fell a tree, not counting the time he needs to reach the destination and go home again.

[ctx: barbarians_building]
note: TRANSLATORS: Performance helptext for production site: Fisher's Hut
en: The fisher pauses %s before going to work again.
en_GB: The fisherman pauses %s before going to work again.

[ctx: barbarians_building]
note: TRANSLATORS: Purpose helptext for production site: Gamekeeper's Hut
en: Releases animals into the wild to steady the meat production.
en_GB: Releases animals into the wild to secure meat production.

[ctx: barbarians_building]
note: TRANSLATORS: Lore author helptext for a barbarian production site: Lime Kiln
en: Ragnald the Child’s answer to the question, what he’s doing in the dirt. His ‘new stone’ now is an important building material.
en_GB: Ragnald the Child’s answer to the question: "What are you doing in the dirt?" His ‘new stone’ now is an important building material.

[ctx: barbarians_building]
note: TRANSLATORS: Note helptext for a barbarian production site: Lime Kiln
en: The lime kiln’s output will only go to construction sites that need it. Those are predominantly houses that work with fire, and some military sites.
en_GB: The lime kiln’s output will only go to construction sites that need it. Those are predominantly buildings that work with fire, and some military sites.

[ctx: barbarians_building]
note: TRANSLATORS: Lore author helptext for a barbarian production site: Micro Brewery
en: Widespread toast among miners
en_GB: Widespread toast among Miners

[ctx: barbarians_building]
note: TRANSLATORS: Purpose helptext for a barbarian production site: Micro Brewery
en: Produces beer of the lower grade. This beer is a vital component of the snacks that inns and big inns prepare for miners in deep mines.
en_GB: Produces beer of the lower grade. This beer is a vital component of the snacks that inns and large inns prepare for miners in deep mines.

[ctx: barbarians_building]
note: TRANSLATORS: Lore author helptext for a barbarian production site: Metal Workshop
en: Inscription on the threshold of the now ruined Olde Forge at Harradsheim, the eldest known smithy.
en_GB: Inscription on the threshold of the now ruined Olde Forge at Harradsheim, the oldest known smithy.

[ctx: barbarians_building]
note: TRANSLATORS: Lore helptext for a barbarian production site: Warmill TRANSLATORS: Lore helptext for a barbarian production site: Ax Workshop
en: ‘A new warrior’s ax brings forth the best in its wielder – or the worst in its maker.’
en_GB: ‘A new warrior’s axe brings forth the best in its wielder – or the worst in its maker.’

[ctx: barbarians_building]
note: TRANSLATORS: Note helptext for a barbarian production site: Warmill
en: The Barbarian war mill is their most advanced production site for weapons. As such you will need to enhance an ax workshop in order to get one.
en_GB: The Barbarian war mill is their most advanced production site for weapons. As such you will need to enhance an axe workshop in order to get one.

[ctx: barbarians_building]
note: TRANSLATORS: Performance helptext for a barbarian production site: Warmill, part 1 TRANSLATORS: Performance helptext for a barbarian production site: Ax Workshop
en: If all needed wares are delivered in time, this building can produce each type of ax in about %s on average.
en_GB: If all needed wares are delivered in time, this building can produce each type of axe in about %s on average.

[ctx: barbarians_building]
note: TRANSLATORS: Performance helptext for a barbarian production site: Warmill, part 2
en: All weapons require the same time for making, but the consumption of the same raw materials increases from step to step. The last two need gold.
en_GB: All weapons take the same time to make, but the amount of raw materials required increases from step to step. The last two need gold.

[ctx: barbarians_building]
note: TRANSLATORS: Note helptext for a barbarian production site: Ax Workshop
en: The Barbarian ax workshop is the intermediate production site in a series of three buildings. It is enhanced from the metal workshop but doesn’t require additional qualification for the worker.
en_GB: The Barbarian axe workshop is the intermediate production site in a series of three buildings. It is enhanced from the metal workshop but doesn’t require additional qualifications for the worker.

[ctx: barbarians_building]
note: TRANSLATORS: Performance helptext for a barbarian production site: Ax Workshop
en: All three weapons take the same time for making, but the required raw materials vary.
en_GB: All three weapons take the same time to make, but the raw materials required vary.

[ctx: barbarians_building]
note: TRANSLATORS: Lore author helptext for a barbarian production site: Granite Mine, part 2
en: The same man had all the 244 granite blocks ready only a week later, and they still fortify the city’s levee.
en_GB: The same man had all the 244 granite blocks ready only a week later, and they still fortify the city’s dyke.

[ctx: barbarians_building]
note: TRANSLATORS: Note helptext for a barbarian training site: Battle Arena TRANSLATORS: Note helptext for a barbarian building: Training Camp
en: Barbarian soldiers cannot be trained in ‘Defense’ and will remain at their initial level.
en_GB: Barbarian soldiers cannot be trained in ‘Defence’ and will remain at their initial level.

[ctx: barbarians_building]
note: TRANSLATORS: Purpose helptext for a barbarian training site: Training Camp, part 2
en: Equips the soldiers with all necessary weapons and armor parts.
en_GB: Equips the soldiers with all necessary weapons and armour parts.

[ctx: empire_ware]
note: TRANSLATORS: Helptext for an empire ware: Cloth
en: Cloth is needed to build several buildings. It is also consumed in the armor smithy.
en_GB: Cloth is needed to build several buildings. It is also consumed in the armour smithy.

[ctx: empire_ware]
note: TRANSLATORS: Helptext for an empire ware: Fish
en: Besides bread and meat, fish is also a foodstuff for the Empire. Fish are used in taverns, inns and training sites (arena, colosseum, training camp).
en_GB: Besides bread and meat, fish is also a foodstuff for the Empire. Fish are used in taverns, inns and training sites (arena, colosseum and training camp).

[ctx: empire_ware]
note: TRANSLATORS: Helptext for an empire ware: Meat, part 2
en: Meat can also be obtained as pork from piggeries. It is used in the inns and taverns to prepare lunch for the miners and is consumed at the training sites (arena, colosseum, training camp).
en_GB: Meat can also be obtained as pork from piggeries. It is used in the inns and taverns to prepare lunch for the miners and is consumed at the training sites (arena, colosseum and training camp).

[ctx: empire_ware]
note: TRANSLATORS: Helptext for an empire ware: Bread
en: The bakers of the Empire make really tasty bread out of flour and water. It is used in taverns and inns to prepare rations and meals. Bread is also consumed at the training sites (arena, colosseum, training camp).
en_GB: The bakers of the Empire make really tasty bread out of flour and water. It is used in taverns and inns to prepare rations and meals. Bread is also consumed at the training sites (arena, colosseum and training camp).

[ctx: empire_ware]
note: TRANSLATORS: Helptext for an empire ware: Coal, part 2
en: The fires of the Empire smelting works, armor smithies and weapon smithies are usually fed with coal.
en_GB: The fires of the Empire smelting works, armour smithies and weapon smithies are usually fed with coal.

[ctx: empire_ware]
note: TRANSLATORS: Helptext for an empire ware: Pick
en: Picks are used by stonemasons and miners. They are produced by the toolsmith.
en_GB: Pickaxes are used by stonemasons and miners. They are produced by the toolsmith.

[ctx: empire_ware]
note: TRANSLATORS: Helptext for an empire ware: Heavy Spear
en: This is a strong spear with a steel-tip and a little blade. It is produced in the weapon smithy and used in the training camp – together with food – train soldiers from attack level 2 to level 3.
en_GB: This is a strong spear with a steel-tip and a small blade. It is produced in the weapon smithy and used in the training camp – together with food – train soldiers from attack level 2 to level 3.

[ctx: empire_ware]
note: TRANSLATORS: Helptext for an empire ware: Helmet
en: The helmet is the basic defense of a warrior. It is produced in an armor smithy. In combination with a wooden spear, it is the equipment to fit out young soldiers. Helmets are also used in training camps – together with food – to train soldiers from health level 0 to level 1.
en_GB: The helmet is the basic defence of a warrior. It is produced in an armour smithy. In combination with a wooden spear, it is the equipment to fit out young soldiers. Helmets are also used in training camps – together with food – to train soldiers from health level 0 to level 1.

[ctx: empire_ware]
note: TRANSLATORS: Helptext for an empire ware: Armor
en: Basic armor for Empire soldiers. It is produced in the armor smithy and used in the training camp – together with food – to train soldiers from health level 1 to level 2.
en_GB: Basic armour for Empire soldiers. It is produced in the armour smithy and used in the training camp – together with food – to train soldiers from health level 1 to level 2.

[ctx: empire_ware]
note: TRANSLATORS: Helptext for an empire ware: Chain Armor
en: The chain armor is a medium armor for Empire soldiers. It is produced in an armor smithy and used in a training camp – together with food – to train soldiers from health level 2 to level 3.
en_GB: The chain armour is a medium armour for Empire soldiers. It is produced in an armour smithy and used in a training camp – together with food – to train soldiers from health level 2 to level 3.

[ctx: empire_ware]
note: TRANSLATORS: Helptext for an empire ware: Gilded Armor
en: The gilded armor is the strongest armor an Empire soldier can have. It is produced in the armor smithy and used in the training camp – together with food – to train soldiers from health level 3 to level 4.
en_GB: The gilded armour is the strongest armour an Empire soldier can have. It is produced in the armour smithy and used in the training camp – together with food – to train soldiers from health level 3 to level 4.

[ctx: empire_worker]
note: TRANSLATORS: Helptext for an empire worker: Carrier
en: Carries items along your roads.
en_GB: Carries items along the roads.

[ctx: empire_worker]
note: TRANSLATORS: Helptext for an empire worker: Lumberjack
en: Fells trees.
en_GB: Fells trees to produce timber.

[ctx: empire_worker]
note: TRANSLATORS: Helptext for an empire worker: Toolsmith
en: Produces tools for the workers.
en_GB: Produces tools for workers.

[ctx: empire_worker]
note: TRANSLATORS: Helptext for an empire worker: Weaponsmith
en: Produces weapons for the soldiers.
en_GB: Produces weapons for soldiers.

[ctx: empire_worker]
note: TRANSLATORS: Helptext for an empire worker: Armorsmith
en: Produces armor for the soldiers.
en_GB: Produces armour for the soldiers.

[ctx: empire_building]
note: TRANSLATORS: Purpose helptext for an empire production site: Fisher's House
en: Fishes on the coast near the fisher’s house.
en_GB: Fishes on the coast near the fisherman’s house.

[ctx: empire_building]
note: TRANSLATORS: Note helptext for an empire production site: Fisher's House
en: The fisher’s house needs water full of fish within the work area.
en_GB: The fisherman’s house needs water full of fish within the work area.

[ctx: empire_building]
note: TRANSLATORS: Purpose helptext for an empire production site: Armor Smithy
en: Forges armor and helmets that are used for training soldiers’ health in the training camp.
en_GB: Forges armour and helmets that are used for training soldiers’ health in the training camp.

[ctx: frisians_ware]
note: TRANSLATORS: Helptext for a frisian ware: Scrap Iron TRANSLATORS: Helptext for a frisian ware: Scrap metal (mixed)
en: Discarded weapons and armor can be recycled in a recycling center to produce new tools, weapon and armor.
en_GB: Discarded weapons and armour can be recycled in a recycling centre to produce new tools, weapon and armour.

