Freeciv 2.6.0 - en to en_GB translation catalogue (313 entries)

en: *%s (AI)* We intend to pillage and plunder the rich civilization of %s. We declare war in %d turn. | *%s (AI)* We intend to pillage and plunder the rich civilization of %s. We declare war in %d turns.
en_GB[0]: *%s (AI)* We intend to pillage and plunder the rich civilisation of %s. We declare war in %d turn.
en_GB[1]: *%s (AI)* We intend to pillage and plunder the rich civilisation of %s. We declare war in %d turns.

en: *%s (AI)* We have had it with %s. Let us tear this pathetic civilization apart. We declare war in %d turn. | *%s (AI)* We have had it with %s. Let us tear this pathetic civilization apart. We declare war in %d turns.
en_GB[0]: *%s (AI)* We have had it with %s. Let us tear this pathetic civilisation apart. We declare war in %d turn.
en_GB[1]: *%s (AI)* We have had it with %s. Let us tear this pathetic civilisation apart. We declare war in %d turns.

en: *%s (AI)* We will honor our alliance and declare war on %s in %d turn.  Hold on - we are coming! | *%s (AI)* We will honor our alliance and declare war on %s in %d turns.  Hold on - we are coming!
en_GB[0]: *%s (AI)* We will honour our alliance and declare war on %s in %d turn.  Hold on - we are coming!
en_GB[1]: *%s (AI)* We will honour our alliance and declare war on %s in %d turns.  Hold on - we are coming!

en: *%s (AI)* We will honor our alliance with %s and declare war on %s in %d turns.  We expect you to do likewise. | *%s (AI)* We will honor our alliance with %s and declare war on %s in %d turns.  We expect you to do likewise.
en_GB[0]: *%s (AI)* We will honour our alliance with %s and declare war on %s in %d turns.  We expect you to do likewise.
en_GB[1]: *%s (AI)* We will honour our alliance with %s and declare war on %s in %d turns.  We expect you to do likewise.

en: *%s (AI)* Dishonored one, we made a pact of alliance, and yet you remain at peace with our mortal enemy, %s! This is unacceptable; our alliance is no more!
en_GB: *%s (AI)* Dishonoured one, we made a pact of alliance, and yet you remain at peace with our mortal enemy, %s! This is unacceptable; our alliance is no more!

en: *%s (AI)* Greetings neighbor, may we suggest more peaceful relations?
en_GB: *%s (AI)* Greetings neighbour, may we suggest more peaceful relations?

en: *%s (AI)* We have been savagely attacked by %s, and we need your help! Honor our glorious alliance and your name will never be forgotten!
en_GB: *%s (AI)* We have been savagely attacked by %s, and we need your help! Honour our glorious alliance and your name will never be forgotten!

en: 
    This skill level's features include the following. (Some rulesets may define extra level-specific behavior.)
en_GB: 
    This skill level's features include the following. (Some rulesets may define extra level-specific behaviour.)

en: The citizen governor can't fulfill the requirements for %s. Passing back control.
en_GB: The citizen governor can't fulfil the requirements for %s. Passing back control.

en: The citizen governor has gotten confused dealing with %s.  You may want to have a look.
en_GB: The citizen governor has got itself confused dealing with %s.  You may want to have a look.

en: No real audio subsystem managed to initialize!
en_GB: No real audio subsystem managed to initialise!

en: defense
en_GB: defence

en: Unrecognized option: "%s"
en_GB: Unrecognised option: "%s"

note: TRANS: "text" or "background".
en: Select the %s color
en_GB: Select the %s colour

en: Color (Ctrl-C)
en_GB: Colour (Ctrl-C)

en: Select the text color
en_GB: Select the text colour

en: Select the background color
en_GB: Select the background colour

en: Cen_ter
en_GB: Cen_tre

en: Defense:
en_GB: Defence:

en: Move/Defense:
en_GB: Move/Defence:

en: C_ivilization
en_GB: C_ivilisation

en: _Center View
en_GB: _Centre View

en: Select a color
en_GB: Select a colour

en: C_enter
en_GB: C_entre

en: Center
en_GB: Centre

en: Defense bonus:
en_GB: Defence bonus:

en: Center View
en_GB: Centre View

en: Connect With Railroad
en_GB: Connect With Railway

en: Civilization
en_GB: Civilisation

en: Terrain Defense Bonus: +%d%%
en_GB: Terrain Defence Bonus: +%d%%

en: Unable to initialize SDL2 library: %s
en_GB: Unable to initialise SDL2 library: %s

en: Unable to initialize SDL2_ttf library: %s
en_GB: Unable to initialise SDL2_ttf library: %s

en: The Greatest Civilizations in the world.
en_GB: The Greatest Civilisations in the world.

en: Solid unit background color
en_GB: Solid unit background colour

en: Setting this option will cause units on the map view to be drawn with a solid background color instead of the flag backdrop.
en_GB: Setting this option will cause units on the map view to be drawn with a solid background colour instead of the flag backdrop.

en: Set this option to have a "bell" event be generated at the start of a new turn.  You can control the behavior of the "bell" event by editing the message options.
en_GB: Set this option to have a "bell" event be generated at the start of a new turn.  You can control the behaviour of the "bell" event by editing the message options.

en: Mapview recentering time (milliseconds)
en_GB: Mapview recentring time (milliseconds)

en: When the map view is recentered, it will slide smoothly over the map to its new position.  This option controls how long this slide lasts.  Set it to 0 to disable mapview sliding entirely.
en_GB: When the map view is recentred, it will slide smoothly over the map to its new position.  This option controls how long this slide lasts.  Set it to 0 to disable mapview sliding entirely.

en: Color to highlight your player/user name
en_GB: Colour to highlight your player/user name

en: If set, your player and user name in the new chat messages will be highlighted using this color as background.  If not set, it will just not highlight anything.
en_GB: If set, your player and user name in the new chat messages will be highlighted using this colour as background.  If not set, it will just not highlight anything.

en: Auto center on units
en_GB: Auto centre on units

en: Set this option to have the active unit centered automatically when the unit focus changes.
en_GB: Set this option to have the active unit centred automatically when the unit focus changes.

en: Disable this option if you do not want to see automated units autocentered and animated.
en_GB: Disable this option if you do not want to see automated units autocentred and animated.

en: Auto center on combat
en_GB: Auto centre on combat

en: Set this option to have any combat be centered automatically.  Disabling this will speed up the time between turns but may cause you to miss combat entirely.
en_GB: Set this option to have any combat be centred automatically.  Disabling this will speed up the time between turns but may cause you to miss combat entirely.

en: Auto center on new turn
en_GB: Auto centre on new turn

en: Set this option to have the client automatically recenter the map on a suitable location at the start of each turn.
en_GB: Set this option to have the client automatically recentre the map on a suitable location at the start of each turn.

en: Center map when popup city
en_GB: Centre map when popup city

en: Setting this option makes the mapview center on a city when its city dialog is popped up.
en_GB: Setting this option makes the mapview centre on a city when its city dialog is popped up.

en: If set, terrain relief is shown with different colors in the saved image; otherwise, only land and water are distinguished.
en_GB: If set, terrain relief is shown with different colours in the saved image; otherwise, only land and water are distinguished.

en: Controls if tech help should be opened when new tech has been gained.
    'Ruleset' means that behavior suggested by current ruleset is used.
en_GB: Controls if tech help should be opened when new tech has been gained.
    'Ruleset' means that behaviour suggested by current ruleset is used.

en: Use color cursors
en_GB: Use colour cursors

en: If this option is set the client will show a titlebar. If disabled, then no titlebar will be shown, and minimize/maximize/etc buttons will be placed on the menu bar.
en_GB: If this option is set the client will show a titlebar. If disabled, then no titlebar will be shown, and minimise/maximise/etc buttons will be placed on the menu bar.

en: Missing overlay-color sprite colors.overlay_0.
en_GB: Missing overlay-colour sprite colors.overlay_0.

note: TRANS: "Vote" as a process
en: Vote canceled
en_GB: Vote cancelled

note: TRANS: This is help for a server command, so keywords like * "define" in the first column are server keywords that must not * be translated. Do not translate keywords in single quotes, but * strings in <angle brackets> should be translated.
en: This command controls the creation of map images. Supported arguments:
      define <mapdef>  - define a map image; returns numeric <id>
      show <id>|all    - list map image definitions or show a specific one
      create <id>|all  - manually save image(s) for current map state
      delete <id>|all  - delete map image definition(s)
      colortest        - create test image(s) showing all colors
    
    Multiple definitions can be active at once. A definition <mapdef> consists of colon-separated options:
    
    option                 (default)  description
    
    format=<[tool|]format> %-10s file format
    show=<show>            %-10s which players to show
      plrname=<name>                    player name
      plrid=<id>                        numeric player id
      plrbv=<bit vector>                see example; first char = id 0
    turns=<turns>          %-10s save image each <turns> turns
                                      (0=no autosave, save with 'create')
    zoom=<zoom>            %-10s magnification factor (1-5)
    map=<map>              %-10s which map layers to draw
    
    <[tool|]format> = use image format <format>, optionally specifying toolkit <tool>. The following toolkits and formats are compiled in:
    %s
    
    <show> determines which players are represented and how many images are saved by this definition:
    %s
    
    <map> can contain one or more of the following layers:
     - 'a' show area within borders of specified players
     - 'b' show borders of specified players
     - 'c' show cities of specified players
     - 'f' show fog of war (single-player images only)
     - 'k' show only player knowledge (single-player images only)
     - 't' full display of terrain types
     - 'u' show units of specified players
    
    Examples of <mapdef>:
     'zoom=1:map=tcub:show=all:format=ppm|ppm'
     'zoom=2:map=tcub:show=each:format=png'
     'zoom=1:map=tcub:show=plrname:plrname=Otto:format=gif'
     'zoom=3:map=cu:show=plrbv:plrbv=010011:format=jpg'
     'zoom=1:map=t:show=none:format=magick|jpg'
en_GB: This command controls the creation of map images. Supported arguments:
      define <mapdef>  - define a map image; returns numeric <id>
      show <id>|all    - list map image definitions or show a specific one
      create <id>|all  - manually save image(s) for current map state
      delete <id>|all  - delete map image definition(s)
      colortest        - create test image(s) showing all colours
    
    Multiple definitions can be active at once. A definition <mapdef> consists of colon-separated options:
    
    option                 (default)  description
    
    format=<[tool|]format> %-10s file format
    show=<show>            %-10s which players to show
      plrname=<name>                    player name
      plrid=<id>                        numeric player id
      plrbv=<bit vector>                see example; first char = id 0
    turns=<turns>          %-10s save image each <turns> turns
                                      (0=no autosave, save with 'create')
    zoom=<zoom>            %-10s magnification factor (1-5)
    map=<map>              %-10s which map layers to draw
    
    <[tool|]format> = use image format <format>, optionally specifying toolkit <tool>. The following toolkits and formats are compiled in:
    %s
    
    <show> determines which players are represented and how many images are saved by this definition:
    %s
    
    <map> can contain one or more of the following layers:
     - 'a' show area within borders of specified players
     - 'b' show borders of specified players
     - 'c' show cities of specified players
     - 'f' show fog of war (single-player images only)
     - 'k' show only player knowledge (single-player images only)
     - 't' full display of terrain types
     - 'u' show units of specified players
    
    Examples of <mapdef>:
     'zoom=1:map=tcub:show=all:format=ppm|ppm'
     'zoom=2:map=tcub:show=each:format=png'
     'zoom=1:map=tcub:show=plrname:plrname=Otto:format=gif'
     'zoom=3:map=cu:show=plrbv:plrbv=010011:format=jpg'
     'zoom=1:map=t:show=none:format=magick|jpg'

en: City center
en_GB: City centre

en: 'Cause civilization should be free!
en_GB: 'Cause civilisation should be free!

en: With a Barracks, each new unit built in a city will automatically have Veteran status, which means that its attack and defense strengths are increased by 50%.
en_GB: With a Barracks, each new unit built in a city will automatically have Veteran status, which means that its attack and defence strengths are increased by 50%.

en: City Walls make it easier to defend a city.  They triple the defense strength of units within the city. They are ineffective against Artillery and Bombers. City Walls also prevent the loss of population which occurs when a defending unit is destroyed by a land unit.
en_GB: City Walls make it easier to defend a city.  They triple the defence strength of units within the city. They are ineffective against Artillery and Bombers. City Walls also prevent the loss of population which occurs when a defending unit is destroyed by a land unit.

en: Neutralizes the pollution generated by the population.  The population simply has no effect on the pollution generated in the city.
en_GB: Neutralises the pollution generated by the population.  The population simply has no effect on the pollution generated in the city.

en: Makes a city the capital and the center of your government. Corruption in other cities is related to how far away from the capital they are, except when the government is Democracy or Communism. On top of this, corruption in your capital itself is half of what it would otherwise be (as if it had a Courthouse).
en_GB: Makes a city the capital and the centre of your government. Corruption in other cities is related to how far away from the capital they are, except when the government is Democracy or Communism. On top of this, corruption in your capital itself is half of what it would otherwise be (as if it had a Courthouse).

en: Recycling Center
en_GB: Recycling Centre

en: Building a Recycling Center reduces the amount of pollution generated by production in a city by 66%.
en_GB: Building a Recycling Centre reduces the amount of pollution generated by production in a city by 66%.

