
##New Tech Tree Pop Help##

ADVANCE_ARTS_HELP "Gives: Tribal Democracy(G)"
ADVANCE_RELIGION_HELP "Gives: Temple(I), Cultism(G), Holy Warrior(U), Chichen Itza(W)"
ADVANCE_AGRICULTURE_HELP "Gives: Capitol(I), Infrastructure(SI), Settler(U)"
ADVANCE_TOOLMAKING_HELP "Gives: Warrior(U), Militia(U)"
ADVANCE_FIRE_HELP "Gives: Granary(I), Forest(TF)"
ADVANCE_WRITING_HELP "Gives: Theater(I), Ramayana(W)"
ADVANCE_ASTRONOMY_HELP "Gives: Stonehenge(W), Scout(U)"
ADVANCE_DOMESTICATION_HELP "Gives: Animal Ranch(I)"
ADVANCE_IRRIGATION_HELP "Gives: Farm(TI), Grassland(TF), Plains(TF), Slaver(U)"
ADVANCE_MINING_HELP "Gives: Tyranny(G), Spearman(U), Slinger(U)"
ADVANCE_STONE_WORKING_HELP "Gives: City Wall(I), Stronghold(TI), Sphinx(W)"
ADVANCE_SHIP_BUILDING_HELP "Gives: Labyrinth(W), Nets(TI), Trireme(U)"
ADVANCE_ANATOMY_HELP "Gives: Statue(I)"
ADVANCE_JURISPRUDENCE_HELP "Gives: Courthouse(I), Hammurabi's Code(W), Imperium(G)"
ADVANCE_PHILOSOPHY_HELP "Gives: Academy(I), Great Library(W)"
ADVANCE_TRADE_HELP "Gives: Marketplace(I), Mistress(U)"
ADVANCE_WHEEL_HELP "Gives: Via Appia(W), Roads(TI), Chariot(U)"
ADVANCE_HORSEBACK_RIDING_HELP "Gives: Mounted Archer(U)"
ADVANCE_BRONZE_WORKING_HELP "Gives: Mines(TI), Phalanx(U)"
ADVANCE_GEOMETRY_HELP "Gives: Arena(I), Forbidden City(W)"
ADVANCE_CARTOGRAPHY_HELP "Gives: Colossus(W), Skiff(U)"
ADVANCE_MERCHANT_GUILDS_HELP "Gives: Oligarchy(G), Caravan(SU)"
ADVANCE_CRAFTS_HELP "Gives: Archer(U)"
ADVANCE_MONARCHY_HELP "Gives: Monarchy(G), Horsemen(U)"
ADVANCE_IRON_WORKING_HELP "Gives: Meroe Court(W), Legion(U)"
ADVANCE_ENGINEERING_HELP "Gives: Aqueduct(I), Catapult (U)"
ADVANCE_CITY_STATE_HELP "Gives: Republic(G)"
ADVANCE_CLASSICAL_EDUCATION_HELP "Gives: University(I), Abolitionist(U)"
ADVANCE_BUREAUCRACY_HELP "Gives: Confucius Academy(W), Assassin (U)"
ADVANCE_STIRRUP_HELP "Gives: Knight(U)"
ADVANCE_ALCHEMY_HELP "Gives: Philosopher's Stone(W), Galley(U), Ranger(U)"
ADVANCE_HULL_MAKING_HELP "Gives: Longship(U), Huscarl(U)"
ADVANCE_THEOCRACY_HELP "Gives: Hagia Sophia(W), Theocracy(G), Cleric(U)"
ADVANCE_MYSTICISM_HELP "Gives: Monastery(I), Ascetic Virtues(W), Templar (U)"
ADVANCE_BANKING_HELP "Gives: Bank(I)"
ADVANCE_AGRICULTURAL_REVOLUTION_HELP "Gives: Mill(I), Advanced Farms(TI), Swamp(TF), Pikeman(U)"
ADVANCE_MECHANICS_HELP "Gives: Workshop(I), Crossbowman(U), Hussar(U)"
ADVANCE_OCEAN_FARING_HELP "Gives: Fisheries(TI)"
ADVANCE_PRINTING_PRESS_HELP "Gives: Publishing House(I), Gutenberg's Bible(W), Noble Republic(G), Ambassador(U)"
ADVANCE_GUNPOWDER_HELP "Gives: Musketeer(U)"
ADVANCE_PERSPECTIVE_HELP "Gives: Cathedral(I), Leonardo's Workshop(W)"
ADVANCE_AGE_OF_DISCOVERY_HELP "Gives: Magellan's Journey(W), Caravel(U)"
ADVANCE_AGE_OF_REASON_HELP "Gives: Emancipation Act(W)"
ADVANCE_OPTICS_HELP "Gives: Galileo's Telescope(W)"
ADVANCE_MECHANICAL_CLOCK_HELP "Gives: Town Hall(I), Absolutism(G)"
ADVANCE_CAVALRY_TACTICS_HELP "Gives: Cavalry(U)"
ADVANCE_CANNON_MAKING_HELP "Gives: Cannon(U)"
ADVANCE_MACHINE_TOOLS_HELP "Gives: Ship of the Line(U), Frigate(U)"
ADVANCE_PHYSICS_HELP "Gives: Institute of Science(I)"
ADVANCE_INDUSTRIAL_REVOLUTION_HELP "Gives: Factory(I), Jungle(TF)"
ADVANCE_COLONIALISM_HELP "Gives: East India Company(W), Colonist(U), Conquistador(U)"
ADVANCE_MEDICINE_HELP "Gives: Hospital(I)"
ADVANCE_DEMOCRACY_HELP "Gives: Democracy(G), Lawyer(U)"
ADVANCE_POLICE_HELP "Gives:"
ADVANCE_ECONOMICS_HELP "Gives: Capitalization(SI), London Exchange(W)"
ADVANCE_STEAM_MACHINE_HELP "Gives: Diplomat(U), Samurai(U)"
ADVANCE_RIFLED_GUNS_HELP "Gives: Rifleman(U)"
ADVANCE_NATIONALISM_HELP "Gives: Spy(U), National Militia(U)"
ADVANCE_COMMUNISM_HELP "Gives: Prison(I), Communism(G), Guerilla(U)"
ADVANCE_RAILROAD_HELP "Gives: Railroads(TI), Desert(TF)"
ADVANCE_FUNDAMENTALISM_HELP "Gives:"
ADVANCE_ELECTRICITY_HELP "Gives: Advanced Mines(TI)"
ADVANCE_CHEMISTRY_HELP "Gives: Zeppelin(U)"
ADVANCE_CORPORATION_HELP "Gives: Edison's Lab(W), Corporate Branch(U)"
ADVANCE_STEEL_HELP "Gives: Ironclad(U), Troop Ship(U), Eiffel Tower(W)"
ADVANCE_FOOD_PROCESSING_HELP "Gives: Food Silo(I)"	
ADVANCE_OIL_REFINING_HELP "Gives: Power Plant(I), Submarine(U)"
ADVANCE_FASCISM_HELP "Gives: Radio Station(I), Fascism(G), Fascist(U), Commissar(U)"
ADVANCE_MASS_PRODUCTION_HELP "Gives: Oil Refinery(I), Destroyer(U), Armoured Recon(U), Conscript(U), Increases Pollution 50%"
ADVANCE_EXPLOSIVES_HELP "Gives: Artillery(U), Machine Gunner(U), Battleship(U)"
ADVANCE_ELECTRIFICATION_HELP "Gives: Cinema(I), Hollywood(W), Listening Post(TI)"
ADVANCE_CHEMICALS_HELP "Gives: Farm Mechanization(I), Tundra(TF), Chem Trooper(U), Increases Pollution 50%"
ADVANCE_TANK_WARFARE_HELP "Gives: Tank(U), Mobile Gun(U)"
ADVANCE_LIBERALISM_HELP "Gives: People's Republic(G), Fundamentalism(G), Fanatic(U)"
ADVANCE_ELECTRONICS_HELP "Gives: Sonar Buoy(TI), Radar Station(TI), AA Gun(U)"
ADVANCE_AERODYNAMICS_HELP "Gives: Airport(I), Air Base(TI), Fighter(U), Aircraft Carrier(U)"
ADVANCE_HUMAN_RIGHTS_HELP "Gives: United Nations(W)"
ADVANCE_QUANTUM_MECHANICS_HELP "Gives: A-Bomb(U)"
ADVANCE_CONSUMER_ELECTRONICS_HELP "Gives: Television(I), Televangelist(U)"
ADVANCE_LANDING_OPERATIONS_HELP "Gives: Marine(U)"
ADVANCE_PHARMACEUTICALS_HELP "Gives: Drug Store(I), Sexual Revolution(W)"
ADVANCE_JET_PROPULSION_HELP "Gives: Bomber(U), Air Transport(U)"
ADVANCE_ENVIRONMENTALISM_HELP "Gives: Recycling Plant(I), Kyoto Protocol(W), Dead(TF), Decreases Pollution 50%"
ADVANCE_NUCLEAR_ENERGETICS_HELP "Gives: Nuclear Plant(I), Nuclear Sub(U)"
ADVANCE_COMBINED_ARMS_HELP "Gives: Commando(U), Mechanized Infantry(U)"
ADVANCE_COMPUTER_HELP "Gives: Research Lab(I)"
ADVANCE_ROCKETRY_HELP "Gives: Mobile SAM(U)"
ADVANCE_LASER_HELP "Gives: Seti Project(W), SDI Laser(U)"
ADVANCE_GLOBAL_COMMUNICATIONS_NETWORK_HELP "Gives: GlobeSat(W), Spy Sat(U)"
ADVANCE_NUCLEAR_WARFARE_HELP "Gives: Nuke(U), ICBM(U), Stealth Launcher(U)"
ADVANCE_MATERIAL_ENGINEERING_HELP "Gives: Power Grid(I), Communication Nexus(I), Assembly Module(TI), Drone(U), Combat Engineer(U)"
ADVANCE_GENETICS_HELP "Gives: Genome Project(W), Infector(U)"
ADVANCE_SPACE_FLIGHT_HELP "Gives: Moon Landing(W), Interceptor(U)"
ADVANCE_INFO_CULTURE_HELP "Gives: Internet(W) "
ADVANCE_RAPID_DEPLOYMENT_HELP "Gives: Hovercraft(U), Gunship (U)"
ADVANCE_GLOBAL_DEFENSE_INITIATIVE_HELP "Gives: The Agency(W), Escort Cruiser(U)"
ADVANCE_MICROSURGERY_HELP "Gives: Hydroponic Module(TI), Humanitarian Aid(U)"
ADVANCE_SCARCITY_ECONOMICS_HELP "Gives: Solar Plant(I), War on Terror(W)"
ADVANCE_BIONICS_HELP "Gives: Stormtrooper(U)"
ADVANCE_HUMAN_CLONING_HELP "Gives: Cloning Center(I), Clone(U)"
ADVANCE_MULTINATIONAL_REPUBLIC_HELP "Gives: Financial Center(I), Corporate Republic(G)"
ADVANCE_FUEL_CELLS_HELP "Gives: Eco-Transit(I), Orbital Cannon(U)"
ADVANCE_ADVANCED_COMPOSITES_HELP "Gives: Space Plane(U), Stealth Bomber(U), Land Warrior(U)"
ADVANCE_ROBOTICS_HELP "Gives: War Walker(U), Robotic Plant(I)"
ADVANCE_SEA_COLONIES_HELP "Gives: Undersea Mines(TI), Sea Engineer(U), MINe-Field(U)"
ADVANCE_GENETIC_TAILORING_HELP "Gives: Beef Vat(I), Dinosaur Park(W), Advanced Hydroponic Module(TI), ABC Clone(U)"
ADVANCE_SUPERCONDUCTOR_HELP "Gives: Rail Launcher(I), Maglevs(TI), Undersea Tunnels(TI), Earthshaker(U)"
ADVANCE_MEZOTECH_HELP "Gives: Hydroponic Farm(T), Glacier(TF)"
ADVANCE_UNIFIED_FIELD_THEORY_HELP "Gives: Hannabu(U), Mobile Infantry(U), Hopper(U)"
ADVANCE_ANDROIDS_HELP "Gives: Android Servants(I), Data Vats(I), Cyber Militia(U)"
ADVANCE_CRUST_ENGINEERING_HELP "Gives: Mega Mines(TI)"
ADVANCE_HARDWAR_HELP "Gives: Cyberpanzer(U), Assault Droid(U), Kraken(U)"
ADVANCE_AI_SURVEILLANCE_HELP "Gives: Security Monitor(I), Webber(U)"
ADVANCE_ARCOLOGIES_HELP "Gives: Arcologies(I), Star Scrapper(W)"
ADVANCE_LIQUID_BREATHING_HELP "Gives: Automated Fisheries(TI), Scout Sub(U)"
ADVANCE_BIONANOTECH_HELP "Gives: Aqua-Purifier(I), Immunity Chip(W), Deepguard(U), Tracker(U)"
ADVANCE_ECOTOPIA_HELP "Gives: Ecotopia(G), Dryad(U), Ecoterrorist(U)"
ADVANCE_NEURAL_SILICON_INTERFACE_HELP "Gives: Datalinks(I), Sensorium(W), Cyber Ninja(U)"
ADVANCE_INTELLIGENT_MATERIALS_HELP "Gives: Star Ladder(W), Space Fighter(U)"
ADVANCE_FUSION_HELP "Gives: Fusion Plant(I), Fusion Tank(U), Plasma Destroyer(U)"
ADVANCE_SUBNEURAL_ADS_HELP "Gives: Holomarket(I), Subneural Ad(U)"
ADVANCE_POWER_ARMOUR_HELP "Gives: Storm Marines(U), Obliterator(U)"
ADVANCE_FRICTIONLESS_SURFACES_HELP "Gives: Stealth Sub(U)"
ADVANCE_CRYONICS_HELP "Gives: Cryo-Prison(I)"
ADVANCE_TECHNOCRACY_HELP "Gives: Planetary Supercomputer(W), Technocracy(G), Plasmatica(U), Chasseur(U)"
ADVANCE_PERSONAL_ENCRYPTION_HELP "Gives: AI Matrix(I), Global E-Bank(W)"
ADVANCE_SPACE_COLONIES_HELP "Gives: Space Engineer(U), Space Bomber(U)"
ADVANCE_HOLOLITURGY_HELP "Gives:"
ADVANCE_DIMENSIONAL_PHYSICS_HELP "Gives: Swarm(U)"
ADVANCE_NANOASSEMBLY_HELP "Gives: Nanite Factory(I), Nanopedia(W), Advanced Assembly Module(TI), Decreases Pollution 100%"
ADVANCE_WILL_TO_POWER_HELP "Gives: Virocracy(G), Praetor(U), Death Guard(U)"
ADVANCE_FORCEFIELDS_HELP "Gives: Forcefield(I), Leviathan(U)"
ADVANCE_ASTEROID_MINING_HELP "Gives: Space Terminal(I)"
ADVANCE_MIND_CONTROL_HELP "Gives: Mind Controller(I), AI Entity(W), Cyberhive(G), Dominatrix(U), Zombie(U)"
ADVANCE_WILDERNESS_PRESERVATION_ACT_HELP "Gives: The Eden Project(W), which allows the D.R.U.I.D.(U) for Ecotopians"
ADVANCE_REPLICATORS_HELP "Gives: Mega Hydroponic Module(TI)"
ADVANCE_NANITES_HELP "Gives: Angel-Net(I), Nanite Difuser(W), Hills(TF)"
ADVANCE_CLOAKING_HELP "Gives: Phantom(U)"
ADVANCE_PSIONICS_HELP "Gives: ESP Center(W), Psi-Ops"
ADVANCE_ULTRAPRESSURE_MACHINERY_HELP "Gives: Advanced Undersea Mines(TI)"
ADVANCE_LIFE_EXTENSION_HELP "Gives: Body Exchange(I)"
ADVANCE_ANTIMATTER_DRIVE_HELP "Gives: Devastator(U), Assault Transport(U)"
ADVANCE_WORMHOLES_HELP "Gives: Wormhole Sensor(W), Wormhole Probe(U)"
ADVANCE_GAIA_THEORY_HELP "Gives: Gaia Controller(W), Decreases Pollution 100%"
ADVANCE_BATTLEOIDS_HELP "Gives: Battleoid(U)"
ADVANCE_ZERO_G_MANUFACTURING_HELP "Gives: Mega Assembly Module(TI), Space Cruiser(U)"
ADVANCE_MANTLE_ENGINEERING_HELP "Gives: Thermal Borehole(I), Mountain(TF)"
ADVANCE_GODHOOD_HELP "Gives: Master's Voice(W)"
ADVANCE_VIRTUAL_DEMOCRACY_HELP "Gives: Egalitarian Proclamation(W), Virtual Democracy(G), Investigator(U)"
ADVANCE_NANOSPHERE_HELP "Gives: Command Nexus(W)"
ADVANCE_MATTER_DISTORTION_HELP "Gives: Mega Undersea Mines(TI), Dreadnought(U)"
ADVANCE_DIVINE_EMPIRE_HELP "Gives: Deodrome(I), Divine Empire(G), God Soldier(U), Seraphim(U)"
ADVANCE_INTERSTELLAR_TRAVEL_HELP "Gives: Alpha Centauri Colony(W)"
ADVANCE_ALIEN_ARCHEOLOGY_HELP "Leads to new advances"
ADVANCE_SINGULARITY_POWER_HELP "Gives: Singularity Plant(I), National Shield(W)"
ADVANCE_SUSTAINED_REPLICATION_HELP "Gives: Autowar(U)"
ADVANCE_DNA_ASCENSION_HELP "Gives: Helix Knight(U)"
### Teleportation is cut 
ADVANCE_TELEPORTATION_HELP "I am Leads to new advances. I should not be here. Hunt me down. Remove me. But fix script.slc first."
ADVANCE_TELEPORTATION0_HELP "Leads to new advances"
ADVANCE_TELEPORTATION1_HELP "Leads to new advances"
ADVANCE_TELEPORTATION2_HELP "Leads to new advances"
ADVANCE_TELEPORTATION3_HELP "Leads to new advances"
ADVANCE_TELEPORTATION4_HELP "Leads to new advances"
ADVANCE_TELEPORTATION5_HELP "Leads to new advances"
ADVANCE_TELEPORTATION6_HELP "Leads to new advances"
ADVANCE_TELEPORTATION7_HELP "Leads to new advances"
ADVANCE_TELEPORTATION8_HELP "Leads to new advances"
ADVANCE_TELEPORTATION9_HELP "Leads to new advances"
ADVANCE_CULTURAL0_HELP "Leads to new advances"
ADVANCE_CULTURAL1_HELP "Leads to new advances"
ADVANCE_CULTURAL2_HELP "Decreases Pollution 100%"
ADVANCE_CULTURAL3_HELP "Leads to new advances"
ADVANCE_CULTURAL4_HELP "Leads to new advances"
ADVANCE_CULTURAL5_HELP "Leads to new advances"
ADVANCE_CULTURAL6_HELP "Leads to new advances"
ADVANCE_CULTURAL7_HELP "Leads to new advances"
ADVANCE_CULTURAL8_HELP "Leads to new advances"
ADVANCE_CULTURAL9_HELP "Leads to new advances"
ADVANCE_SEA0_HELP "Leads to new advances"
ADVANCE_SEA1_HELP "Leads to new advances"
ADVANCE_SEA2_HELP "Leads to new advances"
ADVANCE_SEA3_HELP "Leads to new advances"
ADVANCE_SEA4_HELP "Leads to new advances"
ADVANCE_SEA5_HELP "Leads to new advances"
ADVANCE_SEA6_HELP "Leads to new advances"
ADVANCE_SEA7_HELP "Leads to new advances"
ADVANCE_SEA8_HELP "Leads to new advances"
ADVANCE_SEA9_HELP "Leads to new advances"
ADVANCE_PHYSICS0_HELP "Leads to new advances"
ADVANCE_PHYSICS1_HELP "Leads to new advances"
ADVANCE_PHYSICS2_HELP "Decreases Pollution 100%"
ADVANCE_PHYSICS3_HELP "Leads to new advances"
ADVANCE_PHYSICS4_HELP "Leads to new advances"
ADVANCE_PHYSICS5_HELP "Leads to new advances"
ADVANCE_PHYSICS6_HELP "Leads to new advances"
ADVANCE_PHYSICS7_HELP "Leads to new advances"
ADVANCE_PHYSICS8_HELP "Leads to new advances"
ADVANCE_PHYSICS9_HELP "Leads to new advances"