[ctx: frisians_ware]
note: TRANSLATORS: Helptext for a frisian ware: Old Fur Garment
en: Old garments can be turned into fur in a recycling center.
en_GB: Old garments can be turned into fur in a recycling centre.

[ctx: frisians_ware]
note: TRANSLATORS: Helptext for a frisian ware: Needles
en: Needles are used by seamstresses to sew cloth and fur garments.
en_GB: Needles are used by seamstress' to sew cloth and fur garments.

[ctx: frisians_ware]
note: TRANSLATORS: Helptext for a frisian ware: Short sword
en: This is the basic weapon of the Frisian soldiers. Together with a fur garment, it makes up the equipment of young soldiers. Short swords are produced by the small armor smithy.
en_GB: This is the basic weapon of the Frisian soldiers. Together with a fur garment, it makes up the equipment of young soldiers. Short swords are produced by the small armour smithy.

[ctx: frisians_ware]
note: TRANSLATORS: Helptext for a frisian ware: Fur Garment
en: Fur can be sewn into garments. They are used as basic armor. All new soldiers are clothed in a fur garment.
en_GB: Fur can be sewn into garments. They are used as basic armour. All new soldiers are clothed in a fur garment.

[ctx: frisians_ware]
note: TRANSLATORS: Helptext for a frisian ware: Studded Fur Garment
en: Ordinary fur garments can be decorated with iron to give them a silvery shine. These clothes make good armor.
en_GB: Ordinary fur garments can be decorated with iron to give them a silvery shine. These clothes make good armour.

[ctx: frisians_ware]
note: TRANSLATORS: Helptext for a frisian ware: Golden Fur Garment
en: Ordinary fur garments can be decorated with iron and gold. Such clothes are the best armor.
en_GB: Ordinary fur garments can be decorated with iron and gold. Such clothes are the best armour.

[ctx: frisians_ware]
note: TRANSLATORS: Helptext for a frisian ware: Helmet
en: A helmet is a basic tool to protect soldiers. It is produced in the small armor smithy and used to train soldiers from health level 0 to level 1.
en_GB: A helmet is a basic tool to protect soldiers. It is produced in the small armour smithy and used to train soldiers from health level 0 to level 1.

[ctx: frisians_ware]
note: TRANSLATORS: Helptext for a frisian ware: Golden Helmet
en: A golden helmet protects soldiers. It is produced in the large armor smithy and used to train soldiers from health level 1 to level 2.
en_GB: A golden helmet protects soldiers. It is produced in the large armour smithy and used to train soldiers from health level 1 to level 2.

[ctx: frisians_worker]
note: TRANSLATORS: Helptext for a frisian worker: Master Seamstress
en: Sews armor out of fur garments and metal.
en_GB: Sews armour out of fur garments and metal.

[ctx: frisians_worker]
note: TRANSLATORS: Helptext for a frisian worker: Smelter
en: Smelts iron and gold at furnaces or recycling centers.
en_GB: Smelts iron and gold at furnaces or recycling centres.

[ctx: frisians_worker]
note: TRANSLATORS: Helptext for a frisian worker: Blacksmith
en: Produces weapons and armor for soldiers and tools for workers.
en_GB: Produces weapons and armour for soldiers and tools for workers.

[ctx: frisians_worker]
note: TRANSLATORS: Helptext for a frisian worker: Master Blacksmith
en: Produces the best weapons and armor for soldiers and tools for workers.
en_GB: Produces the best weapons and armour for soldiers and tools for workers.

[ctx: frisians_building]
note: TRANSLATORS: Purpose helptext for a frisian warehouse: Port
en: Serves as a base for overseas colonization and trade. Also stores your soldiers, wares and tools.
en_GB: Serves as a base for overseas colonisation and trade. Also stores your soldiers, wares and tools.

[ctx: frisians_building]
note: TRANSLATORS: Purpose helptext for a frisian production site: Recycling Center
en: Recycles old armor and weapon parts that have been discarded by training sites into fur, iron and gold.
en_GB: Recycles old armour and weapon parts that have been discarded by training sites into fur, iron and gold.

[ctx: building]
note: TRANSLATORS: Purpose helptext for a frisian production site: Tailor's Shop
en: Equips fur garments with iron or gold to produce good armor.
en_GB: Equips fur garments with iron or gold to produce good armour.

[ctx: frisians_building]
note: TRANSLATORS: Purpose helptext for a frisian production site: Reindeer Farm
en: Breeds strong reindeer for adding them to the transportation system. Also keeps them for their fur, which is turned into armor and cloth.
en_GB: Breeds strong reindeer for adding them to the transportation system. Also keeps them for their fur, which is turned into armour and cloth.

[ctx: frisians_building]
note: TRANSLATORS: Purpose helptext for a frisian training site: Training Camp
en: Trains soldiers in Attack up to level 3 as well as in Defense and Health to level 1. Equips the soldiers with all necessary weapons and armor parts.
en_GB: Trains soldiers in Attack up to level 3 as well as in Defence and Health to level 1. Equips the soldiers with all necessary weapons and armour parts.

[ctx: frisians_building]
note: TRANSLATORS: Purpose helptext for a frisian training site: Training Arena
en: Trains soldiers in Attack, Defense and Health to the final level. Equips the soldiers with all necessary weapons and armor parts.
en_GB: Trains soldiers in Attack, Defence and Health to the final level. Equips the soldiers with all necessary weapons and armour parts.

en: Defense Training
en_GB: Defence Training

en: Trains ‘Defense’ from %1% up to %2%
en_GB: Trains ‘Defence’ from %1% up to %2%

en: Skip confirmation dialog
en_GB: Skip confirmation dialogue

en: While connecting two flags: Place flags automatically
en_GB: While connecting two flags: Plant flags automatically

note: TRANSLATORS: This is an access key combination. Localize, but do not change the key.
en: Center main mapview on starting location
en_GB: Centre main mapview on starting location

en: This soldier cannot be trained in defense.
en_GB: This soldier cannot be trained in defence.

note: * TRANSLATORS: Tooltip for the map origin tool in the editor
en: Set the position that will have the coordinates (0, 0). This will be the top-left corner of a generated minimap.
en_GB: Set the position that will have the coordinates (0, 0). This will be the top-left corner of a generated minimap.

en: Widelands could not load the file "%s". The file format seems to be incompatible.
en_GB: Widelands could not load the file "%s". The file format seems to be incompatible.

en: Militarysite lost!
en_GB: Military site lost!

en: The end of the replay has been reached and the game has been paused. You may unpause the game and continue watching if you want to.
en_GB: The end of the replay has been reached and the game has been paused. You may unpause the game and continue watching if you want to.

en: Bluebyte Settlers II Map. No comment defined!
en_GB: Bluebyte Settlers II Map. No comment defined!

en: /me checked the received file. Although md5 check summing succeeded, I can not handle the file.
en_GB: /me checked the received file. Although md5 checksumming succeeded, I cannot handle the file.

en: You can not kick yourself!
en_GB: You cannot kick yourself!

en: Widelands could not establish a connection to the given address.
    Either there was no metaserver running at the supposed port or
    your network setup is broken.
en_GB: Widelands could not establish a connection to the given address.
    Either there was no metaserver there or your network set-up
    is broken.

en: Successfully reconnected to the metaserver!
en_GB: Successfully reconnected to the metaserver.

en: The metaserver sent a strange ERROR during connection
en_GB: The metaserver sent an unknown ERROR during connection

en: Message could not be sent: You are not connected to the metaserver!
en_GB: Message could not be sent: You are not connected to the metaserver.

en: The protocol version you are using is not supported!
en_GB: The protocol version you are using is not supported.

en: You are already logged in!
en_GB: You are already logged in.

en: The connection to the metaserver was lost.
en_GB: Connection to the metaserver was lost.

en: Metaserver did not answer
en_GB: Metaserver did not answer.

en: You got disconnected from the metaserver, as you did not answer a PING request in time.
en_GB: You were disconnected from the metaserver as you did not answer a PING request in time.

en: The game has started just after you tried to connect.
en_GB: The game started just after you tried to connect.

en: Client and host have become desynchronized.
en_GB: Client and host have become desynchronised.

en: Client sent unexpected synchronization report.
en_GB: Client sent unexpected synchronisation report.

en: Client requests file although none is available to send.
en_GB: Client requested a file which is not available.

en: WARNING:
    The saved game you selected is a directory. This happens if you set the option ‘nozip’ to true or manually unzipped the saved game.
    Widelands is not able to transfer directory structures to the clients, please select another saved game or zip the directories’ content.
en_GB: WARNING:
    The saved game you selected is a directory. This happens if you set the option ‘nozip’ to true or manually unzipped the saved game.
    Widelands is not able to transfer directory structures to the clients, please select another saved game or zip the directory’s content.

en: Start building road after placing a flag
en_GB: Start building road after plantng a flag

en: Big buildings
en_GB: Large buildings

en: Center view on this
en_GB: Centre view on this

en: Build big building
en_GB: Build large building

en: Place a flag
en_GB: Plant a flag

en: Build flag
en_GB: Plant flag

note: * TRANSLATORS: Tooltip in the messages window
en: Center main mapview on location
en_GB: Centre main mapview on location

en: Scout towards the north west
en_GB: Scout north-westwards

en: Scout towards the north east
en_GB: Scout north-eastwards

en: Scout towards the west
en_GB: Scout westwards

en: Scout towards the east
en_GB: Scout eastwards

en: Scout towards the south west
en_GB: Scout south-westwards

en: Explore the island’s coast counter clockwise
en_GB: Explore the island’s coast anticlockwise

en: Scout towards the south east
en_GB: Scout south-eastwards

en: Center the main view on this
en_GB: Centre the main view on this

en:  --metaserver=[...]
                          Connect to a different metaserver for internet gaming.
en_GB:  --metaserver=[...]
                          Connect to a different metaserver for Internet gaming.

en:  --metaserverport=[...]
                          Port number of the metaserver for internet gaming.
en_GB:  --metaserverport=[...]
                          Port number of the metaserver for Internet gaming.

en:  --script=FILENAME    Run the given Lua script after initialization.
                          Only valid with --scenario, --loadgame, or --editor.
en_GB:  --script=FILENAME    Run the given Lua script after initialisation.
                          Only valid with --scenario, --loadgame, or --editor.

en: As wood gnome you like big forests, so your task is to have more trees on your territory than any other player. The game will end after 4 hours of playing. The one with the most trees at that point will win the game.
en_GB: As a Wood Gnome you like big forests, so your task is to have more trees on your territory than any other player. The game will end after 4 hours of playing. The one with the most trees at that point will win the game.

en: The program "io.elementary.calendar" may not be installed
en_GB: The programme "io.elementary.calendar" may not be installed

en: Fixed issue with text color
en_GB: Fixed issue with text colour

en: Ellipsize long network names
en_GB: Ellipsise long network names

en: <span color='red' style='italic'>Please install xdg-utils package so that
    Xarchiver can recognize more file types.</span>
en_GB: <span color='red' style='italic'>Please install xdg-utils package so that
    Xarchiver can recognise more file types.</span>

en: Archive format is not recognized!
en_GB: Archive format is not recognised!

en: If checked the archive comment is shown after the archive is loaded
en_GB: If ticked the archive comment is shown after the archive is loaded

en: Please check the 'Store archiver output' option to see it.
en_GB: Please tick the 'Store archiver output' option to see it.

en: Default value for eject checkbox
en_GB: Default value for eject tickbox

en: E_ject disk
en_GB: E_ject disc

en: Cannot recognize state of drive and disc
en_GB: Cannot recognise state of drive and disc

en: <b>Unable to retrieve the speed list for the drive.</b>
    
    This is a known bug for drives. If you're interested in fixing it, please have a look at the libburn library.
    
