Français

#This is the French String Table file for FreeOrion. (^= eng_svn6069) (contrôler diff, 5657 5982)
#Translation by alchemy, shivu and zareif.

#################
#    Common     #
#################

APPNAME
FreeOrion

BROWSE_BTN
Parcourir...

OK
OK

APPLY
Appliquer

CANCEL
Annuler

DONE
Valider

CLOSE
Fermer

LOAD
Charger

SAVE
Sauvegarder

OPEN
Ouvrir

OR
ou

AND
et

YES
Oui

NO
Non

EMPIRE
Empire

PLAYER
Joueur

HUMAN_PLAYER
Humain

AI_PLAYER
IA

ADD_AI_PLAYER
Ajouter une IA

OBSERVER
Observateur

MODERATOR
Modérateur

NO_PLAYER
Aucun

DROP_PLAYER
Lâché

HOST
Hôte

ALL
Tout

RENAME
Renommer

ENTER_NEW_NAME
Entrez un nouveau nom

UNKNOWN_VALUE_SYMBOL
?

ERROR
ERREUR

RESET
Réinitialiser

TURN
Tour

CHAT_WHISPER
murmurer

UP
^

NEXT
»

BACK
«

LAST
>|

# used to generate names for new fleets when they are created
NEW_FLEET_NAME
Flotte %1%

NEW_FLEET_NAME_NO_NUMBER
Flotte

EMPTY_SPACE
Profondeur spatiale

UNEXPLORED_REGION
Région inexplorée

UNEXPLORED_SYSTEM
Système inexploré

NOT_APPLICABLE
pas applicable

BOMBER
Bombardier

INTERCEPTOR
Intercepteur

DEFAULT_EMPIRE_NAME
Empire terrien

DEFAULT_PLAYER_NAME
Joueur_humain

UNIVERSEOBJECT
Objet générique

SYSTEM
Système

FLEET
Flotte

SHIP
Vaisseau

PLANET
Planète

BUILDING
Construction

FIELD
Champ

PASSED
<rgba 0 255 0 255>(CONTROLÉ)</rgba>

FAILED
<rgba 255 0 0 255>(ÉCHOUÉ)</rgba>

ALL_OF
Prérequis:

ANY_OF
N'importe lequel:

DUMP
Debug Data Dump

###########################
# Predefined Ship Designs #
###########################
# in premade_ship_designs.txt

SD_SCOUT
Éclaireur

SD_SCOUT_DESC
Vaisseau petit et économique spécialement conçu pour la reconnaissance et l'exploration.

SD_MARK_1
Modèle I
SD_MARK1_DESC
Frégate patrouilleuse avec projecteur de masse standard.

SD_MARK_2
Modèle II
SD_MARK2_DESC
Frégate patrouilleuse avec projecteur de masse amélioré.

SD_MARK_3
Modèle III
SD_MARK3_DESC
Frégate patrouilleuse avec laser de base.

SD_MARK_4
Modèle IV
SD_MARK4_DESC
Frégate patrouilleuse avec laser amélioré.

SD_MARK_A1
Modèle I

SD_MARK_A2
Modèle II

SD_MARK_A3
Modèle III

SD_MARK_A3B
Modèle III B

SD_MARK_A4
Modèle IV

SD_MARK_A4B
Modèle IV B

SD_MARK_A5
Modèle V
SD_MARK5_DESC
Frégate patrouilleuse avec laser de base.

SD_MARK_A5B
Modèle V B

SD_MARK_A6
Modèle VI
SD_MARK6_DESC
Frégate patrouilleuse avec laser amélioré.

SD_MARK_A6B
Modèle VI B

SD_MARK_A7
Modèle VII
SD_MARK7_DESC
Frégate de patrouille avec laser type avancé.

SD_MARK_A7B
Modèle VII B

SD_MARK_A8
Modèle VIII
SD_MARK8_DESC
Frégate de patrouille avec laser haut de gamme.

SD_MARK_A8B
Modèle VIII B

SD_MARK_B_ROBOTIC1
Robotique I
SD_MARK_B_ROBOTIC1_DESC
Croiseur avancé avec blindage et armement lourd pour faire le sale boulot.

SD_MARK_B_ROBOTIC2
Robotique II
SD_MARK_B_ROBOTIC2_DESC
Croiseur avancé avec blindage et armement lourd pour faire le sale boulot.

SD_MARK_B_ROBOTIC3
Robotique III
SD_MARK_B_ROBOTIC3_DESC
Croiseur avancé avec blindage et armement lourd pour faire le sale boulot.

SD_MARK_B_ROBOTIC4
Robotique IV
SD_MARK_B_ROBOTIC4_DESC
Croiseur avancé avec blindage et armement lourd pour faire le sale boulot.

SD_MARK_A_ORGANIC1
Organique I
SD_MARK_A_ORGANIC1_DESC
Coque organique avec un armement primaire laser.

SD_MARK_A_ORGANIC2
Organique II
SD_MARK_A_ORGANIC2_DESC
Coque organique avec un armement laser.

SD_MARK_A_ORGANIC3
Organique III
SD_MARK_A_ORGANIC3_DESC
Coque organique avec un armement laser.

SD_MARK_A_ORGANIC4
Organique IV
SD_MARK_A_ORGANIC4_DESC
Coque organique avec un armement laser.

SD_MARK_B_ORGANIC1
Organique V
SD_MARK_B_ORGANIC1_DESC
Coque organique avec un armement primaire plasma. 

SD_MARK_C_ENDO1
Endomorphe I
SD_MARK_C_ENDO1_DESC
Croiseur Endomorphe avancé avec blindage et armement lourd pour faire le sale boulot.

SD_MARK_C_ENDO2
Endomorphe II
SD_MARK_C_ENDO2_DESC
Croiseur Endomorphe avancé avec blindage et armement lourd pour faire le sale boulot.

SD_MARK_C_ENDO3
Endomorphe III
SD_MARK_C_ENDO3_DESC
Croiseur Endomorphe avancé avec blindage et armement lourd pour faire le sale boulot.

SD_MARK_C_ENDO4
Endomorphe IV
SD_MARK_C_ENDO4_DESC
Croiseur Endomorphe avancé avec blindage et armement lourd pour faire le sale boulot.

SD_MARK_C_ENDO5
Endomorphe V
SD_MARK_C_ENDO5_DESC
Croiseur Endomorphe avancé avec blindage et armement lourd pour faire le sale boulot.

SD_MARK_C_ENDO6
Endomorphe VI
SD_MARK_C_ENDO6_DESC
Croiseur Endomorphe avancé avec blindage et armement lourd pour faire le sale boulot.

SD_MARK_C_ENDO7
Endomorphe VII
SD_MARK_C_ENDO7_DESC
Croiseur Endomorphe avancé avec blindage et armement lourd pour faire le sale boulot.