en: SDI Defense
en_GB: SDI Defence

en: Protects a city and its environs (up to 2 tiles away) from attacks by other nations' Nuclear units. A Nuclear unit not owned by you or a teammate which attacks a city with SDI Defense, or attacks a unit (or is deliberately exploded) within range, is shot down and simply has no effect.
en_GB: Protects a city and its environs (up to 2 tiles away) from attacks by other nations' Nuclear units. A Nuclear unit not owned by you or a teammate which attacks a city with SDI Defence, or attacks a unit (or is deliberately exploded) within range, is shot down and simply has no effect.

en: The civilization which builds the Great Library gets every advance that at least two other teams have achieved.
en_GB: The civilisation which builds the Great Library gets every advance that at least two other teams have achieved.

en: Allows you to choose any government, including those that have not yet been researched by your civilization, and without the transition period of Anarchy.
en_GB: Allows you to choose any government, including those that have not yet been researched by your civilisation, and without the transition period of Anarchy.

en: Shakespeare's Theater
en_GB: Shakespeare's Theatre

en: Anarchy is simply the absence of any recognizable government. Citizens are disorganized and unproductive, and will spend all income as quickly as possible, rather than paying taxes or conducting research.
en_GB: Anarchy is simply the absence of any recognisable government. Citizens are disorganised and unproductive, and will spend all income as quickly as possible, rather than paying taxes or conducting research.

en: Because (happy) citizens of Democracy believe strongly in the government, their loyalty is unswerving.  Military units of Democratic civilizations cannot be bribed, and Democratic cities cannot be incited to revolt by enemy Diplomats and Spies.
en_GB: Because (happy) citizens of Democracy believe strongly in the government, their loyalty is unswerving.  Military units of Democratic civilisations cannot be bribed, and Democratic cities cannot be incited to revolt by enemy Diplomats and Spies.

en: The Azteca, a Nahuatl speaking people from the Sonoran desert, seized control of the Toltec-derived civilizations of Central Mexico during the 15th century, reviving the practice of human sacrifice. They were conquered by the Spanish under Cortés in 1521.
en_GB: The Azteca, a Nahuatl speaking people from the Sonoran desert, seized control of the Toltec-derived civilisations of Central Mexico during the 15th century, reviving the practice of human sacrifice. They were conquered by the Spanish under Cortés in 1521.

en: China is the oldest major civilization that is still in existence today, with written records dating back over 3,500 years. After first being unified by the Qin dynasty in 221 BC, China alternated between periods of unity and disunity, and was occasionally conquered by external ethnicities. Today, the People's Republic of China, established by the Communists in 1949, occupies the mainland, while the former Nationalist government of the Republic of China governs the island of Taiwan.
en_GB: China is the oldest major civilisation that is still in existence today, with written records dating back over 3,500 years. After first being unified by the Qin dynasty in 221 BC, China alternated between periods of unity and disunity, and was occasionally conquered by external ethnicities. Today, the People's Republic of China, established by the Communists in 1949, occupies the mainland, while the former Nationalist government of the Republic of China governs the island of Taiwan.

en: Egypt was the second-oldest of the world's civilizations.  Since ancient times it has been unusually urbanized, supporting a large population on silt deposited by the annual floodings of the Nile.
en_GB: Egypt was the second-oldest of the world's civilisations.  Since ancient times it has been unusually urbanised, supporting a large population on silt deposited by the annual floodings of the Nile.

en: The cradle of Ancient Indian civilization lay in the Indus river valley in modern-day Pakistan.
en_GB: The cradle of Ancient Indian civilisation lay in the Indus river valley in modern-day Pakistan.

en: Since the dawn of civilization, barbarians have been a threat to cultured peoples everywhere.
en_GB: Since the dawn of civilisation, barbarians have been a threat to cultured peoples everywhere.

en: Industrialization
en_GB: Industrialisation

en: Labor Union
en_GB: Labour Union

en: ?tech:Railroad
en_GB: Railway

en: Allows Settlers to upgrade roads to railroads.
en_GB: Allows Settlers to upgrade roads to railways.

en: City center tiles get their terrain's irrigation bonus automatically, if there is no conflicting mine on the tile; however, this does not make cities count as a water source for further irrigation. Irrigation can be built on the city tile simply to allow building further irrigation elsewhere, but will not give the tile any further bonus.
en_GB: City centre tiles get their terrain's irrigation bonus automatically, if there is no conflicting mine on the tile; however, this does not make cities count as a water source for further irrigation. Irrigation can be built on the city tile simply to allow building further irrigation elsewhere, but will not give the tile any further bonus.

en: Pollution from production is likely to start becoming important as your civilization becomes more industrialized, giving you buildings such as Factory and Power Plant which boost production. Replacing a Power Plant with cleaner forms of energy -- a Hydro Plant / Hoover Dam or Nuclear Plant -- will reduce pollution from production, as will a Recycling Center.
en_GB: Pollution from production is likely to start becoming important as your civilisation becomes more industrialised, giving you buildings such as Factory and Power Plant which boost production. Replacing a Power Plant with cleaner forms of energy -- a Hydro Plant / Hoover Dam or Nuclear Plant -- will reduce pollution from production, as will a Recycling Centre.

en: The city's population starts adding to pollution with the discovery of Industrialization, and Automobile, Mass Production, and Plastics make this worse. Building a Mass Transit in a city eliminates the population's contribution to pollution.
en_GB: The city's population starts adding to pollution with the discovery of Industrialisation, and Automobile, Mass Production, and Plastics make this worse. Building a Mass Transit in a city eliminates the population's contribution to pollution.

en: Fortresses improve defense for land units outside cities.
en_GB: Fortresses improve defence for land units outside cities.

en: Building roads on river tiles requires knowledge of Bridge Building. City center tiles automatically get roads, and are an exception to this requirement.
en_GB: Building roads on river tiles requires knowledge of Bridge Building. City centre tiles automatically get roads, and are an exception to this requirement.

en: Railroad
en_GB: Railway

en: Once you learn the Railroad technology, you may upgrade your roads to railroads. Units expend no movement points when moving along a railroad; you may ride a railroad indefinitely. (As may your enemies!)
en_GB: Once you learn the Railway technology, you may upgrade your roads to railways. Units expend no movement points when moving along a railway; you may ride a railway indefinitely. (As may your enemies!)

en: A railroad also increases by half (rounding down) all kinds of resources produced by a tile. A tile whose road is upgraded to a railroad retains any trade bonus from the road as well.
en_GB: A railway also increases by half (rounding down) all kinds of resources produced by a tile. A tile whose road is upgraded to a railway retains any trade bonus from the road as well.

en: Roads and railroads can only be built on River tiles if your civilization has learned Bridge Building technology.
en_GB: Roads and railways can only be built on River tiles if your civilisation has learned Bridge Building technology.

en: The Phalanx is armored infantry, suitable for defending your cities.
en_GB: The Phalanx is armoured infantry, suitable for defending your cities.

en: Mechanized Infantry; this unit has the strongest defense strength of any land unit, but is only available near the end of the technology tree.
en_GB: Mechanised Infantry; this unit has the strongest defence strength of any land unit, but is only available near the end of the technology tree.

en: Knights are mounted and heavily armored warriors.
en_GB: Knights are mounted and heavily armoured warriors.

en: Armor
en_GB: Armour

en: Armors are motorized war wagons that are faster, stronger, and can take more damage than any mounted unit.
en_GB: Armours are motorised war wagons that are faster, stronger, and can take more damage than any mounted unit.

en: Bombers are specialized airborne units that may only attack ground targets, not other airborne units.
en_GB: Bombers are specialised airborne units that may only attack ground targets, not other airborne units.

en: The Ironclad is an armored ship that is much more sturdy than the Frigate but loses the latter's transport capability.
en_GB: The Ironclad is an armoured ship that is much more sturdy than the Frigate but loses the latter's transport capability.

en: Traveling under the surface of the ocean, Submarines have a very high strategic value, but a weak defense if caught off guard.
en_GB: Travelling under the surface of the ocean, Submarines have a very high strategic value, but a weak defence if caught off guard.

en: TIP 2:  You may be involved in a situation where you've invaded an enemy country en masse, but the enemy cities are too strong. Before using a Nuclear unit, assemble a gang of Settlers next to the city and have them ready to fix the fallout on the same turn it occurs!  This minimizes the chance of global warming.  Eco-friendly nukes!
en_GB: TIP 2:  You may be involved in a situation where you've invaded an enemy country en masse, but the enemy cities are too strong. Before using a Nuclear unit, assemble a gang of Settlers next to the city and have them ready to fix the fallout on the same turn it occurs!  This minimises the chance of global warming.  Eco-friendly nukes!

en: A Diplomat is an official that carries your dispatches and is authorized to deal with foreign dignitaries. He may also undertake various covert operations with the intent of harming your opponents; Diplomats in your own cities defend them against such actions.
en_GB: A Diplomat is an official that carries your dispatches and is authorised to deal with foreign dignitaries. He may also undertake various covert operations with the intent of harming your opponents; Diplomats in your own cities defend them against such actions.

en: If a foreign unit is alone on a tile, you may attempt to bribe it with your Diplomat. By paying a sum of gold the unit will immediately become yours; the exact sum depends on the status of the unit and that of the civilization owning it. However, units belonging to Democratic governments cannot be bribed. Bribery when not at war will cause a diplomatic incident.
en_GB: If a foreign unit is alone on a tile, you may attempt to bribe it with your Diplomat. By paying a sum of gold the unit will immediately become yours; the exact sum depends on the status of the unit and that of the civilisation owning it. However, units belonging to Democratic governments cannot be bribed. Bribery when not at war will cause a diplomatic incident.

en:  - "Incite a Revolt": In return for gold a foreign city will change allegiance and join your empire, bringing along all nearby units that call it home, but reducing its size by 1. Units in other cities remain in the enemy's control, but units outside cities are lost to both players. The exact sum depends on the status of the city and that of the civilization that owns it. It is not possible to incite a rebellion in a capital, or in any city governed by a democracy. Incitement may be attempted in peacetime, but will cause a diplomatic incident.
en_GB:  - "Incite a Revolt": In return for gold a foreign city will change allegiance and join your empire, bringing along all nearby units that call it home, but reducing its size by 1. Units in other cities remain in the enemy's control, but units outside cities are lost to both players. The exact sum depends on the status of the city and that of the civilisation that owns it. It is not possible to incite a rebellion in a capital, or in any city governed by a democracy. Incitement may be attempted in peacetime, but will cause a diplomatic incident.

en: Caravans can establish trade routes with your own cities or those of other nations (even enemies) by traveling to them. A route's ongoing revenue is doubled if the two cities involved are on different continents, and doubled again if the cities are from different civilizations. This last condition means the net benefit to your civilization of a trade route is the same regardless of whether you own both cities or only one of them; if you only own one city, trade in each city is doubled, but you only get the benefit from one end of the route. Each city can support a maximum of three trade routes.
en_GB: Caravans can establish trade routes with your own cities or those of other nations (even enemies) by travelling to them. A route's ongoing revenue is doubled if the two cities involved are on different continents, and doubled again if the cities are from different civilisations. This last condition means the net benefit to your civilisation of a trade route is the same regardless of whether you own both cities or only one of them; if you only own one city, trade in each city is doubled, but you only get the benefit from one end of the route. Each city can support a maximum of three trade routes.

en: With a Barracks, each new land unit built in a city will automatically have Veteran status, which means that its attack and defense strengths are increased by 50%.
en_GB: With a Barracks, each new land unit built in a city will automatically have Veteran status, which means that its attack and defence strengths are increased by 50%.

en: City Walls make it easier to defend a city.  They triple the defense strength of units within the city against land and helicopter units.  They are ineffective against airborne and sea units as well as Howitzers.  City Walls also prevent the loss of population which occurs when a defending unit is destroyed by a land unit.
en_GB: City Walls make it easier to defend a city.  They triple the defence strength of units within the city against land and helicopter units.  They are ineffective against airborne and sea units as well as Howitzers.  City Walls also prevent the loss of population which occurs when a defending unit is destroyed by a land unit.

en: Coastal Defense
en_GB: Coastal Defence

en: Increases the defense strength of units within a city by a factor of 2 when defending against bombardments from enemy ships.
en_GB: Increases the defence strength of units within a city by a factor of 2 when defending against bombardments from enemy ships.

en: Harbor
en_GB: Harbour

en: Makes a city the capital and the center of your government. Corruption and waste in other cities is related to how far away from the capital they are, except when the government is Democracy or Communism. On top of this, corruption and waste in your capital itself is half of what it would otherwise be (as if it had a Courthouse).
en_GB: Makes a city the capital and the centre of your government. Corruption and waste in other cities is related to how far away from the capital they are, except when the government is Democracy or Communism. On top of this, corruption and waste in your capital itself is half of what it would otherwise be (as if it had a Courthouse).

en: Reduces the unhappiness caused by aggressively deployed military units owned by the city by 2 under Democracy and 1 under Republic -- in other words, it neutralizes the unhappiness caused by a single military unit. This improvement has no effect under other governments.
en_GB: Reduces the unhappiness caused by aggressively deployed military units owned by the city by 2 under Democracy and 1 under Republic -- in other words, it neutralises the unhappiness caused by a single military unit. This improvement has no effect under other governments.

en: Doubles the defense of all units inside the city when attacked by aircraft (not including helicopters or missiles).
en_GB: Doubles the defence of all units inside the city when attacked by aircraft (not including helicopters or missiles).