###Help Text###

##Unit Help##
UNIT_DIPLOMAT_HELP "Ancient Special Unit. The Diplomat establishes embassies and investigates foreign cities. Diplomats can see some stealth units."
UNIT_CLERIC_HELP "Ancient through Industrial Age stealth unit only available to Civilizations using a Theocratic or Fundamentalist governments. The Cleric converts cities and sells indulgences to earn gold or soothsays to spread unhappiness in foreign cities."
UNIT_PIKEMEN_HELP "Renaissance defender."
UNIT_NUKE_HELP "The Nuke is a missile that can fly between cities or be carried onboard a Submarine, Aircraft Carrier or Bomber. Being an advanced form of the A-Bomb, it's also slightly cheaper."
UNIT_SUBNEURAL_ADS_HELP "Diamond Age Special Unit. The Subneural Ad is a stealthy corporate air unit that spreads corporate franchises and makes foreign cities unhappy with subliminal advertisements."
UNIT_LEVIATHAN_HELP "Diamond Age juggernaut. The Leviathan is the most powerful land unit in history. Slow moving but incredibly powerful, the Leviathan is capable of bombarding targets in space."
UNIT_SETTLER_HELP "Special Unit. Settles cities."
UNIT_SLAVER_HELP "Neolithic Special Unit. This stealth unit steals population from cities, takes Slaves after battles, and enslaves enemy Settlers."
UNIT_CHARIOT_HELP "Ancient Fast Attack unit, good also as support unit in attack or defence, because of his ranged attack. Useful for scouting as well."
UNIT_COMBAT_ENGINEER_HELP "Nuclear Age settling unit."
UNIT_TRIREMES_HELP "Ancient coastal ship, allows to transport units."
UNIT_HOPLITE_HELP "Ancient defender."
UNIT_LEGION_HELP "Ancient all-purpose attacker and defender."
UNIT_GREEK_FIRE_HELP "Ancient ranged combatant. Fights best when assisting attackers or defenders."
UNIT_GREEK_FIRE_TRIREME_HELP "Ancient coastal warship. Can bombard ships."
UNIT_KNIGHT_HELP "Ancient Assault Unit. The knight is hard-hitting and heavily armored."
UNIT_LONGSHIP_HELP "Ancient open water transport."
UNIT_CANNON_HELP "Renaissance ranged combatant. Fights best when assisting attackers or defenders. Can bombard enemies from distance."
UNIT_CAVALRY_HELP "Best Renaissance Fast Attacker."
UNIT_SHIP_OF_THE_LINE_HELP "Best Renaissance warship."
UNIT_MUSKETEERS_HELP "Industrial Age general purpose unit, excels at defending."
UNIT_LAWYER_HELP "Industrial Age Special Unit. This stealth unit freezes production in enemy cities with injunctions, and sues franchises and trade units to destroy them."
UNIT_FASCIST_HELP "Industrial Age attacker only available to Fascist governments. Reduces chances of a succesful spy action against a city which he defends. Catches Slaves after a victorious battle."
UNIT_ABOLITIONIST_HELP "Renaissance Special Unit. Incites slave revolts and frees slaves, potentially crippling slaving Civilizations."
UNIT_MACHINE_GUNNER_HELP "Industrial Age unit. Powerful defender or support unit."
UNIT_ARTILLERY_HELP "Industrial and Nuclear Age ranged combatant. Can active defend vs land and sea units, and has great firepower."
UNIT_TROOP_SHIP_HELP "Nuclear Age open water transport."
UNIT_SUBMARINE_HELP "Nuclear Age underwater stealthy warship. Can carry two nukes."
UNIT_BATTLESHIP_HELP "Best Industrial and Nuclear Age naval warship in terms of sheer firepower."
UNIT_SPY_HELP "Industrial and Nuclear Age Special Unit. This stealth unit performs a host of dirty tricks on the enemy: spying, assassinating, inciting revolutions, stealing, and planting Nukes."
UNIT_FIGHTER_HELP "Nuclear Age aerial attacker. Strikes from the skies at great distance to attack and return to base before it can be intercepted and destroyed. Must refuel every three turns."
UNIT_AIRCRAFT_CARRIER_HELP "Nuclear Age naval vessel that acts as an air base at sea. Great vision range and active defence (if carrying Interceptors)."
UNIT_TANK_HELP "Best Nuclear Age attacker. Bad at defense."
UNIT_DESTROYER_HELP "Nuclear Age naval ship. Less powerful than Battleship, cannot bombard, but faster and it can detect Submarines."
UNIT_TELEVANGELIST_HELP "Nuclear and Genetic Age Special Unit. Converts foreign cities, Soothsays and Sells Indulgences."
UNIT_CARGO_POD_HELP "Nuclear Age and later Special Unit. Carries units in space."
UNIT_INTERCEPTORS_HELP	"Nuclear Age aerial attacker. Makes active defense attacks against other airplanes, but must refuel within two turns."
UNIT_BOMBER_HELP	"Nuclear Age unit. Powerful ranged attacker vs land and sea. Capable of carrying one Nuke, the Bomber is only limited by a need to refuel in five turns. It is pretty much defenceless against Interceptors."
UNIT_MOBILE_SAM_HELP "Nuclear Age defender and support unit. Makes active defense attacks against airplanes. Useless agains ground units."
UNIT_CORPORATE_BRANCH_HELP "Industrial through Genetic Age Special Unit. This stealth unit franchises enemy cities and gains a part of their production for your own Civilization. A Trade Unit, it cannot be expelled." 
UNIT_C17_TRANSPORT_HELP "Nuclear Age air transport, which can carry land units."
UNIT_SPACE_PLANE_HELP "Genetic Age space transport. Shuttles as many as three units to and from space, provided they're not too bulky."
UNIT_PARATROOPER_HELP "Genetic Age Assault Unit. Stormtroopers can paradrop up to 30 tiles from a city, and are equipped well enough to wage war by themselves."
UNIT_SPY_PLANE_HELP "Nuclear Age aerial assault unit. Useless against other airplanes."
UNIT_BATTLEBOT_HELP "Genetic Age artillery. Combines the mobility of armored cavalry with the firepower of a heavy rocket battery. Devastating against aerial units, as it can actively defend against them."
UNIT_SEA_ENGINEER_HELP "Genetic Age Settler. Builds undersea cities."
UNIT_STEALTH_SUB_HELP "Genetic Age underwater attacker. A stealth unit, the Stealth Sub can evade most detection systems."
UNIT_ECOTERRORIST_HELP "Genetic Age Special Unit. Destroys a city's improvements with nano-technology and eliminates corporate leaders to spread unhappiness."
UNIT_SPACE_ENGINEER_HELP "Genetic Age Settler. Builds space cities."
UNIT_INFECTOR_HELP "Genetic Age Special Unit. Infects cities with fearsome viral agents causing unhappiness."
UNIT_CRAWLER_HELP "Diamond Age defensive unit."
UNIT_BATTLE_CRUISER_HELP "Diamond Age space behemoth."
UNIT_SPACE_MARINES_HELP "Genetic Age city assault unit. Can assault and capture cities in space, underwater, or on land. Can attack from transports directly into defended tiles and cities."
UNIT_SPACE_BOMBER_HELP "Diamond Age space attacker. Destroys Earth dwellers from space with little risk of return fire."
UNIT_PARK_RANGER_HELP "Diamond Age Special Unit. Obliterates cities and returns the world to a pastoral state of nature."
UNIT_WORMHOLE_PROBE_HELP "Diamond Age Special Unit. Enters the Wormhole and returns with alien DNA."
UNIT_CATTLE_HELP "Genetic Age defensive unit. Cheap and hard to spot. Impossible to bombard from space."
UNIT_SWARM_HELP "Diamond Age space and land attacker. Drops down from space to attack anywhere on the planet. Can attack from transports directly into defended tiles and cities."
UNIT_PHANTOM_HELP "Diamond Age cloaked space attacker. Sneaks through space to raid unprotected space cities."
UNIT_MARINES_HELP "Nuclear Age attacker. The Marine is capable of conducting amphibious assaults to capture cities along the coast by attacking from transports directly into defended tiles and cities."
UNIT_WARRIOR_HELP "Neolithic unit. Slow, but with great vision range. Available to any civilisation, no matter how unadvanced."
UNIT_STEALTH_FIGHTER_HELP "Genetic Age fast space and air attacker. Can plunge down from orbit to attack any target on the map. Must refuel in two turns."
UNIT_STEALTH_BOMBER_HELP "Genetic Age stealthy aerial attacker. Similar to the Bomber, but invisible to Radar Stations and most units. Must refuel in five turns."
UNIT_CYBER_NINJA_HELP "Genetic Age super spy capable of theft, spying, assassinating, planting nukes, and freeing slaves."
UNIT_SAMURAI_HELP "Ancient Age elite attacker available only to Monarchy and Imperium."
UNIT_PLASMATICA_HELP "Genetic Age all-purpose infantry. Actively defends against air units, such as Nukes."
UNIT_CARAVAN_HELP "Necessary for trade routes."
UNIT_FUSION_TANK_HELP "Genetic Age tank. Can move across coastal waters."
UNIT_PLASMA_DESTROYER_HELP "Genetic Age universal warship."
UNIT_COMMANDO_HELP "Nuclear Age special unit, able to paradrop and cause mayhem overseas undetected."		
UNIT_MISSY_HELP "Neolithic stealth unit, spies cities and steals advances."		
UNIT_CLONE_HELP "Genetic Age infantry, not the best but very cheap."		
UNIT_GUERILLA_HELP "Communist and Ecotopian governments stealth units. Spies cities and incites revolutions."		
UNIT_NATIONAL_MILITIA_HELP "Industrial and Nuclear Age militia. It is raised in one turn, but costs one Citizen."		
UNIT_RANGER_HELP "Renaissance stealth scout. She can pirate and destroy tile improvements."
UNIT_SPEARMAN_HELP "Neolithic infantry. The most basic unit there is."
UNIT_SLINGER_HELP "Neolithic support unit. Provides adequate fire support but is very fragile in close combat."
UNIT_POLICEMAN_HELP "Renaissance Diplomat with the advantage of improved movement"
UNIT_CATAPULT_HELP	"Ancient bombard unit. Can bombard cities and provide powerful fire support, but is very slow and fragile."
UNIT_ASSASSIN_HELP	"Ancient stealth unit. Spies, steals advances and conducts assassinations which decrease enemy city happiness. Easily kills Settlers and other Ancient special units."
UNIT_TEMPLAR_HELP	"Renaissance elite attack unit, available only to Theocratic government. Can traverse mountains."
UNIT_EARLY_MUSKETEER_HELP "Renaissance jack-of-all-trades unit, bringing stalwart defence coupled with powerful ranged fire thanks to their guns. Can't go wrong with a Muskeeteer."
UNIT_CROSSBOWMAN_HELP "Renaissance support unit. Quite good mobility."
UNIT_HUSCARL_HELP "Ancient assault unit. Can attack directly from ship."
UNIT_ZEPPELIN_HELP "Industrial age aerial transport with unlimited fuel."
UNIT_GUNSHIP_HELP "Nuclear age fast attacker, unlimited fuel and can capture cities too."
UNIT_ARMOURED_RECON_HELP "Nuclear age fast-moving unit, good for scouting and light combat."
UNIT_HOVERCRAFT_HELP "Nuclear Age transport and assault unit, moving over sea and land."
UNIT_GOD_SOLDIER_HELP "Diamond Age supersoldier, attacking enemies with nanotechnology. Only available to Divine Empire."
UNIT_AUTOWAR_HELP "Exterminate! Exterminate!"
UNIT_SCOUT_HELP	"Neolithic age scouting unit. Moves fast, is stealth and has good vision, but negligible combat capabilities."
UNIT_IRONCLAD_HELP "Industrial Age steam-powered, armored warship."
UNIT_EARLY_SUB_HELP "Industrial age stealth undersea warship. Low defence but excellent when bombarding ships from afar."
UNIT_MOBILE_GUN_HELP "Nuclear age fast support unit, able to bombard after moving."
UNIT_ESCORT_CRUISER_HELP "Nuclear Age support ship. Can bombard, see submarines, and actively defend against aerial attacks."
UNIT_CYBER_MILITIA_HELP "Genetic age and later unit. The best militia available. Costs one citizen to raise."
UNIT_CYBERPANZER_HELP "Genetic age attacker. One of the best assault units there are. Limited active defense against air and space."
UNIT_PSIOPS_HELP "Diamond Age Diplomat who can also see all types of units."
UNIT_BATTLEOID_HELP "Diamond age aerospace unit. The best assault unit available, albeit rather slow."
UNIT_ABOMINATION_HELP "Genetic age bioengineered attacker."
UNIT_MILITIA_HELP "Neolithic, Ancient and Renaissance age unit. She is always raised in one turn, but like Settler, decreases the size of your city."
UNIT_COLONIST_HELP "Renaissance and Industrial age Settling unit."
UNIT_CARAVEL_HELP "Renaissance age sea transport, fast, sturdy and spacious."
UNIT_DOMINATRIX_HELP "Diamond age unit. She uses mind control to enslave city citizens and defeated units."
UNIT_DEVASTATOR_HELP "Diamond age aerospace unit. Extremelly fast, has active defence and limitless fuel supply."
UNIT_MOBILE_INFANTRY_HELP "Genetic age fast moving marine infantry. Good in assaults, can attack directly from transport."
UNIT_ASSAULT_DROID_HELP "Genetic age all purpose unit. Actively defends against air, sea and land units."
UNIT_ENFORCER_HELP "The supreme soldier of the Virocracy with anti-Trade abilities to boot."
UNIT_CONQUISTADOR_HELP "Renaissance age marine infantry, can attack directly from transport, has improved mobility, good at attack and defence."
UNIT_HOLY_WARRIOR_HELP "Neolithic attack unit, available only to Cultist government."
UNIT_HUSSAR_HELP "Renaissance elite fast attack unit, available only to Noble Republic government."
UNIT_MECHANIZED_INFANTRY_HELP "Nuclear age balanced land unit, equally good at attacking, supporting and defending."
UNIT_DREADNOUGHT_HELP "Diamond Age underwater battleship, the most powerful sea vessel ever built."
UNIT_REAL_CHARIOT_HELP "Ancient Fast Attack unit."
UNIT_TRACKER_HELP "Genetic age stealth scout, similar to Commando but much better."
UNIT_FANATIC_HELP "Industrial age stealth unit employed by the Fundamentalist goverment. Good attack value, defends against spies and can plant nukes later on."
UNIT_SCOUT_SUB_HELP "Genetic age submarine with great mobility and good attack and defense. Can spy on cities."
UNIT_KRAKEN_HELP "Genetic age fully automated underwater Aircraft Carrier."
UNIT_ORBITAL_CANNON_HELP "Genetic age space-bound bombarding unit. Defenseless against other space units."
UNIT_OBLITERATOR_HELP "Genetic age powerful bomber."
UNIT_SERAPHIM_HELP "Divine Empire only, fast and hard-hitting infantry unit."
UNIT_AAGUN_HELP "Nuclear Age support unit. Drastically reduces stack's vulnerability to direct aerial attacks."
UNIT_BOUNTY_HELP "Genetic Age counterpart to the Lawyer, useful for fighting off the economic warfare."
UNIT_ZOMBIE_HELP "Cyberhive militia-type unit. Raised instantly, but costs one unit of population to produce. Decent attack value."
UNIT_CHASSEUR_HELP "Technocracy and Cyberhive only specialist. Sees Commando units and has active defense against land units with a range of 3 tiles."
UNIT_HOPPER_HELP "Genetic age aerial transport with unlimited fuel."
UNIT_FRIGATE_HELP "Renaissance age warship, not very powerful but fast-moving and with a great vision range."
UNIT_GRUNT_HELP "Virocratic infantry, with no special skills but rock-solid and cheap to raise."
UNIT_HORSEMEN_HELP "Ancient Age fastest assault unit with good vision range."
UNIT_ARACHNOPOD_HELP "Genetic Age stealthy active defender. Can hit aerial units from 5 tiles afar, but they need to be spotted by other units or Radar Stations."
UNIT_DEFCON_SAT_HELP "Can be launched into space to assault orbital units, like satellites or ICBMs. Can be docked to a Spy Sat to refuel; when aboard, it also receives the ability to actively defend against Space units."
UNIT_AQUA_HELP "Genetic Age seaborne Spy"
UNIT_THARXIS_HELP "Diamond Age stealthy transport that can deliver a full mecha batallion where least expected."
UNIT_ION_FRIGATE_HELP "Genetic Age spaceship. It dominates the orbit but can do little else."
UNIT_SKIFF_HELP "Ancient age light transport ship. Cheaper and swifter than the Trireme, but utterly defenseless."
UNIT_DOCTOR_HELP "A Cleric-like unit, only available to different governments."
UNIT_HELIX_KNIGHT_HELP "Diamond age flying artillery, immune to anti-air Active Defense but possessing this ability herself."
UNIT_VALKYRIE_HELP "Ecotopia's shock troopers, able to attack directly from transport."
UNIT_SPY_SAT_HELP "Nuclear Age scout. Orbits the planet, gathering really much data really fast."
UNIT_HAULER_HELP "Diamond Age aerospace transport. Needs no fuel, is hard to kill and carries up to 5 units to any point of the globe."
UNIT_STEALTH_LAUNCHER_HELP "Nuclear Age stealthy land unit that can transport one Nuke or A-Bomb."
UNIT_ROKKIT_HELP "Nuclear Age unit, unsurprisingly. Can carry two nukes onboard and travel into space, thus delivering a triple-nuclear strike to any place on the globe."
UNIT_EARTHSHAKER_HELP "Genetic Age electromagnetic artillery. Actively defends against Land and Sea units up to 2 tiles away. Can even shell a spaceborne unit or a space city, if happens to be positioned directly below them."
UNIT_CHEM_HELP "Nuclear Age infantry. It can bombard other units and poison cities with lethal chemicals."
UNIT_HANNABU_HELP "Genetic Age fast assault unit, which flies, has unlimited fuel and can capture cities."
UNIT_DEEP_GUARD_HELP "Genetic Age seaborne unit, good at defending and very hard to spot, but not very fast."
UNIT_LAND_WARRIOR_HELP "Genetic Age multipurpose infantry. Actively Defends against aerial units, but only with a very limited firepower."
UNIT_CONSCRIPT_HELP "Nuclear Age basic infantry."
UNIT_COMMIE_HELP "Communist and Cyberhive special unit. Defends against spies and counters economic warfare."
UNIT_A_BOMB_HELP "The A-Bomb destroys every unit and tile improvement within 1 tile of detonation, kills 3/4 of city's population on a direct hit and leaves irradiated wasteland in its wake."
UNIT_SDI_LASER_HELP "A Nuclear age special unit that can actively defend against air and space units within 2 tile range. Not very powerful and useless in battle, but kills those ICBMs dead."