SD_MARK_C_ENDO8
Endomorphe VIII
SD_ENDO8_DESC
Croiseur endomorphe avancé avec blindage et armement lourd pour faire le sale boulot.

SD_GRAVITATING1
Gravitating I
SD_GRAVITATING1_DESC
Vaisseau massif, haut de gamme, armé et protègé selon les dernières techniques. Prix conséquent.

SD_COLONY_SHIP
Vaisseau colonisateur

SD_COLONY_SHIP_DESC
Énorme vaisseau non armé, capable de transporter des millions de citoyens, sains et saufs, sur de nouveaux sites de colonies.

SD_OUTPOST_SHIP
Vaisseau avant-poste

SD_OUTPOST_SHIP_DESC
Vaisseau non armé, capable de créer un avant-poste sur un monde inhabité.

SD_COLONY_BASE
Base colonisatrice

SD_COLONY_BASE_DESC
Vaisseau non armé, capable de créer une colonie sur un monde du système dans lequel il a été concu.

SD_OUTPOST_BASE
Base avant-poste

SD_OUTPOST_BASE_DESC
Vaisseau non armé, capable de créer un avant-poste sur un monde du système dans lequel il a été concu.

SD_TROOP_SHIP
Transporteur de troupe

SD_TROOP_SHIP_DESC
Transporte une brigade de [[encyclopedia TROOP_TITLE]] de terre avec équipement qui peut être déployée sur une planète.

SD_DRAGON_TOOTH
Dents de dragon

SD_DRAGON_TOOTH_DESC
Conception de vaisseau ancienne mais avec armement avancé et système de défense.

SM_MONSTER
Monstre

SM_KRILL_1
Essaim de petit krill de l'espace
SM_KRILL_1_DESC
'''Les krill de l'espace sont de petits organismes vaguement insectoïde qui trouvent leur nourriture sur la poussière et les roches loin de tout puits de gravité. Individuellement simple, les krills communiquent via une lumière cohérente, permettant à l'essaim de coordonner et de calculer ses trajectoires de déplacements. Bien que normalement pas agressifs, c'eat par leur nombre qu'ils sont un danger pour la navigation, et bloquent le réapprovisionnement. La grande quantité de nourriture à faible G trouvé sur une ceinture d'astéroïdes, fournit au krill les conditions idéales pour se multiplier rapidement.'''

SM_KRILL_2
Essaim de krill de l'espace moyen
SM_KRILL_2_DESC
'''Les krill de l'espace sont de petits organismes vaguement insectoïde qui trouvent leur nourriture sur la poussière et les roches loin de tout puits de gravité. Individuellement simple, les krills communiquent via une lumière cohérente, permettant à l'essaim de coordonner et de calculer ses trajectoires de déplacements. Bien que normalement pas agressifs, c'eat par leur nombre qu'ils sont un danger pour la navigation, et bloquent le réapprovisionnement. La grande quantité de nourriture à faible G trouvé sur une ceinture d'astéroïdes, fournit au krill les conditions idéales pour se multiplier rapidement.'''

SM_KRILL_3
Essaim de grand krill de l'espace
SM_KRILL_3_DESC
'''Les krill de l'espace sont de petits organismes vaguement insectoïde qui trouvent leur nourriture sur la poussière et les roches loin de tout puits de gravité. Individuellement simple, les krills communiquent via une lumière cohérente, permettant à l'essaim de coordonner et de calculer ses trajectoires de déplacements. Quand ils sont en assez grand nombre, ils commencent à devenir agressif envers navires. La grande quantité de nourriture à faible G trouvé sur une ceinture d'astéroïdes, fournit au krill les conditions idéales pour se multiplier rapidement.'''

SM_KRILL_4
Fléau des krill de l'espace
SM_KRILL_4_DESC
'''Les krill de l'espace sont de petits organismes vaguement insectoïde qui trouvent leur nourriture sur la poussière et les roches loin de tout puits de gravité. Individuellement simple, les krills communiquent via une lumière cohérente, permettant à l'essaim de coordonner et de calculer ses trajectoires de déplacements. Les comportements du krill changent radicalement quand une certaine population critique est atteinte - quelque part vers les 10aines de millions. Le Krill normalement fugitif, devient agressif, attaque les navires et détruit les structures orbitales. La grande quantité de nourriture à faible G trouvé sur une ceinture d'astéroïdes, fournit au krill les conditions idéales pour se multiplier rapidement.'''

SM_TREE
Dyson Forest
SM_TREE_DESC
'''A Dyson Forest is made up of numerous space-born "trees" with filamentous branches. The trees multiply and align themselves in a bubble at the proper distance around their host star. Dyson Forests are a hazard to navigation, and as time passes, the forest expands and becomes harder to eradicate. At intervals they may send out a seed through the star-lanes to colonize other stars.'''

SM_SEED
Dyson Seed
SM_SEED_DESC
Dyson Forests intermittently produce a star-lane capable seed, sent away to found a new forest around other stars.

SM_FLOATER
Floater
SM_FLOATER_DESC
Gas-filled bulbous sac drifting through space.

SM_DRAGON
Vacuum Dragon
SM_DRAGON_DESC
Terrifying giant monster that prowls space for prey.

SM_DRONE
Drone
SM_DRONE_DESC
'''Tool of a forgotten war, the Drone Fighter still fulfills its original purpose: mindlessly attacking any ships in range.'''

SM_DRONE_FACTORY
Drone Factory
SM_DRONE_FACTORY_DESC
Built in some long-forgotten war to defend long-vanished builders, amazingly the Drone Factory is still functions, slowly producing new Drone Fighters.

SM_GUARD_1
Factionnaire
SM_GUARD_1_DESC
Les factionnaires veillent décontractés sur des choses de moindre importance.

SM_GUARD_2
Sentinelle
SM_GUARD_2_DESC
Les sentinelles gardent fermement les choses.

SM_GUARD_3
Gardien
SM_GUARD_3_DESC
Les gardiens gardent fermement les choses importantes.

SM_KRAKEN_1
Larval Kraken
SM_KRAKEN_1_DESC
In the larval form, a kraken is a cautious and harmless type of space-bourn fauna. Its natural prey is the krill swarms, which it help to keep in check. But a well-fed larval kraken may grow into a larger and more dangerous adult form.

SM_KRAKEN_2
Pieuvre
SM_KRAKEN_2_DESC
Un formidable monstre de l'espace de poids moyen.

SM_KRAKEN_3
Grande Pieuvre
SM_KRAKEN_3_DESC
Un formidable monstre de l'espace de poids moyen.

SM_BLACK_KRAKEN
Pieuvre noire
SM_BLACK_KRAKEN_DESC
Un puissant monstre de l'espace d'apparence contre nature.

SM_SNOWFLAKE_1
Petit flocon de neige
SM_SNOWFLAKE_1_DESC
Un formidable monstre de l'espace de poids léger.

SM_SNOWFLAKE_2
Flocon de neige
SM_SNOWFLAKE_2_DESC
Un formidable monstre de l'espace de poids léger.