en: Protects a city and its environs (up to 2 tiles away) from attacks by other nations' Nuclear units. A Nuclear unit not owned by you or a teammate which attacks a city with SDI Defense, or attacks a unit (or is deliberately exploded) within range, is shot down and simply has no effect. Also, doubles defense for units in the city against non-nuclear missiles.
en_GB: Protects a city and its environs (up to 2 tiles away) from attacks by other nations' Nuclear units. A Nuclear unit not owned by you or a teammate which attacks a city with SDI Defence, or attacks a unit (or is deliberately exploded) within range, is shot down and simply has no effect. Also, doubles defence for units in the city against non-nuclear missiles.

en: Increases trade resources by 50% on all tiles with roads or railroads.
en_GB: Increases trade resources by 50% on all tiles with roads or railways.

en: Counts as a Police Station in every city. (That is, for each city, it reduces the unhappiness caused by aggressively deployed military units owned by that city by 2 under Democracy and 1 under Republic -- in other words, it neutralizes the unhappiness caused by a single military unit per city. This wonder has no effect under other governments.)
en_GB: Counts as a Police Station in every city. (That is, for each city, it reduces the unhappiness caused by aggressively deployed military units owned by that city by 2 under Democracy and 1 under Republic -- in other words, it neutralises the unhappiness caused by a single military unit per city. This wonder has no effect under other governments.)

en: Capitalization
en_GB: Capitalisation

en: This is not a normal improvement.  Instead, setting a city's production to Capitalization means its shield production is converted to tax output (money).
en_GB: This is not a normal improvement.  Instead, setting a city's production to Capitalisation means its shield production is converted to tax output (money).

en: Fundamentalism is a form of government organized around a central set of beliefs. The beliefs, usually religious in nature, form a rigid guideline for actions and reactions of both the rulers and the people.
en_GB: Fundamentalism is a form of government organised around a central set of beliefs. The beliefs, usually religious in nature, form a rigid guideline for actions and reactions of both the rulers and the people.

en: The Celts were an Indo-European ethno-linguistic complex in Western Europe, probably originating from the area between the upper Rhine and upper Danube, from the Urnfield culture and the western group of the Hallstatt culture. The Celts were known as cruel and savage warriors who terrorized the ancient civilized peoples of Europe and Asia Minor. The Celts colonized much of Europe and had a large influence on the development of European civilization.
en_GB: The Celts were an Indo-European ethno-linguistic complex in Western Europe, probably originating from the area between the upper Rhine and upper Danube, from the Urnfield culture and the western group of the Hallstatt culture. The Celts were known as cruel and savage warriors who terrorised the ancient civilised peoples of Europe and Asia Minor. The Celts colonised much of Europe and had a large influence on the development of European civilisation.

en: Miniaturization
en_GB: Miniaturisation

en: Great philosophers from all the world join your civilization: you learn %s immediately.
en_GB: Great philosophers from all the world join your civilisation: you learn %s immediately.

en: Allows Settlers and Engineers to upgrade roads to railroads.
en_GB: Allows Settlers and Engineers to upgrade roads to railways.

en: Pollution from production is likely to start becoming important as your civilization becomes more industrialized, giving you buildings such as Factory and Power Plant which boost production. Replacing a Power Plant with cleaner forms of energy -- a Hydro Plant / Hoover Dam, Nuclear Plant, or Solar Plant -- will reduce pollution from production, as will a Recycling Center.
en_GB: Pollution from production is likely to start becoming important as your civilisation becomes more industrialised, giving you buildings such as Factory and Power Plant which boost production. Replacing a Power Plant with cleaner forms of energy -- a Hydro Plant / Hoover Dam, Nuclear Plant, or Solar Plant -- will reduce pollution from production, as will a Recycling Centre.

en: Fortresses improve defense for land units outside cities. Among other effects, a land unit remaining in a fortress for a whole turn without moving recovers a quarter of its hit points.
en_GB: Fortresses improve defence for land units outside cities. Among other effects, a land unit remaining in a fortress for a whole turn without moving recovers a quarter of its hit points.

en: City center tiles with roads are automatically upgraded to railroads when you learn the Railroad technology.
en_GB: City centre tiles with roads are automatically upgraded to railways when you learn the Railway technology.

en: Any land terrain type may have a River on it.  A River adds 1 trade to the resources produced by that tile.  It also increases a tile's defense factor by 50%.  Finally, land units may move along a River (but not diagonally) for fast travel.
en_GB: Any land terrain type may have a River on it.  A River adds 1 trade to the resources produced by that tile.  It also increases a tile's defence factor by 50%.  Finally, land units may move along a River (but not diagonally) for fast travel.

en: Archers fight with bows and arrows and have a good offensive value as well as decent defense.
en_GB: Archers fight with bows and arrows and have a good offensive value as well as decent defence.

en: The Mechanized Infantry has the strongest defensive strength of any land unit, but is only available near the end of the technology tree.
en_GB: The Mechanised Infantry has the strongest defensive strength of any land unit, but is only available near the end of the technology tree.

en: TIP 2:  You may be involved in a situation where you've invaded an enemy country en masse, but the enemy cities are too strong. Before using a Nuclear unit, assemble a gang of Settlers and/or Engineers next to the city and have them ready to fix the fallout on the same turn it occurs!  This minimizes the chance of global warming.  Eco-friendly nukes!
en_GB: TIP 2:  You may be involved in a situation where you've invaded an enemy country en masse, but the enemy cities are too strong. Before using a Nuclear unit, assemble a gang of Settlers and/or Engineers next to the city and have them ready to fix the fallout on the same turn it occurs!  This minimises the chance of global warming.  Eco-friendly nukes!

note: TRANS: Description of 'Core' nation set in default rulesets. ; If you have translated all of the nations in the extended set, not ; just these core nations, feel free to discard the words about ; localization, rather than translating literally.
en: A small set of playable nations that should be fully localized into languages other than English.
en_GB: A small set of playable nations that should be fully localised into languages other than English.

note: TRANS: Description of the 'Extended' nation set in default rulesets, ; which contains all nations that come with Freeciv. ; If you have only translated the Core nations, replace this ; description to say so rather than making it a literal translation. ; Conversely, if you have translated everything,
en: The complete set of playable nations; this allows for larger games or more variety, but not all of these may have been localized into languages other than English.
en_GB: The complete set of playable nations; this allows for larger games or more variety, but not all of these may have been localised into languages other than English.

en: Allows Settlers, Workers and Engineers to upgrade roads to railroads.
en_GB: Allows Settlers, Workers and Engineers to upgrade roads to railways.

en: City center tiles get their terrain's irrigation bonus automatically, if there is no conflicting mine or oil well on the tile; however, this does not make cities count as a water source for further irrigation. Irrigation can be built on the city tile simply to allow building further irrigation elsewhere, but will not give the tile any further bonus.
en_GB: City centre tiles get their terrain's irrigation bonus automatically, if there is no conflicting mine or oil well on the tile; however, this does not make cities count as a water source for further irrigation. Irrigation can be built on the city tile simply to allow building further irrigation elsewhere, but will not give the tile any further bonus.

en: Fortresses improve defense for land units outside cities. Among other effects, a land unit remaining in a fortress for a whole turn without moving recovers a quarter of its hit points. With Invention, fortresses gain watchtowers from which land units can see further afield.
en_GB: Fortresses improve defence for land units outside cities. Among other effects, a land unit remaining in a fortress for a whole turn without moving recovers a quarter of its hit points. With Invention, fortresses gain watchtowers from which land units can see further afield.

en: Building roads on river tiles requires knowledge of Bridge Building. City center tiles automatically get roads (unless they are on a river tile and you do not yet know Bridge Building).
en_GB: Building roads on river tiles requires knowledge of Bridge Building. City centre tiles automatically get roads (unless they are on a river tile and you do not yet know Bridge Building).

en: TIP 2:  You may be involved in a situation where you've invaded an enemy country en masse, but the enemy cities are too strong. Before using a Nuclear unit, assemble a gang of Settlers, Workers, and/or Engineers next to the city and have them ready to fix the fallout on the same turn it occurs!  This minimizes the chance of nuclear winter.  Eco-friendly nukes!
en_GB: TIP 2:  You may be involved in a situation where you've invaded an enemy country en masse, but the enemy cities are too strong. Before using a Nuclear unit, assemble a gang of Settlers, Workers, and/or Engineers next to the city and have them ready to fix the fallout on the same turn it occurs!  This minimises the chance of nuclear winter.  Eco-friendly nukes!

en: Caravans can establish trade routes with your own cities or those of other nations (even enemies) by traveling to them. A route's ongoing revenue is doubled if the two cities involved are on different continents, and doubled again if the cities are from different civilizations. This last condition means the net benefit to your civilization of a trade route is the same regardless of whether you own both cities or only one of them; if you only own one city, trade in each city is doubled, but you only get the benefit from one end of the route.
en_GB: Caravans can establish trade routes with your own cities or those of other nations (even enemies) by travelling to them. A route's ongoing revenue is doubled if the two cities involved are on different continents, and doubled again if the cities are from different civilisations. This last condition means the net benefit to your civilisation of a trade route is the same regardless of whether you own both cities or only one of them; if you only own one city, trade in each city is doubled, but you only get the benefit from one end of the route.

en: The AWACS (Airborne Warning and Control System) is an airplane with an advanced radar that can determine the location of enemy units over a wide area.
en_GB: The AWACS (Airborne Warning and Control System) is an aeroplane with an advanced radar that can determine the location of enemy units over a wide area.

en: These larger cities enjoy increased defense (+50%) against both land and sea units; however, such large settlements have a small risk of fire, which can destroy buildings in the city.
en_GB: These larger cities enjoy increased defence (+50%) against both land and sea units; however, such large settlements have a small risk of fire, which can destroy buildings in the city.

en: City Walls make it easier to defend a city. They add a +100% bonus to the intrinsic defense strength of units within the city against land units (that is a two-thirds increase for small cities, or a one-half increase for cities larger than size 8), but are ineffective against airborne and sea units. City Walls also prevent the loss of population which occurs when a defending unit is defeated by a land unit.
en_GB: City Walls make it easier to defend a city. They add a +100% bonus to the intrinsic defence strength of units within the city against land units (that is a two-thirds increase for small cities, or a one-half increase for cities larger than size 8), but are ineffective against airborne and sea units. City Walls also prevent the loss of population which occurs when a defending unit is defeated by a land unit.

en: Gives a +100% bonus to the intrinsic defense strength of units within a city when defending against enemy ships. For small cities the defense strength is doubled by this improvement; for cities larger than size 8, it is increased by two-thirds.
en_GB: Gives a +100% bonus to the intrinsic defence strength of units within a city when defending against enemy ships. For small cities the defence strength is doubled by this improvement; for cities larger than size 8, it is increased by two-thirds.

en: Amphitheater
en_GB: Amphitheatre

en: However, a Hydro Plant also reduces the pollution associated with shield production to 50% of its normal value, or 25% in combination with a Recycling Center; pollution is reduced further for the player who owns the Hoover Dam. (A Hydro Plant's effect is the same as that of a Nuclear Plant; with the Hoover Dam, its effect is increased to that of a Solar Plant.)
en_GB: However, a Hydro Plant also reduces the pollution associated with shield production to 50% of its normal value, or 25% in combination with a Recycling Centre; pollution is reduced further for the player who owns the Hoover Dam. (A Hydro Plant's effect is the same as that of a Nuclear Plant; with the Hoover Dam, its effect is increased to that of a Solar Plant.)

en: However, a Nuclear Plant also reduces the pollution associated with shield production to 50% of its normal value, or 25% in combination with a Recycling Center. (Its effect is the same as that of a Hydro Plant.)
en_GB: However, a Nuclear Plant also reduces the pollution associated with shield production to 50% of its normal value, or 25% in combination with a Recycling Centre. (Its effect is the same as that of a Hydro Plant.)

en: Makes a city the capital and the center of your government. Waste in other cities (corruption, production waste, and food waste) is often related to how far away from the capital they are. On top of this, corruption and production waste in your capital itself is half of what it would otherwise be (and a Courthouse will eliminate it entirely).
en_GB: Makes a city the capital and the centre of your government. Waste in other cities (corruption, production waste, and food waste) is often related to how far away from the capital they are. On top of this, corruption and production waste in your capital itself is half of what it would otherwise be (and a Courthouse will eliminate it entirely).

en: Makes a city the ecclesiastical capital, that acts as a second center of government.
en_GB: Makes a city the ecclesiastical capital, that acts as a second centre of government.

en: A Police Station neutralizes any unhappiness caused by one military unit in its city. It also makes up to 2 more unhappy citizens content provided they are not unhappy about aggression.
en_GB: A Police Station neutralises any unhappiness caused by one military unit in its city. It also makes up to 2 more unhappy citizens content provided they are not unhappy about aggression.

en: Building a Recycling Center reduces the amount of pollution generated by shield production in a city by 50%, or by an additional 25% in cities with another building which reduces pollution (Nuclear Plant, Hydro Plant, or Solar Plant).
en_GB: Building a Recycling Centre reduces the amount of pollution generated by shield production in a city by 50%, or by an additional 25% in cities with another building which reduces pollution (Nuclear Plant, Hydro Plant, or Solar Plant).

en: Doubles the intrinsic defense strength of units within a city when defending against aircraft (including helicopters).
en_GB: Doubles the intrinsic defence strength of units within a city when defending against aircraft (including helicopters).