##Improvement Help## 

IMPROVE_SILO_HELP "The Granary speeds the growth rate of a city by halving the amount of food necessary to grow. Notice that it doesn't provide the city with any extra food and only starts to have any effect after its population changes."
IMPROVE_CAPITOL_HELP "The Capitol is the center of a Civilization's government, providing the host city with a plethora of bonuses. You can only have one Capitol at any time. Cities far from the Capitol become unhappy more easily. Warning: during anarchy periods, the capitol is hit with a massive Happiness penalty."
IMPROVE_CITY_WALLS_HELP "The City Wall provides all units in the city with a +2 defense bonus. It also makes the city completely immune to Slavers. Monarchies receive extra +2 Happiness for having their City Walls erected."
IMPROVE_LIBRARY_HELP "The Publishing House adds +0.5 science per city population and an additional 25% bonus to the city's total science output."
IMPROVE_ACADEMY_HELP "The Academy increases the basic yield of a scientist to 10, and adds +0.5 science per city population."
IMPROVE_AQUEDUCT_HELP "The Aqueduct provides a supply of fresh water to the city, increasing food production by 25% and lowering the effects of overcrowding by 2."
IMPROVE_UNIVERSITY_HELP "The University increases the city's total science output by 50%, at the cost of 1 Happiness. It's generally unadvisable to build it in small cities."
IMPROVE_CITY_CLOCK_HELP "The Town Hall makes all business in the city more efficient, increasing gold output by 1 per population. It also provides Democracies with a +1 bonus to Happiness."
IMPROVE_FACTORY_HELP "The Factory increases the city's production by 50% and allows for the hiring of laborer specialists."
IMPROVE_CIRCUS_HELP "The Coliseum increases the city's happiness by 2 (3 in Cultism, Tyranny, Imperium and Corporate State)."
IMPROVE_CATHEDRAL_HELP "The Cathedral increases a city's happiness by 3 with most governments, Communism and Cyberhive get only 1, though, while Teocracy, Fundamentalism and Divine Empire get 5."
IMPROVE_AIRPORT_HELP "The Airport increases the city's gold output by 25% and pollution by 50%."
IMPROVE_DRUG_STORE_HELP "The Drug Store cures the working person's common ailments, increasing production by 25% and improving happiness by 2. However, as a side effect, Crime is increased by 50%."
IMPROVE_COMPUTER_CENTER_HELP "The Research Lab is a scientific powerhouse that increases the city's overall science output by 50%."
IMPROVE_POPULATION_MONITOR_HELP "The Security Monitor watches everyone closely. Production is increased by 25%, crime lowered by 30% and the electronic network provides all units in the city with a +4 defense bonus."
IMPROVE_ARTIFICIAL_WOMB_COMPLEX_HELP "The Cloning Center produces spare body parts and perfect children for the elite, increasing the city's production by 25% and adding +0.5 science per population."
IMPROVE_WATER_TRANSFORMER_HELP "The Aqua-Filter can produce clean water from virtually anything, reducing Pollution by 50% and Overcrowding by 2, while increasing the food yield of a city by 25%. It also fully protects the city against chemical and biological agents."
IMPROVE_HOUSE_OF_FREEZING_HELP "The Cryo-Prison, a marvel of medicine and virtual reality decrases Crime by 30% and Overcrowding by 2. The brains of the frozen inmates are used for low-temperature calculations, increasing city's Science output by 1 per population."
IMPROVE_MIND_CONTROL_EMITTER_HELP "The Mind Controller reduces Overcrowding by 2 and provides a Happiness bonus, varying from +0 to +10, depending on the goverment. It also protects against religious conversion by foreign agents. Be warned though, it incurs a Happiness penalty during anarchy periods."
IMPROVE_FORCEFIELD_HELP "The Forcefield, the ultimate fortification, grants a +20 bonus to the defense of units inside the city."
IMPROVE_NANITE_FACTORY_HELP "The Nanite Factory allows you Rush Buy items at a rate of 1 gold for 1 production."
IMPROVE_EMBEDDED_KNOWLEDGE_CHIP_HELP "The Datalinks add +0.5 science per city population."
IMPROVE_BODY_EXCHANGE_HELP "The Body Exchange provides custom tailored bodies and immortality for all, increasing a city's happiness by 3."
IMPROVE_ZERO_EMISSION_VEHICLES_HELP "Eco-Transit ends the era of noisy and dirty traffic. It lowers pollution by 75% and the Overcrowding by 1."
IMPROVE_BIO_WARFARE_FILTERS_HELP "The Data Vats are vast data storage and computation nodes, practical only to build under the sea as they're using ocean water as the ultimate heat sink. They provide the city with a +50% Science bonus, as well as +2 Science per population."
IMPROVE_TEMPLE_HELP "The Temple increases a city's happiness by 2."
IMPROVE_COURTHOUSE_HELP "The Courthouse reduces crime in a city by 30% and generates 1 gold per city population."
IMPROVE_BAZAAR_HELP "The Marketplace increases the gold produced in a city by 50%. It also allows Merchant Specialists to be hired in your cities."
IMPROVE_THEATER_HELP "The Theater increases a city's happiness by 1 while decreasing its Overcrowding by 1."
IMPROVE_BANK_HELP "The Bank increases a city's gold by 50%. It also allows Banker Specialists (who are twice as good as Merchants, provided by the Marketplace) to be hired in your cities. At a price of -1 Happiness."
IMPROVE_HOSPITAL_HELP "The Hospital allows for cities to grow to larger sizes by reducing overcrowding by 3."
IMPROVE_MILL_HELP "The Mill increases production by 50%. Cannot be built in Space or Undersea."
IMPROVE_OIL_REFINERY_HELP "The Oil Refinery increases production by 25% and increases City's gold by 1.5 per citizen, but also increases pollution by 150%. Consider yourself warned."
IMPROVE_MOVIE_PALACE_HELP "The Movie Palace increases a city's Gold by 1.5 per citizen. In Fascism, it also grants a +1 bonus to Happiness."
IMPROVE_NUCLEAR_PLANT_HELP "The Nuclear Plant increases production by 25% and reduces pollution by 50%. At a price of 1 point of Happiness and a massive upkeep costs."
IMPROVE_RECYCLING_PLANT_HELP "The Recycling Plant reduces city pollution by 150% and helps to clean the world's environment, reducing previous pollution a bit."
IMPROVE_TELEVISION_HELP "Television provides 1.5 gold per city population and boosts Happiness by 3."
IMPROVE_SDI_HELP "Asteroid Miners improve the production of a space colony by 50%."
IMPROVE_ROBOTIC_PLANT_HELP "The Robotic Plant increases a city's production by 50% and reduces overcrowding by 1. For a very hefty price in gold."
IMPROVE_RAIL_LAUNCHER_HELP "The Rail Launcher can launch units into space, and also increases the gold yield of a city by 25%. Rail launching creates some pollution."
IMPROVE_ARCOLOGIES_HELP "Arcologies reduce Overcrowding by a huge factor of 8. They also protect against Slavers and provide a +4 defense bonus to all units in the city."
IMPROVE_BEEF_VAT_HELP "The Beef Vat adds +25% Food, at a price of increasing Pollution by 50%."
IMPROVE_FUSION_PLANT_HELP "The Fusion Plant increases a city's production by 50% and reduces pollution by 100%."
IMPROVE_CAPITALIZATION_HELP "Converts city production to gold."
IMPROVE_INFRASTRUCTURE_HELP "Converts city production to Public Works."
IMPROVE_ECD_HELP "Extraterrestrial Communication Devices are required to complete the Alien Life Project."
IMPROVE_XENOFORM_LABORATORY "Construction of the secret Xenoform Laboratory is the first stage of completing the Alien Life Project."
IMPROVE_CONTAINMENT_FIELD "Multiple Containment Field Generators are required to control the alien embryo's psychic radiation."
IMPROVE_EMBRYO_TANK "The Embryo Tank is required to support the developing alien embryo."
IMPROVE_GENE_SPLICER "The Gene Splicer will greatly accelerate the rate of the alien embryo's development."
IMPROVE_CATTLE_FARM_HELP "The Animal Ranch increases the food available to a city by 25%."
IMPROVE_FORTIFICATIONS_HELP "Workshop, the staple of the first industrial revolution, adds +1 gold per a city's population."
IMPROVE_STATUE_HELP "The Statue fills your people with pride, increasing Happiness in the city by 1. In Cultism, it serves various other ceremonial purposes as well, and the happiness bonus is tripled."
IMPROVE_COMMERCIAL_NEXUS_HELP "The commercial nexus is crucial for a Space or Sea colony. It doubles its growth rate and gold, adds +3 gold per citizen and decreases Overcrowding by 5."
IMPROVE_MONASTERY_HELP "The Monastery, the ultimate retreat from social life, reduces Overcrowding by 1. For religious governments, it also grants a +1 Happiness bonus."
IMPROVE_DEODROME_HELP "The Deodrome dazzles the people with religious experience, adding +2 to a city's happiness. For religious governments, this is much more than entertainment, and the bonus is raised to +2."
IMPROVE_POWER_GRID_HELP "The Power Grid turns a Space or Sea colony into a bustling place, doubling Production, decreasing crime by 30% and increases Happiness by 5. Additionally, the defense of any units inside the colony is increased by 6."
IMPROVE_INSTITUTE_HELP "The Institute increases the basic yield of each Scientist specialist (further modified by your Government type and crime) to 20, as well as boosts the overall Science yield of a city by 25%. It is not advised to build it if you're not planning to hire Scientists, unless the city is huge."
IMPROVE_POWER_PLANT_HELP "The Power Plant provides +25% Production and +1 Happiness bonuses, but the symmetrical +50% increase in Pollution is unavoidable."
IMPROVE_PRISON_HELP "The Prison, costly as it is, increases overall efficiency of a city by reducing the Overcrowding by 2 and Crime by 30%."
IMPROVE_SILO_X_HELP "Food for the working masses! The Silo is indispensable for large cities, as it increases the Food yield by 25% and reduces Overcrowding by 1."
IMPROVE_MECHA_FARM_HELP "The Mechanized Farm boosts city's Food by 25%, allowing for an even quicker growth, but for a price of +50% Pollution increase."
IMPROVE_RADIO_STATION_HELP "The Radio Station cuts the unhappiness caused by war in half. In addition, it provides a small but cheap commercial bonus of +0.5 Gold per city's citizen."
IMPROVE_FINANCIAL_CENTER_HELP "For a huge investment and upkeep cost, the Financial Center gives 5 gold per population in the city. It is advisable to build it only in huge cities."
IMPROVE_SOLAR_PLANT_HELP "The Solar Plant provides clean energy, thus decreasing the Pollution by 75% and boosting the Happiness by 1."
IMPROVE_HOLOMARKET_HELP "The Holomarket provides the city with a +25% Gold bonus."
IMPROVE_THERMAL_BOREHOLE_HELP "The Thermal Borehole improves the economy by bounds and leaps, yielding an overall 50% Production increase and 5 Gold per every citizen of the city."
IMPROVE_SINGULARITY_PLANT_HELP "The ultimate Production booster, the Singularity Plant increases it by 75%. However, the Happiness in the city drops by 2."
IMPROVE_ANDROID_SERVANTS_HELP "The Android Servants do what their name suggests, reducing Overcrowding by 2 and increasing the overall Happiness by 1."
IMPROVE_ANGEL_NET_HELP "Equipping the city in its own Angel Net is a major investment, but besides a +3 Happiness boost, it also completely protects the city from the dreaded Nano Attacks."
IMPROVE_AI_MATRIX_HELP "The AI Matrix is a cutting edge scientific Improvement, which increases the Science yield of a city by 1 per Population and then again by 50%."