SM_SNOWFLAKE_3
Grand flocon de neige
SM_SNOWFLAKE_3_DESC
Un formidable monstre de l'espace de poids léger.

SM_PSIONIC_SNOWFLAKE
Flocon de neige psionique
SM_PSIONIC_SNOWFLAKE_DESC
A monster with the power to neutralize the minds of organic beingsêtres organiques.

SM_JUGGERNAUT_1
Petit mastodonde
SM_JUGGERNAUT_1_DESC
Un formidable monstre de l'espace de poids lourd.

SM_JUGGERNAUT_2
Mastodonde
SM_JUGGERNAUT_2_DESC
Un formidable monstre de l'espace de poids lourd.

SM_JUGGERNAUT_3
Grand mastodonde
SM_JUGGERNAUT_3_DESC
Un formidable monstre de l'espace de poids lourd.

SM_BLOATED_JUGGERNAUT
Mastodonde boursouflé
SM_BLOATED_JUGGERNAUT_DESC
Un monstre de l'espace massif mais d'allure maladive.

SM_CLOUD
Space Cloud
SM_CLOUD_DESC
A nebulous creature that adds [[encyclopedia STEALTH_TITLE]] to random planets.

SM_ASH
Space Volcano
SM_ASH_DESC
A nebulous creature that adds [[encyclopedia STEALTH_TITLE]] to random planets.

SM_DIM
Dimensional Drifter
SM_DIM_DESC
A nebulous creature that adds [[encyclopedia STEALTH_TITLE]] to random planets.

SM_VOID
Behemoth of the Void
SM_VOID_DESC
A nebulous creature that adds [[encyclopedia STEALTH_TITLE]] to random planets.

SM_SNAIL
Asteroid Snail
SM_SNAIL_DESC
Feeding upon minerals, the shell of a space snail strongly resembles a normal asteroid making them very hard to detect.

SM_DAMPENING_CLOUD
Dampening Cloud
SM_DAMPENING_CLOUD_DESC
'''A cosmic cloud of high energetic particles that has gained some form of sentience. It's highly attracted to and will discharge any greater reserves of potential energy, which will lead to entire space ship fleets being bereft of fuel in a matter of seconds.'''

SM_ACIREMA_GUARD
Vaisseau de protection Acirema
SM_ACIREMA_GUARD_DESC
Un vaisseau armé, sans équipage, construit par les Acirema pour défendre le Système.

SM_EXP_OUTPOST
Experimentor Outpost Ship
SM_EXP_OUTPOST_DESC
An outpost ship constructed by the Experimentors to transport experimental equipment between galaxies.

SM_COSMIC_DRAGON
Cosmic Dragon
SM_COSMIC_DRAGON_DESC
A fearsome space monster with the power to destroy entire star systems.

##########
# Fields #
##########

FLD_ION_STORM
Tempête ionique

FLD_ION_STORM_DESC
Tourbillon magnétique de particules relativistes chargées qui peut interférer avec les capteurs et endommager les vaisseaux et les planètes.

FLD_MOLECULAR_CLOUD
Molecular Cloud

FLD_MOLECULAR_CLOUD_DESC
Diffuse cloud of complex molecules that disrupts ship shielding.

##############################
# Predefined Starting Fleets #
##############################

FN_HOME_FLEET
Flotte originelle

FN_BATTLE_FLEET
Flotte de bataille

FN_SCOUT_FLEET
Flotte éclaireur

FN_COLONY_FLEET
Flotte colonisatrice

FN_INVASION_FLEET
Flotte d'invasion

MONSTERS
Monstres

##########################
# Status Update Messages #
##########################

RETURN_TO_INTRO
Retour au Menu principal

SERVER_WONT_START
Le serveur ne peut pas démarrer.

SERVER_TIMEOUT
Le serveur ne répond pas.

SERVER_LOST
La connexion au serveur a été perdue.

SERVER_GAME_END
Le serveur a envoyé un message de fin de jeu. Au revoir.

PLAYER_DISCONNECTED
Le joueur %1% n'est plus connecté au serveur.

PLAYER_DEFEATED
Vous êtes vaincu.

EMPIRE_DEFEATED
L'empire %1% n'est plus.

UNKNOWN_EMPIRE
Empire inconnu

LAST_OPPONENT_DEFEATED_VICTORY
Votre dernier adversaire est vaincu! Vous êtes victorieux!

INVALID_CLIENT_SAVE_DATA_RECEIVED
Le serveur a reçu une sauvegarde client non-valable. Elle a été ignorée.

NON_HOST_SAVE_REQUEST_IGNORED
The server received an invalid save game request from your client. You are not the host, so you cannot save the game.

UNABLE_TO_WRITE_CONFIG_XML
Error when writing config.xml file. Unable to save options.

UNABLE_TO_READ_CONFIG_XML
Error when reading config.xml file. Using default options.

UNABLE_TO_WRITE_SAVE_FILE
Error when writing save file.

UNABLE_TO_READ_SAVE_FILE
Error when reading save file.

EMPIRE_NOT_FOUND_CANT_HANDLE_ORDERS
You do not control an empire and cannot issue orders.

ORDERS_FOR_WRONG_EMPIRE
Orders were sent for an empire you do not control.

SERVER_ALREADY_HOSTING_GAME
This server is already hosting a game.

SERVER_UNABLE_TO_SELECT_HOST
The server was unable to select a new host.

SERVER_FOUND_NO_ACTIVE_PLAYERS
Cannot generate game with no active players.

######################################
# Command Line and OptionsDB Options #
######################################

COMMAND_LINE_USAGE
Usage: 

COMMAND_LINE_DEFAULT
Défaut: 

OPTIONS_DB_HELP
Affiche ce message d'aide.

OPTIONS_DB_GENERATE_CONFIG_XML
Génère un fichier config.xml à partir des réglages contenus dans les fichiers config.xml existants et donnés dans la ligne de commande. Ceci écrasera le fichier config.xml actuel, si il existe.

OPTIONS_DB_VERSION_STRING
Tracks the FreeOrion version for which config.xml was generated. Config.xml for different versions will be ignored.

OPTIONS_DB_SOUND_ON
Active le son dans le jeu.

OPTIONS_DB_MUSIC_ON
Active la musique dans le jeu.

OPTIONS_DB_BG_MUSIC
Désigne le morceau à jouer en arrière-plan.

OPTIONS_DB_FULLSCREEN
Start the game in fullscreen. Clicking Apply may cause this to take effect, or may require a restart.

OPTIONS_DB_FULLSCREEN_MONITOR_ID
Select which monitor to use in fullscreen mode. Primary monitor should be index 0. May require a restart to take effect.

OPTIONS_DB_UI_CHAT_HIDE_INTERVAL
L'intervalle, en secondes, après lequel la fenêtre de chat multijoueur disparaît si rien n'y est ajouté. Une valeur de 0 indique que la fenêtre ne doit jamais disparaître.