    Burning should still work, but if there are problems anyways, please let us know.
    
    <i>Thank you!</i>
en_GB: <b>Unable to retrieve the speed list for the drive.</b>
    
    This is a known bug, which occurs with some drives. Please report it to <i>xfburn@xfce.org</i> together with the console output to increase the chances that it will get fixed.
    
    Burning should still work, but if there are problems anyways, please let us know.
    
    <i>Thank you!</i>

en: Drive can't burn on the inserted disc
en_GB: Drive can't burn to the inserted disc

en: Unable to initialize the burning backend.
en_GB: Unable to initialise the burning backend.

en: Cannot recognize the state of the drive and disc.
en_GB: Cannot recognise the state of the drive and disc.

en: The gstreamer transcoder uses the gstreamer
    library for creating audio compositions.
    
    Essentially all audio files should be supported
    given that the correct plugins are installed.
    If an audio file is not recognized, make sure
    that you have the 'good','bad', and 'ugly'
    gstreamer plugin packages installed.
en_GB: The gstreamer transcoder uses the gstreamer
    library for creating audio compositions.
    
    Essentially all audio files should be supported
    given that the correct plugins are installed.
    If an audio file is not recognised, make sure
    that you have the 'good','bad', and 'ugly'
    gstreamer plugin packages installed.

en: Always c_enter the window
en_GB: Always c_entre the window

en: (No battery, AC on-line)
en_GB: (No batter, AC on-line)

en: Bar _colors
en_GB: Bar _colours

en: By default the action is triggerred by a selection, check this option to trigger the action only when you make a manual copy
en_GB: By default the action is triggerred by a selection, tick this option to trigger the action only when you make a manual copy

en: If checked, the selections will be synced with the default clipboard in a way that you can paste what you select
en_GB: If ticked, the selections will be synced with the default clipboard in a way that you can paste what you select

en: If checked, this option will restore the history on every new Xfce session
en_GB: If ticked, this option will restore the history on every new Xfce session

en: If checked, this option allows to store one image inside the history
en_GB: If ticked, this option allows to store one image inside the history

en: If checked, the selections won't affect the history except the manual copies
en_GB: If ticked, the selections won't affect the history except the manual copies

en: Reverse order of the history shown in the menu
en_GB: If ticked, this option will restore the history on every new Xfce session

en: Unable to open the settings dialog
en_GB: Unable to open the settings dialogue

en: Color 1:
en_GB: Colour 1:

en: Color 2:
en_GB: Colour 2:

en: Color 3:
en_GB: Colour 3:

en: Bars color:
en_GB: Bars colour:

en: Color mode:
en_GB: Colour mode:

en: "%s" is spelled correctly (%s).
en_GB: "%s" is spelt correctly (%s).

en: Please set the spell check command in the preferences dialog.
en_GB: Please set the spell check command in the preferences dialogue.

en: Wikipedia, the free encyclopedia (EN)
en_GB: Wikipedia, the free encyclopaedia (EN)

en: <b>Colors:</b>
en_GB: <b>Colours:</b>

en: Spelled correctly:
en_GB: Spelt correctly:

en: Spelled incorrectly:
en_GB: Spelt incorrectly:

en: Bar color
en_GB: Bar colour

en: Press to change color
en_GB: Press to change colour

en: Read bar color
en_GB: Read bar colour

en: Write bar color
en_GB: Write bar colour

en: The folder list cannot be retrieved until a server, username, and probably password are set.  Also be sure to check any security settings in the Advanced dialog.
en_GB: The folder list cannot be retrieved until a server, username, and probably password are set.  Also be sure to check any security settings in the Advanced dialogue.

en: Canceling read: read too many bytes without a newline
en_GB: Cancelling read: read too many bytes without a newline

en: tells how many new messages in each mailbox|    %d in %s
en_GB: %d in %s

en: %s: Error in initializing:
    %s
en_GB: %s: Error in initalising:
    %s

en: Bar color (i_ncoming):
en_GB: Bar colour (i_ncoming):

en: Bar color (_outgoing):
en_GB: Bar colour (_outgoing):

en: _Colorize values
en_GB: _Colourise values

en: Carmine
en_GB: Carmin

en: Customize how notifications appear on your screen
en_GB: Customise how notifications appear on your screen

en: Customize the panel
en_GB: Customise the panel

en: Show the 'Panel Preferences' dialog
en_GB: Show the 'Panel Preferences' dialogue

en: Show the 'Add New Items' dialog
en_GB: Show the 'Add New Items' dialogue

en: Add a new plugin to the panel
en_GB: Add a new plug-in to the panel

en: Failed to show the preferences dialog
en_GB: Failed to show the preferences dialogue

en: Failed to show the add new items dialog
en_GB: Failed to show the add new items dialogue

en: Failed to add a plugin to the panel
en_GB: Failed to add a plug-in to the panel

en: This will create a new launcher plugin on the panel and inserts the dropped files as menu items.
en_GB: This will create a new launcher plug-in on the panel and inserts the dropped files as menu items.

en: Invalid plugin event syntax specified. Use PLUGIN-NAME:NAME[:TYPE:VALUE].
en_GB: Invalid plug-in event syntax specified. Use PLUGIN-NAME:NAME[:TYPE:VALUE].

en: Please choose a panel for the new plugin:
en_GB: Please choose a panel for the new plug-in:

en: Plugin "%s" unexpectedly left the panel, do you want to restart it?
en_GB: Plug-in "%s" unexpectedly left the panel, do you want to restart it?

en: The plugin restarted more than once in the last %d seconds. If you press Execute the panel will try to restart the plugin otherwise it will be permanently removed from the panel.
en_GB: The plug-in restarted more than once in the last %d seconds. If you press Execute the panel will try to restart the plug-in otherwise it will be permanently removed from the panel.

en: The panel and plugin configurations will be permanently removed
en_GB: The panel and plug-in configurations will be permanently removed

en: Select this option if you want maximized windows to cover the area behind the panel. This only works when the panel is attached to a screen edge.
en_GB: Select this option if you want maximised windows to cover the area behind the panel. This only works when the panel is attached to a screen edge.

en: Select this option to automatically increase the length of the panel if the plugins request more space.
en_GB: Select this option to automatically increase the length of the panel if the plug-ins request more space.

en: Pick a Panel Color
en_GB: Pick a Panel Colour

en: _Show confirmation dialog
en_GB: _Show confirmation dialogue

en: Show a confirmation dialog with a 30 second timeout for some of the actions.
en_GB: Show a confirmation dialogue with a 30 second timeout for some of the actions.

en: Restore the minimized windows
en_GB: Restore the minimised windows

en: Minimize all open windows and show the desktop
en_GB: Minimise all open windows and show the desktop

en: Restore minimized windows to current _workspace
en_GB: Restore minimised windows to current _workspace

en: Show only _minimized windows
en_GB: Show only _minimised windows

en: Authorized to suspend
en_GB: Authorised to suspend

en: Authorized to hibernate
en_GB: Authorised to hibernate

en: Authorized to shutdown
en_GB: Authorised to shutdown

en: Xfce4 Sensors %s
    This program is published under the GPL v2.
    The license text can be found inside the program's source archive or under /usr/share/apps/LICENSES/GPL_V2 or at http://www.gnu.org/licenses/old-licenses/gpl-2.0.txt
en_GB: Xfce4 Sensors %s
    This program is published under the GPL v2.
    The licence text can be found inside the program's source archive or under /usr/share/apps/LICENSES/GPL_V2 or at http://www.gnu.org/licenses/old-licenses/gpl-2.0.txt

en: The saved states of your applications will not be restored during your next login.
en_GB: The application will lose any unsaved state and will not be restarted in your next session.

en: Log out without displaying the logout dialog
en_GB: Log out without displaying the logout dialogue

en: Halt without displaying the logout dialog
en_GB: Halt without displaying the logout dialogue

en: Reboot without displaying the logout dialog
en_GB: Reboot without displaying the logout dialogue

en: Suspend without displaying the logout dialog
en_GB: Suspend without displaying the logout dialogue

en: Hibernate without displaying the logout dialog
en_GB: Hibernate without displaying the logout dialogue

en: Hybrid Sleep without displaying the logout dialog
en_GB: Hybrid Sleep without displaying the logout dialogue

en: Switch user without displaying the logout dialog
en_GB: Switch user without displaying the logout dialogue

en: Start GNOME services, such as gnome-keyring
en_GB: Start GNOME services, such as gnome-keyring and the GNOME accessibility framework

en: Customize the look of your desktop
en_GB: Customise the look of your desktop

en: Beha_vior
en_GB: Beha_viour

en: Could not create the settings dialog.
en_GB: Could not create the settings dialogue.

en: Read your email
en_GB: Read your e-mail

en: Active device in the dialog
en_GB: Active device in the dialogue

en: Configure pointer device behavior and appearance
en_GB: Configure pointer device behaviour and appearance

en: Settings dialog to show
en_GB: Settings dialogue to show

en: Solarized (dark)
en_GB: Solarised (dark)

en: Solarized (light)
en_GB: Solarised (light)

en: Option "%s" requires specifying the color as its parameter
en_GB: Option "%s" requires specifying the colour as its parameter

en: Unable to parse color: %s
en_GB: Unable to parse colour: %s

en: Received invalid color data: Wrong format (%d) or length (%d)
en_GB: Received invalid colour data: Wrong format (%d) or length (%d)

en: Set Title Co_lor...
en_GB: Set Title Co_lour...

en: Choose title color
en_GB: Choose title colour

en: None (use solid color)
en_GB: None (use solid colour)

en: Show unsafe _paste dialog
en_GB: Show unsafe _paste dialogue

en: Show a dialog that allows to edit text that is considered unsafe for pasting.
en_GB: Show a dialogue that allows to edit text that is considered unsafe for pasting.

en: Choose text color
en_GB: Choose text colour

en: Note: Ctrl+click for color editor.
en_GB: Note: Ctrl+click for colour editor.

en: Tab activit_y color:
en_GB: Tab activit_y colour:

en: Choose tab activity color
en_GB: Choose tab activity colour

en: _Use system theme colors for text and background
en_GB: _Use system theme colours for text and background

en: _Vary the background color for each tab
en_GB: _Vary the background colour for each tab

en: The random color is based on the selected background color, keeping the same brightness.
en_GB: The random colour is based on the selected background colour, keeping the same brightness.

en: B_old text color:
en_GB: B_old text colour:

en: Enable this option to set a custom bold color. If disabled the text color will be used.
en_GB: Enable this option to set a custom bold colour. If disabled the text colour will be used.

en: Choose bold font color
en_GB: Choose bold font colour

en: Text _selection color:
en_GB: Text _selection colour:

en: Enable this option to set custom text and background colors for the selection. If disabled the background and text colors will be reversed.
en_GB: Enable this option to set custom text and background colours for the selection. If disabled the background and text colours will be reversed.

en: Choose text selection foreground color
en_GB: Choose text selection foreground colour

en: Choose text selection background color
en_GB: Choose text selection background colour

en: Enable this option to set custom text and background colors for the cursor. If disabled the background and text colors will be reversed.
en_GB: Enable this option to set custom text and background colours for the cursor. If disabled the background and text colours will be reversed.

en: Choose cursor background color
en_GB: Choose cursor background colour

en: Choose cursor foreground color
en_GB: Choose cursor foreground colour

en: Show bold text in b_right colors
en_GB: Show bold text in b_right colours

en: Enable this option to allow escape sequences such as '\e[1;35m' to switch text to bright colors in addition to bold. If disabled, text color will remain intact.
en_GB: Enable this option to allow escape sequences such as '\e[1;35m' to switch text to bright colours in addition to bold. If disabled, text colour will remain intact.

en: These options may cause some applications to behave
    incorrectly. They are only here to allow you to work around
    certain applications and operating systems that expect
    different terminal behavior.
en_GB: These options may cause some applications to behave
    incorrectly. They are only here to allow you to work around
    certain applications and operating systems that expect
    different terminal behaviour.

en: For locations outside Norway the elevation model that's used by the met.no webservice is not very good, so it's usually necessary to specify the altitude as an additional parameter, otherwise the reported values will not be correct.
    