##Wonder Help##

WONDER_STONEHENGE_HELP "Stonehenge increases food production in host Civilization's cities by 25%."
WONDER_SPHINX_HELP "The Sphinx reduces all military readiness costs by 75%."
WONDER_LABRYINTH_OF_THE_MINOTAUR_HELP "The Labryinth grants unlimited free trade routes (no Caravans required)."
WONDER_PARTHENON_HELP "Chichen Itza eliminates 75% crime in the Civilization."
WONDER_RAYAMANA_HELP "The Ramayana increases the happiness of all cities by 3."
WONDER_I_CHING_HELP "The Confucius Academy eliminates all unhappiness caused by city distance from the capitol and partially protects all cities from Spies, but at a price of +25% Crime increase."
WONDER_THE_FORBIDDEN_CITY_HELP "The Forbidden City fixes the Happiness in all cities at 75, regardless of any circumstances, but it adds +100% to the military upkeep costs, cuts the overall Science yield by 75% and closes all foreign embassies (and prevents from establishing new ones, either by you or with you). In addition, it prevents the AI players from starting wars with you."
WONDER_HAGIA_SOPHIA_HELP "The Hagia Sophia doubles the effectiveness of Temples and Cathedrals. Also, doubles income from converted cities. As a downside, it reduces the effectivity of all Specialists (like Merchants or Scientists) by 100%."
WONDER_PHILOSOPHERS_STONE_HELP "The Philosopher's Stone provides you with a 5% chance of a scientific breakthrough each turn."
WONDER_GALILEOS_TELESCOPE_HELP "Galileo's Telescope increases the effictivity of all Scientists in the host city by 200%."
WONDER_LONDON_STOCK_EXCHANGE_HELP "The London Exchange eliminates maintenance costs in the host Civilization for all improvements that cost 16 gold or less to maintain."
WONDER_EMANCIPATION_PROCLAMATION_HELP "The Emancipation Proclamation causes one-turn long Celebrations in all your cities. In addition, any revolting cities anywhere in the world will be joining your Civilization."
WONDER_EDISONS_LAB_HELP "Edison's Lab provides you with a 15% chance of a scientific breakthrough each turn."
WONDER_INTERNET_HELP "The Internet eliminates all happiness penalties caused by the distance from the Capitol and grants you 10 gold per every international trade route."
WONDER_ESP_CENTER_HELP "The ESP Center prevents other computer players from starting wars with you. In addition, permanent embassies are established in every Civilization. All Civilizations improve their attitudes towards this wonder's owner."
WONDER_NANITE_DEFUSER_HELP "The Nanite Defuser destroys all Nukes in the world."
WONDER_THE_PRIMER_HELP "The Primer doubles the effectiveness of all specialists in the Civilization."
WONDER_THE_IMMUNE_CELL_PROJECT_HELP "The Immunity Chip increases happiness in all cities by 2 and fully protects against the Infect City attack."
WONDER_WORMHOLE_DETECTOR_HELP "The Wormhole Sensor allows all Civilizations to see the Wormhole."
WONDER_SUPER_FORCE_FIELD_HELP "The National Forcefield creates a forcefield over every city in its owner's Civilization."
WONDER_GUTTENBERGS_BIBLE_HELP "Gutenberg's Bible and the printing press makes religious writings accessible to the masses. This wonder prevents religious conversions by foreign Civilizations and increases a Civilization's Science by 10%."
WONDER_EAST_INDIA_COMPANY_HELP "The East India Co. explores the world's oceans to open new lanes of commerce. This wonder gives 5 gold for each foreign trade route crossing water and adds +150% to the income from any trade routes leading to the host city. It also increases boat movement by 1 and allows all boats to enter open oceans."
WONDER_HOLLYWOOD_HELP "The entertainment capitol of the world, the presence of Hollywood takes 2/3 Gold generated by Movie Palaces all over the world and gives it to the host City."
WONDER_WORD_INTELLIGENCE_AGENCY_HELP "This powerful security agency provides the equivalent protection of a Spy in every city of the host Civilization."
WONDER_THE_PILL_HELP "This medical and cultural breakthrough increases happiness by 3 in all cities of the host Civilization."
WONDER_HUMAN_GENOME_PROJECT_HELP "This wonder allows for the artificial enhancement of humans, which increases both the host Civilization's production and the strength of their units by 10%."
WONDER_GLOBSAT_HELP "The global satellite system gives the host Civilization radar coverage of the entire world."
WONDER_STAR_LADDER_HELP "This giant elevator allows free transportation in and out of space from the host city."
WONDER_GLOBAL_E_BANK_HELP "The creation of a single electronic currency gives the E-Bank's owner 10 gold for every trade route between two foreign Civilizations, and allows to establish any number of Trade Routes without building any Caravans."
WONDER_DINOSAUR_PARK_HELP "This futuristic theme park increases the value of all Goods in the the host city by 300%."
WONDER_WORLD_WILDERNESS_ACT_HELP "The Eden Project represents a revolution in environmental philosophy. The project destroys the top 3 polluting cities in the world. It also allows Ecotopian Civilizations to build Eco Rangers."
WONDER_GAIA_CONTROLLER_HELP "The Gaia Controller counteracts the worst effects of global pollution. All pollution is stopped completely and environmental disasters do not occur. In addition, the Food yield of all your cities is raised by 25%."
WONDER_AI_ENTITY_HELP "The AI Entity is present everywhere, striving to maintain perfect efficiency. All Improvements that cost 50 gold or less to maintain are now maintained for free, but the people aren't too happy, resulting in a -4 civilization-wide Happiness penalty."
WONDER_EGALITARIAN_PROCLAMATION_HELP "The Egalitarian Act makes all cities in the host Civilization celebrate for 5 turns. Revolting foreign cities join your Civilization."
WONDER_SENSORIUM_HELP "This wonder eliminates unhappiness in the host Civilization caused by pollution, and reduces the Overcrowding in every of its cities by 8."
WONDER_HAMMURABI_CODEX_HELP "The Hamurrabi Codex increases the Production in all cities by 20%."
WONDER_COLOSSUS_HELP "The Colossus allows all kinds of ships to enter open ocean and increases their movement by 6. In addition, it adds +100% income from any trade routes leading to the host city."
WONDER_MEROE_COURT_HELP "The Meroe Court increases the yield from all Specialists (like Entertainer, Scientists or Merchants) by 100%."
WONDER_GREAT_LIBRARY_HELP "The Great Library increases the yield from all Scientists in the host city by 100%. In addition, there's a 10% chance each turn you'll learn an Advance some other Civilization already knows."
WONDER_ASCETIC_VIRTUES_HELP "The Ascetic Virtues reduce the Overcrowding in all cities by 3."
WONDER_MAGELLANS_JOURNEY_HELP "The Magellan Journey opens your Embassies in all the other Civilizations."
WONDER_LEONARDOS_WORKSHOP_HELP "Leonardo's Workshop increases the maximum HP of all your units by 2 (normal max HP = 10)."
WONDER_EIFFEL_TOWER_HELP "The Eiffel Tower increases the Production in all cities by 10%."
WONDER_KYOTO_PROTOCOL_HELP "The Kioto Protocol stops the pollution from having any effect for as long as it works. It doesn't stop the Pollution from accumulating, though."
WONDER_MOON_LANDING_HELP "The Moon Landing increases the income from all trade routes enering the host city by 100%."
WONDER_THE_UNITED_NATIONS_HELP "The United Nations cause all the AI civilizations to like you more and opens your Embassies in every civilization in the world."
WONDER_SETI_PROJECT_HELP "The Seti Project increases the total scientific output of your civilization by 10%."
WONDER_WAR_ON_TERROR_HELP "The War on Terror cuts all military upkeep costs by 50%. In addition, it prevents religious conversion of your cities and reforms those which were already converted."
WONDER_STARSCRAPER_HELP "The Starscraper increases the Production in all your cities by 15%."
WONDER_PLANETARY_SUPERCOMPUTER_HELP "The Planetary Supercomputer boosts the overall Science of your civilization by 10%."
WONDER_ALPHA_CENTAURI_COLONY_HELP "This Wonder has a lasting effect of increasing the Scientific output of the host Civilziation by 10%."
WONDER_MASTERS_VOICE_HELP "The Master's Voice doubles the Happiness effect of all religious buildings in the host Civilization. In addition, its cities can never again be converted. Those already converted are immediately reformed."
WONDER_COMMAND_NEXUS_HELP "The Command Nexus reduces the production cost of supporting the military by 50%."
WONDER_VIA_APPIA_HELP "The Via Appia grants you a free upkeep of all Improvements which cost 3 Gold or less to maintain."

###UI Help###


##Main Screen Help##
HELP_STATSWINDOW_ZOOMPLUS	"This is the Zoom In button. It zooms the map in so you can see close up."
HELP_STATSWINDOW_ZOOMMINUS	"This is the Zoom Out button. It zooms the map out so you can see more but in less detail."
HELP_STATSWINDOW_OPTIONS	"This brings up the Options window to allow you to set game options."
STATSWINDOW_PWBOX "Public Works. Shows production that can be used to build tile improvements. The percentage that each city contributes to Public Works can be set."
STATSWINDOW_GOLDBOX "Gold savings. Shows gold that can be used for wages, Rush Buys, or diplomacy."
STATSWINDOW_YEARBOX "Current turn. Shows the turn number. (First turn equals 1.)"
STATSWINDOW_CIVBUTTON "The Civilization Status screen is used to view global information on production, food, and gold."
STATSWINDOW_CITYBUTTON "The City Status screen is used to view specific information on every city in your Civilization."
STATSWINDOW_UNITBUTTON "The Unit's Status screen provides information on your military and Special Units."
STATSWINDOW_SCIBUTTON "The Science Status screen displays information on the state of scientific research."
STATSWINDOW_DIPBUTTON "The Diplomatic Status screen shows diplomatic information and allows you to communicate with foreign nations."
STATSWINDOW_TRADEBUTTON "The Trade Status screen is used to create and manage trade routes."
STATSWINDOW_LIBBUTTON "The Great Library gives detailed information on units, improvements, Wonders of the World, Advances, and game concepts."
STATSWINDOW_INFOBUTTON "The Ranking screen displays general information on every Civilization."
TURNWINDOW_UNDOBUTTON "Undoes all actions taken during the last turn."
TURNWINDOW_CITYBUTTON "Selects the next city. If any city is in danger of rioting, button is yellow. If any city is in danger of revolting, button is red."
TURNWINDOW_UNITBUTTON "Selects the next unit. Skips sleeping and fortified units and units that have no remaining movement points. Turns gray when all units have moved."

TURNWINDOW_ENDBUTTON "Ends the current game turn."
CONTROLPANELWINDOW_YEARBOXHOLDER_YEARBOX "Toggles between the turn number and game year."
CONTROLPANELWINDOW_ZOOMMINUSBUTTON "Pulls back the view to show more of the map on your screen."
CONTROLPANELWINDOW_ZOOMPLUSBUTTON "Pushes in the view to show a closer view of the map on your screen."
CONTROLPANELWINDOW_PWBOX "Your Civilization's current Public Works account. Public Works are used to build tile improvements such as roads, farms, and mines."
CONTROLPANELWINDOW_GOLDBOX "Your Civilization's current gold savings."
CONTROLPANELWINDOW_TILEIMPPANEL_TILEIMPBUTTON "Toggles the Tile Improvement panel."
CONTROLPANELWINDOW_TILEIMPPANEL_SPACEBUTTON "Toggles the map view between Earth and space."


##Tile Improvements Help##
HELP_CP_TILEIMP_LAND "Displays land tile improvements. Tile improvements must be placed within three tiles of a friendly city or adjacent to another tile improvement built by your Civilization."
HELP_CP_TILEIMP_SEA "Displays sea tile improvements. Tile improvements must be placed within three tiles of a friendly city or adjacent to another tile improvement."
HELP_CP_TILEIMP_SPACE "Toggles the map view between Earth and space."
HELP_CP_TILEIMP_TERRA "Displays terraform options."
CONTROLPANELWINDOW_LANDSWITCHES_FARMS "Farms increase food by 5. Farms can be placed next to water or other farms."
CONTROLPANELWINDOW_LANDSWITCHES_ADVFARMS "Advanced Farms increases food by 15. Farms can be placed next to water or other farms. Agricultural Revolution required."
CONTROLPANELWINDOW_LANDSWITCHES_HYDFARMS "Hydroponic Farms increase food by 25. Farms can be placed next to water or another farm. Smart materials required."
CONTROLPANELWINDOW_LANDSWITCHES_MINE "A Mine increases the production output of a tile by 5-15 and gold by 5, depending on the tile type. Mining required."
CONTROLPANELWINDOW_LANDSWITCHES_ADVMINE "Advanced Mines increase production by 10-30 and gold by 5-10, depending on the tile type. Electricity required."
###RETURN
CONTROLPANELWINDOW_LANDSWITCHES_SUPERMINE "A Mega Mine increases production by 15-45 and gold by 5-15, depending on the tile type. Robotics required."
CONTROLPANELWINDOW_LANDSWITCHES_ROADS "Roads reduce movement costs to 1/3 of normal. Toolmaking required."
CONTROLPANELWINDOW_LANDSWITCHES_RAILROADS "Railroads reduce movement costs to 1/5 of normal. Railroad Advancement required."
CONTROLPANELWINDOW_LANDSWITCHES_MAGLEVS "Maglevs reduce movement costs to 1/10 of normal. Superconductor required."
CONTROLPANELWINDOW_LANDSWITCHES_LPOST "Listening Posts allow for stealthy observation of enemy movements. Electrification required."
CONTROLPANELWINDOW_LANDSWITCHES_RADARSITE "Radar Sites extend the range of your Radar Map. Jet Propulsion required."
CONTROLPANELWINDOW_LANDSWITCHES_AIRBASE "Use Air Bases to refuel aircraft and launch airborne assaults. Aerodynamics required."
CONTROLPANELWINDOW_SEASWITCHES_NETS "Nets increase the food output of a tile by 5. Shipbuilding required."
CONTROLPANELWINDOW_SEASWITCHES_BIGNETS "Big Nets increase the food output of a tile by 15. Ocean Faring required."
CONTROLPANELWINDOW_SEASWITCHES_AUTOFISH "Automated Fisheries increase the food output of a tile by 25. Robotics required."
CONTROLPANELWINDOW_SEASWITCHES_UWMINES "Undersea Mines increase production by 10-40, depending on tile type. Sea Colonies required."
CONTROLPANELWINDOW_SEASWITCHES_UWAMINES "Advanced Undersea Mines increase production by 60-100 and gold by 10, depending on the tile type. Ultra-pressure Machinery required."
CONTROLPANELWINDOW_SEASWITCHES_UWSUPERMINES "Mega Undersea Mines increase production by 90-150 and gold by 15. Future Sea Technology Level Three required."
CONTROLPANELWINDOW_SEASWITCHES_UWTUNNELS "Undersea Tunnels allow land units to move underwater at 1/10 normal movement costs. Sea Colonies Required. "
CONTROLPANELWINDOW_SEASWITCHES_SONARBUOYS "Sonar Buoys can observe enemy movements while remaining undetected. Mass Production required."
CONTROLPANELWINDOW_SPACESWITCHES_FOODPODS "Food Pods increase the food output of a space tile by 20. Space Colonies required."
CONTROLPANELWINDOW_SPACESWITCHES_FOODMODS "Food Modules increase the food output of a space tile by 40. Asteroid Mining required."
CONTROLPANELWINDOW_SPACESWITCHES_FOODTANKS "Food Tanks increase the food output of a space tile by 60. Genetic Tailoring required."
CONTROLPANELWINDOW_SPACESWITCHES_RDOCKS "Assembly Bays increase production by 30. Zero-G Industry required."
CONTROLPANELWINDOW_SPACESWITCHES_ARDOCKS "Advanced Assembly Bays increase production by 60. Neural Interface required."
CONTROLPANELWINDOW_SPACESWITCHES_SUPERRDOCKS "Mega Assembly Bays increase production by 90. Future Space Technology Level Three required."