OPTIONS_DB_UI_CHAT_EDIT_HISTORY
Le nombre de messages à garder dans l'historique du chat.

OPTIONS_DB_GALAXY_MAP_GAS
Rendu grisé autour des systèmes pour donner une forme à la galaxie. Peut être lent sur les anciennes configurations.

OPTIONS_DB_GALAXY_MAP_STARFIELDS
Render star fields around systems. May slow rendering on older systems.

OPTIONS_DB_GALAXY_MAP_SCALE_LINE
Show scale line for universe distance on galaxy map.

OPTIONS_DB_GALAXY_MAP_ZOOM_SLIDER
Bascule pour montrer le curseur zoom de la carte galactique.

OPTIONS_DB_UI_GALAXY_MAP_POPUP
Toggles whether to show a right-click popup menu on the galaxy map.

OPTIONS_DB_OPTIMIZED_SYSTEM_RENDERING
Utilisation de OpenGL 1,5 optimisé pour le rendu de la carte galactique. Peut ne pas fonctionner sur les anciennes cartes graphiques.

OPTIONS_DB_STARLANE_THICKNESS
Règle l'épaisseur des liaisons spatiales en pixels.

OPTIONS_DB_STARLANE_CORE
width multiplier for empire 'core' starlanes.

OPTIONS_DB_RESOURCE_STARLANE_COLOURING
Active ou désative la coloration des liaisons spatiales avec la couleur de l'empire lorsque les empires peuvent échanger des ressources le long de ces liaisons spatiales.

OPTIONS_DB_UNOWNED_STARLANE_COLOUR
Règle la couleur par défaut des liaisons spatiales sans propriétaire.

OPTIONS_DB_FLEET_SUPPLY_LINES
Activer pour afficher les lignes d'approvisionnement de flotte avec l'indicateur de couleur de l'empire.

OPTIONS_DB_FLEET_SUPPLY_LINE_WIDTH
Règle l'épaisseur des lignes d'approvisionnement de flotte.

OPTIONS_DB_FLEET_SUPPLY_LINE_DOT_SPACING
Sets how far apart to render dots for fleet supply lines.

OPTIONS_DB_FLEET_SUPPLY_LINE_DOT_RATE
Sets how fast to render dots for fleet supply lines.

OPTIONS_DB_GALAXY_MAP_DETECTION_RANGE
Toggles whether to show circles around objects to indicate their detection range on the galaxy map.

OPTIONS_DB_FORCE_EXTERNAL_SERVER
Force le client à ne pas lancer un serveur, même dans les cas de l'hébergement local d'un jeu, d'un jeu solo, etc.

OPTIONS_DB_EXTERNAL_SERVER_ADDRESS
Adresse à laquelle se connecter en mode serveur externe. Lorsque utilisé, ce client devient le leader de la partie.

OPTIONS_DB_MP_HOST_ADDRESS
Address to connect to when joining a multiplayer game.

OPTIONS_DB_MP_PLAYER_NAME
Player name to use when hosting or joining a multiplayer game.

OPTIONS_DB_UI_MAIN_MENU_X
Position horizontale du centre du menu principal de l'écran d'introduction, en portion de la largeur totale du programme.

OPTIONS_DB_UI_MAIN_MENU_Y
Position verticale du centre du menu principal de l'écran d'introduction, en portion de la hauteur totale du programme.

OPTIONS_DB_APP_WIDTH
Règle la résolution horizontale du programme en mode plein écran.

OPTIONS_DB_APP_HEIGHT
Règle la résolution verticale du programme en mode plein écran.

OPTIONS_DB_APP_WIDTH_WINDOWED
Règle la résolution horizontale du programme en mode fenêtre restreinte.

OPTIONS_DB_APP_HEIGHT_WINDOWED
Règle la résolution verticale du programme en mode fenêtre restreinte.

OPTIONS_DB_APP_LEFT_WINDOWED
Sets horizontal position in windowed mode. Relative to primary monitor left.

OPTIONS_DB_APP_TOP_WINDOWED
Sets vertical position in windowed mode. Relative to primary monitor top.

OPTIONS_DB_COLOR_DEPTH
Règle la profondeur des couleurs, en bits par pixel.

OPTIONS_DB_SHOW_FPS
Affiche le FPS, oui ou non.

OPTIONS_DB_LIMIT_FPS
Limitation du FPS, oui ou non.  La limite est définie avec l'option FPS Max.

OPTIONS_DB_MAX_FPS
Change la limitation du FPS, si actif.  La limitation est activée avec l'option Limitation FPS.

OPTIONS_DB_UI_SOUND_ENABLED
Active ou désactive les effets sonores de l'interface.

OPTIONS_DB_UI_SOUND_VOLUME
Le volume (de 0 à 255) des effets sonores de l'interface universelle.

OPTIONS_DB_UI_SOUND_BUTTON_ROLLOVER
Le fichier son à jouer quand la souris passe sur un bouton.

OPTIONS_DB_UI_SOUND_BUTTON_CLICK
Le fichier son à jouer quand un bouton est cliqué.

OPTIONS_DB_UI_SOUND_TURN_BUTTON_CLICK
Le fichiers son à jouer quand le bouton de fin de tour est cliqué.

OPTIONS_DB_UI_SOUND_LIST_SELECT
Le fichier son à jouer quand une une liste ou un menu déroulant est sélectionné.

OPTIONS_DB_UI_SOUND_ITEM_DROP
Le fichier son à jouer quand un objet est lâché dans une liste.

OPTIONS_DB_UI_SOUND_LIST_PULLDOWN
Le fichier son à jouer quand une liste est ouverte dans une liste déroulante

OPTIONS_DB_UI_SOUND_TEXT_TYPING
Le fichier son à jouer quand l'utilisateur tape un texte.

OPTIONS_DB_UI_SOUND_WINDOW_MAXIMIZE
Le fichier son à jouer quand une fenêtre est maximisée.

OPTIONS_DB_UI_SOUND_WINDOW_MINIMIZE
Le fichier son à jouer quand une fenêtre est minimisée.

OPTIONS_DB_UI_SOUND_WINDOW_CLOSE
Le fichier son à jouer quand une fenêtre est fermée.

OPTIONS_DB_UI_SOUND_ALERT
Le fichier son à jouer quand une erreur survient ou qu'une action illégale est tentée.

OPTIONS_DB_UI_SOUND_PLANET_BUTTON_CLICK
Le fichier son à jouer quand un bouton planète est cliqué.

OPTIONS_DB_UI_SOUND_FLEET_BUTTON_ROLLOVER
Le fichier son à jouer quand la souris passe sur un bouton flotte.

OPTIONS_DB_UI_SOUND_FLEET_BUTTON_CLICK
Le fichier son à jouer quand un bouton flotte est cliqué.