    The plugin tries to auto-detect the altitude using the GeoNames webservice, but that might not always be correct too, so you can change it here.
    
    Altitude is given in meters above sea level, or alternatively in feet by changing the unit on the units page. It should match the real value roughly, but small differences will have no influence on the weather data. Inside Norway, this setting has no effect at all.
en_GB: For locations outside Norway the elevation model that's used by the met.no webservice is not very good, so it's usually necessary to specify the altitude as an additional parameter, otherwise the reported values will not be correct.
    
    The plug-in tries to auto-detect the altitude using the GeoNames webservice, but that might not always be correct too, so you can change it here.
    
    Altitude is given in meters above sea level, or alternatively in feet by changing the unit on the units page. It should match the real value roughly, but small differences will have no influence on the weather data. Inside Norway, this setting has no effect at all.

en: If the chosen location is not in your current timezone, then it is necessary to <i>put</i> the plugin into that other timezone for the times to be shown correctly. The proper timezone will be auto-detected via the GeoNames web service, but you might want to correct it if necessary.
    Leave this field empty to use the timezone set by your system. Invalid entries will cause the use of UTC time, but that may also depend on your system.
en_GB: If the chosen location is not in your current timezone, then it is necessary to <i>put</i> the plug-in into that other timezone for the times to be shown correctly. The proper timezone will be auto-detected via the GeoNames web service, but you might want to correct it if necessary.
    Leave this field empty to use the timezone set by your system. Invalid entries will cause the use of UTC time, but that may also depend on your system.

en: Available icon themes are listed here. You can add icon themes to $HOME/.config/xfce4/weather/icons (or the equivalent directory on your system). Information about how to create or use icon themes can be found in the README file. New icon themes will be detected everytime you open this config dialog.
en_GB: Available icon themes are listed here. You can add icon themes to $HOME/.config/xfce4/weather/icons (or the equivalent directory on your system). Information about how to create or use icon themes can be found in the README file. New icon themes will be detected everytime you open this config dialogue.

en: Font and color:
en_GB: Font and colour:

en: There may be problems with some themes that cause the scrollbox text to be hardly readable. If this is the case or you simply want it to appear in another color, then you can change it using this button. Middle-click on the button to unset the scrollbox text color.
en_GB: There may be problems with some themes that cause the scrollbox text to be hardly readable. If this is the case or you simply want it to appear in another colour, then you can change it using this button. Middle-click on the button to unset the scrollbox text colour.

en: No default icon theme? This should not happen, plugin will crash!
en_GB: No default icon theme? This should not happen, plug-in will crash!

en: The pascal, named after mathematician, physicist and philosopher Blaise Pascal, is a SI derived unit and a measure of force per unit area, defined as one newton per square meter. One standard atmosphere (atm) is 1013.25 hPa.
en_GB: The pascal, named after mathematician, physicist and philosopher Blaise Pascal, is a SI derived unit and a measure of force per unit area, defined as one newton per square metre. One standard atmosphere (atm) is 1013.25 hPa.

en: The torr unit was named after the physicist and mathematician Evangelista Torricelli who discovered the principle of the barometer in 1644 and demonstrated the first mercury barometer to the general public. A pressure of 1 torr is approximately equal to one millimeter of mercury, and one standard atmosphere (atm) equals 760 Torr.
en_GB: The torr unit was named after the physicist and mathematician Evangelista Torricelli who discovered the principle of the barometer in 1644 and demonstrated the first mercury barometer to the general public. A pressure of 1 torr is approximately equal to one millimetre of mercury, and one standard atmosphere (atm) equals 760 Torr.

en: Meter per second is <i>the</i> unit typically used by meteorologists to denote wind speeds.
en_GB: Metre per second is <i>the</i> unit typically used by meteorologists to denote wind speeds.

en: The foot per second (pl. feet per second) in the imperial unit system is the counterpart to the meter per second in the International System of Units.
en_GB: The foot per second (pl. feet per second) in the imperial unit system is the counterpart to the metre per second in the International System of Units.

en: 1 millimeter is one thousandth of a meter - the fundamental unit of length in the International System of Units -, or approximately 0.04 inches.
en_GB: 1 millimetre is one thousandth of a metre - the fundamental unit of length in the International System of Units -, or approximately 0.04 inches.

en: The English word <i>inch</i> comes from Latin <i>uncia</i> meaning <i>one-twelfth part</i> (in this case, one twelfth of a foot). In the past, there have been many different standards of the inch with varying sizes of measure, but the current internationally accepted value is exactly 25.4 millimeters.
en_GB: The English word <i>inch</i> comes from Latin <i>uncia</i> meaning <i>one-twelfth part</i> (in this case, one twelfth of a foot). In the past, there have been many different standards of the inch with varying sizes of measure, but the current internationally accepted value is exactly 25.4 millimetres.

en: The meter is the fundamental unit of length in the International System of Units. Originally intended to be one ten-millionth of the distance from the Earth's equator to the North Pole at sea level, its definition has been periodically refined to reflect growing knowledge of metrology (the science of measurement).
en_GB: The metre is the fundamental unit of length in the International System of Units. Originally intended to be one ten-millionth of the distance from the Earth's equator to the North Pole at sea level, its definition has been periodically refined to reflect growing knowledge of metrology (the science of measurement).

en: This reports the high-level cloud cover in percent. According to WMO definition, high-level clouds can be found in altitudes of 8,000 to 15,000 m (26,000 to 49,000 ft), or 10,000 m-18,000 m (33,000-59,000 ft) at the equator, where temperatures are so low that they are mainly composed of ice crystals. While typically thin and white in appearance, they can be seen in a magnificent array of colors when the sun is low on the horizon.
en_GB: This reports the high-level cloud cover in percent. According to WMO definition, high-level clouds can be found in altitudes of 8,000 to 15,000 m (26,000 to 49,000 ft), or 10,000 m-18,000 m (33,000-59,000 ft) at the equator, where temperatures are so low that they are mainly composed of ice crystals. While typically thin and white in appearance, they can be seen in a magnificent array of colours when the sun is low on the horizon.

en: The amount of rain, drizzle, sleet, hail, snow, graupel and other forms of water falling from the sky over a specific period.
    
    The values reported by met.no are those of precipitation in the liquid state - or in other words: of rain -, so if snow is expected (but not sleet), then the amount of snow will be <i>guessed</i> by multiplying the original value by a ratio dependent on the air temperature:
    
    <tt><small>                   T &lt; -11.1 °C (12 °F) =&gt; 1:12
    -11.1 °C (12 °F) &lt; T &lt;  -4.4 °C (24 °F) =&gt; 1:10
     -4.4 °C (24 °F) &lt; T &lt;  -2.2 °C (28° F) =&gt; 1:7
     -2.2 °C (28 °F) &lt; T &lt;  -0.6 °C (31 °F) =&gt; 1:5
     -0.6 °C (31 °F) &lt; T                    =&gt; 1:3
    
    </small></tt>Example: If temperature is -5 °C (12 °F), then snow density will be low and a rain to snow ratio of 1:10 will be used for calculation. Assuming the reported value is 5 mm, then the calculated amount of snow precipitation is 50 mm.
    
    <b>Note</b>: While air temperature is an important factor in this calculation, there are other influencing factors that the plugin doesn't know about like the type of snow and ground temperature. Because of that, these rules will only lead to rough estimates and may not represent the real amount of snow.
en_GB: The amount of rain, drizzle, sleet, hail, snow, graupel and other forms of water falling from the sky over a specific period.
    
    The values reported by met.no are those of precipitation in the liquid state - or in other words: of rain -, so if snow is expected (but not sleet), then the amount of snow will be <i>guessed</i> by multiplying the original value by a ratio dependent on the air temperature:
    
    <tt><small>                   T &lt; -11.1 °C (12 °F) =&gt; 1:12
    -11.1 °C (12 °F) &lt; T &lt;  -4.4 °C (24 °F) =&gt; 1:10
     -4.4 °C (24 °F) &lt; T &lt;  -2.2 °C (28° F) =&gt; 1:7
     -2.2 °C (28 °F) &lt; T &lt;  -0.6 °C (31 °F) =&gt; 1:5
     -0.6 °C (31 °F) &lt; T                    =&gt; 1:3
    
    </small></tt>Example: If temperature is -5 °C (12 °F), then snow density will be low and a rain to snow ratio of 1:10 will be used for calculation. Assuming the reported value is 5 mm, then the calculated amount of snow precipitation is 50 mm.
    