en: Protects a city and its environs (up to 2 tiles away) from attacks by other nations' Nuclear units. A Nuclear unit not owned by you or a teammate which attacks a city with SDI Defense, or attacks a unit (or is deliberately exploded) within range, is shot down and simply has no effect. Also, doubles the intrinsic defense strength of units in the city when defending against conventional missiles.
en_GB: Protects a city and its environs (up to 2 tiles away) from attacks by other nations' Nuclear units. A Nuclear unit not owned by you or a teammate which attacks a city with SDI Defence, or attacks a unit (or is deliberately exploded) within range, is shot down and simply has no effect. Also, doubles the intrinsic defence strength of units in the city when defending against conventional missiles.

en: However, a Solar Plant also reduces the pollution associated with shield production to 25% of its normal value, or eliminates it entirely in combination with a Recycling Center.
en_GB: However, a Solar Plant also reduces the pollution associated with shield production to 25% of its normal value, or eliminates it entirely in combination with a Recycling Centre.

en: Each tile around the city with roads and without farmland, that is already generating some trade, produces one extra trade resource. The same applies to the city center tile (even if it is receiving a farmland bonus).
en_GB: Each tile around the city with roads and without farmland, that is already generating some trade, produces one extra trade resource. The same applies to the city centre tile (even if it is receiving a farmland bonus).

en: Increases the defense of all your cities by adding a +50% bonus to its units' intrinsic defense strength against land units (this is cumulative with any City Walls), and preventing the loss of population which occurs when a defending unit is defeated by a land unit.
en_GB: Increases the defence of all your cities by adding a +50% bonus to its units' intrinsic defence strength against land units (this is cumulative with any City Walls), and preventing the loss of population which occurs when a defending unit is defeated by a land unit.

en: Reduces the unhappiness caused by aggressively deployed military units owned by the city by 1 -- in other words, it neutralizes the unhappiness caused by a single military unit (except under Democracy, where a single unit makes two citizens unhappy). Under governments where unit upkeep is paid in gold, it gives two free gold per city towards upkeep every turn.
en_GB: Reduces the unhappiness caused by aggressively deployed military units owned by the city by 1 -- in other words, it neutralises the unhappiness caused by a single military unit (except under Democracy, where a single unit makes two citizens unhappy). Under governments where unit upkeep is paid in gold, it gives two free gold per city towards upkeep every turn.

en: Reduces by 1 the unhappiness caused by one aggressively deployed military unit per city -- in other words, in each city it neutralizes the unhappiness caused by a single military unit (except under Democracy, where it just halves the unhappiness from that unit). Each city also avoids one shield of upkeep for units.
en_GB: Reduces by 1 the unhappiness caused by one aggressively deployed military unit per city -- in other words, in each city it neutralises the unhappiness caused by a single military unit (except under Democracy, where it just halves the unhappiness from that unit). Each city also avoids one shield of upkeep for units.

en: Allows you to choose any government, including those that have not yet been researched by your civilization, and without the transition period of Anarchy. It also allows unprovoked declaration of war regardless of any senate instituted by a Democracy or Federation government or by the United Nations.
en_GB: Allows you to choose any government, including those that have not yet been researched by your civilisation, and without the transition period of Anarchy. It also allows unprovoked declaration of war regardless of any senate instituted by a Democracy or Federation government or by the United Nations.

en: Neutralizes the unhappiness caused by one aggressively deployed military unit per city. Under Democracy, it additionally halves the unhappiness caused by military units (reducing it to the same level as a Republic).
en_GB: Neutralises the unhappiness caused by one aggressively deployed military unit per city. Under Democracy, it additionally halves the unhappiness caused by military units (reducing it to the same level as a Republic).

en: Each entertainer produces two luxury points for their city per turn, increasing to three once any player has built Shakespeare's Theater. See the section on Happiness for the effects of luxury points.
en_GB: Each entertainer produces two luxury points for their city per turn, increasing to three once any player has built Shakespeare's Theatre. See the section on Happiness for the effects of luxury points.

en: * Your centers of government (cities with Palace and Ecclesiastical Palace) get a +75% bonus to gold production.
    * Each worked tile that gives more than 2 Food, Shield, or Trade will suffer a -1 penalty, unless the city working it is celebrating. (Cities below size 3 will not celebrate.)
    * Each city can support up to 2 units for free; further units each cost 1 gold per turn.
    * Unlike later governments, military units do not cause unhappiness even when deployed aggressively.
    * Military units impose martial law. Up to 3 military units inside a city will each force 1 unhappy citizen to become content.
    * Base corruption is 20%. This increases with distance from the capital (half as fast with knowledge of The Corporation).
    * Base production waste is 10%. This increases with distance from the capital (half as fast with knowledge of Trade).
en_GB: * Your centres of government (cities with Palace and Ecclesiastical Palace) get a +75% bonus to gold production.
    * Each worked tile that gives more than 2 Food, Shield, or Trade will suffer a -1 penalty, unless the city working it is celebrating. (Cities below size 3 will not celebrate.)
    * Each city can support up to 2 units for free; further units each cost 1 gold per turn.
    * Unlike later governments, military units do not cause unhappiness even when deployed aggressively.
    * Military units impose martial law. Up to 3 military units inside a city will each force 1 unhappy citizen to become content.
    * Base corruption is 20%. This increases with distance from the capital (half as fast with knowledge of The Corporation).
    * Base production waste is 10%. This increases with distance from the capital (half as fast with knowledge of Trade).

en: * Your centers of government (cities with Palace and Ecclesiastical Palace) get a +50% bonus to gold production.
    * Celebrating cities produce one extra trade point for every tile which is already producing trade. (Cities below size 3 will not celebrate.)
    * Each city can support up to 3 units for free (the maximum possible); further units each cost 1 gold per turn.
    * Each city tolerates up to 3 aggressively deployed military units; each further unit causes 1 unhappy citizen.
    * Military units impose martial law. Up to 3 military units inside a city will each force 1 unhappy citizen to become content.
    * Base corruption is 10%. This increases with distance from the capital (half as fast with knowledge of The Corporation).
    * Base production waste is 20%. This increases with distance from the capital (half as fast with knowledge of Trade).
en_GB: * Your centres of government (cities with Palace and Ecclesiastical Palace) get a +50% bonus to gold production.
    * Celebrating cities produce one extra trade point for every tile which is already producing trade. (Cities below size 3 will not celebrate.)
    * Each city can support up to 3 units for free (the maximum possible); further units each cost 1 gold per turn.
    * Each city tolerates up to 3 aggressively deployed military units; each further unit causes 1 unhappy citizen.
    * Military units impose martial law. Up to 3 military units inside a city will each force 1 unhappy citizen to become content.
    * Base corruption is 10%. This increases with distance from the capital (half as fast with knowledge of The Corporation).
    * Base production waste is 20%. This increases with distance from the capital (half as fast with knowledge of Trade).

en: Communism is a good government for maximizing shield production, and for large empires.
en_GB: Communism is a good government for maximising shield production, and for large empires.

en: Fundamentalism is a good government for maximizing gold, and its Fanatics are useful in wartime, but it has a heavy penalty to technological progress.
en_GB: Fundamentalism is a good government for maximising gold, and its Fanatics are useful in wartime, but it has a heavy penalty to technological progress.

en: Federalism is a system in which the power to govern is shared between national and provincial governments.  This decentralization minimizes the corruption and waste caused by distance to capital, and avoids separatist movements.
en_GB: Federalism is a system in which the power to govern is shared between national and provincial governments.  This decentralisation minimises the corruption and waste caused by distance to capital, and avoids separatist movements.

en: Allows irrigation without an adjacent water source, improves the effect of Amphitheaters, and increases city vision radius.
en_GB: Allows irrigation without an adjacent water source, improves the effect of Amphitheatres, and increases city vision radius.

en: Allows Settlers, Migrants, Workers and Engineers to upgrade roads to railroads.
en_GB: Allows Settlers, Migrants, Workers and Engineers to upgrade roads to railways.

en: Allows Settlers, Migrants, Workers and Engineers to upgrade railroads with maglev.
en_GB: Allows Settlers, Migrants, Workers and Engineers to upgrade railways with maglev.

en: Allows cities to build Harbors and coastal wonders.
en_GB: Allows cities to build Harbours and coastal wonders.

en: Compared to a fort, units in a fortress receive extra defense (+50%) against all units (in total, their defense against land units and boats is doubled), and do not count as aggressive if near a friendly city. Any kind of land unit remaining in a fortress for a whole turn without moving recovers a quarter of its hit points.
en_GB: Compared to a fort, units in a fortress receive extra defence (+50%) against all units (in total, their defence against land units and boats is doubled), and do not count as aggressive if near a friendly city. Any kind of land unit remaining in a fortress for a whole turn without moving recovers a quarter of its hit points.

en: Compared to an airstrip, units in an airbase receive extra defense (+50%) against all units (in total, their defense against air units and missiles is doubled), do not count as aggressive if near a friendly city, and can see further afield. Also, air units recover more hit points (a third per turn, the same as in a city without an Airport).
en_GB: Compared to an airstrip, units in an airbase receive extra defence (+50%) against all units (in total, their defence against air units and missiles is doubled), do not count as aggressive if near a friendly city, and can see further afield. Also, air units recover more hit points (a third per turn, the same as in a city without an Airport).

en: Building roads on river tiles requires knowledge of Bridge Building. City center tiles automatically get roads (even on a river tile).
en_GB: Building roads on river tiles requires knowledge of Bridge Building. City centre tiles automatically get roads (even on a river tile).

en: Once you learn the Railroad technology, you may upgrade your roads to railroads. Units travel considerably faster along railroads than along roads.
en_GB: Once you learn the Railway technology, you may upgrade your roads to railways. Units travel considerably faster along railways than along roads.

en: With sufficient technology, you may build magnetic levitation systems along your railroad routes. Land and Small Land units expend no movement points when riding a maglev; you may ride indefinitely. (As may your enemies!)
en_GB: With sufficient technology, you may build magnetic levitation systems along your railway routes. Land and Small Land units expend no movement points when riding a maglev; you may ride indefinitely. (As may your enemies!)

en: Your regular railroads are still used to carry heavy Big Land and Merchant units for which the maglev system is unsuitable, and they continue to provide production and trade bonuses.
en_GB: Your regular railways are still used to carry heavy Big Land and Merchant units for which the maglev system is unsuitable, and they continue to provide production and trade bonuses.

en: City center tiles with railroads are automatically upgraded to maglev when you learn about Superconductors.
en_GB: City centre tiles with railways are automatically upgraded to maglev when you learn about Superconductors.

en: Any land terrain type may have a River on it. A River adds 1 trade to the resources produced by that tile. It also increases a tile's defense factor by 25%.
en_GB: Any land terrain type may have a River on it. A River adds 1 trade to the resources produced by that tile. It also increases a tile's defence factor by 25%.

en: Roads and railroads can only be built on River tiles if your civilization has learned Bridge Building technology. Fortresses and Airbases cannot be built on River tiles.
en_GB: Roads and railways can only be built on River tiles if your civilisation has learned Bridge Building technology. Fortresses and Airbases cannot be built on River tiles.

en: The Mechanized Infantry has the strongest inherent defensive strength of any land unit, and is very fast on roads and easy terrain, but it is hindered rather than helped by rough terrain (it cannot move into mountains, swamps, or jungles), and it is only available near the end of the technology tree.
en_GB: The Mechanised Infantry has the strongest inherent defensive strength of any land unit, and is very fast on roads and easy terrain, but it is hindered rather than helped by rough terrain (it cannot move into mountains, swamps, or jungles), and it is only available near the end of the technology tree.

en: Armors are motorized war wagons that are faster, stronger, and can take more damage than any mounted unit. However, they are less adaptable to very rough terrain (they cannot move into mountains, swamps, or jungles without roads), and unable to use less rough terrain to improve their defense.
en_GB: Armours are motorised war wagons that are faster, stronger, and can take more damage than any mounted unit. However, they are less adaptable to very rough terrain (they cannot move into mountains, swamps, or jungles without roads), and unable to use less rough terrain to improve their defence.

en: Helicopters can also transport one military land unit; while most troops must load or unload in a city, airstrip, or airbase (and not in the field or onboard a Carrier), units specializing in mobility (Paratroopers, Alpine Troops, Marines, Partisans, and Fanatics) can embark or disembark at any time.
en_GB: Helicopters can also transport one military land unit; while most troops must load or unload in a city, airstrip, or airbase (and not in the field or onboard a Carrier), units specialising in mobility (Paratroopers, Alpine Troops, Marines, Partisans, and Fanatics) can embark or disembark at any time.

en: The Frigate is a specialized ship with a strong offensive value, and can attack units on land, but it cannot transport units.
en_GB: The Frigate is a specialised ship with a strong offensive value, and can attack units on land, but it cannot transport units.

en: The Ironclad is an armored ship, more sturdy than the Frigate.
en_GB: The Ironclad is an armoured ship, more sturdy than the Frigate.

en: An improved Ironclad, with better move rate and vision. Anti-submarine weapons double its defense against Submarines.
en_GB: An improved Ironclad, with better move rate and vision. Anti-submarine weapons double its defence against Submarines.

en: Transports can also clean pollution and fallout on water tiles, and with knowledge of Miniaturization, may build oil platforms on deep ocean tiles (for use by Offshore Platforms).
en_GB: Transports can also clean pollution and fallout on water tiles, and with knowledge of Miniaturisation, may build oil platforms on deep ocean tiles (for use by Offshore Platforms).