OPTIONS_DB_UI_SOUND_SYSTEM_ICON_ROLLOVER
Le fichier son à jouer lorsque la souris passe sur une icône système

OPTIONS_DB_UI_SOUND_SIDEPANEL_OPEN
Le fichier son à jouer quand le panneau latéral du système est ouvert.

OPTIONS_DB_UI_SOUND_FARMING_FOCUS
Le fichier son à jouer quand un bouton focus : agriculture est cliqué.

OPTIONS_DB_UI_SOUND_INDUSTRY_FOCUS
Le fichier son à jouer quand un bouton focus : industrie est cliqué.

OPTIONS_DB_UI_SOUND_RESEARCH_FOCUS
Le fichier son à jouer quand un bouton focus : recherche est cliqué.

OPTIONS_DB_UI_SOUND_MINING_FOCUS
Le fichier son à jouer quand un bouton focus : exploitation minière est cliqué.

OPTIONS_DB_UI_SOUND_TRADE_FOCUS
Le fichier son à jouer quand un bouton focus : commerce est cliqué

OPTIONS_DB_UI_SOUND_BALANCED_FOCUS
Le fichier son à jouer quand un bouton focus : général est cliqué.

OPTIONS_DB_UI_FONT
Désigne le ficher ressource pour la police de caractère de l'interface.

OPTIONS_DB_UI_FONT_BOLD
Désigne le fichier ressource pour la police de caractère (gras) de l'interface.

OPTIONS_DB_UI_FONT_ITALIC
Désigne le fichier ressource pour la police de caractère (italique) de l'interface.

OPTIONS_DB_UI_FONT_BOLD_ITALIC
Désigne le fichier ressource pour la police de caractère (gras et italique) de l'interface.

OPTIONS_DB_UI_FONT_SIZE
Règle la taille des caractères utilisés dans l'interface.

OPTIONS_DB_UI_TITLE_FONT
Désigne le fichier ressource pour la police de caractère des titres de l'interface.

OPTIONS_DB_UI_TITLE_FONT_SIZE
Règle la taille des caractères utilisés dans les titres de l'interface.

OPTIONS_DB_UI_WND_COLOR
Règle la couleur des fenêtres de l'interface.

OPTIONS_DB_UI_TEXT_COLOR
Règle la couleur du texte de l'interface.

OPTIONS_DB_UI_DEFAULT_LINK_COLOR
Sets UI default link color.

OPTIONS_DB_UI_ROLLOVER_LINK_COLOR
Sets UI rollover link color.

OPTIONS_DB_UI_CTRL_COLOR
Règle la couleur des contrôles de l'interface.

OPTIONS_DB_UI_CTRL_BORDER_COLOR
Règle la couleur des bords de contrôles de l'interface.

OPTIONS_DB_UI_STATE_BUTTON_COLOR
Règle la couleur des boutons d'état de l'interface.

OPTIONS_DB_UI_DROPDOWNLIST_ARROW_COLOR
Règle la couleur des flèches des listes déroulantes de l'interface.

OPTIONS_DB_UI_EDIT_HILITE
Règle la couleur des contrôles d'édition de l'interface mis en surbrillance.

OPTIONS_DB_UI_STAT_INCREASE_COLOR
Règle la couleur des statistiques positives dans l'interface.

OPTIONS_DB_UI_STAT_DECREASE_COLOR
Règle la couleur des statistiques négatives dans l'interface.

OPTIONS_DB_UI_WND_OUTER_BORDER_COLOR
Règle la couleur de la bordure extérieure de l'interface.

OPTIONS_DB_UI_WND_INNER_BORDER_COLOR
Règle la couleur de la bordure intérieure de l'interface

OPTIONS_DB_UI_KNOWN_TECH
Règle la couleur des technologies connues dans l'arbre des technologies.

OPTIONS_DB_UI_KNOWN_TECH_BORDER
Règle la couleur du texte et de la bordure des technologies connues dans l'arbre des technologies.

OPTIONS_DB_UI_RESEARCHABLE_TECH
Règle la couleur des technologies accessibles à la recherche dans l'arbre des technologies.

OPTIONS_DB_UI_RESEARCHABLE_TECH_BORDER
Règle la couleur du texte et de la bordure des technologies accessibles à la recherche dans l'arbre des technologies.

OPTIONS_DB_UI_UNRESEARCHABLE_TECH
Règle la couleur des technologies inaccessibles à la recherche dans l'arbre des technologies.

OPTIONS_DB_UI_UNRESEARCHABLE_TECH_BORDER
Règle la couleur du texte et de la bordure des technologies inaccessibles à la recherche dans l'arbre des technologies.

OPTIONS_DB_UI_TECH_PROGRESS_BACKGROUND
Règle la couleur de fond des barres de progression dans l'arbre des technologies.

OPTIONS_DB_UI_TECH_PROGRESS
Règle la couleur des barres de progression dans l'arbre des technologies.

OPTIONS_DB_UI_SCROLL_WIDTH
Règle la largeur du défilement de l'interface.

OPTIONS_DB_UI_SYSTEM_ICON_SIZE
Règle la taille des icônes de systèmes.

OPTIONS_DB_UI_SYSTEM_FOG
Toggles whether to render fog of war scan-line shading over system icons.

OPTIONS_DB_UI_SYSTEM_FOG_SPACING
Sets spacing (in pixels) between fog of war scan-lines.

OPTIONS_DB_UI_SYSTEM_CIRCLES
Active l'affichage des cercles autour des systèmes de l'interface.

OPTIONS_DB_UI_SYSTEM_CIRCLE_SIZE
Règle la taille des cercles autour des systèmes sur la carte galactique, relativement à la taille de l'icone du système.

OPTIONS_DB_UI_SYSTEM_NAME_UNOWNED_COLOR
Règle la couleur des noms des systèmes sans propriétaire sur la carte galactique.

OPTIONS_DB_UI_MEDIUM_FLEET_BUTTON_MIN_ZOOM
Règle le niveau minimal de zoom auquel les icones des flottes moyennes sont vues sur la carte galactique.

OPTIONS_DB_UI_SMALL_FLEET_BUTTON_MIN_ZOOM
Règle le niveau minimal de zoom auquel les icones des petites flottes sont vues sur la carte galactique.

OPTIONS_DB_UI_TINY_FLEET_BUTTON_MIN_ZOOM
Règle le niveau minimal de zoom auquel les icones des mini-flottes sont vues sur la carte galactique. Au niveau de zoom le plus petit, aucune icône de flotte n'est visible sur la carte galactique

OPTIONS_DB_UI_FLEET_SELECTION_INDICATOR_SIZE
Sets size of fleet selection indicator, relative to fleet icon size.

OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_SIZE
Règle la taille (relative aux icônes de systèmes) de l'indicateur de sélection de systèmes.

OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_FPS
Sets the frame rate of animation of system selection indicator.

OPTIONS_DB_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD
Règle la taille de l'icône du Système enn dessous duquel les mini icônes de taille fixe seront montrés.