    <b>Note</b>: While air temperature is an important factor in this calculation, there are other influencing factors that the plug-in doesn't know about like the type of snow and ground temperature. Because of that, these rules will only lead to rough estimates and may not represent the real amount of snow.

en: Please set a location in the plugin settings.
en_GB: Please set a location in the plug-in settings.

en: Include _favorites
en_GB: Include _favourites

en: A value type must be specified to change an array into a single value
en_GB: A value type must be specified to change an array into a single value.

en: Move this dialog to the display you want to edit the settings for.
en_GB: Move this dialogue to the display you want to edit the settings for.

en: Move this dialog to the display and workspace you want to edit the settings for.
en_GB: Move this dialogue to the display and workspace you want to edit the settings for.

en: Move this dialog to the workspace you want to edit the settings for.
en_GB: Move this dialogue to the workspace you want to edit the settings for.

en: Set desktop background and menu and icon behavior
en_GB: Set desktop background and menu and icon behaviour

en: Specify the style of the color drawn behind the backdrop image.
en_GB: Specify the style of the colour drawn behind the backdrop image.

en: Specifies the solid color, or the "left" or "top" color of the gradient.
en_GB: Specifies the solid colour, or the "left" or "top" colour of the gradient.

en: Select First Color
en_GB: Select First Colour

en: Specifies the "right" or "bottom" color of the gradient.
en_GB: Specifies the "right" or "bottom" colour of the gradient.

en: Select Second Color
en_GB: Select Second Colour

en: Minimized application icons
en_GB: Minimised application icons

en: Trash Error
en_GB: Wastebasket Error

en: The selected files could not be moved to the trash
en_GB: The selected files could not be moved to the wastebasket

en: This feature requires a trash service to be present (such as the one supplied by Thunar).
en_GB: This feature requires a wastebasket service to be present (such as the one supplied by Thunar).

en: Could not empty the trash
en_GB: Could not empty the wastebasket

en: The file properties dialog could not be opened
en_GB: The file properties dialogue could not be opened

en: Trash contains one item
en_GB: Wastebasket contains one item

en: Trash contains %d items
en_GB: Wastebasket contains %d items

en: Customize your MPD client
en_GB: Customise your MPD client

en: If checked, Xfmpc will try to read the environment variables MPD_HOST and MPD_PORT otherwise it will use localhost
en_GB: If ticked, Xfmpc will try to read the environment variables MPD_HOST and MPD_PORT otherwise it will use localhost

en: Configure window behavior and shortcuts
en_GB: Configure window behaviour and shortcuts

en: Failed to initialize xfconf. Reason: %s
en_GB: Failed to initialise xfconf. Reason: %s

en: _Draw frame around selected window while cycling
en_GB: _Draw frame around selected windows while cycling

en: Honor _standard ICCCM focus hint
en_GB: Honour _standard ICCCM focus hint

en: Hide frame of windows when ma_ximized
en_GB: Hide frame of windows when ma_ximised

en: Hide title of windows when maximized
en_GB: Hide title of windows when maximised

en: Automatically _tile windows when moving toward the screen edge
en_GB: Automatically _tile windows when moving towards the screen edge

en: At the c_enter of the screen
en_GB: At the c_entre of the screen

en: Minimize _Other Windows
en_GB: Minimise _All Other Windows

en: Cannot spawn helper-dialog: %s
en_GB: Cannot spawn helper-dialogue: %s

en: The SWORD Project is an effort to create an ever-expanding software package for research and study of God and His Word. The SWORD Project framework allows easy use and study of Bible texts, commentaries, lexicons, dictionaries, and other books. Many frontends are built using this framework. An installed set of books may be shared among all frontends using the framework.
    
     Books can be downloaded from the SWORD Project.
en_GB: The SWORD Project is an effort to create an ever-expanding software package for research and study of God and His Word. The SWORD Project framework allows easy use and study of Bible texts, commentaries, lexicons, dictionaries, and other books. Many front-ends are built using this framework. An installed set of books may be shared among all front-ends using the framework.
    
     Books can be downloaded from the SWORD Project.

en: <b>Welcome to Xiphos.</b>
    
    There are no Bibles installed. In order to initialize, Xiphos needs at least one Bible module. To facilitate this, the Module Manager has been opened so that you may install one or more Bibles, either from a local module set (cdrom, flash drive) or over the network from CrossWire Bible Society. Please refer to these step-by-step instructions, and to the general module manager overview that has also been opened.
    
    <u>For local install:</u>
    - In <i>Module Sources: Add/Remove</i>, add a new local folder name where modules can be found.
      (This is where folders exist named <i>mods.d</i> and <i>modules</i>.)
    - In <i>Module Sources: Choose</i>, click the "Local" button, and select your folder from the pulldown.
    
    <u>For network install from CrossWire:</u>
    - In <i>Module Sources: Choose</i>, click the "Remote" button and select CrossWire from the pulldown.
    - Click the "Refresh" button at the bottom.
    
    <u>In either case:</u>
    - In <i>Modules: Install/Update</i>, select Bibles and other modules of your preference.
    - Click "Install".
    - Close the Module Manager when you are done.
    
    <u>Warning</u>: If you live in a persecuted country, use with care.
    
    Both this step-by-step instruction dialog and the general introduction dialog may be closed at any time.
en_GB: <b>Welcome to Xiphos.</b>
    
    There are no Bibles installed. In order to initialise, Xiphos needs at least one Bible module.
    
    With your permission, Xiphos will open the Module Manager so that you may install one or more Bibles from either a local module set (cdrom, flash drive) or over the network from CrossWire Bible Society.
    
    <u>For local install:</u>
    - In <i>Module Sources: Add/Remove</i>, add a new local folder name where modules can be found.
      (This is where folders exist named <i>mods.d</i> and <i>modules</i>.)
    - In <i>Module Sources: Choose</i>, click the "Local" button, and select your folder from the pulldown.
    
    <u>For network install from CrossWire:</u>
    - In <i>Module Sources: Choose</i>, click the "Remote" button and select CrossWire from the pulldown.
    - Click the "Refresh" button at the bottom.
    
    <u>In either case:</u>
    - In <i>Modules: Install/Update</i>, select Bibles of your preference.
    - Click "Install".
    - Close the Module Manager when you are done.
    
    <u>Warning</u>: If you live in a persecuted country, use with care.
    
    May Xiphos open the Module Manager so that you may install a Bible?

en: A checkmark means this module is already installed
en_GB: A tick-mark means this module is already installed

en: The index icon means you have built an optimized ('lucene') index for this module for fast searching (see the Maintenance pane for this function)
en_GB: The index icon means you have built an optimised ('lucene') index for this module for fast searching (see the Maintenance pane for this function)

en: Categorized by
    Module Type
en_GB: Categorised by
    Module Type

en: Categorized by
    Availability
en_GB: Categorised by
    Availability

en: Synchronize this window's scrolling with the main window
en_GB: Synchronise this window's scrolling with the main window

note: ***************************************************************************** * Name *   on_lucene_intro_clicked * * Synopsis *   #include "gui/search_dialog.h" *   void on_lucene_intro_clicked(GtkToggleButton *button, *				  gpointer user_data) * Description * Return value *   void
en: <b>Syntax overview for optimized "lucene" searches</b>
    Search for verses that contain...
    
    loved one
    	 "loved" or "one"
    	This is the same as searching for loved OR one
    "loved one"
    	The phrase "loved one"
    love*
    	A word starting with "love"
    	(love OR loves OR loved OR etc...)
    loved AND one
    	The word "loved" and the word "one"
    	&amp;&amp; can be used in place of AND
    +loved one
    	Verses that <b>must</b> contain "loved" and <b>may</b> contain "one"
    loved NOT one
    	"loved" but not "one"
    (loved one) AND God
    	"loved" or "one" and "God"
    lemma:G2316
    	Search for the Strong's Greek ("G") word number 2316.
    	Also, select Strong's display on the <i>Attribute Search</i> tab.
    
    For complete details, search the web for "lucene search syntax".
en_GB: <b>Syntax overview for optimised "lucene" searches</b>
    Search for verses that contain...
    
    loved one
    	 "loved" or "one"
    	This is the same as searching for loved OR one
    "loved one"
    	The phrase "loved one"
    love*
    	A word starting with "love"
    	(love OR loves OR loved OR etc...)
    loved AND one
    	The word "loved" and the word "one"
    	&amp;&amp; can be used in place of AND
    +loved one
    	Verses that <b>must</b> contain "loved" and <b>may</b> contain "one"
    loved NOT one
    	"loved" but not "one"
    (loved one) AND God
    	"loved" or "one" and "God"
    lemma:G2316
    	Search for the Strong's Greek ("G") word number 2316.
    	Also, select Strong's display on the <i>Attribute Search</i> tab.
    
    For complete details, search the web for "lucene search syntax".

note: ***************************************************************************** * Name *   on_attributes_intro_clicked * * Synopsis *   #include "gui/search_dialog.h" *   void on_attributes_intro_clicked(GtkToggleButton *button, *				  gpointer user_data) * Description * Return value *   void
en: <b>Attribute-based searches</b>
    Searches for content contained in markup outside the main text. Attributes are footnotes, Strong's numbers, and morphological symbols.
    
    Be aware that most such searches can now be done faster via optimized "lucene" searches using keyword qualifiers.
    
    To use attribute searches, you must select the appropriate button on the <i>Attribute Search</i> tab.
    * Footnote text is searched just like regular text.
    * Strong's words are specified as a prefix letter H or G (Hebrew or Greek) and the numeric word identifier, e.g. G2316 to find "θεός" ("God").
    * Morphological tags are identified literally, e.g. N-ASF for "noun, accusative singular feminine" -- see the Robinson module for details.
en_GB: <b>Attribute-based searches</b>
    Searches for content contained in markup outside the main text. Attributes are footnotes, Strong's numbers, and morphological symbols.
    
    Be aware that most such searches can now be done faster via optimised "lucene" searches using keyword qualifiers.
    
    To use attribute searches, you must select the appropriate button on the <i>Attribute Search</i> tab.
    * Footnote text is searched just like regular text.
    * Strong's words are specified as a prefix letter H or G (Hebrew or Greek) and the numeric word identifier, e.g. G2316 to find "θεός" ("God").
    * Morphological tags are identified literally, e.g. N-ASF for "noun, accusative singular feminine" -- see the Robinson module for details.

en: Open the separate Advanced Search dialog.
en_GB: Open the separate Advanced Search dialogue.

en: Optimized ("Lucene")
en_GB: Optimised ("Lucene")

en: <b>For Growth</b><br/>
en_GB: <b>For Growth</b><br>

en: <b>For Salvation</b><br/>
en_GB: <b>For Salvation</b><br>

en: <b>For Health</b><br/>
en_GB: <b>For Health</b><br>

en: <b>Miscellaneous</b><br/>
en_GB: <b>Miscellaneous</b><br>

en: <b>(x)</b><br/>
en_GB: <b>(x)</b><br>

en: <b>(y)</b><br/>
en_GB: <b>(y)</b><br>

en: <b>(z)</b><br/>
en_GB: <b>(z)</b><br>

en: <b>Subtopic 1</b><br/>
en_GB: <b>Subtopic 1</b><br>

en: <b>Subtopic 2</b><br/>
en_GB: <b>Subtopic 2</b><br>

en: <b>Subtopic 3</b><br/>
en_GB: <b>Subtopic 3</b><br>

en: <b>Subtopic 4</b><br/>
en_GB: <b>Subtopic 4</b><br>

en: <b>People:</b><br/>Bob<br/>Sam<br/>Sue<br/><br/><b>Church:</b><br/>pews<br/>fellowship<br/>Bibles for missionaries<br/><br/><br/>
en_GB: <b>People:</b><br>Bob<br>Sam<br>Sue<br><br><b>Church:</b><br>pews<br>fellowship<br>Bibles for missionaries<br><br><br>

en: Bob<br/>Sam<br/>Sue<br/>John<br/>
en_GB: Bob<br>Sam<br>Sue<br>John<br>

en: Mike<br/>Steve<br/>
en_GB: Mike<br>Steve<br>

en: Sue<br/>John<br/>
en_GB: Sue<br>John<br>

en: <b>Major Topic A</b><br/>
en_GB: <b>Major Topic A</b><br>

en: <b>Major Topic B</b><br/>
en_GB: <b>Major Topic B</b><br>

en: <b>Major Topic C</b><br/>
en_GB: <b>Major Topic C</b><br>

en: There are no Bibles installed.
    Evidently, you declined to install any.
    
    Without any Bible modules to display,
    Xiphos cannot proceed,
    and will now exit.
en_GB: There are still no Bibles installed.
    Evidently, you declined to install any.
    