en: TIP:  You may be involved in a situation where you've invaded an enemy country en masse, but the enemy cities are too strong. Before using a Nuclear unit, assemble a gang of cleanup units next to the city and have them ready to fix the fallout on the same turn it occurs! This minimizes the chance of nuclear winter. Eco-friendly nukes!
en_GB: TIP:  You may be involved in a situation where you've invaded an enemy country en masse, but the enemy cities are too strong. Before using a Nuclear unit, assemble a gang of cleanup units next to the city and have them ready to fix the fallout on the same turn it occurs! This minimises the chance of nuclear winter. Eco-friendly nukes!

en: Caravans can only travel on roads, railroads, rivers or ships. (Caravans cannot take advantage of maglevs, but may travel on the railroads that accompany them.)
en_GB: Caravans can only travel on roads, railroads, rivers or ships. (Caravans cannot take advantage of maglevs, but may travel on the railways that accompany them.)

en: The Freight unit replaces the Caravan, and moves at twice the speed. It has the same behavior and movement restrictions.
en_GB: The Freight unit replaces the Caravan, and moves at twice the speed. It has the same behaviour and movement restrictions.

en: Freeciv is a turn-based strategy game, in which each player becomes the leader of a civilization. You compete against several opponents to found cities, use them to support a military and economy, and finally to complete an empire that survives all encounters with its neighbors to emerge victorious. Each opponent may be either another human or be controlled by the computer. All players begin at the dawn of history with a handful of units -- typically with an explorer and a couple of settlers in 4000 BCE -- and race to expand outward from those humble beginnings.
en_GB: Freeciv is a turn-based strategy game, in which each player becomes the leader of a civilisation. You compete against several opponents to found cities, use them to support a military and economy, and finally to complete an empire that survives all encounters with its neighbours to emerge victorious. Each opponent may be either another human or be controlled by the computer. All players begin at the dawn of history with a handful of units -- typically with an explorer and a couple of settlers in 4000 BCE -- and race to expand outward from those humble beginnings.

en:  - As in other games of conquest and expansion, you are declared the winner by default once the last city and unit of every other civilization is destroyed.
en_GB:  - As in other games of conquest and expansion, you are declared the winner by default once the last city and unit of every other civilisation is destroyed.

en:  - Once technological progress has brought you into the space age, you may launch a spacecraft destined for Alpha Centauri; the first civilization whose craft reaches the system wins.
en_GB:  - Once technological progress has brought you into the space age, you may launch a spacecraft destined for Alpha Centauri; the first civilisation whose craft reaches the system wins.

en:  - In the absence of other means to determine victory, the game will end after 5000 turns if no spacecraft have yet been launched. The surviving civilizations are then rated, and the one with the highest score is the winner.
en_GB:  - In the absence of other means to determine victory, the game will end after 5000 turns if no spacecraft have yet been launched. The surviving civilisations are then rated, and the one with the highest score is the winner.

en: A word of warning: Freeciv is highly customizable, both through run-time configuration and through custom rulesets which can change almost any aspect of the game rules. This help system tries to adapt to different rules, but may not completely cover rulesets which are very different from the classic rules.
en_GB: A word of warning: Freeciv is highly customisable, both through run-time configuration and through custom rulesets which can change almost any aspect of the game rules. This help system tries to adapt to different rules, but may not completely cover rulesets which are very different from the classic rules.

en:  2. Defending the cities.
    
        At this point, defend your cities by always leaving a warrior unit in them.  As your civilization develops units with a greater defense strength, replace the obsolete units with new ones to ensure your cities have maximum defense.  The units most often used for defense are (in order of strength):  Warrior, Phalanx, Pikemen, Musketeers, and Riflemen.
en_GB:  2. Defending the cities.
    
        At this point, defend your cities by always leaving a warrior unit in them.  As your civilisation develops units with a greater defence strength, replace the obsolete units with new ones to ensure your cities have maximum defence.  The units most often used for defence are (in order of strength):  Warrior, Phalanx, Pikemen, Musketeers, and Riflemen.

en:  3. Deciding which units to build first.
    
        After building one or two Warrior units, start building Settlers.  Settlers take city population, but if you picked a good city site, your city should be big enough by now.  Settlers are best put to use founding new cities; while they can also build agricultural improvements (see the next section), it is better to use Workers for this when available, as unlike Settlers, Workers do not consume food from their parent city.  Keep in mind that a large population increases both the amount of productivity and your civilization's research rate, not to mention that cities secure land for your empire, so founding new cities should be a high priority initially.
en_GB:  3. Deciding which units to build first.
    
        After building one or two Warrior units, start building Settlers.  Settlers take city population, but if you picked a good city site, your city should be big enough by now.  Settlers are best put to use founding new cities; while they can also build agricultural improvements (see the next section), it is better to use Workers for this when available, as unlike Settlers, Workers do not consume food from their parent city.  Keep in mind that a large population increases both the amount of productivity and your civilisation's research rate, not to mention that cities secure land for your empire, so founding new cities should be a high priority initially.

en:  5. Deciding where to build cities.
    
        The best location for a city is a matter of taste.  A city which is placed near the sea is easier to spot by opponents, but can also serve as a port for sea-going units.  (They also usually need a coastal defense later on.)  The best strategy is to build a few of both, but keep in mind that your opponents will find it harder to locate your city if you don't build it by the sea.
en_GB:  5. Deciding where to build cities.
    
        The best location for a city is a matter of taste.  A city which is placed near the sea is easier to spot by opponents, but can also serve as a port for sea-going units.  (They also usually need a coastal defence later on.)  The best strategy is to build a few of both, but keep in mind that your opponents will find it harder to locate your city if you don't build it by the sea.

en:  6. Taking care of the cities.
    
        Every city has a band of citizens.  The number of citizens depends on the city's population.  When you click on a city, you can see how the land around the city is being used.  You can assign your citizens to the land, or they can be specialists that contribute to your civilization in other ways.  Especially at the start of the game, care should be taken to ensure that the citizens are employed so that they maximize growth, trade and production.
en_GB:  6. Taking care of the cities.
    
        Every city has a band of citizens.  The number of citizens depends on the city's population.  When you click on a city, you can see how the land around the city is being used.  You can assign your citizens to the land, or they can be specialists that contribute to your civilisation in other ways.  Especially at the start of the game, care should be taken to ensure that the citizens are employed so that they maximise growth, trade and production.

en:     If you move all of your citizens into the city and right-click on the central tile of the land, the citizens will be rearranged to maximize food production.
en_GB:     If you move all of your citizens into the city and right-click on the central tile of the land, the citizens will be rearranged to maximise food production.

en:     The golden rule of taking care of a city is that there should be at least as many happy citizens as unhappy citizens.  A city where this is not so falls into disorder; such cities are labeled with a raised fist or a lightning bolt (depending on the tileset).  Take care not to let this happen to any of your cities, as cities in disorder produce nothing, and are prone to revolt.
en_GB:     The golden rule of taking care of a city is that there should be at least as many happy citizens as unhappy citizens.  A city where this is not so falls into disorder; such cities are labelled with a raised fist or a lightning bolt (depending on the tileset).  Take care not to let this happen to any of your cities, as cities in disorder produce nothing, and are prone to revolt.

en:     Pacts affect where your units can go and what they can do, and a pact with one nation can affect your relations with others.  Under authoritarian governments such as Monarchy you can break a pact at any time, but the representative governments (Republic and Democracy) have a senate which will block the unprovoked cancelation of a treaty; unless a foreign Diplomat or Spy sparks a diplomatic incident, the only way to dissolve a pact in this situation is to dissolve your government.  The details of pacts are described in the Diplomacy section.
en_GB:     Pacts affect where your units can go and what they can do, and a pact with one nation can affect your relations with others.  Under authoritarian governments such as Monarchy you can break a pact at any time, but the representative governments (Republic and Democracy) have a senate which will block the unprovoked cancellation of a treaty; unless a foreign Diplomat or Spy sparks a diplomatic incident, the only way to dissolve a pact in this situation is to dissolve your government.  The details of pacts are described in the Diplomacy section.

en:  9. Things to keep in mind.
    
      - What the next advance you'll need is.
    
      - What your tax, luxury and research rates are currently set to.
    
      - Treaties are often broken, so don't neglect defense...
    
      - Some wonders can be made obsolete.
en_GB:  9. Things to keep in mind.
    
      - What the next advance you'll need is.
    
      - What your tax, luxury and research rates are currently set to.
    
      - Treaties are often broken, so don't neglect defence...
    
      - Some wonders can be made obsolete.

en:  10. Making your own strategy for the game.
    
        These basic concepts will allow you to play the game pretty well, especially in the beginning of the game.  But to improve, you need to study the various units and advances, and PRACTICE, PRACTICE, PRACTICE!  Freeciv has many twists, so if you haven't played a similar game before, try consulting the Freeciv WWW pages at:
en_GB:  10. Making your own strategy for the game.
    
        These basic concepts will allow you to play the game pretty well, especially in the beginning of the game.  But to improve, you need to study the various units and advances, and PRACTISE, PRACTISE, PRACTISE!  Freeciv has many twists, so if you haven't played a similar game before, try consulting the Freeciv WWW pages at:

en: Terrain serves three roles: the theater upon which your units battle rival civilizations, the landscape across which your units travel, and the medium which your cities work to produce resources. The different types of terrain each have different strengths and drawbacks; see the sections on each terrain type for details.
en_GB: Terrain serves three roles: the theatre upon which your units battle rival civilisations, the landscape across which your units travel, and the medium which your cities work to produce resources. The different types of terrain each have different strengths and drawbacks; see the sections on each terrain type for details.

en: Terrain affects combat very simply: when a unit is attacked, its defense strength is multiplied by the defense factor ("bonus") of the terrain beneath it. (However, some types of units do not enjoy this bonus; in the classic ruleset, only land units do.) See the help section on Combat for further details.
en_GB: Terrain affects combat very simply: when a unit is attacked, its defence strength is multiplied by the defence factor ("bonus") of the terrain beneath it. (However, some types of units do not enjoy this bonus; in the classic ruleset, only land units do.) See the help section on Combat for further details.

en: In some rulesets, units can even reclaim land from water tiles, and similarly land can be transformed to water, although such radical transformations may require a certain number of surrounding tiles to already be land or water respectively. Terrain-altering units that cannot reach the existing terrain may have to be loaded onto a suitable vessel, and if necessary and possible, they will move to safe neighboring tiles when the conversion is complete.
en_GB: In some rulesets, units can even reclaim land from water tiles, and similarly land can be transformed to water, although such radical transformations may require a certain number of surrounding tiles to already be land or water respectively. Terrain-altering units that cannot reach the existing terrain may have to be loaded onto a suitable vessel, and if necessary and possible, they will move to safe neighbouring tiles when the conversion is complete.

en: The products which your cities extract from the surrounding terrain are the fountain from which your civilization is watered. There are three types of products: food points, production points, and trade points. The following sections describe each of these resources along with its properties, uses, and limitations.
en_GB: The products which your cities extract from the surrounding terrain are the fountain from which your civilisation is watered. There are three types of products: food points, production points, and trade points. The following sections describe each of these resources along with its properties, uses, and limitations.

en: Trade points reflect wealth generated in each city by external commerce. Some trade points may be lost to corruption, which varies among forms of government, and tends to increase with distance from your center of government. Each city distributes its remaining trade points among three uses: gold, in the form of taxes, goes into your national treasury; luxury points influence citizen morale; and science points ("bulbs") contribute towards the discovery of new technology.
en_GB: Trade points reflect wealth generated in each city by external commerce. Some trade points may be lost to corruption, which varies among forms of government, and tends to increase with distance from your centre of government. Each city distributes its remaining trade points among three uses: gold, in the form of taxes, goes into your national treasury; luxury points influence citizen morale; and science points ("bulbs") contribute towards the discovery of new technology.

en: You must choose a single ratio for your civilization by which trade points are distributed among these three uses. Though you may alter the tax rates on any turn, you are constrained to multiples of ten percent, and most forms of government limit their maximum value.
en_GB: You must choose a single ratio for your civilisation by which trade points are distributed among these three uses. Though you may alter the tax rates on any turn, you are constrained to multiples of ten percent, and most forms of government limit their maximum value.

en: The ongoing trade route that is established benefits both its origin and destination cities equally by generating trade points for each city every turn. The amount of ongoing trade increases with the size of each city and the distance between them, and may also depend on the factors mentioned above. The trade relationship also gives each civilization limited ongoing intelligence about the partner city. If a trade route ever becomes unsustainable -- for instance, if war breaks out in a ruleset where enemies cannot trade -- it may be permanently canceled.
en_GB: The ongoing trade route that is established benefits both its origin and destination cities equally by generating trade points for each city every turn. The amount of ongoing trade increases with the size of each city and the distance between them, and may also depend on the factors mentioned above. The trade relationship also gives each civilisation limited ongoing intelligence about the partner city. If a trade route ever becomes unsustainable -- for instance, if war breaks out in a ruleset where enemies cannot trade -- it may be permanently cancelled.