##Terra tab help
##added 7-2-99

CONTROLPANELWINDOW_TERRASWITCHES_DESERTS "Agricultural Revolution is required to terraform desert tiles. Minimum cost to terraform a tile into desert is 1620 PW."
CONTROLPANELWINDOW_TERRASWITCHES_FORESTS "Agricultural Revolution is required to terraform forest tiles. Minimum cost to terraform a tile into forest is 820 PW."
CONTROLPANELWINDOW_TERRASWITCHES_GRASSLAND "Toolmaking is required to terraform grassland tiles. Minimum cost to terraform a tile into grassland is 450 PW."
CONTROLPANELWINDOW_TERRASWITCHES_HILLS "Explosives is required to terraform hill tiles. Minimum cost to terraform a tile into hill is 1620 PW."
CONTROLPANELWINDOW_TERRASWITCHES_RAINFOREST "Agricultural Revolution is required to terraform jungle tiles. Minimum cost to terraform a tile into jungle is 1620 PW."
CONTROLPANELWINDOW_TERRASWITCHES_ALPINE "Fusion is required to terraform mountain tiles. Minimum cost to terraform a tile into mountain is 8020 PW."
CONTROLPANELWINDOW_TERRASWITCHES_SAVANNAH "Toolmaking is required to terraform savannah tiles. Minimum cost to terraform a tile into savannah is 220 PW."
CONTROLPANELWINDOW_TERRASWITCHES_SWAMPS "Industrial Revolution is required to terraform swamp tiles. Minimum cost to terraform a tile into swamp is 1620 PW."
CONTROLPANELWINDOW_TERRASWITCHES_TUNDRA "Advanced Composites is required to terraform tundra tiles. Minimum cost to terraform a tile into tundra is 1620 PW."
CONTROLPANELWINDOW_TERRASWITCHES_GLACIERS "Advanced Composites is required to terraform glacier tiles. Minimum cost to terraform a tile into glacier is 4020 PW."


###Control Panel Help###


##Macro Tab Help##
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MACROTAB "View city specific information on gold, food, science, and production."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MACROTAB_PANE_MACROTABWALLPAPER_SWITCHHOLDER_MACROSWITCHGROUP_MACROPRODBUTTON "Allocate population to maximize production."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MACROTAB_PANE_MACROTABWALLPAPER_SWITCHHOLDER_MACROSWITCHGROUP_MACROGROWTHBUTTON "Allocate population to maximize food."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MACROTAB_PANE_MACROTABWALLPAPER_SWITCHHOLDER_MACROSWITCHGROUP_MACROGOODSBUTTON "Allocate population to maximize gold."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MACROTAB_PANE_MACROTABWALLPAPER_SWITCHHOLDER_MACROSWITCHGROUP_MACROKNOWLEDGEBUTTON "Allocate population to maximize science."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MACROTAB_PANE_MACROTABWALLPAPER_SWITCHHOLDER_MACROSWITCHGROUP_MACROHAPPINESSBUTTON "Allocate population to maximize happiness."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MACROTAB_PANE_MACROTABWALLPAPER_BOXHOLDER_MACROPRODLABEL "Net city production at the beginning of next turn."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MACROTAB_PANE_MACROTABWALLPAPER_BOXHOLDER_MACROPRODBOX "Net city production at the beginning of next turn."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MACROTAB_PANE_MACROTABWALLPAPER_BOXHOLDER_MACROGOLDLABEL "Net gold generation in the city at the beginning of next turn."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MACROTAB_PANE_MACROTABWALLPAPER_BOXHOLDER_MACROGOLDBOX "Net gold generation in the city at the beginning of next turn."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MACROTAB_PANE_MACROTABWALLPAPER_BOXHOLDER_MACROKNOWLABEL "Net science generation in the city at the beginning of next turn."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MACROTAB_PANE_MACROTABWALLPAPER_BOXHOLDER_MACROKNOWBOX "Net science generation in the city at the beginning of next turn."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MACROTAB_PANE_MACROTABWALLPAPER_BOXHOLDER_MACROFOODLABEL "Net food production in the city at the beginning of next turn."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MACROTAB_PANE_MACROTABWALLPAPER_BOXHOLDER_MACROFOODBOX "Net food production in the city at the beginning of next turn."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MACROTAB_PANE_MACROTABWALLPAPER_BOXHOLDER_MACROEATENLABEL "Food eaten by city Population at the beginning of next turn."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MACROTAB_PANE_MACROTABWALLPAPER_BOXHOLDER_MACROEATENBOX "Food eaten by city population at the beginning of next turn."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MACROTAB_PANE_MACROTABWALLPAPER_BOXHOLDER_MACROSTOREDLABEL "Food stored in city at the beginning of next turn."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MACROTAB_PANE_MACROTABWALLPAPER_BOXHOLDER_MACROSTOREDBOX "Food stored in city at the beginning of next turn."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MACROTAB_PANE_MACROTABWALLPAPER_BOXHOLDER_MACRONEXTPOPBOX "Turns until next population at the beginning of next turn."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MACROTAB_PANE_MACROTABWALLPAPER_BOXHOLDER_MACROHAPPYBOX "Happiness of city."

##Micro Tab Help##
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MICROTAB "Review and manage the city workforce."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MICROTAB_PANE_MICROTABWALLPAPER_MICROPICHOLDER_MICROSLAVESLABEL "Slaves require half rations and no wages, but must be guarded to prevent a revolution."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MICROTAB_PANE_MICROTABWALLPAPER_MICROPICHOLDER_MICROSLAVESBOX "Number of slaves working in the city."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MICROTAB_PANE_MICROTABWALLPAPER_MICROPICHOLDER_MICROWORKERLABEL "Workers are population set to work on tiles."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MICROTAB_PANE_MICROTABWALLPAPER_MICROPICHOLDER_MICROWORKERBOX "Number of Workers in the city."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MICROTAB_PANE_MICROTABWALLPAPER_MICROBUTTONHOLDER_MICROMUSICIANLABEL_MICROMUSICIANBOX "Number of Entertainers working in the city."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MICROTAB_PANE_MICROTABWALLPAPER_MICROBUTTONHOLDER_MICROMUSICIANLABEL "Entertainers are specialists who create extra happiness in a city."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MICROTAB_PANE_MICROTABWALLPAPER_MICROBUTTONHOLDER_MICROMUSICIANLABEL_MICROMUSICIANTOTALBOX "Amount of happiness being generated by Entertainers in this city."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MICROTAB_PANE_MICROTABWALLPAPER_MICROBUTTONHOLDER_MICROSCIENTISTLABEL_MICROSCIENTISTBOX "Number of Scientists working in the city."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MICROTAB_PANE_MICROTABWALLPAPER_MICROBUTTONHOLDER_MICROSCIENTISTLABEL "Scientists are specialists who create extra science research."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MICROTAB_PANE_MICROTABWALLPAPER_MICROBUTTONHOLDER_MICROSCIENTISTLABEL_MICROSCIENTISTTOTALBOX "Amount of science being generated by Scientists in this city."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MICROTAB_PANE_MICROTABWALLPAPER_MICROBUTTONHOLDER_MICROBANKERLABEL_MICROBANKERBOX "Number of Merchants working in this city."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MICROTAB_PANE_MICROTABWALLPAPER_MICROBUTTONHOLDER_MICROBANKERLABEL "Merchants are specialists who create extra gold income. Requires Marketplace or Bank."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MICROTAB_PANE_MICROTABWALLPAPER_MICROBUTTONHOLDER_MICROBANKERLABEL_MICROBANKERTOTALBOX "Amount of gold being generated by Merchants in this city."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MICROTAB_PANE_MICROTABWALLPAPER_MICROBUTTONHOLDER_MICROGRUNTLABEL_MICROGRUNTBOX "Number of Laborers working in this city."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MICROTAB_PANE_MICROTABWALLPAPER_MICROBUTTONHOLDER_MICROGRUNTLABEL "Laborers are specialists who create extra production in a city. Requires Factory."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MICROTAB_PANE_MICROTABWALLPAPER_MICROBUTTONHOLDER_MICROGRUNTLABEL_MICROGRUNTTOTALBOX "Amount of production being generated by Laborers in this city."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_MICROTAB "Use the Labor tab to view the city population and hire specialists."


##Production Tab Help##
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_PRODUCTIONTAB "Manage city production."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_PRODUCTIONTAB_PANE_PRODUCTIONTABWALLPAPER_LISTHOLDER_SELLBUTTON "Sell selected inventory item."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_PRODUCTIONTAB_PANE_PRODUCTIONTABWALLPAPER_BUILDBUTTONHOLDER_PRODCHANGEBUTTON "Change item being built."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_PRODUCTIONTAB_PANE_PRODUCTIONTABWALLPAPER_BUILDBUTTONHOLDER_PRODOVERTIMECOST "Cost to Rush Buy item this turn."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_PRODUCTIONTAB_PANE_PRODUCTIONTABWALLPAPER_BUILDBUTTONHOLDER_PRODRUSHBUYBUTTON "Purchase item being built."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_PRODUCTIONTAB_PANE_PRODUCTIONTABWALLPAPER_BUILDBUTTONHOLDER_PRODQUEUEBUTTON "Set city Build Queue."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_PRODUCTIONTAB_PANE_PRODUCTIONTABWALLPAPER_CHANGEBUTTONHOLDER_BUILDBUTTON "Build currently selected item."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_PRODUCTIONTAB_PANE_PRODUCTIONTABWALLPAPER_CHANGEBUTTONHOLDER_BUILDQUEUEBUTTON "Set city Build Queue."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_PRODUCTIONTAB_PANE_PRODUCTIONTABWALLPAPER_INFOHOLDER_TURNTEXT "Turns until item is finished building."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_PRODUCTIONTAB_PANE_PRODUCTIONTABWALLPAPER_QUEUEBUTTONHOLDER_APPLYBUTTON "Apply Build Queue."


##Civ Tab Help##
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CIVTAB "View global information on workday, wages, and rations."

CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CIVTAB_PANE_CIVTABWALLPAPER_WORKDAYBOX "This is the current workday setting for your Civilization. Longer workday will increase production and make the population less happy."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CIVTAB_PANE_CIVTABWALLPAPER_WORKDAY_SLIDER_THUMB "The workday setting determines how much your Workers work each turn. The longer the workday, the higher your production. However, longer workdays tend to make people unhappy."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CIVTAB_PANE_CIVTABWALLPAPER_WORKDAY_BOX "Current workday setting."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CIVTAB_PANE_CIVTABWALLPAPER_RATIONSSLIDER_THUMB "The rations setting determines how much food is eaten by each Worker each turn. Higher rations generally make people happier but slow down the population growth rate."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CIVTAB_PANE_CIVTABWALLPAPER_RATIONSBOX "Current rations setting."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CIVTAB_PANE_CIVTABWALLPAPER_WAGESSLIDER_THUMB "The wages setting determines how much gold is paid to each Worker each turn. Higher wages make people more happy but also deplete the treasury more quickly."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CIVTAB_PANE_CIVTABWALLPAPER_WAGESBOX "Current wages setting."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CIVTAB_PANE_CIVTABWALLPAPER_HAPPINESSBOX "Average happiness of cities in your Civilization."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CIVTAB_PANE_CIVTABWALLPAPER_RIOTBOX "Number of cities at risk of rioting next turn."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CIVTAB_PANE_CIVTABWALLPAPER_REVOLUTIONBOX "Number of cities at risk of revolting next turn."

CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CIVTAB_PANE_CIVTABWALLPAPER_ADVANCETEXT "Progress towards Advance currently being researched."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CIVTAB_PANE_CIVTABWALLPAPER_ADVANCEBOX "Number of turns until discovery of next Advance."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CIVTAB_PANE_CIVTABWALLPAPER_PWBOX "The percentage of production being allocated to Public Works."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CIVTAB_PANE_CIVTABWALLPAPER_SCIENCEBOX "Percentage of gold income allocated to science research."

##Units Tab Help##
HELP_CP_UNITSTAB	"The Units tab is used to issue orders to individual or groups of units."



##City Tab Help##
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CITYTAB "Use the City tab to view city specific information on happiness, trade, pollution, and crime"
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CITYTAB_PANE_TABWALLPAPER_SWITCHHOLDER_GROUP_HAPPINESSSWITCH "Contains information on factors effecting city happiness. Cities with a happiness of 74 or less are at risk of rioting. Cities with a happiness of 65 or less are at risk of revolting."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CITYTAB_PANE_TABWALLPAPER_SWITCHHOLDER_GROUP_POLLUTIONSWITCH "Contains information on factors effecting the city's pollution output. High pollution can result in loss of happiness and environmental disasters."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CITYTAB_PANE_TABWALLPAPER_LEFTBOX_CRIMEHOLDER_CRIMEBOX "Contains information on the effects of crime in this city. Crime becomes worse when happiness is low and results in the loss of gold, production and food. "
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CITYTAB_PANE_TABWALLPAPER_LEFTBOX_TRADEHOLDER_VIEWBUTTON "This button toggles views between local goods and goods being exported to other cities."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CITYTAB_PANE_TABWALLPAPER_LEFTBOX_TRADEHOLDER_SENDBUTTON "Send a good from this city to another of your cities."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CITYTAB_PANE_TABWALLPAPER_LEFTBOX_TRADEHOLDER_BREAKROUTEBUTTON "Break a currently existing trade route."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CITYTAB_PANE_TABWALLPAPER_LEFTBOX_TRADEHOLDER_CARAVANSIMAGE "Displays the number of Caravans available to make trade routes."

CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CITYTAB_PANE_TABWALLPAPER_SWITCHHOLDER_GROUP_TRADESWITCH "View the city's trade goods. Make and break trade routes from this city."
CONTROLPANELWINDOW_CITYUNITSELECTEDTABGROUP_CITYTAB_PANE_TABWALLPAPER_SWITCHHOLDER_GROUP_CRIMESWITCH "View information on the effects of crime in this city."





##Units Status Help##


UNITSTATUSWIN_ORDERGROUP_ORDERONE "Fortified units gain a defensive bonus in combat. Fortification requires two turns to complete."
UNITSTATUSWIN_ORDERGROUP_ORDERTWO "Sleeping units cannot move but are treated normally for the purposes of cost and defense. When you are cycling through your units, sleeping units will be skipped."
UNITSTATUSWIN_ORDERGROUP_ORDERTHREE "Orders a unit to proceed to the selected city via the fastest possible route."
##ENDS DELETED SECTIONS TRANSLATE NEXT LINE##

UNITSTATUSWIN_ORDERGROUP_ORDERFOUR "Disbanded units are destroyed without any penalty towards happiness or civ score."


UNITSTATUSWIN_ORDERGROUP_ORDERFIVE "Removes any order set for the selected units."
##ENDS DELETED SECTIONS TRANSLATE NEXT LINES##

UNITSTATUSWIN_LIST_HEADER_SWITCH0 "Shows number of unit type."
UNITSTATUSWIN_LIST_HEADER_SWITCH1 "Sorts by Special Forces status. Special Forces units are always considered to be AT WAR for support and health purposes."
UNITSTATUSWIN_LIST_HEADER_SWITCH2 "Sorts units alphabetically"
UNITSTATUSWIN_LIST_HEADER_SWITCH3 "Assault = offensive strength of unit. Range = strength of ranged attacks. Defense = defensive strength of unit. Movement = speed of unit."
UNITSTATUSWIN_LIST_HEADER_SWITCH4 "Sorts units by cost of support."
UNITSTATUSWIN_LIST_HEADER_SWITCH5 "Indicates the number of units of this type that are currently building."
UNITSTATUSWIN_LIST_HEADER_SWITCH6 "Sorts units by current orders."
UNITSTATUSWIN_MILITARYSLIDER "The military readiness setting determines the health and support costs of units. Unit health levels will rise at 10% a turn until the correct readiness level is reached."
UNITSTATUSWIN_TOTALBOX "Combined support costs of all units. For more info on support costs, see the Great Library."
UNITSTATUSWIN_COSTBOX "Support costs as a percentage of your Civilization's total Production."
UNITSTATUSWIN_DISBANDBUTTON "Disband the currently selected units."