    Without any Bible modules to display,
    Xiphos cannot proceed,
    and will now exit.

en: Xiphos's file for language
    abbreviations is missing.
en_GB: Xiphos' file for language
    abbreviations is missing.

en: Xiphos's language abbreviation
    file cannot be opened.
en_GB: Xiphos' language abbreviation
    file cannot be opened.

en: <b>Locked Module.</b>
    
    <u>You are opening a module which requires a <i>key</i>.</u>
    
    The module is locked, meaning that the content is encrypted by its publisher, and you must enter its key in order for the content to become useful.  This key should have been received by you on the web page which confirmed your purchase, or perhaps sent via email after purchase.
    
    Please enter the key in the dialog.
en_GB: <b>Locked Module.</b>
    
    <u>You are opening a module which requires a <i>key</i>.</u>
    
    The module is locked, meaning that the content is encrypted by its publisher, and you must enter its key in order for the content to become useful.  This key should have been received by you on the web page which confirmed your purchase, or perhaps sent via email after purchase.
    
    Please enter the key in the dialogue.

en: Bookmark Dialog
en_GB: Bookmark Dialogue

en: Load and synchronize the standard set of known repositories, as maintained at crosswire.org, with your current remote sources.
en_GB: Load and synchronise the standard set of known repositories, as maintained at crosswire.org, with your current remote sources.

en: Build an index of the selected modules, for optimized ("lucene") searching.
en_GB: Build an index of the selected modules, for optimised ("lucene") searching.

en: Add a local folder as an install source, typically on a cdrom or flash drive.  Such a folder contains subfolders "mods.d" and "modules".
en_GB: Add a local folder as an install source, typically on a cdrom or flash drive.  Such a folder contains sub-folders "mods.d" and "modules".

en: <b>Font Colors</b>
en_GB: <b>Font Colours</b>

en: Xiphos is the first Bible study program to provide an implementation of BibleSync, a synchronization protocol for Bible programs. If you work with multiple Bible programs, or if you work in a team, or if you have classroom activities using shared study, BibleSync can be a useful tool for you. BibleSync operates in 1 of 3 modes: Personal, to synchronize multiple Bible applications of your own, or in a working team; Speaker, to drive a lecture audience's Bible programs to follow along; Audience, to receive the speaker's navigation.
en_GB: Xiphos is the first Bible study program to provide an implementation of BibleSync, a synchronisation protocol for Bible programs. If you work with multiple Bible programs, or if you work in a team, or if you have classroom activities using shared study, BibleSync can be a useful tool for you. BibleSync operates in 1 of 3 modes: Personal, to synchronise multiple Bible applications of your own, or in a working team; Speaker, to drive a lecture audience's Bible programs to follow along; Audience, to receive the speaker's navigation.

en: Choose how to accept incoming navigation synchronization.
en_GB: Choose how to accept incoming navigation synchronisation.

en: Use default Dictionary Checkbox
en_GB: Use default Dictionary Tickbox

en: Scroll to Previous/Next Chapter Checkbox
en_GB: Scroll to Previous/Next Chapter Tickbox

en: Automatically resize image content to fit the pane
en_GB: Automatically re-size image content to fit the pane

en: Resize images checkbox
en_GB: Resize images tickbox

en: Highlight current verse check box
en_GB: Highlight current verse tick box

en: Highlight user annotations check box
en_GB: Highlight user annotations tick box

en: Xrefs in verse list check box
en_GB: Resize images tickbox

en: Enable Prayer Lists Checkbox
en_GB: Enable Prayer Lists Tickkbox

en: Open a dialog to select modules
en_GB: Open a dialogue to select modules

en: Open Selection Dialog Button
en_GB: Open Selection Dialogue Button

en: Open a brief explanation of the syntax used for optimized "lucene" searches.
en_GB: Build an index of the selected modules, for optimised ("lucene") searching.

en: _Attribute Search
en_GB: Attribute Search

en: Fast, featureful, index-based search
    Indexes must have been built beforehand:
    See Module Manager's maintenance functions
en_GB: Fast, feature rich, index-based search
    Indexes must have been built beforehand:
    See Module Manager's maintenance functions

en: Optimized ("Lucene") radiobutton
en_GB: Optimised ("Lucene") radiobutton

en: Match case checkbox
en_GB: Match case tickbox

en: Open a dialog to select modules to add to the list
en_GB: Open a dialogue to select modules to add to the list

en: Search for Strongs Numbers like G4442 or H1121
en_GB: Search for Strong's Numbers like G4442 or H1121

en: Strongs Numbers
en_GB: Strong's Numbers

en: Strongs Numbers radiobutton
en_GB: Strong's Numbers radiobutton

en: Show Strong's Numbers checkbox
en_GB: Show Strong's Numbers tickbox

en: Show Morphological Tags checkbox
en_GB: Show Morphological Tags tickbox

en: Show Footnotes checkbox
en_GB: Show Footnotes tickbox

en: Create a new journal or prayerlist from a template
en_GB: Create a new journal or prayer list from a template

en: Doublespace
en_GB: Double-space

en: Open this bookmark in a dialog
en_GB: Open this bookmark in a dialogue

en: Open in a dialog
en_GB: Open in a dialogue

en: Open selected module in a
    	separate ['dialog'] window
en_GB: Open selected module in a
    	separate ['dialogue'] window

en: Add the EuroSign to the 2 key.
en_GB: Add the Euro sign to the 2 key.

en: Add the EuroSign to the 5 key.
en_GB: Add the Euro sign to the 5 key.

en: Add the EuroSign to the E key.
en_GB: Add the Euro sign to the E key.

en: Add the standard behavior to Menu key.
en_GB: Add the standard behaviour to Menu key.

en: Adding the EuroSign to certain keys
en_GB: Adding the Euro sign to certain keys

en: Alt/Win key behavior
en_GB: Alt/Win key behaviour

en: CapsLock LED shows alternative group.
en_GB: Caps Lock LED shows alternative group.

en: CapsLock acts as Shift with locking. Shift cancels CapsLock.
en_GB: Caps Lock acts as Shift with locking. Shift cancels Caps Lock.

en: CapsLock acts as Shift with locking. Shift doesn't cancel CapsLock.
en_GB: Caps Lock acts as Shift with locking. Shift doesn't cancel Caps Lock.

en: CapsLock just locks the Shift modifier.
en_GB: Caps Lock just locks the Shift modifier.

en: CapsLock key behavior
en_GB: Caps Lock key behaviour

en: CapsLock key changes group.
en_GB: Caps Lock key changes group.

en: CapsLock toggles Shift so all keys are affected.
en_GB: Caps Lock toggles Shift so all keys are affected.

en: CapsLock toggles normal capitalization of alphabetic characters.
en_GB: Caps Lock toggles normal capitalisation of alphabetic characters.

en: CapsLock uses internal capitalization. Shift cancels CapsLock.
en_GB: Caps Lock uses internal capitalisation. Shift cancels Caps Lock.

en: CapsLock uses internal capitalization. Shift doesn't cancel CapsLock.
en_GB: Caps Lock uses internal capitalisation. Shift doesn't cancel Caps Lock.

en: Group Shift/Lock behavior
en_GB: Group Shift/Lock behaviour

en: NumLock LED shows alternative group.
en_GB: Num Lock LED shows alternative group.

en: ScrollLock LED shows alternative group.
en_GB: Scroll Lock LED shows alternative group.

en: Shift+CapsLock changes group.
en_GB: Shift+Caps Lock changes group.

en: Use colors from xpad preferences
en_GB: Use colours from xpad preferences

en: Use these colors:
en_GB: Use these colours:

en: Use colors from theme
en_GB: Use colours from theme

en: The <application>Xreader Document Viewer</application> application enables you to view documents of various formats like Portable Document Format (PDF) files and PostScript files. <application>Xreader Document Viewer</application> follows Freedesktop.org and MATE standards to provide integration with Desktop Environment.
en_GB: The <application>Xreader Document Viewer</application> application enables you to view documents of various formats like Portable Document Format (PDF) files and PostScript files. The <application>Xreader Document Viewer</application> follows Freedesktop.org and MATE standards to provide integration with Desktop Environment.

en: Shows Xreader Document Viewer main window. Contains titlebar, menubar, toolbar and display area. Menubar contains File, Edit, View, Go and Help menus.
en_GB: Shows Xreader Document Viewer main window. This contains a titlebar, menubar, toolbar and display area. The Menubar contains File, Edit, View, Go and Help menus.

en: If you try to open a document with format that <application>Xreader Document Viewer</application> does not recognize, the application displays an error message.
en_GB: If you try to open a document with format that <application>Xreader Document Viewer</application> does not recognise, the application displays an error message.

en: When you try to open a password-protected document, <application>Xreader Document Viewer</application> displays a security dialog. Type either the user password or the master password in the <guilabel>Enter document password</guilabel> text box, then click <guibutton>Open Document</guibutton>.
en_GB: When you try to open a password-protected document, <application>Xreader Document Viewer</application> displays a security dialogue. Type either the user password or the master password in the <guilabel>Enter document password</guilabel> text box, then click <guibutton>Open Document</guibutton>.

en: Xreader is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
en_GB: Xreader is free software; you can redistribute it and/or modify it under the terms of the GNU General Public Licence as published by the Free Software Foundation; either version 2 of the Licence, or (at your option) any later version.

en: Xreader is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more details.
en_GB: Xreader is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public Licence for more details.

en: You should have received a copy of the GNU General Public License along with Xreader; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301  USA
en_GB: You should have received a copy of the GNU General Public Licence along with Xreader; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301  USA

en: _Inverted Colors
en_GB: _Inverted Colours

[ctx: @info:whatsthis]
note: i18n: ectx: property (whatsThis), widget (QCheckBox, kcfg_TerminalHighlightOnManualActivation)
en: Enabling this option will make Yakuake briefly display a colored overlay above the newly focused terminal when moving focus between multiple terminals in a session, as well as over the currently focused terminal when switching to a session with multiple terminals.
en_GB: Enabling this option will make Yakuake briefly display a coloured overlay above the newly focused terminal when moving focus between multiple terminals in a session, as well as over the currently focused terminal when switching to a session with multiple terminals.

[ctx: @label:spinbox]
note: i18n: ectx: property (text), widget (QLabel, backgroundColorOpacityLabel)
en: Background color opacity:
en_GB: Background colour opacity:

[ctx: @info:whatsthis]
note: i18n: ectx: property (whatsThis), widget (QSpinBox, kcfg_BackgroundColorOpacity)
en: When using translucency, the background color will be filled in using the given opacity before the skin elements are painted on top of the background. This allows influencing the opacity and color tint of translucent areas of the skin.
en_GB: When using translucency, the background colour will be filled in using the given opacity before the skin elements are painted on top of the background. This allows influencing the opacity and colour tint of translucent areas of the skin.

[ctx: @title:group]
note: i18n: ectx: property (title), widget (QGroupBox, groupBox_2)
en: Dialogs
en_GB: Dialogues

[ctx: @info:whatsthis]
note: i18n: ectx: whatsthis, entry (Position), group (Window)
en: Center point of the application window, as a percentage, measured from the left-hand edge of the screen.
en_GB: Centre point of the application window, as a percentage, measured from the left-hand edge of the screen.

[ctx: @label]
note: i18n: ectx: label, entry (BackgroundColor), group (Appearance)
en: Window background color
en_GB: Window background colour

[ctx: @info:whatsthis]
note: i18n: ectx: whatsthis, entry (BackgroundColor), group (Appearance)
en: Background color painted below skin elements.
en_GB: Background colour painted below skin elements.