en: Each city can only support a limited number of trade routes (the exact limit is set by ruleset and circumstance). If you attempt to establish more, the trade route with the smallest ongoing revenue is canceled if it would be less than the new route. (Otherwise, the origin civilization can still gain initial revenue by entering the marketplace and selling trade goods, but it is reduced to a third.)
en_GB: Each city can only support a limited number of trade routes (the exact limit is set by ruleset and circumstance). If you attempt to establish more, the trade route with the smallest ongoing revenue is cancelled if it would be less than the new route. (Otherwise, the origin civilisation can still gain initial revenue by entering the marketplace and selling trade goods, but it is reduced to a third.)

en: Cities are your sole instrument for developing natural resources and channeling them toward expansion, technological progress, and warfare.
en_GB: Cities are your sole instrument for developing natural resources and channelling them towards expansion, technological progress, and warfare.

en: Each city may work the terrain within its reach. In the classic ruleset, this is a fixed radius of approximately three tiles, giving access to 20 tiles on rectangular maps, or 18 tiles on hexagonal ones, in addition to the city center tile. In other rulesets it may be different, and may vary depending on factors such as the size of the city and known technologies.
en_GB: Each city may work the terrain within its reach. In the classic ruleset, this is a fixed radius of approximately three tiles, giving access to 20 tiles on rectangular maps, or 18 tiles on hexagonal ones, in addition to the city centre tile. In other rulesets it may be different, and may vary depending on factors such as the size of the city and known technologies.

en: To extract resources from a tile, you must have a citizen working there. You cannot begin working a tile which a neighboring city is already working, nor can you work terrain upon which an enemy unit is standing, or terrain inside another player's borders. Thus you can simulate conditions of siege by stationing your units atop valuable resources around an enemy city. Units can also be ordered to pillage, which damages improvements. Worker units could even transform the terrain to make the tile less productive.
en_GB: To extract resources from a tile, you must have a citizen working there. You cannot begin working a tile which a neighbouring city is already working, nor can you work terrain upon which an enemy unit is standing, or terrain inside another player's borders. Thus you can simulate conditions of siege by stationing your units atop valuable resources around an enemy city. Units can also be ordered to pillage, which damages improvements. Worker units could even transform the terrain to make the tile less productive.

en: The section on Terrain describes how the output of each tile is affected by the terrain, the presence of special resources such as game or minerals, and tile improvements built by units. Note that the tile on which the city itself rests -- the city center -- gets worked for free, without being assigned a citizen. The city's tile may also receive other benefits. In the classic ruleset, it always produces at least one food and one production point regardless of terrain; gains whatever advantages the terrain offers with an irrigation system (because cities come with water systems built-in); and is usually developed with roads. Other rulesets may differ in detail.
en_GB: The section on Terrain describes how the output of each tile is affected by the terrain, the presence of special resources such as game or minerals, and tile improvements built by units. Note that the tile on which the city itself rests -- the city centre -- gets worked for free, without being assigned a citizen. The city's tile may also receive other benefits. In the classic ruleset, it always produces at least one food and one production point regardless of terrain; gains whatever advantages the terrain offers with an irrigation system (because cities come with water systems built-in); and is usually developed with roads. Other rulesets may differ in detail.

en: Clicking on the city center tile in the city map will automatically choose citizen roles and tiles to work, with an emphasis on food production and hence growth. Citizen roles are also automatically assigned when a city grows; you may want to inspect cities that have just grown and adjust the role in which the new citizen has been placed. You can set different priorities for a city with the Citizen Governor; see its help section.
en_GB: Clicking on the city centre tile in the city map will automatically choose citizen roles and tiles to work, with an emphasis on food production and hence growth. Citizen roles are also automatically assigned when a city grows; you may want to inspect cities that have just grown and adjust the role in which the new citizen has been placed. You can set different priorities for a city with the Citizen Governor; see its help section.

en: If you are at war with a civilization and some of your citizens are of that nationality, those citizens may also become unhappy.
en_GB: If you are at war with a civilisation and some of your citizens are of that nationality, those citizens may also become unhappy.

en: Wonders are special buildings which can each be completed by only one player each game, and which often enhance their entire civilization. Unlike ordinary city improvements, which must be built with local production points, certain special units built in one city (Caravans and Freight in the classic ruleset) can contribute their full cost in production points towards the construction of a wonder in another city.
en_GB: Wonders are special buildings which can each be completed by only one player each game, and which often enhance their entire civilisation. Unlike ordinary city improvements, which must be built with local production points, certain special units built in one city (Caravans and Freight in the classic ruleset) can contribute their full cost in production points towards the construction of a wonder in another city.

en: Units provide both the mobility your civilization needs, and the violence with which it will survive and expand. The available units may be classified as military units, whose talents are those of defense and aggression, and a few noncombatants which support expansion, diplomacy, and trade.
en_GB: Units provide both the mobility your civilisation needs, and the violence with which it will survive and expand. The available units may be classified as military units, whose talents are those of defence and aggression, and a few noncombatants which support expansion, diplomacy, and trade.

en: A unit cannot move onto a tile occupied by an enemy unit, and when directed to do so will attack instead (if capable of attack), locking the two units in combat until one is destroyed. The outcome depends on the attributes of the units in question (hit points, attack and defense strength, and firepower); the Combat section describes the process in detail, and the following sections list specific units' attributes.
en_GB: A unit cannot move onto a tile occupied by an enemy unit, and when directed to do so will attack instead (if capable of attack), locking the two units in combat until one is destroyed. The outcome depends on the attributes of the units in question (hit points, attack and defence strength, and firepower); the Combat section describes the process in detail, and the following sections list specific units' attributes.

en:  - Then the defender's strength is multiplied by the defense factor of the terrain it occupies.
en_GB:  - Then the defender's strength is multiplied by the defence factor of the terrain it occupies.

en:    - If the defender is an AEGIS Cruiser defending against airborne units (including missiles and Helicopters), the defense is quintupled.
en_GB:    - If the defender is an AEGIS Cruiser defending against airborne units (including missiles and Helicopters), the defence is quintupled.

en:    - An SDI Defense doubles the defender's strength against missile attacks.
en_GB:    - An SDI Defence doubles the defender's strength against missile attacks.

en:    - If the attacker is a ship and the defender is in a city with a Coastal Defense, the defender's strength is doubled.
en_GB:    - If the attacker is a ship and the defender is in a city with a Coastal Defence, the defender's strength is doubled.

en: Whichever unit survives the fight has a chance of being promoted a veteran level. In the classic ruleset, if the winner's civilization has the Sun Tzu's War Academy (and if it isn't obsolete), the chance is increased by half in case of land units.
en_GB: Whichever unit survives the fight has a chance of being promoted a veteran level. In the classic ruleset, if the winner's civilisation has the Sun Tzu's War Academy (and if it isn't obsolete), the chance is increased by half in case of land units.

en: Since both units have 20 hit points, the odds favor a victory for the defender.  The defender will probably lose somewhere around 40% of its hit points during the fight.  But the outcome is never certain as long as both units have non-zero strengths; the defender might emerge untouched, or it might lose most of its hit points, or it might even lose the battle.
en_GB: Since both units have 20 hit points, the odds favour a victory for the defender.  The defender will probably lose somewhere around 40% of its hit points during the fight.  But the outcome is never certain as long as both units have non-zero strengths; the defender might emerge untouched, or it might lose most of its hit points, or it might even lose the battle.

en: Suppose a veteran Battleship (A:12, D:12, HP:40, FP:2) with 3 movement points attacks a veteran Alpine Troops (A:5, D:5, HP:20, FP:1) inside a city built on a Grassland tile, with City Walls and a Coastal Defense.
en_GB: Suppose a veteran Battleship (A:12, D:12, HP:40, FP:2) with 3 movement points attacks a veteran Alpine Troops (A:5, D:5, HP:20, FP:1) inside a city built on a Grassland tile, with City Walls and a Coastal Defence.

en: The defender's strength is 5, raised to 7.5 due to veteran status. The terrain's defense factor is 1 (no effect).  The Coastal Defense doubles the defender's strength to 15. (The City Walls have no effect against attacking sea units.) The defender is a ground unit inside a city, so its total strength is 22.5.
en_GB: The defender's strength is 5, raised to 7.5 due to veteran status. The terrain's defence factor is 1 (no effect).  The Coastal Defence doubles the defender's strength to 15. (The City Walls have no effect against attacking sea units.) The defender is a ground unit inside a city, so its total strength is 22.5.

en: In this case, the odds greatly favor the attacker winning.  The Battleship is 25% less likely to score a hit in any given round, but the Battleship has twice as many hit points. The Battleship should expect to lose about 60% of its hit points during the fight, and should expect to have no movement points left.
en_GB: In this case, the odds greatly favour the attacker winning.  The Battleship is 25% less likely to score a hit in any given round, but the Battleship has twice as many hit points. The Battleship should expect to lose about 60% of its hit points during the fight, and should expect to have no movement points left.

en: In the classic rules, your start out ruling your civilization through Despotism. As your technology improves, you can select other forms of government (listed below). In order to change your form of government, you must start a revolution. This will cause your civilization to undergo a period of Anarchy (lasting 1-5 turns); at the end of this time, you will be able to choose your new government.
en_GB: In the classic rules, your start out ruling your civilisation through Despotism. As your technology improves, you can select other forms of government (listed below). In order to change your form of government, you must start a revolution. This will cause your civilisation to undergo a period of Anarchy (lasting 1-5 turns); at the end of this time, you will be able to choose your new government.

en: TIP 1:  Offensive military campaigns are difficult under Republican and Democratic governments unless you give your citizens lots of luxuries to keep them happy. When conquering other civilizations, it may be helpful to switch to one of the more militant styles of government.
en_GB: TIP 1:  Offensive military campaigns are difficult under Republican and Democratic governments unless you give your citizens lots of luxuries to keep them happy. When conquering other civilisations, it may be helpful to switch to one of the more militant styles of government.

en: Research into technology is a necessity for improving the ability of your civilization to develop new military units and city improvements.
en_GB: Research into technology is a necessity for improving the ability of your civilisation to develop new military units and city improvements.

en: There are a few ways to gain advances from other civilizations: you will sometimes discover enemy technology when you capture a city; your agents can steal advances; wonders can provide you with technology; and another player might grant technology in the terms of a pact. But otherwise advances must be discovered through the efforts of your own people.
en_GB: There are a few ways to gain advances from other civilisations: you will sometimes discover enemy technology when you capture a city; your agents can steal advances; wonders can provide you with technology; and another player might grant technology in the terms of a pact. But otherwise advances must be discovered through the efforts of your own people.

en: While the majority of the resulting research output ("bulbs") usually goes toward advancing technology, in some rulesets (but not the classic rules), some of it may be diverted to maintain expertise in existing technologies; the quantity required for technology upkeep increases with the total research cost of all advances known to you. The state of advancement at which you start paying this upkeep may depend on factors such as your government type. If research output drops below that required for upkeep, your civilization will forget an advance, requiring it to be researched again.
en_GB: While the majority of the resulting research output ("bulbs") usually goes toward advancing technology, in some rulesets (but not the classic rules), some of it may be diverted to maintain expertise in existing technologies; the quantity required for technology upkeep increases with the total research cost of all advances known to you. The state of advancement at which you start paying this upkeep may depend on factors such as your government type. If research output drops below that required for upkeep, your civilisation will forget an advance, requiring it to be researched again.

en: The Space Race is a second option to win the game, besides eliminating all other civilizations. If your spaceship arrives first at Alpha Centauri, the game is over and you have won. (However it is possible for this to be disabled on the server.)
en_GB: The Space Race is a second option to win the game, besides eliminating all other civilisations. If your spaceship arrives first at Alpha Centauri, the game is over and you have won. (However it is possible for this to be disabled on the server.)

en: If the capital of a civilization is captured, a spaceship that has been launched will be lost, so defend your capital well!
en_GB: If the capital of a civilisation is captured, a spaceship that has been launched will be lost, so defend your capital well!

en: TIP:  If an enemy civilization has launched a spaceship, try to quickly build a light spaceship with many propulsion units that will arrive earlier. The only other option is to capture their capital.
en_GB: TIP:  If an enemy civilisation has launched a spaceship, try to quickly build a light spaceship with many propulsion units that will arrive earlier. The only other option is to capture their capital.

en: Nations are distinguished by their flags, leaders and city names; in the classic rules they are identical in all other aspects and play by the same rules, but other rules may have nation-specific behavior.
en_GB: Nations are distinguished by their flags, leaders and city names; in the classic rules they are identical in all other aspects and play by the same rules, but other rules may have nation-specific behaviour.

en: Main Map (Mouse):
    =================
      Left-click on city:            Pop up city dialog
      Left-click on unit:            Select a single unit
                                     (cancels any current activity if "clear
                                     unit orders on selection" is set)
      Shift-left-click on unit:      Add unit to selection (GTK)
      Left-click-and-drag on unit:   Go-to command for unit
                                     (if "keyboardless goto" enabled in options)
      Center-click, Alt-left-click:  Show tile info
      Right-click:                   Center tile in view
      Ctrl-center-click:             Wake up sentried units
en_GB: Main Map (Mouse):
    =================
      Left-click on city:            Pop up city dialog
      Left-click on unit:            Select a single unit
                                     (cancels any current activity if "clear
                                     unit orders on selection" is set)
      Shift-left-click on unit:      Add unit to selection (GTK)
      Left-click-and-drag on unit:   Go-to command for unit
                                     (if "keyboardless goto" enabled in options)
      Centre-click, Alt-left-click:  Show tile info
      Right-click:                   Centre tile in view
      Ctrl-centre-click:             Wake up sentried units

en: If you set up some Minimal Surpluses which are impossible to fulfill, the governor can't be activated. Whenever the governor can't fulfill its task in the ongoing game, it passes back control to you. So you'd better not define too high a surplus; instead, use factors to achieve your goals.
en_GB: If you set up some Minimal Surpluses which are impossible to fulfil, the governor can't be activated. Whenever the governor can't fulfil its task in the ongoing game, it passes back control to you. So you'd better not define too high a surplus; instead, use factors to achieve your goals.