##City Status Help##
CITYSTATUSWIN_CITYLIST_HEADER_SWITCH1 "City population at the beginning of next turn."
CITYSTATUSWIN_CITYLIST_HEADER_SWITCH2 "City food output at the beginning of next turn."
CITYSTATUSWIN_CITYLIST_HEADER_SWITCH3 "City production at the beginning of next turn."
CITYSTATUSWIN_CITYLIST_HEADER_SWITCH4 "City gold generation at the beginning of next turn."
CITYSTATUSWIN_CITYLIST_HEADER_SWITCH5 "City science generation at the beginning of next turn."
CITYSTATUSWIN_CITYLIST_HEADER_SWITCH6 "City happiness at the beginning of next turn."
CITYSTATUSWIN_CITYLIST_HEADER_SWITCH7 "Item being built by city."
CITYSTATUSWIN_CITYLIST_HEADER_SWITCH8 "Turns remaining until building is completed."
CITYSTATUSWIN_BUILDOPTIONSLIST_HEADER_SWITCH1 "Production required to build an item."
CITYSTATUSWIN_RUSHBUYBUTTON "Order city to Rush Buy item being built."
CITYSTATUSWIN_BUILDBUTTON "Order city or cities to build selected item."
CITYSTATUSWIN_QUEUEBUTTON "Go to Queue screen to make Queue."
CITYSTATUSWIN_DISBANDBUTTON "Disband the currently selected city or cities. Only cities of Population 3 or smaller can be disbanded."
CITYSTATUSWIN_MAKEQUEUEBUTTON "Create and save a new Build Queue."
CITYSTATUSWIN_LOADQUEUEBUTTON "Load a previously saved Build Queue for the selected city or cities."


##Civ Status Help##
CIVSTATUSMAINWINDOW_TEXT1 "Net number of cities in your Civilization."
CIVSTATUSMAINWINDOW_TEXT3 "Average happiness of cities in your Civilization."
CIVSTATUSMAINWINDOW_TEXT5 "Number of cities at risk of rioting this turn. Rioting cities produce no food or production."
CIVSTATUSMAINWINDOW_TEXT7 "Number of cities at risk of revolting this turn. Revolting cities will defect from your Civilization."
CIVSTATUSMAINWINDOW_TEXT9 "Number of cities that will celebrate this turn. Celebrating cities have their growth rate doubled."
CIVSTATUSMAINWINDOW_BUTTON7 "Change government type. Changing governments will result in 1-4 turn period of anarchy."
CIVSTATUSMAINWINDOW_BUTTON0 "View production details. Production is used to build units, improvements, Public Works, and Wonders of the World."
CIVSTATUSMAINWINDOW_TEXT10 "Net production before workday modifier."
CIVSTATUSMAINWINDOW_TEXT12 "The workday setting determines how much your population works each turn. The longer the workday, the higher your production. However, longer workdays reduce happiness."
CIVSTATUSMAINWINDOW_TEXT14 "The percentage of production being allocated to Public Works."
CIVSTATUSMAINWINDOW_TEXT16 "The total amount of production used this turn for Public Works."
CIVSTATUSMAINWINDOW_BUTTON1 "View gold details. Gold is used to pay wages, fund science research, Rush Buy items, fund diplomacy and unconventional warfare."
CIVSTATUSMAINWINDOW_TEXT17 "Net gold earned this turn from cities and foreign exports."
CIVSTATUSMAINWINDOW_TEXT19 "The wages setting determines how much gold is paid to each Worker each turn. Higher wages make people more happy but also deplete the treasury more quickly."
CIVSTATUSMAINWINDOW_TEXT21 "Percentage of gold income allocated to science research."
CIVSTATUSMAINWINDOW_TEXT23 "Net gold used this turn for science research."
CIVSTATUSMAINWINDOW_TEXT24 "Net gold earned after all expenses have been paid."
CIVSTATUSMAINWINDOW_BUTTON2 "View food details. Food is required to feed your people and allow the population to grow."
CIVSTATUSMAINWINDOW_TEXT26 "Net food produced this turn. If a city runs out of food, people will starve and the population will shrink."
CIVSTATUSMAINWINDOW_TEXT28 "The rations setting determines how much food is eaten by each Worker each turn. Higher rations make people happier but slow down the population growth rate."
CIVSTATUSMAINWINDOW_TEXT30 "Amount of food put into storage by all of your cities this turn."
CIVSTATUSPRODWINDOW_TEXT1 "Base production this turn."
CIVSTATUSPRODWINDOW_TEXT3 "Production modifier under current government type."
CIVSTATUSPRODWINDOW_TEXT5 "Production lost to crime."
CIVSTATUSPRODWINDOW_TEXT7 "Production allocated to unit support costs."
CIVSTATUSPRODWINDOW_TEXT9 "Production lost to enemy actions."
CIVSTATUSPRODWINDOW_TEXT11 "Production allocated to Public Works."
CIVSTATUSPRODWINDOW_TEXT13 "Net production available for building in cities."
CIVSTATUSGOLDWINDOW_TEXT1 "Base gold income this turn."
CIVSTATUSGOLDWINDOW_TEXT3 "Gold modifier under current government type."
CIVSTATUSGOLDWINDOW_TEXT5 "Gold lost to crime."
CIVSTATUSGOLDWINDOW_TEXT7 "Gold allocated to improvement maintenance."
CIVSTATUSGOLDWINDOW_TEXT9 "Gold lost to enemy actions."
CIVSTATUSGOLDWINDOW_TEXT11 "Gold allocated to science research."
CIVSTATUSGOLDWINDOW_TEXT13 "Gold added to savings this turn."
###CIVSTATUSGOLDWINDOW_TEXTXXXX "Gold before Science has been deducted."
CIVSTATUSFOODWINDOW_TEXT1 "Base food this turn."
CIVSTATUSFOODWINDOW_TEXT3 "Food lost to crime this turn."
CIVSTATUSFOODWINDOW_TEXT5 "Food eaten by the population this turn."
CIVSTATUSFOODWINDOW_TEXT7 "Food added to storage this turn. If a city runs out of food, people will starve and the population will shrink."
CIVSTATUSENACTWINDOW_CHANGEBUTTON "Switch to selected form of government."
CIVSTATUSMAINWINDOW_TEXT33 "Net science that will be generated Civilization-wide this turn."
CIVSTATUSMAINWINDOW_TEXT37 "Production available for building Units, Improvements, and Wonders next turn."

##Science Status Help##
SCIENCEWIN_CHANGEBUTTON "Change Advance currently being researched. Changing Advances in mid-research will result in a 25% penalty to accumulated science. "
SCIENCEWIN_RESEARCHCLOCK "Turns remaining until discovery of next Advance."
SCIENCEWIN_TURNSBOX "Turns remaining until discovery of next Advance."
SCIENCEWIN_COSTBOX "Net science required to discover current Advance."
SCIENCEWIN_PERCENTBOX "Percentage of gold income allocated to science research."
SCIENCEWIN_LIBRARYBUTTON "Go to Great Library screen."
SCIENCEWIN_ADVANCELIST_HEADER_SWITCH0 "Sorts by Advances known to you."
SCIENCEWIN_ADVANCELIST_HEADER_SWITCH1 "Sorts Advances by tech tree. Tech trees are used to identify related Advances."
SCIENCEWIN_ADVANCELIST_HEADER_SWITCH2 "Sorts Advances alphabetically."
SCIENCEWIN_RESEARCHBOX "Advance currently being researched."


SCIENCEWIN_SCIBOX "The total science that will be generated by all of your cities at the end of this turn."


##Diplomacy Status Help##
DIPLOMACYWINDOW_CIVILISATIONLISTSHEET_CIVILISATIONLIST_HEADER_SWITCH1 "Shows how others feel about you. Civilizations that like you are more likely to agree with your diplomatic requests."
DIPLOMACYWINDOW_CIVILISATIONLISTSHEET_CIVILISATIONLIST_HEADER_SWITCH2 "Shows where your embassies have been established. With embassies, you know about other Civilizations' Advances and military readiness. "
DIPLOMACYWINDOW_CIVILISATIONLISTSHEET_CIVILISATIONLIST_HEADER_SWITCH3 "Shows Civilization strength - a combination of measurement of units, production, gold, and science."
DIPLOMACYWINDOW_CIVILISATIONLISTSHEET_INTELLIGENCEBUTTON "Opens the Intelligence screen, which displays details about foreign Civilizations."
DIPLOMACYWINDOW_CIVILISATIONLISTSHEET_EMISSARYBUTTON "Initiates a diplomatic conversation with the selected Civilization."

DIPLOMACYWINDOW_REQUESTSHEET_DEMANDBUTTON "Demand Advances, if you have embassy with foreign Civilization. Demands gold, maps, or an action from another Civilization at any time. If the demand is accepted, a short peace treaty is created."
DIPLOMACYWINDOW_REQUESTSHEET_EXCHANGEBUTTON "Exchanges Advances, if you have embassy with foreign Civilization. Exchange maps with another Civilization at any time. If the exchange is accepted, a short peace treaty is created."
DIPLOMACYWINDOW_REQUESTSHEET_GIFTBUTTON "Offers gold, maps, or an Advance as a gift. If the gift is accepted, a short peace treaty is created."
DIPLOMACYWINDOW_REQUESTSHEET_TREATYBUTTON "Suggests alliance, a peace treaty, or Eco Pact. "

DIPLOMACYWINDOW_DEMANDOPTIONSSHEET_GOLDBUTTON "Allows you to demand gold as a tribute."
DIPLOMACYWINDOW_DEMANDOPTIONSSHEET_MAPBUTTON "Allows you to demand a map of everything that the other Civilization has seen."
DIPLOMACYWINDOW_DEMANDOPTIONSSHEET_ADVANCEBUTTON "Allows you to demand a specific Advance if you have an embassy with the foreign Civilization."
DIPLOMACYWINDOW_DEMANDOPTIONSSHEET_ACTIONBUTTON "Allows you to demand that a Civilization stops piracy, stop trespass, end pollution, or attack an enemy."
DIPLOMACYWINDOW_DEMANDGOLDSHEET_AMOUNT "Sets the amount of gold to be demanded."
DIPLOMACYWINDOW_DEMANDGOLDSHEET_SENDBUTTON "Sends a message. If the demand is accepted, a short peace treaty is created."

DIPLOMACYWINDOW_EXCHANGEOPTIONSSHEET_MAPBUTTON "Allows you to exchange maps of the world."
DIPLOMACYWINDOW_EXCHANGEOPTIONSSHEET_ADVANCEBUTTON "If you have an embassy with foreign Civilization, allows you to exchange one of your Advances for one of theirs."

DIPLOMACYWINDOW_GIFTOPTIONSSHEET_GOLDBUTTON "Allows you to offer gold. If accepted, creates a short peace treaty."
DIPLOMACYWINDOW_GIFTOPTIONSSHEET_ADVANCEBUTTON "Allows you to offer an Advance if you have an embassy with the foreign Civilization. If accepted, creates a short peace treaty."


DIPLOMACYWINDOW_GIFTOPTIONSSHEET_MAPBUTTON "Allows you to offer your map of the world. If accepted, this gift will create a short peace treaty."


DIPLOMACYWINDOW_GIFTOPTIONSSHEET_ADVANCEBUTTON "Allows you to offer an Advance if you have an embassy with the foreign Civilization. If accepted, creates a short peace treaty."
DIPLOMACYWINDOW_TREATYOPTIONSSHEET_ALLIANCEBUTTON "An alliance ends hostilities permanently. Breaking an alliance causes all players to distrust you greatly."




DIPLOMACYWINDOW_TREATYOPTIONSSHEET_CEASEFIREBUTTON "A peace treaty ends hostilities for 10 turns. Breaking a peace treaty causes all players to distrust you slightly."

DIPLOMACYWINDOW_TREATYOPTIONSSHEET_ECOPACTBUTTON "An Eco Pact is a peace treaty that lasts as long as the world faces environmental disaster."

DIPLOMACYWINDOW_DEMANDACTIONSHEET_NOPIRACYBUTTON "Demand that a Civilization stop pirating your trade routes."
DIPLOMACYWINDOW_DEMANDACTIONSHEET_REDUCEPOLLUTIONBUTTON "Demand that a Civilization reduce its pollution output."
DIPLOMACYWINDOW_DEMANDACTIONSHEET_LEAVEMYLANDSBUTTON "Demand that a Civilization remove all units from your territory and not return within 10 turns."
DIPLOMACYWINDOW_DEMANDACTIONSHEET_ATTACKENEMYBUTTON "Demand that a Civilization join you in attacking an enemy."
DIPLOMACYWINDOW_DEMANDACTIONSHEET_STOPTRADEBUTTON "Demand that a Civilization stop trading with your rival."


DIPLOMACYWINDOW_RESPONSESHEET_YESBUTTON "Returns to the Main Diplomacy screen."
DIPLOMACYWINDOW_RESPONSESHEET_NOBUTTON "Exits diplomacy."

DIPLOMACYWINDOW_GIFTGOLDSHEET_AMOUNT "Sets gold for gift."
DIPLOMACYWINDOW_GIFTGOLDSHEET_SENDBUTTON "Sends message. If the gift is accepted, a short peace treaty is created."

DIPWININTELLIGENCE_CIVLIST_HEADER_SWITCH0 "Shows Civilization name."
DIPWININTELLIGENCE_CIVLIST_HEADER_SWITCH1 "Indicates where you have established embassies. Embassies let you exchange and demand Advances and lets you discover the military readiness of another Civilization. "
DIPWININTELLIGENCE_LEADERLABEL "Shows the leader name of the selected Civilization."
DIPWININTELLIGENCE_PERSONALITYLABEL "Shows the leader's personality. "
DIPWININTELLIGENCE_GOVERNMENTLABEL "Shows the Government of the selected Civilization."
DIPWININTELLIGENCE_READINESSLABEL "Shows the military readiness of the selected Civilization. Beware of Civilizations that are AT WAR."
DIPWININTELLIGENCE_DETAILSSHEET_DEALSLIST_HEADER_SWITCH0 "Shows your treaties."
DIPWININTELLIGENCE_DETAILSSHEET_DEALSLIST_HEADER_SWITCH1 "Shows the other Civilization involved in a treaty."
DIPWININTELLIGENCE_DETAILSSHEET_DEALSLIST_HEADER_SWITCH2 "Shows turns until the treaty expires."
DIPWININTELLIGENCE_COMMANDVIEWSHEET_GROUP_ATTITUDETAB "Displays a Civilization's attitude towards other Civilizations."
DIPWININTELLIGENCE_COMMANDVIEWSHEET_GROUP_POLLUTIONTAB "Shows cities producing pollution."
DIPWININTELLIGENCE_COMMANDVIEWSHEET_GROUP_SPECIALTAB "Shows cities suffering from special attacks including: Conversion, Injunction, Franchise, Nano-Attack, and Infection."
DIPWININTELLIGENCE_COMMANDVIEWSHEET_GROUP_SPECIALTAB_PANE_UNCONVENTIONALSHEET_BYBUTTON "Displays special attacks committed by you."
DIPWININTELLIGENCE_COMMANDVIEWSHEET_GROUP_SPECIALTAB_PANE_UNCONVENTIONALSHEET_AGAINSTBUTTON "Displays special attacks committed against you."
DIPWININTELLIGENCE_COMMANDVIEWSHEET_GROUP_SPECIALTAB_PANE_UNCONVENTIONALSHEET_UNCONVENTIONALLIST_HEADER_SWITCH0 "Shows the city hurt by a special attack."
DIPWININTELLIGENCE_COMMANDVIEWSHEET_GROUP_SPECIALTAB_PANE_UNCONVENTIONALSHEET_UNCONVENTIONALLIST_HEADER_SWITCH1 "Shows the type of special attack: Conversion, Injunction, Franchise, Nano-Attack, or Infection."
DIPWININTELLIGENCE_COMMANDVIEWSHEET_GROUP_POLLUTIONTAB_PANE_POLLUTIONSHEET_POLLUTIONLIST_HEADER_SWITCH0 "Shows the name of the polluting city."
DIPWININTELLIGENCE_COMMANDVIEWSHEET_GROUP_POLLUTIONTAB_PANE_POLLUTIONSHEET_POLLUTIONLIST_HEADER_SWITCH1 "Shows the owner of the polluting city."
DIPWININTELLIGENCE_COMMANDVIEWSHEET_GROUP_POLLUTIONTAB_PANE_POLLUTIONSHEET_POLLUTIONLIST_HEADER_SWITCH2 "Shows the pollution created in a city."

UNITPAD_TECHBUTTON "Toggle between lists of all units and those you currently have the technology to build."