OPTIONS_DB_UI_TOOLTIP_DELAY
Règle le délai d'apparition des bulles d'information de l'interface, en ms.

OPTIONS_DB_UI_MULTIPLE_FLEET_WINDOWS
Si mis à vrai, les clics sur plusieurs boutons de flottes ouvrent plusieurs fenêtres de flottes en même temps. Sinon, toute nouvelle fenêtre de flotte ferme la précédente si il y en a.

OPTIONS_DB_UI_WINDOW_QUICKCLOSE
Fermer les fenêtres ouverte comme les fenêtres de flotte et le panneau latéral de système quand vous faites un clic droit sur la carte principale.

OPTIONS_DB_UI_SIDEPANEL_WIDTH
Règle la taille du panneau latéral du système.

OPTIONS_DB_UI_SIDEPANEL_PLANET_MAX_DIAMETER
Règle la taille maximale du rendu des planètes en rotation dans le panneau latéral.

OPTIONS_DB_UI_SIDEPANEL_PLANET_MIN_DIAMETER
Règle la taille minimale du rendu des planètes en rotation dans le panneau latéral.

OPTIONS_DB_UI_SIDEPANEL_PLANET_SHOWN
Montrer ou non dans le panneau latéral le rendu des planètes / astéroïdes.

OPTIONS_DB_GAMESETUP_SEED
'''L'initiateur sert à générer une galaxie de façon aléatoire.
Les galaxies générées avec les mêmes options et la même valeure initiatrice seront identiques.'''

OPTIONS_DB_GAMESETUP_STARS
'''Le nombre approximatif de systèmes à générer dans la galaxie.
Pour l'équilibre du jeu, il est recommandé d'utiliser 15-30 systèmes par empire.
Un trop grand nombre de systèmes peut causer un fort ralentissement de FreeOrion, en particulier à un moment plus avancé dans la partie.'''

OPTIONS_DB_GAMESETUP_GALAXY_SHAPE
La forme de la galaxie à générer.

OPTIONS_DB_GAMESETUP_GALAXY_AGE
L'âge de la galaxie à générer.

OPTIONS_DB_GAMESETUP_PLANET_DENSITY
La quantité de planètes par système dans la galaxie à générer.

OPTIONS_DB_GAMESETUP_STARLANE_FREQUENCY
La quantité de liaisons spatiales dans la galaxie à générer.

OPTIONS_DB_GAMESETUP_SPECIALS_FREQUENCY
La fréquence d'apparition des événements spéciaux dans la galaxie.

OPTIONS_DB_GAMESETUP_MONSTER_FREQUENCY
La fréquence d'apparition de monstres dans la galaxie à générer.

OPTIONS_DB_GAMESETUP_NATIVE_FREQUENCY
La fréquence d'apparition d'indigènes dans la galaxie à générer.

OPTIONS_DB_GAMESETUP_AI_MAX_AGGRESSION
Le niveau maximum d'agressivité des adversaires IA

OPTIONS_DB_GAMESETUP_EMPIRE_NAME
Le nom de votre empire dans le jeu.

OPTIONS_DB_GAMESETUP_PLAYER_NAME
Le nom du joueur qui vous représente dans cette partie en solitaire.

OPTIONS_DB_GAMESETUP_EMPIRE_COLOR
La couleur de votre empire dans le jeu.

OPTIONS_DB_GAMESETUP_STARTING_SPECIES_NAME
'''L'espèce sur votre monde d'origine au début du jeu.
N'a aucun effet sur les planètes de votre empire colnisé par d'autres espèces.'''

OPTIONS_DB_GAMESETUP_NUM_AI_PLAYERS
Le nombre d'opposants IA dans le jeu.

OPTIONS_DB_UI_TECH_LAYOUT_HORZ_SPACING
La largeur de l'espace à laisser vide entre technologies dans l'arbre des technologies, en multiples de la largeur d'une seule technologie théorique.

OPTIONS_DB_UI_TECH_LAYOUT_VERT_SPACING
La longueur de l'espace à laisser vide entre technologies dans l'arbre des technologies, en multiples de la longeur d'une seule technologie théorique.

OPTIONS_DB_SAVE_DIR
Le dossier dans lequel seront sauvegardées/à partir duquel seront chargées les parties. Les chemins de dossiers sont relatifs à la location de l'exécutable.

OPTIONS_DB_RESOURCE_DIR
Sets the root directory for the game resource files (game content and data files).

OPTIONS_DB_LOG_LEVEL
Règle le niveau d'importance à partir duquel les messages du journal seront affichés (niveaux par ordre décroissant de verbosité: DEBUG, INFO, NOTICE, WARN, ERROR, CRIT, ALERT, FATAL, EMERG).

OPTIONS_DB_STRINGTABLE_FILENAME
Le fichier contenant la table des chaînes de caractères propre à un langage.

OPTIONS_DB_AUTOSAVE_SINGLE_PLAYER
Si mis à vrai, le jeu effectuera des sauvegardes automatiques durant les parties solo.

OPTIONS_DB_AUTOSAVE_MULTIPLAYER
Si mis à vrai, le jeu effectuera des sauvegardes automatiques durant les parties multijoueur.

OPTIONS_DB_AUTOSAVE_TURNS
Détermine le nombre de tours entre chaque sauvegarde automatique.

OPTIONS_DB_AUTOSAVE_LIMIT
Détermine le nombre maximum de fichiers autosauvegardés à garder.

OPTIONS_DB_UI_MOUSE_LR_SWAP
Inverser les résultats des clics droits et des clics gauches de la souris.

OPTIONS_DB_MUSIC_VOLUME
Règle le volume de la musique (de 0 à 255).

OPTIONS_DB_COMBAT_ENABLE_GLOW
Active ou désactive les effets d'éclats.

OPTIONS_DB_COMBAT_ENABLE_SKYBOX
Toggles background skybox on and off.

OPTIONS_DB_COMBAT_ENABLE_LENS_FLARE
Toggles lens flares on and off.

OPTIONS_DB_COMBAT_FILLED_SELECTION
Uses a filled-in effect, as opposed to an outline effect, on selected objects.

OPTIONS_DB_QUICKSTART
Starts a new quick-start game, bypassing the main menu.

OPTIONS_DB_AUTO_FIRST_TURN
Hits the "Turn" button automatically on the first turn; useful for debugging, especially when used with --quickstart.

OPTIONS_DB_CHECKED_GL_VERSION
Stores whether the OpenGL version of this system has been checked. If false, several rendering options may be altered depending on the GL version, after which, this option will be set to true.

OPTIONS_DB_RESET_FSSIZE
Stores whether to reset the stored fullscreen resolution. If false, the stored values are used, but if true, the values are reset to the max the rendering system supports.

OPTIONS_DB_AUTO_EFFECT_DESC
Activer l'affichage de texte auto-généré dans les descriptions des technologies, des bâtiments ou des modules pour vaisseaux.