en: Featured text (GTK):
    ====================
    
    Since 2.2, the GTK client has featured text support.  This feature allows users to format the chat messages they are sending using boldface, italic, colors, links, etc...  Such changes are performed using escape sequences.
en_GB: Featured text (GTK):
    ====================
    
    Since 2.2, the GTK client has featured text support.  This feature allows users to format the chat messages they are sending using boldface, italic, colours, links, etc...  Such changes are performed using escape sequences.

en: * Getting colors:
    Full name sequence: '[color] ... [/color]' 
    Abbreviation sequence: '[c] ... [/c]'
    Short cut in the entry: Ctrl-C (you also need to select the color in the toolbar over the entry)
    The color start sequence always takes at least one of the following parameters:
    - 'foreground' (abbreviation 'fg'): a color name such as red, or a hex specification such as #3050b2 or #35b.
    - 'background' (abbreviation 'bg'): same as above.
    Example: '[c fg="blue" bg="yellow"]color[/c]' will display the word 'color' in blue on a yellow background.
en_GB: * Getting colours:
    Full name sequence: '[color] ... [/color]' 
    Abbreviation sequence: '[c] ... [/c]'
    Short cut in the entry: Ctrl-C (you also need to select the colour in the toolbar over the entry)
    The colour start sequence always takes at least one of the following parameters:
    - 'foreground' (abbreviation 'fg'): a colour name such as red, or a hex specification such as #3050b2 or #35b.
    - 'background' (abbreviation 'bg'): same as above.
    Example: '[c fg="blue" bg="yellow"]colour[/c]' will display the word 'colour' in blue on a yellow background.

en: Freeciv supports several local languages.  See the Native Language Support section of the README file for instructions on how to use one of these languages.
    
    First, check whether a localization is already in progress for your language:
en_GB: Freeciv supports several local languages.  See the Native Language Support section of the README file for instructions on how to use one of these languages.
    
    First, check whether a localisation is already in progress for your language:

en: If you would like to add a localization (translation) for your language, please see the instructions at:
en_GB: If you would like to add a localisation (translation) for your language, please see the instructions at:

en: Freeciv is released under the GNU General Public License (version 2 or, at your option, any later version).  In short, you may copy this program (including source) freely, but see the full license text below for full details.
en_GB: Freeciv is released under the GNU General Public Licence (version 2 or, at your option, any later version).  In short, you may copy this program (including source) freely, but see the full licence text below for full details.

en: Reduces the unhappiness caused by aggressively deployed military units owned by the city by 4 under Democracy and 2 under Republic -- in other words, it neutralizes the unhappiness caused by two military units. This improvement has no effect under other governments.
en_GB: Reduces the unhappiness caused by aggressively deployed military units owned by the city by 4 under Democracy and 2 under Republic -- in other words, it neutralises the unhappiness caused by two military units. This improvement has no effect under other governments.

en: Counts as a Police Station in every city on the same continent. (That is, for each city, it reduces the unhappiness caused by aggressively deployed military units owned by that city by 4 under Democracy and 2 under Republic -- in other words, it neutralizes the unhappiness caused by two military units per city. This wonder has no effect under other governments.)
en_GB: Counts as a Police Station in every city on the same continent. (That is, for each city, it reduces the unhappiness caused by aggressively deployed military units owned by that city by 4 under Democracy and 2 under Republic -- in other words, it neutralises the unhappiness caused by two military units per city. This wonder has no effect under other governments.)

en: Great philosophers from all the world join your civilization: you get the immediate advance %s.
en_GB: Great philosophers from all the world join your civilisation: you get the immediate advance %s.

en: Improves the effect of Amphitheaters.
en_GB: Improves the effect of Amphitheatres.

en: Pollution from production is likely to start becoming important as your civilization becomes more industrialized, giving you buildings such as Factory and Power Plant which boost production. Replacing a Power Plant with cleaner forms of energy -- a Hydro Plant / Hoover Dam, Nuclear Plant, or Solar Plant -- will reduce pollution from production, as will a Recycling Center or knowledge of Environmentalism.
en_GB: Pollution from production is likely to start becoming important as your civilisation becomes more industrialised, giving you buildings such as Factory and Power Plant which boost production. Replacing a Power Plant with cleaner forms of energy -- a Hydro Plant / Hoover Dam, Nuclear Plant, or Solar Plant -- will reduce pollution from production, as will a Recycling Centre or knowledge of Environmentalism.

en: The Arab/Islamic civilization of 622 to 1495 CE.
en_GB: The Arab/Islamic civilisation of 622 to 1495 CE.

en: China is the oldest major civilization that is still in existence today, with written records dating back over 3,500 years. After first being unified by the Qin dynasty in 221 BCE, China alternated between periods of unity and disunity, and was occasionally conquered by external ethnicities. Today, the People's Republic of China, established by the Communists in 1949, occupies the mainland, while the former Nationalist government of the Republic of China governs the island of Taiwan.
en_GB: China is the oldest major civilisation that is still in existence today, with written records dating back over 3,500 years. After first being unified by the Qin dynasty in 221 BCE, China alternated between periods of unity and disunity, and was occasionally conquered by external ethnicities. Today, the People's Republic of China, established by the Communists in 1949, occupies the mainland, while the former Nationalist government of the Republic of China governs the island of Taiwan.

en: The Hittite kingdom lasted from about 1680 BCE to about 1180 BCE. They were the first civilization to discover iron working. At its height, they controlled central Anatolia, north-western Syria and Mesopotamia down to Babylon.
en_GB: The Hittite kingdom lasted from about 1680 BCE to about 1180 BCE. They were the first civilisation to discover iron working. At its height, they controlled central Anatolia, north-western Syria and Mesopotamia down to Babylon.

en: The Mayans were a Mesoamerican civilization. They are famous for building great pyramids and palaces in the jungle.
en_GB: The Mayans were a Mesoamerican civilisation. They are famous for building great pyramids and palaces in the jungle.

en: Rome was, in legend, founded by Romulus in 753 BCE. At its height, Rome controlled much of Europe, northern Africa and the Near East. Roman culture adopted much of the civilizations it conquered, such as the Greeks and Etruscans, and forms one of the bases of the Western culture. Even today, Roman influence in fields such as law, philosophy and language remains enormous. The Roman civilization spanned more than a millennium; first as a kingdom, later as a republic and then from 27 BCE onward as an empire. The empire was split in the 4th century CE. The Western Roman Empire fell in 476 CE, the Eastern Roman or Byzantine Empire survived almost a thousand years more; its capital Constantinople fell to the Turks in 1453.
en_GB: Rome was, in legend, founded by Romulus in 753 BCE. At its height, Rome controlled much of Europe, northern Africa and the Near East. Roman culture adopted much of the civilisations it conquered, such as the Greeks and Etruscans, and forms one of the bases of the Western culture. Even today, Roman influence in fields such as law, philosophy and language remains enormous. The Roman civilisation spanned more than a millennium; first as a kingdom, later as a republic and then from 27 BCE onward as an empire. The empire was split in the 4th century CE. The Western Roman Empire fell in 476 CE, the Eastern Roman or Byzantine Empire survived almost a thousand years more; its capital Constantinople fell to the Turks in 1453.

en: The Songhai people established a state in the 11th century CE centered on the city of Gao. Following the decline of the Mali empire a few hundred years later, the Songhai established an empire of their own which eventually grew to become one of the largest in the history of Africa. The rulers of Songhai became known for their wealth as well as their devotion to the Muslim faith.
en_GB: The Songhai people established a state in the 11th century CE centred on the city of Gao. Following the decline of the Mali empire a few hundred years later, the Songhai established an empire of their own which eventually grew to become one of the largest in the history of Africa. The rulers of Songhai became known for their wealth as well as their devotion to the Muslim faith.

en: The Kingdom of Sweden was christianized and consolidated as a political entity by the 12th century CE. The country rose to prominence as one of the great powers of Europe in the 17th century, following substantial military conquests by the so called Warrior Kings. However, due to a worsening economy and several disastrous defeats to Russia, Sweden soon lost most of its gained territory. The country has not been involved in an armed conflict since 1814.
en_GB: The Kingdom of Sweden was christianised and consolidated as a political entity by the 12th century CE. The country rose to prominence as one of the great powers of Europe in the 17th century, following substantial military conquests by the so called Warrior Kings. However, due to a worsening economy and several disastrous defeats to Russia, Sweden soon lost most of its gained territory. The country has not been involved in an armed conflict since 1814.

en: Native inhabitants of the Bahamas, Cuba, Hispaniola, Puerto Rico, Jamaica, and other Caribbean islands who gave us the root words for hurricane, tobacco, potato, canoe, barbeque, hammock, and yucca. They were a matrilineal people, and the first that Columbus came into contact with in 1492. Though numbering the hundreds of thousands, if not millions, throughout the Caribbean, the Taino fell victim to slavery and disease, and their population declined rapidly as a result. Spanish accounts paint them as a peaceful people compared to their Carib neighbors to the south. Their dugout canoes, which were often nearly as long as Columbus' ships, ferried traders between islands. Recent genetic studies show that roughly half of Puerto Ricans have Taino maternal descent.
en_GB: Native inhabitants of the Bahamas, Cuba, Hispaniola, Puerto Rico, Jamaica, and other Caribbean islands who gave us the root words for hurricane, tobacco, potato, canoe, barbeque, hammock, and yucca. They were a matrilineal people, and the first that Columbus came into contact with in 1492. Though numbering the hundreds of thousands, if not millions, throughout the Caribbean, the Taino fell victim to slavery and disease, and their population declined rapidly as a result. Spanish accounts paint them as a peaceful people compared to their Carib neighbours to the south. Their dugout canoes, which were often nearly as long as Columbus' ships, ferried traders between islands. Recent genetic studies show that roughly half of Puerto Ricans have Taino maternal descent.

en: Modern Turkey is the successor state of the Ottoman Empire, which collapsed and was dismembered by the victors in World War I after backing the Central Powers. The country was subsequently reformed and secularized by Kemal Mustapha, the hero of the defense of Gallipoli.
en_GB: Modern Turkey is the successor state of the Ottoman Empire, which collapsed and was dismembered by the victors in World War I after backing the Central Powers. The country was subsequently reformed and secularised by Kemal Mustapha, the hero of the defence of Gallipoli.

en: License="%s"
en_GB: Licence="%s"

note: TRANS: noun
en: License
en_GB: Licence

en: Defense bonus
en_GB: Defence bonus

en: Trade route between %s and %s canceled.
en_GB: Trade route between %s and %s cancelled.

en: Sorry, the %s canceled the trade route from %s to your city %s.
en_GB: Sorry, the %s cancelled the trade route from %s to your city %s.

note: TRANS: "...from Paris to Spanish city Madrid."
en: We canceled the trade route from %s to %s city %s.
en_GB: We cancelled the trade route from %s to %s city %s.

en: Celebrations in your honor in %s.
en_GB: Celebrations in your honour in %s.

en: Celebrations canceled in %s.
en_GB: Celebrations cancelled in %s.

note: TRANS: don't translate text in ''
en: Show a list of:
     - the player colors,
     - connections to the server,
     - all player delegations,
     - your ignore list,
     - the list of defined map images,
     - the list of the players in the game,
     - the available rulesets (for 'read' command),
     - the available scenarios,
     - the available nation sets in this ruleset,
     - the teams of players or
     - the running votes.
    The argument may be abbreviated, and defaults to 'players' if absent.
en_GB: Show a list of:
     - the player colours,
     - connections to the server,
     - all player delegations,
     - your ignore list,
     - the list of defined map images,
     - the list of the players in the game,
     - the available rulesets (for 'read' command),
     - the available scenarios,
     - the available nation sets in this ruleset,
     - the teams of players or
     - the running votes.
    The argument may be abbreviated, and defaults to 'players' if absent.

en: If there is none, become the game organizer with increased permissions.
en_GB: If there is none, become the game organiser with increased permissions.

note: TRANS: translate text between <>
en: playercolor <player-name> <color>
    playercolor <player-name> reset
en_GB: playercolor <player-name> <colour>
    playercolor <player-name> reset

en: Define the color of a player.
en_GB: Define the colour of a player.

en: This command sets the color of a specific player, overriding any color assigned according to the 'plrcolormode' setting.
    The color is defined using hexadecimal notation (hex) for the combination of Red, Green, and Blue color components (RGB), similarly to HTML. For each component, the lowest (darkest) value is 0 (in hex: 00), and the highest value is 255 (in hex: FF). The color definition is simply the three hex values concatenated together (RRGGBB). For example, the following command sets Caesar to pure red:
      playercolor Caesar ff0000
    Before the game starts, this command can only be used if the 'plrcolormode' setting is set to 'PLR_SET'; a player's color can be unset again by specifying 'reset'.
    Once the game has started and colors have been assigned, this command changes the player color in any mode; 'reset' cannot be used.
    To list the player colors, use 'list colors'.
en_GB: This command sets the colour of a specific player, overriding any colour assigned according to the 'plrcolormode' setting.
    The colour is defined using hexadecimal notation (hex) for the combination of Red, Green, and Blue colour components (RGB), similarly to HTML. For each component, the lowest (darkest) value is 0 (in hex: 00), and the highest value is 255 (in hex: FF). The colour definition is simply the three hex values concatenated together (RRGGBB). For example, the following command sets Caesar to pure red:
      playercolor Caesar ff0000
    Before the game starts, this command can only be used if the 'plrcolormode' setting is set to 'PLR_SET'; a player's colour can be unset again by specifying 'reset'.
    Once the game has started and colours have been assigned, this command changes the player colour in any mode; 'reset' cannot be used.
    To list the player colours, use 'list colors'.