[ctx: @label]
note: i18n: ectx: label, entry (BackgroundColorOpacity), group (Appearance)
en: Background color opacity
en_GB: Background colour opacity

[ctx: @info:whatsthis]
note: i18n: ectx: whatsthis, entry (BackgroundColorOpacity), group (Appearance)
en: The opacity of the background color fill when using translucency.
en_GB: The opacity of the background colour fill when using translucency.

[ctx: @label]
note: i18n: ectx: label, entry (TerminalHighlightOnManualActivation), group (Appearance)
en: Highlight newly focused terminals
en_GB: Highlight newly focussed terminals

[ctx: @info:whatsthis]
note: i18n: ectx: whatsthis, entry (TerminalHighlightOnManualActivation), group (Appearance)
en: Whether to briefly display a colored overlay above the newly focused terminal when moving focus between multiple terminals in a session, as well as over the currently focused terminal when switching to a session with multiple terminals.
en_GB: Whether to briefly display a coloured overlay above the newly focussed terminal when moving focus between multiple terminals in a session, as well as over the currently focussed terminal when switching to a session with multiple terminals.

[ctx: @info:whatsthis]
note: i18n: ectx: whatsthis, entry (TerminalHighlightOpacity), group (Appearance)
en: The opacity of the colored overlay used to highlight a terminal.
en_GB: The opacity of the coloured overlay used to highlight a terminal.

[ctx: @label]
note: i18n: ectx: label, entry (KeyboardInputBlockIndicatorColor), group (Appearance)
en: Keyboard input block indicator color
en_GB: Keyboard input block indicator colour

[ctx: @info:whatsthis]
note: i18n: ectx: whatsthis, entry (KeyboardInputBlockIndicatorColor), group (Appearance)
en: The color of the keyboard input block indicator overlay.
en_GB: The colour of the keyboard input block indicator overlay.

[ctx: @title Preferences page name]
en: Behavior
en_GB: Behaviour

[ctx: @info:whatsthis]
en: If this is checked, the window will stay open when it loses focus.
en_GB: If this is ticked, the window will stay open when it loses focus.

en: Send email to %s
en_GB: Send e-mail to %s

note: (itstool) path: msg/msgstr ID: email.tooltip This is a format message used to format tooltips on mailto: links. Special elements in the message will be replaced with the appropriate content, as follows: <string/> - The linked-to email address
en: Send email to ‘<string/>’.
en_GB: Send e-mail to ‘<string/>’.

en: Quick Select Dialog
en_GB: Quick Select Dialogue

en: Zenity is a rewrite of gdialog, the GNOME port of dialog which allows you to display dialog boxes from the commandline and shell scripts.
en_GB: Zenity is a rewrite of gdialog, the GNOME port of dialog which allows you to display dialogue boxes from the command line and shell scripts.

en: dialog creator
en_GB: dialogue creator

en: <application>Zenity</application> enables you to create the following types of simple dialog:
en_GB: <application>Zenity</application> enables you to create the following types of simple dialogue:

en: When you write scripts, you can use <application>Zenity</application> to create simple dialogs that interact graphically with the user, as follows:
en_GB: When you write scripts, you can use <application>Zenity</application> to create simple dialogues that interact graphically with the user, as follows:

en: You can create a dialog to obtain information from the user. For example, you can prompt the user to select a date from a calendar dialog, or to select a file from a file selection dialog.
en_GB: You can create a dialogue to obtain information from the user. For example, you can prompt the user to select a date from a calendar dialogue, or to select a file from a file selection dialogue.

en: You can create a dialog to provide the user with information. For example, you can use a progress dialog to indicate the current status of an operation, or use a warning message dialog to alert the user.
en_GB: You can create a dialogue to provide the user with information. For example, you can use a progress dialogue to indicate the current status of an operation, or use a warning message dialogue to alert the user.

en: When the user closes the dialog, <application>Zenity</application> prints the text produced by the dialog to standard error.
en_GB: When the user closes the dialogue, <application>Zenity</application> prints the text produced by the dialogue to standard error.

en: An access key is a key that enables you to perform an action from the keyboard rather than use the mouse to choose a command from a menu or dialog. Each access key is identified by an underlined letter on a menu or dialog option.
en_GB: An access key is a key that enables you to perform an action from the keyboard rather than use the mouse to choose a command from a menu or dialogue. Each access key is identified by an underlined letter on a menu or dialogue option.

en: Some <application>Zenity</application> dialogs support the use of access keys. To specify the character to use as the access key, place an underscore before that character in the text of the dialog. The following example shows how to specify the letter 'C' as the access key:
en_GB: Some <application>Zenity</application> dialogues support the use of access keys. To specify the character to use as the access key, place an underscore before that character in the text of the dialogue. The following example shows how to specify the letter 'C' as the access key:

en: The user has either pressed <guibutton>Cancel</guibutton>, or used the window functions to close the dialog.
en_GB: The user has either pressed <guibutton>Cancel</guibutton>, or used the window functions to close the dialogue.

en: The dialog has been closed because the timeout has been reached.
en_GB: The dialogue has been closed because the timeout has been reached.

en: All <application>Zenity</application> dialogs support the following general options:
en_GB: All <application>Zenity</application> dialogues support the following general options:

en: Specifies the title of a dialog.
en_GB: Specifies the title of a dialogue.

en: Specifies the icon that is displayed in the window frame of the dialog. There are 4 stock icons also available by providing the following keywords - 'info', 'warning', 'question' and 'error'.
en_GB: Specifies the icon that is displayed in the window frame of the dialogue. There are 4 stock icons also available by providing the following keywords - 'info', 'warning', 'question' and 'error'.

en: Specifies the width of the dialog.
en_GB: Specifies the width of the dialogue.

en: Specifies the height of the dialog.
en_GB: Specifies the height of the dialogue.

en: Specifies the timeout in seconds after which the dialog is closed.
en_GB: Specifies the timeout in seconds after which the dialogue is closed.

en: Displays full help text for all dialogs.
en_GB: Displays full help text for all dialogues.

en: Displays help text for general dialog options.
en_GB: Displays help text for general dialogue options.

en: Displays help text for calendar dialog options.
en_GB: Displays help text for calendar dialogue options.

en: Displays help text for text entry dialog options.
en_GB: Displays help text for text entry dialogue options.

en: Displays help text for error dialog options.
en_GB: Displays help text for error dialogue options.

en: Displays help text for information dialog options.
en_GB: Displays help text for information dialogue options.

en: Displays help text for file selection dialog options.
en_GB: Displays help text for file selection dialogue options.

en: Displays help text for list dialog options.
en_GB: Displays help text for list dialogue options.

en: Displays help text for progress dialog options.
en_GB: Displays help text for progress dialogue options.

en: Displays help text for question dialog options.
en_GB: Displays help text for question dialogue options.

en: Displays help text for warning dialog options.
en_GB: Displays help text for warning dialogue options.

en: Displays help for text information dialog options.
en_GB: Displays help for text information dialogue options.

en: Displays the <guilabel>About Zenity</guilabel> dialog, which contains <application>Zenity</application> version information, copyright information, and developer information.
en_GB: Displays the <guilabel>About Zenity</guilabel> dialogue, which contains <application>Zenity</application> version information, copyright information and developer information.

en: Calendar Dialog
en_GB: Calendar Dialogue

en: Use the <option>--calendar</option> option to create a calendar dialog. <application>Zenity</application> returns the selected date to standard error. If no date is specified on the command line, the dialog uses the current date.
en_GB: Use the <option>--calendar</option> option to create a calendar dialogue. <application>Zenity</application> returns the selected date to standard error. If no date is specified on the command line, the dialogue uses the current date.

en: The calendar dialog supports the following options:
en_GB: The calendar dialogue supports the following options:

en: Specifies the text that is displayed in the calendar dialog.
en_GB: Specifies the text that is displayed in the calendar dialogue.

en: Specifies the day that is selected in the calendar dialog. <replaceable>day</replaceable> must be a number between 1 and 31 inclusive.
en_GB: Specifies the day that is selected in the calendar dialogue. <replaceable>day</replaceable> must be a number between 1 and 31 inclusive.

en: Specifies the month that is selected in the calendar dialog. <replaceable>month</replaceable> must be a number between 1 and 12 inclusive.
en_GB: Specifies the month that is selected in the calendar dialogue. <replaceable>month</replaceable> must be a number between 1 and 12 inclusive.

en: Specifies the year that is selected in the calendar dialog.
en_GB: Specifies the year that is selected in the calendar dialogue.

en: Specifies the format that is returned from the calendar dialog after date selection. The default format depends on your locale. <replaceable>format</replaceable> must be a format that is acceptable to the <command>strftime</command> function, for example <literal>%A %d/%m/%y</literal>.
en_GB: Specifies the format that is returned from the calendar dialogue after date selection. The default format depends on your locale. <replaceable>format</replaceable> must be a format that is acceptable to the <command>strftime</command> function, for example <literal>%A %d/%m/%y</literal>.

en: The following example script shows how to create a calendar dialog: <placeholder-1/>
en_GB: The following example script shows how to create a calendar dialogue: <placeholder-1/>

en: Calendar Dialog Example
en_GB: Calendar Dialogue Example

en: <placeholder-1/> calendar dialog example
en_GB: <placeholder-1/> calendar dialogue example

en: Use the <option>--file-selection</option> option to create a file selection dialog. <application>Zenity</application> returns the selected files or directories to standard error. The default mode of the file selection dialog is open.
en_GB: Use the <option>--file-selection</option> option to create a file selection dialogue. <application>Zenity</application> returns the selected files or directories to standard error. The default mode of the file selection dialogue is open.

en: The file selection dialog supports the following options:
en_GB: The file selection dialogue supports the following options:

en: Specifies the file or directory that is selected in the file selection dialog when the dialog is first shown.
en_GB: Specifies the file or directory that is selected in the file selection dialogue when the dialogue is first shown.

en: Allows the selection of multiple filenames in the file selection dialog.
en_GB: Allows the selection of multiple filenames in the file selection dialogue.

en: Allows only selection of directories in the file selection dialog.
en_GB: Allows only selection of directories in the file selection dialogue.

en: Set the file selection dialog into save mode.
en_GB: Set the file selection dialogue into save mode.

en: The following example script shows how to create a file selection dialog: <placeholder-1/>
en_GB: The following example script shows how to create a file selection dialogue: <placeholder-1/>

en: File Selection Dialog Example
en_GB: File Selection Dialogue Example

en: <placeholder-1/> file selection dialog example
en_GB: <placeholder-1/> file selection dialogue example

en: List Dialog
en_GB: List Dialogue

en: Use the <option>--list</option> option to create a list dialog. <application>Zenity</application> returns the entries in the first column of text of selected rows to standard error.
en_GB: Use the <option>--list</option> option to create a list dialogue. <application>Zenity</application> returns the entries in the first column of text of selected rows to standard error.

en: Data for the dialog must specified column by column, row by row. Data can be provided to the dialog through standard input. Each entry must be separated by a newline character.
en_GB: Data for the dialogue must specified column by column, row by row. Data can be provided to the dialogue through standard input. Each entry must be separated by a newline character.

en: The list dialog supports the following options:
en_GB: The list dialogue supports the following options:

en: Specifies the column headers that are displayed in the list dialog. You must specify a <option>--column</option> option for each column that you want to display in the dialog.
en_GB: Specifies the column headers that are displayed in the list dialogue. You must specify a <option>--column</option> option for each column that you want to display in the dialogue.