OPTIONS_DB_VERBOSE_LOGGING_DESC
Activer les logs détaillés des éléments de l'univers et des traitements des effets (pour développeurs).

OPTIONS_DB_VERBOSE_SITREP_DESC
Activer l'affichage des rapports d'erreurs (pour développeurs).

OPTIONS_DB_TECH_DEMO
Try out the 3D combat tech demo.

OPTIONS_DB_TEST_3D_COMBAT
Test 3D combat resolution.

OPTIONS_DB_LOAD
Loads the specified single-player save game.

#################
# File Dialog   #
#################

FILE_DLG_FILES
Fichier(s):

FILE_DLG_FILE_TYPES
Type(s):

FILE_DLG_MALFORMED_FILENAME
Nom de fichier invalide.

FILE_DLG_OVERWRITE_PROMPT
'''%1% existe déjà.
ok pour l'écraser?'''

FILE_DLG_INVALID_FILENAME
'''"%1%"
n'est pas un nom de fichier valide.'''

FILE_DLG_FILENAME_IS_A_DIRECTORY
'''"%1%"
est un dossier.'''

FILE_DLG_FILE_DOES_NOT_EXIST
'''Le fichier "%1%"
n'existe pas.'''

FILE_DLG_DEVICE_IS_NOT_READY
Périphérique pas prêt.


#################
# Color Dialog  #
#################

COLOR_DLG_NEW
Nouvelle

COLOR_DLG_OLD
Ancienne

COLOR_DLG_RED
R:

COLOR_DLG_GREEN
G:

COLOR_DLG_BLUE
B:

COLOR_DLG_HUE
H:

COLOR_DLG_SATURATION
S:

COLOR_DLG_VALUE
V:

COLOR_DLG_ALPHA
A:


#################
# Intro Screen  #
#################

#Window title####

INTRO_WINDOW_TITLE
FreeOrion Menu Principal


#Button names####

INTRO_BTN_SINGLE_PLAYER
Partie solo

INTRO_BTN_QUICK_START
Démarrage rapide

INTRO_BTN_MULTI_PLAYER
Partie multijoueur

INTRO_BTN_LOAD_GAME
Charger partie

INTRO_BTN_OPTIONS
Réglages

INTRO_BTN_ABOUT
À propos

INTRO_BTN_CREDITS
Crédits

INTRO_BTN_EXIT
Quitter


#Error Messages####

ERR_CONNECT_TIMED_OUT
Délai de connection au serveur dépassé.

ERR_VERSION_MISMATCH
Connection au serveur impossible, ce client utilise une version différente des paramètres et/ou fichiers suivants: 


########################
# Server Setup Screen  #
########################

#Window title####

SCONNECT_WINDOW_TITLE
Connection au serveur


#Static labels####

LAN_GAME_LABEL
Partie LAN chez:

INTERNET_GAME_LABEL
Partie Internet chez:

PLAYER_NAME_LABEL
Nom du joueur


#Button names####

HOST_GAME_BN
Héberger partie

JOIN_GAME_BN
Rejoindre partie

REFRESH_LIST_BN
Rafraîchir


########################
# Multiplayer Lobby    #
########################

MPLOBBY_WINDOW_TITLE
Configuration Multijoueur

MPLOBBY_HOST_ABORTED_GAME
Le joueur hôte a mis fin à ce jeu.

MULTIPLAYER_GAME_START_CONDITIONS
Nom d'empire et couleur unique nécessaire

MULTIPLAYER_PLAYER_LIST_TYPES
Type

MULTIPLAYER_PLAYER_LIST_NAMES
Joueur

MULTIPLAYER_PLAYER_LIST_EMPIRES
Empire

MULTIPLAYER_PLAYER_LIST_COLOURS
Couleur de l'Empire

MULTIPLAYER_PLAYER_LIST_ORIGINAL_NAMES
Joueur précédent

MULTIPLAYER_PLAYER_LIST_STARTING_SPECIES
Espèce de départ

NEW_GAME_BN
Nouvelle partie

LOAD_GAME_BN
Charger partie

START_GAME_BN
Lancer partie


########################
# Galaxy Setup Screen  #
########################

#Window title####

GSETUP_WINDOW_TITLE
Création de la galaxie

#Strings
GSETUP_GRAPHICS_FILES
Fichiers graphismes

GSETUP_PLAYER_NAME
Nom du joueur

GSETUP_EMPIRE_NAME
Nom de l'empire

GSETUP_EMPIRE_COLOR
Couleur de l'empire

GSETUP_SPECIES
Espèce de départ

GSETUP_NUMBER_AIS
Nombre d'IAs

#Drop-down list labels and choices####

GSETUP_SEED
Initiateur
GSETUP_RANDOMIZE
Aléatoire
GSETUP_STARS
Étoiles
GSETUP_SHAPE
Forme de la galaxie
GSETUP_AGE
Age de la galaxie
GSETUP_STARLANE_FREQ
Fréq. liaisons spatiales
GSETUP_PLANET_DENSITY
Densité des planètes
GSETUP_SPECIALS_FREQ
Fréq. évén. spéciaux
GSETUP_MONSTER_FREQ
Fréquence des monstres
GSETUP_NATIVE_FREQ
Fréquence des indigènes
GSETUP_AI_AGGR
Agressivité max des IAs

GSETUP_2ARM
Spirale à 2 bras
GSETUP_3ARM
Spirale à 3 bras
GSETUP_4ARM
Spirale à 4 bras
GSETUP_CLUSTER
Grappe
GSETUP_ELLIPTICAL
Elliptique
GSETUP_IRREGULAR
Irrégulière
GSETUP_RING
Annulaire
GSETUP_RANDOM
Aléatoire

GSETUP_NONE
Aucun
GSETUP_LOW
Faible
GSETUP_MEDIUM
Moyenne
GSETUP_HIGH
Haute

GSETUP_YOUNG
Jeune
GSETUP_MATURE
Adulte
GSETUP_ANCIENT
Ancienne

GSETUP_BEGINNER
Mode débutant
GSETUP_TURTLE
tortue
GSETUP_DEFENSIVE
prudent
GSETUP_MODERATE
modéré
GSETUP_AGGRESSIVE
agressif
GSETUP_MANIACAL
dingue

#Error messages####

GSETUP_ERR_NOEXIST
n'existe pas.

###########################
# About Dialog            #
###########################

#License button text####

LICENSE
License

ABOUT_WINDOW_TITLE
A propos de FreeOrion

CREDITS
Crédits

VISION
Vision

FREEORION_VISION
FreeOrion, un jeu open-source s'inspirant de Master of Orion, est un jeu de stratégie au tour par tour épique qui se base sur le modèle classique des "4x" en incorporant des éléments de construction de nations trouvés dans des jeux comme Europa Universalis 2 et un moteur de combat tactique versatile. Bien que son design modulaire et open-source permette des modifications et personalisations non-négligeables du moteur de jeu et des éléments de scénario par la communauté, l'équipe de FreeOrion se consacre à la construction d'un univers vivant sur le modèle d'une grande campagne.