en: One of the cities the %s are giving away is destroyed! Treaty canceled!
en_GB: One of the cities the %s are giving away is destroyed! Treaty cancelled!

en: The %s no longer control %s! Treaty canceled!
en_GB: The %s no longer control %s! Treaty cancelled!

en: The %s don't have the promised amount of gold! Treaty canceled!
en_GB: The %s don't have the promised amount of gold! Treaty cancelled!

en: %s canceled the meeting!
en_GB: %s cancelled the meeting!

en: Meeting with %s canceled.
en_GB: Meeting with %s cancelled.

en:  *** Edit mode canceled by %s. ***
en_GB:  *** Edit mode cancelled by %s. ***

en: The server appears to have gotten into an infinite loop in the allocation of starting positions.
    Maybe the number of players is too high for this map.
en_GB: The server appears to have got itself into an infinite loop in the allocation of starting positions.
    Maybe the number of players is too high for this map.

en:  %s canceled the diplomatic agreement! The diplomatic state between the %s and the %s is now %s.
en_GB:  %s cancelled the diplomatic agreement! The diplomatic state between the %s and the %s is now %s.

en: Can only set player color prior to game start if 'plrcolormode' is PLR_SET.
en_GB: Can only set player colour prior to game start if 'plrcolormode' is PLR_SET.

en: no color
en_GB: no colour

note: TRANS: year <name> reports ...
en: %s %s reports on the RICHEST Civilizations in the World.
en_GB: %s %s reports on the RICHEST Civilisations in the World.

note: TRANS: year <name> reports ...
en: %s %s reports on the most ADVANCED Civilizations in the World.
en_GB: %s %s reports on the most ADVANCED Civilisations in the World.

note: TRANS: year <name> reports ...
en: %s %s reports on the most MILITARIZED Civilizations in the World.
en_GB: %s %s reports on the most MILITARISED Civilisations in the World.

note: TRANS: year <name> reports ...
en: %s %s reports on the HAPPIEST Civilizations in the World.
en_GB: %s %s reports on the HAPPIEST Civilisations in the World.

note: TRANS: year <name> reports ...
en: %s %s reports on the LARGEST Civilizations in the World.
en_GB: %s %s reports on the LARGEST Civilisations in the World.

en: Traveler's Report:
en_GB: Traveller's Report:

en: No nations in the currently loaded ruleset have associated colors.
en_GB: No nations in the currently loaded ruleset have associated colours.

en: This should be a string of characters, each of which specifies a unit role. The first character must be native to at least one "Starter" terrain. The characters and their meanings are:
        c   = City founder (eg., Settlers)
        w   = Terrain worker (eg., Engineers)
        x   = Explorer (eg., Explorer)
        k   = Gameloss (eg., King)
        s   = Diplomat (eg., Diplomat)
        f   = Ferryboat (eg., Trireme)
        d   = Ok defense unit (eg., Warriors)
        D   = Good defense unit (eg., Phalanx)
        a   = Fast attack unit (eg., Horsemen)
        A   = Strong attack unit (eg., Catapult)
en_GB: This should be a string of characters, each of which specifies a unit role. The first character must be native to at least one "Starter" terrain. The characters and their meanings are:
        c   = City founder (eg., Settlers)
        w   = Terrain worker (eg., Engineers)
        x   = Explorer (eg., Explorer)
        k   = Gameloss (eg., King)
        s   = Diplomat (eg., Diplomat)
        f   = Ferryboat (eg., Trireme)
        d   = Ok defence unit (eg., Warriors)
        D   = Good defence unit (eg., Phalanx)
        a   = Fast attack unit (eg., Horsemen)
        A   = Strong attack unit (eg., Catapult)

en: The chance that your civilization will lose a technology if you teach it to someone else by treaty, or if it is stolen from you.
en_GB: The chance that your civilisation will lose a technology if you teach it to someone else by treaty, or if it is stolen from you.

en: In order for two cities in the same civilization to establish a trade route, they must be at least this far apart on the map. For square grids, the distance is calculated as "Manhattan distance", that is, the sum of the displacements along the x and y directions.
en_GB: In order for two cities in the same civilisation to establish a trade route, they must be at least this far apart on the map. For square grids, the distance is calculated as "Manhattan distance", that is, the sum of the displacements along the x and y directions.

en: How to pick player colors
en_GB: How to pick player colours

note: TRANS: The strings between double quotes are also translated * separately (they must match!). The strings between single quotes * are setting names and shouldn't be translated. The strings * between parentheses and in uppercase must not be translated.
en: This setting determines how player colors are chosen. Player colors are used in the Nations report, for national borders on the map, and so on.
    - "Per-player, in order" (PLR_ORDER): colors are assigned to individual players in order from a list defined by the ruleset.
    - "Per-player, random" (PLR_RANDOM): colors are assigned to individual players randomly from the set defined by the ruleset.
    - "Set manually" (PLR_SET): colors can be set with the 'playercolor' command before the game starts; these are not restricted to the ruleset colors. Any players for which no color is set when the game starts get a random color from the ruleset.
    - "Per-team, in order" (TEAM_ORDER): colors are assigned to teams from the list in the ruleset. Every player on the same team gets the same color.
    - "Per-nation, in order" (NATION_ORDER): if the ruleset defines a color for a player's nation, the player takes that color. Any players whose nations don't have associated colors get a random color from the list in the ruleset.
    Regardless of this setting, individual player colors can be changed after the game starts with the 'playercolor' command.
en_GB: This setting determines how player colours are chosen. Player colours are used in the Nations report, for national borders on the map, and so on.
    - "Per-player, in order" (PLR_ORDER): colours are assigned to individual players in order from a list defined by the ruleset.
    - "Per-player, random" (PLR_RANDOM): colours are assigned to individual players randomly from the set defined by the ruleset.
    - "Set manually" (PLR_SET): colours can be set with the 'playercolor' command before the game starts; these are not restricted to the ruleset colours. Any players for which no colour is set when the game starts get a random colour from the ruleset.
    - "Per-team, in order" (TEAM_ORDER): colours are assigned to teams from the list in the ruleset. Every player on the same team gets the same colour.
    - "Per-nation, in order" (NATION_ORDER): if the ruleset defines a colour for a player's nation, the player takes that colour. Any players whose nations don't have associated colours get a random colour from the list in the ruleset.
    Regardless of this setting, individual player colours can be changed after the game starts with the 'playercolor' command.

note: TRANS: Do not translate 'migration' setting name.
en: This setting controls how far citizens may look for a suitable migration destination when deciding which city to migrate to. The value is added to the candidate target city's radius and compared to the distance between the two cities. If the distance is lower or equal, migration is possible. (So with a setting of 0, citizens will only consider migrating if their city's center is within the destination city's working radius.) This setting has no effect unless migration is enabled by the 'migration' setting.
en_GB: This setting controls how far citizens may look for a suitable migration destination when deciding which city to migrate to. The value is added to the candidate target city's radius and compared to the distance between the two cities. If the distance is lower or equal, migration is possible. (So with a setting of 0, citizens will only consider migrating if their city's centre is within the destination city's working radius.) This setting has no effect unless migration is enabled by the 'migration' setting.

note: TRANS: the strings in double quotes are server command names * and should not be translated.
en: This should be a string of characters, each of which specifies a type or status of a civilization (player).
    Clients will only be permitted to take or observe those players which match one of the specified letters. This only affects future uses of the "take" or "observe" commands; it is not retroactive. The characters and their meanings are:
        o,O = Global observer
        b   = Barbarian players
        d   = Dead players
        a,A = AI players
        h,H = Human players
    The first description on this list which matches a player is the one which applies. Thus 'd' does not include dead barbarians, 'a' does not include dead AI players, and so on. Upper case letters apply before the game has started, lower case letters afterwards.
    Each character above may be followed by one of the following numbers to allow or restrict the manner of connection:
    (none) = Controller allowed, observers allowed, can displace connections. (Displacing a connection means that you may take over a player, even when another user already controls that player.)
         1 = Controller allowed, observers allowed, can't displace connections;
         2 = Controller allowed, no observers allowed, can displace connections;
         3 = Controller allowed, no observers allowed, can't displace connections;
         4 = No controller allowed, observers allowed
en_GB: This should be a string of characters, each of which specifies a type or status of a civilisation (player).
    Clients will only be permitted to take or observe those players which match one of the specified letters. This only affects future uses of the "take" or "observe" commands; it is not retroactive. The characters and their meanings are:
        o,O = Global observer
        b   = Barbarian players
        d   = Dead players
        a,A = AI players
        h,H = Human players
    The first description on this list which matches a player is the one which applies. Thus 'd' does not include dead barbarians, 'a' does not include dead AI players, and so on. Upper case letters apply before the game has started, lower case letters afterwards.
    Each character above may be followed by one of the following numbers to allow or restrict the manner of connection:
    (none) = Controller allowed, observers allowed, can displace connections. (Displacing a connection means that you may take over a player, even when another user already controls that player.)
         1 = Controller allowed, observers allowed, can't displace connections;
         2 = Controller allowed, no observers allowed, can displace connections;
         3 = Controller allowed, no observers allowed, can't displace connections;
         4 = No controller allowed, observers allowed

note: TRANS: The strings between double quotes should be * translated.
en: This should be a string of characters, each of which specifies the inclusion of a line of information in the Demographics report.
    The characters and their meanings are:
        N = include Population
        P = include Production
        A = include Land Area
        L = include Literacy
        R = include Research Speed
        S = include Settled Area
        E = include Economics
        M = include Military Service
        O = include Pollution
        C = include Culture
    Additionally, the following characters control whether or not certain columns are displayed in the report:
        q = display "quantity" column
        r = display "rank" column
        b = display "best nation" column
    The order of characters is not significant, but their capitalization is.
en_GB: This should be a string of characters, each of which specifies the inclusion of a line of information in the Demographics report.
    The characters and their meanings are:
        N = include Population
        P = include Production
        A = include Land Area
        L = include Literacy
        R = include Research Speed
        S = include Settled Area
        E = include Economics
        M = include Military Service
        O = include Pollution
        C = include Culture
    Additionally, the following characters control whether or not certain columns are displayed in the report:
        q = display "quantity" column
        r = display "rank" column
        b = display "best nation" column
    The order of characters is not significant, but their capitalisation is.

en: Anyone can now become game organizer '%s' by issuing the 'first' command.
en_GB: Anyone can now become game organiser '%s' by issuing the 'first' command.

en: Someone else is already game organizer.
en_GB: Someone else is already game organiser.

en: Connection %s has opted to become the game organizer.
en_GB: Connection %s has opted to become the game organiser.

note: TRANS: "vote" as a process
en: %s has canceled the vote "%s" (number %d).
en_GB: %s has cancelled the vote "%s" (number %d).

note: TRANS: "vote" as a process
en: The vote "%s" (number %d) has been canceled.
en_GB: The vote "%s" (number %d) has been cancelled.

en: Can only unset player color before game starts.
en_GB: Can only unset player colour before game starts.

en: Invalid player color definition. See '/help playercolor'.
en_GB: Invalid player colour definition. See '/help playercolor'.

note: TRANS: "... [c0ffee] for Caesar ... to Hammurabi."
en: Warning: new color [%s] for %s is identical to %s.
en_GB: Warning: new colour [%s] for %s is identical to %s.

en: Color of player %s set to [%s].
en_GB: Colour of player %s set to [%s].

note: TRANS: "vote" as a process
en: Your new vote canceled your previous vote.
en_GB: Your new vote cancelled your previous vote.

note: TRANS: "vote" as a process
en: Your new vote ("%s") was not legal or was not recognized.
en_GB: Your new vote ("%s") was not legal or was not recognised.

en: Settings re-initialized.
en_GB: Settings re-initialised.

en: Please specify a player for whom delegation should be canceled.
en_GB: Please specify a player for whom delegation should be cancelled.

en: Your delegated control of player '%s' was canceled.
en_GB: Your delegated control of player '%s' was cancelled.

en: Delegation of '%s' canceled.
en_GB: Delegation of '%s' cancelled.

en: Map color test images saved.
en_GB: Map colour test images saved.

en: List of player colors:
en_GB: List of player colours:

en: Great scientists from all the world join your civilization: you learn %s immediately.
en_GB: Great scientists from all the world join your civilisation: you learn %s immediately.

en: Your %s was shot down by SDI defenses, what a waste.
en_GB: Your %s was shot down by SDI defences, what a waste.

en: The nuclear attack on %s was avoided by your SDI defense.
en_GB: The nuclear attack on %s was avoided by your SDI defence.

note: TRANS: Describing a new vote that can pass only if the * given percentage of players votes 'yes'.
en: %s (needs %0.0f%% in favor).
en_GB: %s (needs %0.0f%% in favour).