##Trade Status Help##
TRADEMAINWINDOW_BUYBUTTON "Purchase goods on the open market."
TRADEMAINWINDOW_SENDBUTTON "Transfer goods between cities within your own Civilization."
TRADEMAINWINDOW_SELLBUTTON "Sell goods on the open market."
TRADEMAINWINDOW_REVIEWBUTTON "View trade information. Cancel trade routes."
TRADEMAINWINDOW_CARAVANIMAGE "Caravans in use/total number of Caravans. One Caravan is required to form a trade route carrying a good to your Civilization."
TRADESENDWINDOW_CARAVANIMAGE "Caravans in use/total number of Caravans. One Caravan is required to form a trade route carrying a good to your Civilization."
TRADESENDWINDOW_LISTBOX_HEADER_SWITCH2 "Number of goods of this Good type that are not currently being sent anywhere."
TRADESENDCITYWINDOW_CARAVANIMAGE "Caravans in use/total number of Caravans. One Caravan is required to form a trade route carrying a good to your Civilization."
TRADESENDCITYWINDOW_FROMLIST_HEADER_SWITCH0 "City of origin."
TRADESENDCITYWINDOW_FROMLIST_HEADER_SWITCH1 "Goods of selected type in city."
TRADESENDCITYWINDOW_TOLIST_HEADER_SWITCH0 "Destination city"
TRADESENDCITYWINDOW_TOLIST_HEADER_SWITCH1 "Goods of selected type in city."
TRADESENDCITYWINDOW_TOLIST_HEADER_SWITCH2 "Net profit per turn of new trade route."
TRADESENDCITYWINDOW_SENDBUTTON "Create trade route between selected cities."
TRADESELLWINDOW_LISTBOX_HEADER_SWITCH2 "Number of goods owned of each good type."
TRADESELLWINDOW_LISTBOX_HEADER_SWITCH3 "Net gold generated per turn from each good type."
TRADESELLCITYWINDOW_TEXT3 "Sets price at which good will be offered."
TRADESELLCITYWINDOW_LISTBOX_HEADER_SWITCH2 "Current value of good to be sold."
TRADESELLCITYWINDOW_TEXT0 "Last price at which that good type was sold."
TRADESELLCITYWINDOW_BUTTON2 "Offer good at set price to the market."
TRADEBUYWINDOW_CARAVANIMAGE "Caravans in use/total number of Caravans. One Caravan is required to form a trade route carrying a good to your Civilization."
TRADEBUYWINDOW_LISTBOX_HEADER_SWITCH1 "Goods offered for sale."
TRADEBUYWINDOW_LISTBOX_HEADER_SWITCH2 "Civilization offering the good."
TRADEBUYWINDOW_LISTBOX_HEADER_SWITCH3 "Attitude of the selling Civilization toward you."
TRADEBUYWINDOW_LISTBOX_HEADER_SWITCH4 "Offered sale price for that good."
TRADEBUYWINDOW_LISTBOX_HEADER_SWITCH5 "Number of goods owned of each good type."
TRADEBUYDESTWINDOW_CARAVANIMAGE "Caravans in use/total number of Caravans. One Caravan is required to form a trade route carrying a good to your Civilization."
TRADEBUYDESTWINDOW_ATTIMAGE "Attitude of the selling Civilization towards you."
TRADEBUYDESTWINDOW_LISTBOX_HEADER_SWITCH0 "City at which you will buy the good."
TRADEBUYDESTWINDOW_LISTBOX_HEADER_SWITCH1 "Profit that will be generated each turn by the new trade route."
TRADEREVIEWWINDOW_CARAVANIMAGE "Caravans in use/total number of Caravans. One Caravan is required to form a trade route carrying a good to your Civilization."
TRADEREVIEWWINDOW_GOODSLIST_HEADER_SWITCH1 "Request information on the selected good type."
TRADEREVIEWWINDOW_GOODSLIST_HEADER_SWITCH2 "Number of goods owned of each good type."
TRADEREVIEWWINDOW_BREAKBUTTON "Cancel selected trade route to free up goods and Caravans. Or, cancel an outstanding offer to sell one of your goods."
TRADEREVIEWWINDOW_REVIEWTABGROUP_DOMESTICTAB "Review domestic goods and foreign imports."
TRADEREVIEWWINDOW_REVIEWTABGROUP_EXPORTTAB "Review foreign exports."
TRADEREVIEWWINDOW_REVIEWTABGROUP_FORSALETAB "Review goods for sale on the open market."
TRADEREVIEWWINDOW_REVIEWTABGROUP_DOMESTICTAB_PANE_DOMESTICLIST_HEADER_SWITCH1 "Goods generating gold in your Civilization."
TRADEREVIEWWINDOW_REVIEWTABGROUP_DOMESTICTAB_PANE_DOMESTICLIST_HEADER_SWITCH2 "City where good originated."
TRADEREVIEWWINDOW_REVIEWTABGROUP_DOMESTICTAB_PANE_DOMESTICLIST_HEADER_SWITCH3 "City where gold is being generated."
TRADEREVIEWWINDOW_REVIEWTABGROUP_DOMESTICTAB_PANE_DOMESTICLIST_HEADER_SWITCH4 "Amount of gold being generated by individual goods."
TRADEREVIEWWINDOW_REVIEWTABGROUP_EXPORTTAB_PANE_EXPORTLIST_HEADER_SWITCH1 "Goods being exported to foreign Civilizations"
TRADEREVIEWWINDOW_REVIEWTABGROUP_EXPORTTAB_PANE_EXPORTLIST_HEADER_SWITCH2 "City where good originated."
TRADEREVIEWWINDOW_REVIEWTABGROUP_EXPORTTAB_PANE_EXPORTLIST_HEADER_SWITCH3 "City where good is generating gold."
TRADEREVIEWWINDOW_REVIEWTABGROUP_EXPORTTAB_PANE_EXPORTLIST_HEADER_SWITCH4 "Civilization to which good is being exported."
TRADEREVIEWWINDOW_REVIEWTABGROUP_EXPORTTAB_PANE_EXPORTLIST_HEADER_SWITCH5 "Attitude of Civilization to which good is being exported."
TRADEREVIEWWINDOW_REVIEWTABGROUP_EXPORTTAB_PANE_EXPORTLIST_HEADER_SWITCH6 "Price paid to you each turn in return for exported good."
TRADEREVIEWWINDOW_REVIEWTABGROUP_FORSALETAB_PANE_FORSALELIST_HEADER_SWITCH1 "Good offered for sale."
TRADEREVIEWWINDOW_REVIEWTABGROUP_FORSALETAB_PANE_FORSALELIST_HEADER_SWITCH2 "Civilization offering the good."
TRADEREVIEWWINDOW_REVIEWTABGROUP_FORSALETAB_PANE_FORSALELIST_HEADER_SWITCH3 "Attitude of the selling Civilization toward you."
TRADEREVIEWWINDOW_REVIEWTABGROUP_FORSALETAB_PANE_FORSALELIST_HEADER_SWITCH4 "Offered sale price for that good."
TRADEREVIEWWINDOW_REVIEWTABGROUP_FORSALETAB_PANE_FORSALELIST_HEADER_SWITCH5 "Number of goods owned of each good type."
TRADEREVIEWWINDOW_RESETBUTTON "Recalculates the shortest distance for the selected trade route."


##Great Library Help##
GREATLIBRARY_TABGROUP_GAMEPLAYTAB "Displays gameplay information on selected subject"
GREATLIBRARY_TABGROUP_HISTORICALTAB "Displays historical information on selected subject"
GREATLIBRARY_INDEXBUTTON "Accesses Great Library index. The index is an excellent place to find information on any subject in the game."

##Ranking Screen Help##
INFOWINDOW_BIGBUTTON "Activates list of the five largest cities in the world."
INFOWINDOW_WONDERBUTTON "Activates list of who has the Wonders of the World and where they are located."
INFOWINDOW_STRENGTHBUTTON "Activates chart of the strongest and weakest players."
INFOWINDOW_INFOBIGLIST_HEADER_SWITCH0 "Name of the city."
INFOWINDOW_INFOBIGLIST_HEADER_SWITCH1 "Owner of the city."
INFOWINDOW_INFOBIGLIST_HEADER_SWITCH2 "Population of the city."
INFOWINDOW_INFOBIGLIST_HEADER_SWITCH3 "Wonders in city."

INFOWINDOW_POLLUTIONBUTTON "Access information on the state of global pollution."
INFOWINDOW_SCOREBUTTON "View a complete breakdown of your current civ score."
INFOWINDOW_LABBUTTON "Check the status of the Xenoform Laboratory"
INFOWINDOW_THRONEBUTTON "View the various monuments erected in your honor."





##Options Screen Help##
OPTIONSWINDOW_QUICKSAVEBUTTON "Saves game to Quick Save slot."
OPTIONSWINDOW_SAVEGAMEBUTTON "Opens Save Game screen."
OPTIONSWINDOW_SOUNDBUTTON "Opens Sound Options screen."
OPTIONSWINDOW_GAMEPLAYBUTTON "Opens Game Play Options screen."
OPTIONSWINDOW_RETURNBUTTON "Closes the screen."
OPTIONSWINDOW_RESTARTBUTTON "Restarts game with same map and starting location."
OPTIONSWINDOW_LOADGAMEBUTTON "Opens the Load Game screen."
OPTIONSWINDOW_GRAPHICSBUTTON "Opens the Graphics Options screen."
OPTIONSWINDOW_MAPEDITORBUTTON "Activates Cheat Mode."
OPTIONSWINDOW_QUITBUTTON "Exits the game."
OPTIONSWINDOW_KEYBOARDBUTTON "Keyboard mapping controls."
OPTIONSWINDOW_SAVEGAMEMAPBUTTON "Save the current game."
OPTIONSWINDOW_MUSICBUTTON "Randomize, repeat, or skip to specific music tracks."
OPTIONSWINDOW_SAVESCENARIOBUTTON "Save the current game as a scenario."
OPTIONSWINDOW_NEWGAMEBUTTON "Return to the New Game screen and generate a new game map."






#Multiplayer Shell Help#
SERVERSELECTWINDOW_SELECTSERVERLISTBOX_HEADER_SWITCH0 "Server name"
SERVERSELECTWINDOW_SELECTSERVERLISTBOX_HEADER_SWITCH1 "Number of Civ players currently using this server."
SERVERSELECTWINDOW_SELECTSERVERLISTBOX_HEADER_SWITCH2 "Ping time indicates the relative speed of connection. Lower ping times means less lag."

PLAYERSELECTWINDOW_NEWBUTTON "Creates a personal information profile for a player name."
PLAYERSELECTWINDOW_EDITBUTTON "Edit the selected profile. "
PLAYERSELECTWINDOW_DELETEBUTTON "Delete the selected profile."

ALLINONEWINDOW_PLAYERSSHEET_HPLAYERSLISTBOX_HEADER_SWITCH0 "Indicates the game's host."
ALLINONEWINDOW_PLAYERSSHEET_HPLAYERSLISTBOX_HEADER_SWITCH1 "Indicates players that have already launched."
ALLINONEWINDOW_PLAYERSSHEET_HPLAYERSLISTBOX_HEADER_SWITCH3 "Ping time indicates the relative speed of connection. Lower ping times mean less lag."
ALLINONEWINDOW_PLAYERSSHEET_HPLAYERSLISTBOX_HEADER_SWITCH4 "Click in this column to change your Civilization or to set the Civilization of an AI player."
ALLINONEWINDOW_PLAYERSSHEET_HPLAYERSLISTBOX_HEADER_SWITCH5 "Click in this column to set your player team. Teammates share line of sight and cannot attack one another."
ALLINONEWINDOW_PLAYERSSHEET_HPLAYERSLISTBOX_HEADER_SWITCH6 "This column indicates starting gold."

ALLINONEWINDOW_PLAYERSSHEET_LOADMAPBUTTON "Load a custom map."
ALLINONEWINDOW_PLAYERSSHEET_CUSTOMIZEBUTTON "Customize the game world."
ALLINONEWINDOW_PLAYERSSHEET_EXCLUSIONSBUTTON "Excludes specific units, wonders, and improvements from the game."
ALLINONEWINDOW_PLAYERSSHEET_RULESBUTTON "Customizes the game rules."
ALLINONEWINDOW_PLAYERSSHEET_ADDAIBUTTON "Adds an AI player to the game."
ALLINONEWINDOW_LOCKSWITCH "Locking the game prevents additional players from joining."
ALLINONEWINDOW_INFOBUTTON "Shows profile information on the selected player."
ALLINONEWINDOW_KICKBUTTON "Remove selected player from the game."
ALLINONEWINDOW_REVIEWBUTTON "View game details."
ALLINONEWINDOW_RANDOMMAPBUTTON "Unload custom map and generate a random one."

RULESWINDOW_RULESSHEET_TEAMSSWITCH "Toggles Team mode On/Off. Teammates share line of sight and cannot attack one another."

## BEGIN CUT -- DO NOT TRANSLATE 
RULESWINDOW_RULESSHEET_TRADESWITCH "Toggles trade On/Off."
RULESWINDOW_RULESSHEET_INVULTRADESWITCH "When trade is invulnerable, trade routes cannot be pirated."
RULESWINDOW_RULESSHEET_FOGOFWARSWITCH "When Fog of War is off, players can always see any part of the map they have explored."
## END CUT - TRANSLATE AGAIN

RULESWINDOW_RULESSHEET_POLLUTIONSWITCH "Toggles pollution On/Off."
RULESWINDOW_RULESSHEET_DYNAMICJOINSWITCH "Dynamic joining allows players to join a game already in progress by taking over an AI player. If there are no AI players in a game, that game cannot be dynamically joined. "
RULESWINDOW_RULESSHEET_HANDICAPPINGSWITCH "When Handicapping is On, each player can set his or her own starting gold."


RULESWINDOW_RULESSHEET_MAPSIZEBUTTON "Set map size."
RULESWINDOW_RULESSHEET_WORLDTYPEBUTTON "Set environmental conditions for the game map."
RULESWINDOW_RULESSHEET_WORLDSHAPEBUTTON " Set world shape."
RULESWINDOW_RULESSHEET_DIFFICULTYBUTTON "Set the difficulty level and the number of Barbarians in the game."
RULESWINDOW_RULESSHEET_AGESBUTTON "Set technological ages of the game - default is to include all Advances."


LOBBYWINDOW_PLAYERSLISTBOX_HEADER_SWITCH0 "These players have been blocked from your chat channel."
LOBBYWINDOW_PLAYERSLISTBOX_HEADER_SWITCH2 "Ping time indicates the relative speed of connection. Lower ping times means less lag."
LOBBYWINDOW_GAMESLISTBOX_HEADER_SWITCH0 "Launched games are already in progress."
LOBBYWINDOW_GAMESLISTBOX_HEADER_SWITCH2 "These games require a password to join."
LOBBYWINDOW_GAMESLISTBOX_HEADER_SWITCH3 "Locked games cannot be joined."
LOBBYWINDOW_GAMESLISTBOX_HEADER_SWITCH4 "Indicates the number of players in a game."
LOBBYWINDOW_INFOBUTTON "Show profile information on the selected player."
LOBBYWINDOW_MUTESWITCH "Blocks selected player from your chat channel."
LOBBYWINDOW_WHISPERSWITCH "When in private chat mode, your messages are visible only to the selected player."
LOBBYWINDOW_REVIEWBUTTON "Shows details on the selected game."


##Single player Shell##
INITPLAYWINDOW_SPBUTTON "Play a single player game"
INITPLAYWINDOW_CREDITSBUTTON "Find out who made Civilization: Call to Power."
INITPLAYWINDOW_QUITBUTTON "Quit back to Windows."
INITPLAYWINDOW_MPBUTTON "Play a multiplayer game."
SPWINDOW_LOADGAMEBUTTON "Load a saved game."
SPWINDOW_NEWGAMEBUTTON "Create a new game."
SPWINDOW_TUTORIALBUTTON "Play a game in Tutorial mode. The tutorial is an instructional tool recommended for all players."
SPWINDOW_MAPEDITORBUTTON "Edit random and saved maps or create a scenario."
SPWINDOW_SCENARIOBUTTON "Load a scenario game."
SPWINDOW_OPTIONSBUTTON "Customize game features."
SPWINDOW_QUITBUTTON "Quit to Windows."
SPNEWGAMEWINDOW_MAPBUTTON "Load a custom map."
SPNEWGAMEWINDOW_PLAYERSBUTTON "Select the number of Civilizations in the game."
SPNEWGAMEWINDOW_RULESBUTTON "Customize game rules."
SPNEWGAMEWINDOW_WORLDSHAPEBUTTON "Set the shape of the game world. Maps can be set to wrap East/West(Earth) or both East/West and North/South (doughnut world)."
SPNEWGAMEWINDOW_MAPTYPEBUTTON "Set geographic and environmental conditions for the map."
SPNEWGAMEWINDOW_TRIBEBUTTON "Select your Civilization."
SPNEWGAMEWINDOW_DIFFICULTYBUTTON "Select AI skill level and barbarian activity."
SPNEWGAMEWINDOW_MAPSIZEBUTTON "Set the size of the game map."