en: Specifies that the first column in the list dialog contains check boxes.
en_GB: Specifies that the first column in the list dialogue contains check boxes.

en: Specifies that the first column in the list dialog contains radio boxes.
en_GB: Specifies that the first column in the list dialogue contains radio boxes.

en: Specifies what string is used when the list dialog returns the selected entries.
en_GB: Specifies what string is used when the list dialogue returns the selected entries.

en: The following example script shows how to create a list dialog: <placeholder-1/>
en_GB: The following example script shows how to create a list dialogue: <placeholder-1/>

en: List Dialog Example
en_GB: List Dialogue Example

en: <placeholder-1/> list dialog example
en_GB: <placeholder-1/> list dialogue example

en: Message Dialogs
en_GB: Message Dialogues

en: <application>Zenity</application> can create four types of message dialog:
en_GB: <application>Zenity</application> can create four types of message dialogue:

en: For each type, use the <option>--text</option> option to specify the text that is displayed in the dialog.
en_GB: For each type, use the <option>--text</option> option to specify the text that is displayed in the dialogue.

en: Use the <option>--error</option> option to create an error dialog.
en_GB: Use the <option>--error</option> option to create an error dialogue.

en: The following example script shows how to create an error dialog: <placeholder-1/>
en_GB: The following example script shows how to create an error dialogue: <placeholder-1/>

en: Error Dialog Example
en_GB: Error Dialogue Example

en: <placeholder-1/> error dialog example
en_GB: <placeholder-1/> error dialogue example

en: Information Dialog
en_GB: Information Dialogue

en: Use the <option>--info</option> option to create an information dialog.
en_GB: Use the <option>--info</option> option to create an information dialogue.

en: The following example script shows how to create an information dialog: <placeholder-1/>
en_GB: The following example script shows how to create an information dialogue: <placeholder-1/>

en: Information Dialog Example
en_GB: Information Dialogue Example

en: <placeholder-1/> information dialog example
en_GB: <placeholder-1/> information dialogue example

en: Question Dialog
en_GB: Question Dialogue

en: Use the <option>--question</option> option to create a question dialog.
en_GB: Use the <option>--question</option> option to create a question dialogue.

en: The following example script shows how to create a question dialog: <placeholder-1/>
en_GB: The following example script shows how to create a question dialogue: <placeholder-1/>

en: Question Dialog Example
en_GB: Question Dialogue Example

en: <placeholder-1/> question dialog example
en_GB: <placeholder-1/> question dialogue example

en: Warning Dialog
en_GB: Warning Dialogue

en: Use the <option>--warning</option> option to create a warning dialog.
en_GB: Use the <option>--warning</option> option to create a warning dialogue.

en: The following example script shows how to create a warning dialog: <placeholder-1/>
en_GB: The following example script shows how to create a warning dialogue: <placeholder-1/>

en: Warning Dialog Example
en_GB: Warning Dialogue Example

en: <placeholder-1/> warning dialog example
en_GB: <placeholder-1/> warning dialogue example

en: Use the <option>--progress</option> option to create a progress dialog.
en_GB: Use the <option>--progress</option> option to create a progress dialogue.

en: The progress dialog supports the following options:
en_GB: The progress dialogue supports the following options:

en: Specifies the text that is displayed in the progress dialog.
en_GB: Specifies the text that is displayed in the progress dialogue.

en: Specifies the initial percentage that is set in the progress dialog.
en_GB: Specifies the initial percentage that is set in the progress dialogue.

en: Closes the progress dialog when 100% has been reached.
en_GB: Closes the progress dialogue when 100% has been reached.

en: 
            #!/bin/sh
            (
            echo "10" ; sleep 1
            echo "# Updating mail logs" ; sleep 1
            echo "20" ; sleep 1
            echo "# Resetting cron jobs" ; sleep 1
            echo "50" ; sleep 1
            echo "This line will just be ignored" ; sleep 1
            echo "75" ; sleep 1
            echo "# Rebooting system" ; sleep 1
            echo "100" ; sleep 1
            ) |
            zenity --progress \
              --title="Update System Logs" \
              --text="Scanning mail logs..." \
              --percentage=0
    
            if [ "$?" = -1 ] ; then
                    zenity --error \
                      --text="Update canceled."
            fi
en_GB: 
            #!/bin/sh
            (
            echo "10" ; sleep 1
            echo "# Updating mail logs" ; sleep 1
            echo "20" ; sleep 1
            echo "# Resetting cron jobs" ; sleep 1
            echo "50" ; sleep 1
            echo "This line will just be ignored" ; sleep 1
            echo "75" ; sleep 1
            echo "# Rebooting system" ; sleep 1
            echo "100" ; sleep 1
            ) |
            zenity --progress \
              --title="Update System Logs" \
              --text="Scanning mail logs..." \
              --percentage=0
    
            if [ "$?" = -1 ] ; then
                    zenity --error \
                      --text="Update cancelled."
            fi

en: The following example script shows how to create a progress dialog: <placeholder-1/>
en_GB: The following example script shows how to create a progress dialogue: <placeholder-1/>

en: Progress Dialog Example
en_GB: Progress Dialogue Example

en: <placeholder-1/> progress dialog example
en_GB: <placeholder-1/> progress dialogue example

en: Text Entry Dialog
en_GB: Text Entry Dialogue

en: Use the <option>-entry</option> option to create a text entry dialog. <application>Zenity</application> returns the contents of the text entry to standard error.
en_GB: Use the <option>-entry</option> option to create a text entry dialogue. <application>Zenity</application> returns the contents of the text entry to standard error.

en: The text entry dialog supports the following options:
en_GB: The text entry dialogue supports the following options:

en: Specifies the text that is displayed in the text entry dialog.
en_GB: Specifies the text that is displayed in the text entry dialogue.

en: Specifies the text that is displayed in the entry field of the text entry dialog.
en_GB: Specifies the text that is displayed in the entry field of the text entry dialogue.

en: Hides the text in the entry field of the text entry dialog.
en_GB: Hides the text in the entry field of the text entry dialogue.

en: The following example script shows how to create a text entry dialog: <placeholder-1/>
en_GB: The following example script shows how to create a text entry dialogue: <placeholder-1/>

en: Text Entry Dialog Example
en_GB: Text Entry Dialogue Example

en: <placeholder-1/> text entry dialog example
en_GB: <placeholder-1/> text entry dialogue example

en: Text Information Dialog
en_GB: Text Information Dialogue

en: Use the <option>--text-info</option> option to create a text information dialog.
en_GB: Use the <option>--text-info</option> option to create a text information dialogue.

en: The text information dialog supports the following options:
en_GB: The text information dialogue supports the following options:

en: Specifies a file that is loaded in the text information dialog.
en_GB: Specifies a file that is loaded in the text information dialogue.

en: Allows the displayed text to be edited. The edited text is returned to standard error when the dialog is closed.
en_GB: Allows the displayed text to be edited. The edited text is returned to standard error when the dialogue is closed.

en: The following example script shows how to create a text information dialog: <placeholder-1/>
en_GB: The following example script shows how to create a text information dialogue: <placeholder-1/>

en: Text Information Dialog Example
en_GB: Text Information Dialogue Example

en: <placeholder-1/> text information dialog example
en_GB: <placeholder-1/> text information dialogue example

en: This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
en_GB: This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public Licence as published by the Free Software Foundation; either version 2 of the Licence, or (at your option) any later version.

en: This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public License for more details.
en_GB: This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public Licence for more details.

en: You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
en_GB: You should have received a copy of the GNU Lesser General Public Licence along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.

en: Display dialog boxes from shell scripts
en_GB: Display dialogue boxes from shell scripts

en: You must specify a dialog type. See 'zenity --help' for details
en_GB: You must specify a dialogue type. See 'zenity --help' for details

en: Set the dialog title
en_GB: Set the dialogue title

en: Set dialog timeout in seconds
en_GB: Set dialogue timeout in seconds

en: Display calendar dialog
en_GB: Display calendar dialogue

en: Set the dialog text
en_GB: Set the dialogue text

en: Display text entry dialog
en_GB: Display text entry dialogue

en: Display error dialog
en_GB: Display error dialogue

en: Set the dialog icon
en_GB: Set the dialogue icon

en: Enable ellipsizing in the dialog text. This fixes the high window size with long texts
en_GB: Enable ellipsising in the dialogue text. This fixes the high window size with long texts

en: Display info dialog
en_GB: Display info dialogue

en: Display file selection dialog
en_GB: Display file selection dialogue

note: Help for file-filter argument (name and patterns for file selection)
en: NAME | PATTERN1 PATTERN2 ...
en_GB: NAME | PATTERN1 PATTERN2 …

en: Display list dialog
en_GB: Display list dialogue

en: Use check boxes for the first column
en_GB: Use tick boxes for the first column

en: Use radio buttons for the first column
en_GB: Use radio buttons for first column

en: Display progress indication dialog
en_GB: Display progress indication dialogue

en: Dismiss the dialog when 100% has been reached
en_GB: Dismiss the dialogue when 100% has been reached

en: Display question dialog
en_GB: Display question dialogue

en: Display text information dialog
en_GB: Display text information dialogue

en: Enable an I read and agree checkbox
en_GB: Enable an I read and agree tickbox

en: Display warning dialog
en_GB: Display warning dialogue

en: Display scale dialog
en_GB: Display scale dialogue

en: Display forms dialog
en_GB: Display forms dialogue

en: Add a new Entry in forms dialog
en_GB: Add a new Entry in forms dialogue

en: Add a new Password Entry in forms dialog
en_GB: Add a new Password Entry in forms dialogue

en: Add a new Calendar in forms dialog
en_GB: Add a new Calendar in forms dialogue

en: Add a new List in forms dialog
en_GB: Add a new List in forms dialogue

en: Add a new combo box in forms dialog
en_GB: Add a new combo box in forms dialogue

en: Display password dialog
en_GB: Display password dialogue

en: Display color selection dialog
en_GB: Display colour selection dialogue

en: Set the color
en_GB: Set the colour

en: Color selection options
en_GB: Colour selection options

en: Show color selection options
en_GB: Show colour selection options

en: Password dialog options
en_GB: Password dialogue options

en: Show password dialog options
en_GB: Show password dialogue options

en: Forms dialog options
en_GB: Forms dialogue options

en: Show forms dialog options
en_GB: Show forms dialogue options

en: --%s is not supported for this dialog
en_GB: --%s is not supported for this dialogue

en: Two or more dialog options specified
en_GB: Two or more dialogue options specified

en: No column titles specified for List dialog.
en_GB: No column titles specified for List dialogue.

en: You should use only one List dialog type.
en_GB: You should use only one List dialogue type.

en: Forms dialog
en_GB: Forms dialogue

en: Non-option program arguments:
en_GB: Non-option programme arguments:

note: translators: the first %s is name of the resolvable, the second is its kind (e.g. 'zypper package')
en: Automatically agreeing with %s %s license.
en_GB: Automatically agreeing with %s %s licence.

note: translators: e.g. "... with flash package license."
en: Aborting installation due to user disagreement with %s %s license.
en_GB: Aborting installation due to user disagreement with %s %s licence.

en: Initializing Target
en_GB: Initialising Target