SPNEWGAMERULESSCREEN_RULEONE "When Bloodlust is ON. The game can only be won by conquering every Civilization in the world. When Bloodlust is OFF, the game can also be won by completing the Alien Life Project first."
SPNEWGAMERULESSCREEN_RULETWO "When Pollution is OFF, Cities generate no pollution at all."
CUSTOMMAPWINDOW_WETDRYSLIDER "Wet maps will tend to have more swamps and jungles. Dry maps will tend towards forests and plains."
CUSTOMMAPWINDOW_WARMCOLDSLIDER "Warm maps tend to have larger desert regions. Colder maps tend to have larger polar regions."
CUSTOMMAPWINDOW_OCEANLANDSLIDER "This slider sets the the numebr of ratio of water tiles to land."
CUSTOMMAPWINDOW_ISLANDCONTINENTSLIDER "Island maps have more, smaller land masses seperated by water. Continent maps have fewer, larger land masses."
CUSTOMMAPWINDOW_HOMODIVERSESLIDER "Uniform maps are marked by large areas of similar terrain. Diverse maps have many different types of terrain within a relatively small area."
CUSTOMMAPWINDOW_GOODCOUNTSLIDER "Sets the frequency of Trade Goods appearing on the map."

RULESWINDOW_RULESSHEET_BLOODLUSTSWITCH "When Bloodlust is ON. The game can only be won by conquering every Civilization in the world."















## BEGIN CUT - DO NOT TRANSLATE
##Tool System Help##	
## Tool System 001	"Set the size of a new custom map."
## Tool System 002	"Set the environmental characteristics of a new custom map."
## Tool System 003	"Load a saved custom map."
## Tool System 004	"Revert to a randomly generated custom map."
## Tool System 005	"Set the height of a new custom map."
## Tool System 006	"Set the width of a new custom map."
## Tool System 007	"Use to edit map tiles."
## Tool System 008	"Use to create new cities. Improvements and Wonders of the World can be added to cities by selecting the city and using the Rush Buy command on the Production tab."
## Tool System 009	"Use to add units to the map."
## Tool System 010	"Use to grant Advances."
## Tool System 011	"Use to change the world's pollution."
## Tool System 012	"Use to place tile improvements on the map."
## Tool System 013	"Save map as custom map."
## Tool System 014	"Repeat tile help."
## Tool System 015	"Set city size."
## Tool System 016	"Use to change city name."
## Tool System 017	"Specify city owner."
## Tool System 018	"Specify city style."
## Tool System 019	"Click and drag to place city on map."
## Tool System 020	"Select the AI player whom you want to modify."
## Tool System 021	"Specify Civilization of selected player."
## Tool System 022	"Set leader name of selected player."
## Tool System 023	"Use to change patience of selected player toward another player."
## Tool System 024	"Use to change reputation of selected player."
## Tool System 025	"Use to change personality of selected player."
## Tool System 026	"Specify attitude of selected player towards other Civilizations."
## Tool System 027	"Select player."
## Tool System 028	"Grant Advance to selected player."
## Tool System 029	"Remove Advance from selected player."
## Tool System 030	"Grant all listed Advances to selected player."
## Tool System 031	"Show Ancient Age Advances."
## Tool System 032	"Shows Renaissance Age Advances."
## Tool System 033	"Shows Modern Age Advances."
## Tool System 034	"Shows Genetic Age Advances."
## Tool System 035	"Shows Diamond Age Advances."
## Tool System 036	"Shows all Advances."
## Tool System 037	"Shows land units."
## Tool System 038	"Shows air units."
## Tool System 039	"Shows sea units."
## Tool System 040	"Shows space units."
## Tool System 041	"Shows special units."
## Tool System 042	"Shows all units."
## Tool System 043	"Use to set a unit's owner before placing the unit."
## Tool System 044	"DO NOT TRANSLATE"
## Tool System 045	"Use to enter map name."
## Tool System 046	"Adds item to selected city."

##DELETE THIS DO NOT TRANSLATE##
##POP HELP##
##	HLPU001	"	Fortifty selected units	"
##	HLPU002	"	Put selected units to sleep	"
##	HLPU003	"	Send units to a specific city	"
##	HLPU004	"	Disband selected units	"
##	HLPU005	"	Clear orders for selected units	"
##	HLPU006	"	Veteran status	"
##	HLPU007	"	Special Forces status	"
##	HLPU019	"	Sets military readiness	"
##	HLPU023	"	Use to change what you are researching	"
##	HLPU029	"	Opens Great Library screen	"
##	HLPU030	"	Advance you know	"
##	HLPU031	"	Sort by tech tree	"
##	HLPU032	"	Their Advances	"
##	HLPU033	"	Sort by Civilization	"
##	HLPU034	"	Advance is known to you	"
##	HLPU035	"	Advance is known to the Civilization with this team color	"
##	HLPU036	"	Physical science tech tree	"
##	HLPU037	"	Flight tech tree	"
##	HLPU038	"	Construction tech tree	"
##	HLPU039	"	Defensive war tech tree	"
##	HLPU040	"	Sea tech tree	"
##	HLPU041	"	Aggressive war tech tree	"
##	HLPU042	"	Cultural Advancement tech tree	"
##	HLPU043	"	Mechanical discoveries tech tree	"
##	HLPU044	"	Electricity tech tree	"
##	HLPU045	"	Medicine tech tree	"
##	HLPU046	"	Economics tech tree	"
##	HLPU047	"	Turns to complete research	"
##	HLPU048	"	Go to Science Status screen.	"
##	HLPU051	"	Access Great Library	"
##	HLPU053	"	Net Civilization population	"
##	HLPU054	"	Happiness bar	"
##	HLPU055	"	# of cities at riot risk	"
##	HLPU056	"	# of cities that will revolt	"
##	HLPU057	"	# of cities that will celebrate	"
##	HLPU058	"	Use to change government	"
##	HLPU059	"	Opens production details	"
##	HLPU061	"	Sets workday	"
##	HLPU063	"	Sets Public Works	"
##	HLPU065	"	Opens gold details	"
##	HLPU067	"	Sets wages	"
##	HLPU069	"	Sets science contribution	"
##	HLPU072	"	Opens food details	"
##	HLPU074	"	Sets rations	"
##	HLPU095	"	Enact selected government	"
##	HLPU102	"	Enacts a new government	"
##	HLPU103	"	Sort by attitude	"
##	HLPU104	"	Sort by embassies	"
##	HLPU105	"	Sorts by strength	"
##	HLPU106	"	Opens Intelligence screen	"
##	HLPU107	"	Send a message	"
##	HLPU149	"	Return to Main Diplomacy screen.	"
##	HLPU150	"	Exit diplomacy.	"
##	HLPU152	"	Sorts by embassy	"
##	HLPU153	"	Sorts by leader name	"
##	HLPU157	"	Sorts by deal type	"
##	HLPU158	"	Sorts by participating Civilization	"
##	HLPU159	"	Sorts by turns left in deal	"
##	HLPU173	"	Add to queue	"
##	HLPU174	"	Remove from queue	"
##	HLPU175	"	Clear queue	"
##	HLPU176	"	Load Saved queue	"
##	HLPU177	"	Save current queue	"
##	HLPU178	"	Add selected queue	"
##	HLPU181	"	Buy goods	"
##	HLPU182	"	Transfer goods	"
##	HLPU183	"	Sell goods	"
##	HLPU184	"	View trade info	"
##	HLPU185	"	Available Caravans	"
##	HLPU186	"	Available Caravans	"
##	HLPU188	"	Available Caravans	"
##	HLPU194	"	Create route	"
##	HLPU200	"	Offer good	"
##	HLPU201	"	Available Caravans	"
##	HLPU207	"	Available Caravans	"
##	HLPU211	"	Available Caravans	"
##	HLPU214	"	Cancels trade route	"
##	HLPU236	"	Veteran status	"
##	HLPU237	"	Special Forces status	"
##	HLPU241	"	Bombard capability	"
##	HLPU242	"	Active Defense capability
##	HLPU247	"	Things that make people happy	"
##	HLPU248	"	Things that make people sad	"
##	HLPU249	"	Things that make the world dirty	"
##	HLPU250	"	Things that make the world clean	"
##	HLPU270	"	Set workday	"
##	HLPU273	"	Set rations	"
##	HLPU276	"	Set wages	"
##	HLPU280	"	Riot risk	"
##	HLPU281	"	Revolution risk	"
##	HLPU308	"	Sell selected inventory item.	"
##	HLPU309	"	View inventory	"
##	HLPU313	"	Change item being built.	"
##	HLPU315	"	Purchase item being built.	"
##	HLPU316	"	Set city Build Queue.	"
##	HLPU319	"	Build currently selected item.	"
##	HLPU320	"	Set city Build Queue.	"
##	HLPU327	"	Add Queue	"
##	HLPU371	"	Purchase item being built	"
##	HLPU372	"	Build selected item	"
##	HLPU373	"	Go to Queue screen	"
##	HLPU382	"	In progress	"
##	HLPU383	"	Closed game	"
##	HLPU384	"	Private game	"
##	HLPU386	"	View profile	"
##	HLPU387	"	Mute player	"
##	HLPU388	"	Send private message	"
##	HLPU389	"	View game details	"
##	HLPU394	"	Use custom map	"
##	HLPU395	"	Customize map	"
##	HLPU396	"	Ban items from game	"
##	HLPU397	"	Customize rules	"
##	HLPU398	"	Add AI player	"
##	HLPU399	"	Lock game	"
##	HLPU400	"	View selected player's profile	"
##	HLPU401	"	Kick selected player	"
##	HLPU402	"	View game details	"
##	HLPU403	"	Use random map	"
##	HLPU404	"	Toggle Teams	"
##	HLPU405	"	Toggle Trade	"
##	HLPU406	"	Toggle Piracy	"
##	HLPU407	"	Toggle Fog of War	"
##	HLPU408	"	Toggle Pollution	"
##	HLPU409	"	Toggle Dynamic Joining	"
##	HLPU412	"	Toggle Handicapping	"
##	HLPU413	"	Set map environment	"
##	HLPU414	"	Set map size.	"
##	HLPU415	"	Set world shape.	"
##	HLPU416	"	Set difficulty	"
##	HLPU417	"	Set timeline	"
##	HLPU418	"	Set victory conditions	"
##	HLPU419	"	Toggle Pollution	"
##	HLPU420	"	Toggle Trade	"
##	HLPU421	"	Toggle Piracy	"
##	HLPU422	"	Toggle Fog of War	"
##	HLPU423	"	Adjust graphics settings	"
##	HLPU424	"	Adjust sound settings	"
##	HLPU425	"	Adjust music setttings	"
##	HLPU428	"	Start a new game on a new map.	"
##	HLPU429	"	New game, same map	"
##	HLPU430	"	Adjust messaging and vision	"
##	HLPU431	"	Set hotkeys 	"
##	HLPU432	"	Toggle cheat	"
##	HLPU437	"	Select next city	"
##	HLPU438	"	Select next unit	"
##	HLPU439	"	Sleep (Z)	"
##	HLPU440	"	Bombard (F)	"
##	HLPU441	"	Fortify (Z)	"
##	HLPU442	"	Pillage (P)	"
##	HLPU443	"	Reform city (R)	"
##	HLPU444	"	Paradrop (A)	"
##	HLPU445	"	Launch (L)	"
##	HLPU446	"	Descend (Shift+L)	"
##	HLPU447	"	Found city (Shift+S)	"
##	HLPU448	"	Capture slaves (C)	"
##	HLPU449	"	Establish embassy (Shift +E)	"
##	HLPU450	"	Hear gossip (Shift+G)	"
##	HLPU451	"	Throw party (W)	"
##	HLPU452	"	Convert city (V)	"
##	HLPU453	"	Sell indulgences (J)	"
##	HLPU454	"	Soothsay (O)	"
##	HLPU455	"	File injunction (N)	"
##	HLPU456	"	Sue (E)	"
##	HLPU457	"	Free Slave (Shift+C)	"
##	HLPU458	"	Aid uprising (U)	"
##	HLPU459	"	Bomb cabinet (B)	"
##	HLPU460	"	Plant Nuke (N)	"
##	HLPU461	"	Spy (S)	"
##	HLPU462	"	Steal Advance (T)	"
##	HLPU464	"	Franchise (Branch) (F)	"
##	HLPU465	"	Advertise (A)	"
##	HLPU466	"	Conduct Hit (H)	"
##	HLPU467	"	Plant nano-virus (X)	"
##	HLPU468	"	Infect city (I)	"
##	HLPU470	"	Cloak (Q)	"
##	HLPU471	"	Terror hack(K)	"
##	HLPU473	"	Active defend	"
##	HLPU474	"	Public Works reserve	"
##	HLPU475	"	Gold in savings	"
##	HLPU476	"	Game year	"
##	HLPU477	"	Game turn	"
##	HLPU525	"	Land tile improvements	"
##	HLPU526	"	Sea tile improvements	"
##	HLPU527	"	Space tile improvements	"
##	HLPU528	"	Terraforming options	"
##	HLPU529	"	Farm. +10 food. Costs 100 PW.	"
##	HLPU530	"	Advanced farm. +20 food. Costs 250 PW.	"
##	HLPU531	"	Hydroponic Farm. +30 food. Costs 700 PW.	"
##	HLPU532	"	Mine. +5-15 production. Costs 200 PW.	"
##	HLPU533	"	Advanced Mine. +10-30 production. Costs 400-500 PW.	"
##	HLPU534	"	Mega Mine. +20-40 production. Costs 1000 PW.	"
##	HLPU535	"	Road. Movement: 1/3 normal. Costs 30-200 PW.	"
##	HLPU536	"	Railroad. Movement: 1/5 normal. Costs 30-200 PW.	"
##	HLPU537	"	Maglev. Movement: 1/10 normal. Costs 120-800 PW	"
##	HLPU538	"	Listening Post. Vision: 8 tiles. Costs 100 PW	"
##	HLPU540	"	Radar Site. Vision: 1 tile. Radar: 13 tiles. Costs 200 PW.	"
##	HLPU541	"	Air Base. Radar: 3 tiles. Costs 200 PW.	"
##	HLPU542	"	Nets. +10 food. Costs 100-300 PW.	"
##	HLPU543	"	Advanced Nets. +20 food. Costs 250-450.	"
##	HLPU544	"	Robotic Nets. +30 food. Costs 700-1000.	"
##	HLPU545	"	Undersea Mine. +15 production. Costs 200-300 PW.	"
##	HLPU546	"	Advanced Undersea Mine. +30 production. Costs 500-700 PW.	"
##	HLPU547	"	Mega Undersea Mine. +50 production. Costs 1000 PW.	"
##	HLPU548	"	Undersea Tunnels. Movement: 1/10. Costs 600-1200 PW.	"
##	HLPU549	"	Sonar Buoys. Vision: 1 tile. Costs 100 PW.	"
##	HLPU551	"	Food Pods. +10 food. Costs 300 PW.	"
##	HLPU552	"	Food Tanks. +20 food. Costs 700 PW.	"
##	HLPU553	"	Food Domes. +30 food. Costs 1100 PW.	"
##	HLPU554	"	Assembly Bays. +5 production. Costs 300 PW.	"
##	HLPU555	"	Advanced Assembly Bays. +10 production. Costs 700 PW.	"
##	HLPU556	"	Mega Assembly Bays. +50 production. Costs 1000 PW.	"

##Throne Room##
##	+1 happiness for empire size unhappiness	+1 happiness for empire size unhappiness
##	+1 happiness per city for 10 turns	+1 happiness per city for 10 turns
##	+10 food per city for 10 turns.	+10 food per city for 10 turns.
##	+1 hit points for 10 turns.	+1 hit points for 10 turns.
##	+10% science for 10 turns.	+10% science for 10 turns.
##	Region 1 - Castle 	-2 cities when calculating the city unhappiness due to too many cities.
##	Region 2 - Concert hall 	+1 happiness for 10 turns.
##	Region 3 - Better fountain	gain +2 Workers in your capitol perminently. Capitol gets -2 overcrowding for 10 turns.
##	Region 4 - Better statue 	-10% MR for 10 turns.
##	Region 5 - Cathedral 	+1 happiness per city for 10 turns.
##	Region 1 - State house 	-3 tiles on the distance to capitol function for 10 turns.
##	Region 2 - Movie theatre	happiness rises by +1 per city for 10 turns.
##	Region 3 - Arc d'Triumph	+10% gold for 10 turns.
##	Region 4 - Cooler car	+10% A/R/D for 10 turns.
##	Region 5 - ???
##	Region 1 - Arcological home	-1 workday expectation for 10 turns
##	Region 2 - Zoo 	+1 happiness per city for 10 turns.
##	Region 3 - Holographic image	+10% growth for 10 turns.
##	Region 4 - Cooler car	+10% A/R/D for 10 turns.
##	Region 5 - Cloning center	+10% science for 10 turns.
##	Region 1 - Space castle	-5 distance for distance to capitol for 10 turns.
##	Region 2 - Space holodeck	+1 happiness per city for 10 turns.
##	Region 3 - DNA	+10% for all professionals for 10 turns.
##	Region 4 - Spacecraft	+10% to A/R/D for 10 turns.
##	Region 5 - We love you day	100 happiness in all cities for 10 turns.
##END CUT - TRANSLATE AGAIN