###########################
# Game Menu               #
###########################

GAME_MENU_WINDOW_TITLE
Menu

GAME_MENU_SAVE
Sauvegarder

GAME_MENU_LOAD
Charger

GAME_MENU_RESIGN
Abandonner

GAME_MENU_SAVE_FILES
Fichiers de sauvegardes

###########################
# Game Options            #
###########################

OPTIONS_TITLE
Options

OPTIONS_MULTIPLE_FLEET_WNDS
Fenêtres de flotte multiples

OPTIONS_QUICK_CLOSE_WNDS
Fermeture rapide des fenêtres

OPTIONS_SHOW_SIDEPANEL_PLANETS
Montre les planètes dans le panneau latéral.

OPTIONS_MISC_UI
Réglages divers de l'IU

OPTIONS_SINGLEPLAYER
Parties solo

OPTIONS_MULTIPLAYER
Parties multijoueur

OPTIONS_AUTOSAVE_LIMIT
Limite des sauvegardes auto.

OPTIONS_AUTOSAVE_TURNS_BETWEEN
Tours entres les sauvegardes auto.

OPTIONS_LANGUAGE
Fichier de langue

OPTIONS_FONTS
Polices de caractères

OPTIONS_FONT_SIZES
Taille des polices

OPTIONS_FONT_TEXT
Texte

OPTIONS_FONT_TITLE
Titres des fenêtres

OPTIONS_TECH_SPACING
Espacement entre technologies

OPTIONS_HORIZONTAL
Horizontal

OPTIONS_VERTICAL
Vertical

OPTIONS_TOOLTIP_DELAY
Délai avant bulle d'info (ms)

OPTIONS_SWAP_MOUSE_LR
Inverser les clics droits et gauches de la souris.

OPTIONS_VIDEO_MODE
Mode vidéo plein écran

OPTIONS_VIDEO_MODE_LIST_DESCRIPTION
Active le mode plein écran et règle le nombre de bits par pixel.

OPTIONS_VIDEO_MODE_WINDOWED
Mode Vidéo Fenêtré

OPTIONS_VIDEO_MODE_WINDOWED_SPINNERS_DESCRIPTION
Règle la hauteur et la largeur de la fenêtre dans le mode fenêtré. Le réglage du nombre de bits par pixel de la fenêtre est celui du mode plein écran.

OPTIONS_VIDEO_SETTINGS
Réglages vidéo.

OPTIONS_APP_WIDTH_WINDOWED
Résolution horizontale de la fenêtre.

OPTIONS_APP_HEIGHT_WINDOWED
Hauteur de la fenêtre.

OPTIONS_APP_LEFT_WINDOWED
Window Left Edge Position

OPTIONS_APP_TOP_WINDOWED
Window Top Position

OPTIONS_FULLSCREEN
Plein écran

OPTIONS_FULLSCREEN_MONITOR_ID
Fullscreen Monitor ID

OPTIONS_SHOW_FPS
Affichage du FPS

OPTIONS_LIMIT_FPS
Limitation du FPS

OPTIONS_MAX_FPS
FPS Max

OPTIONS_APPLY
Appliquer

OPTIONS_CHAT
Chat

OPTIONS_CHAT_HISTORY
Historique du chat

OPTIONS_CHAT_HIDE
Délai avant dissimulation du chat

OPTIONS_GALAXY_MAP
Carte galactique

OPTIONS_DESCRIPTIONS
Description du contenu

OPTIONS_SYSTEM_ICONS
Icônes de Système

OPTIONS_OPTIMIZED_SYSTEM_RENDERING
Rendu optimisé de Système

OPTIONS_UI_SYSTEM_ICON_SIZE
Taille d'icône de Système

OPTIONS_UI_SYSTEM_FOG
System icon fog of war scan-lines

OPTIONS_UI_SYSTEM_FOG_SPACING
Fog of war scan-line spacing

OPTIONS_UI_SYSTEM_CIRCLES
Cercles entourant les Systèmes

OPTIONS_UI_SYSTEM_CIRCLE_SIZE
Taille relative du cercle entourant le Système

OPTIONS_UI_SYSTEM_SELECTION_INDICATOR_SIZE
Taille de l'indicateur de sélection du Système

OPTIONS_UI_SYSTEM_SELECTION_INDICATOR_FPS
System selection indicator animation frame rate

OPTIONS_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD
Seuil de taille de l'icône d'un mini Système

OPTIONS_UI_SYSTEM_NAME_UNOWNED_COLOR
Couleur du nom d'un système sans propriétaire

OPTIONS_FLEET_ICONS
Icônes de flotte

OPTIONS_UI_TINY_FLEET_BUTTON_MIN_ZOOM
Zoom minimal de l'icône de mini flotte

OPTIONS_UI_SMALL_FLEET_BUTTON_MIN_ZOOM
Zoom minimal de l'icône de petite flotte

OPTIONS_UI_MEDIUM_FLEET_BUTTON_MIN_ZOOM
Zoom minimal de l'icône de flotte moyenne

OPTIONS_UI_FLEET_SELECTION_INDICATOR_SIZE
Fleet selection indicator relative size

OPTIONS_GALAXY_MAP_GENERAL
Général

OPTIONS_GALAXY_MAP_GAS
Rendu des nuages de la carte galactique

OPTIONS_GALAXY_MAP_STARFIELDS
Rendu du champ des étoiles de la galaxie

OPTIONS_GALAXY_MAP_SCALE_LINE
Ligne de l'échelle de distance galactique

OPTIONS_GALAXY_MAP_ZOOM_SLIDER
Curseur zoom de la carte galactique

OPTIONS_GALAXY_MAP_DETECTION_STEALTH_THRESHOLD
Galaxy map detection range displayed stealth threshold

OPTIONS_GALAXY_MAP_STEALTH_THRESHOLD_SLIDER
Galaxy map stealth threshold slider

OPTIONS_GALAXY_MAP_DETECTION_RANGE
Cercles de portée de détection

OPTIONS_GALAXY_MAP_POPUP
Galaxy map popup menu

OPTIONS_STARLANES
Liaisons spatiales

OPTIONS_STARLANE_THICKNESS
Epaisseur des liaisons spatiales

OPTIONS_RESOURCE_STARLANE_COLOURING
Coloration des liaisons spatiales de ressource

OPTIONS_FLEET_SUPPLY_LINES
Lignes d'approvisionnement de flotte

OPTIONS_FLEET_SUPPLY_LINE_WIDTH
Largeur de ligne d'approvisionnement de flotte

OPTIONS_FLEET_SUPPLY_LINE_DOT_SPACING
Espacement du pointillé des lignes d'approvisionnement de la flotte

OPTIONS_FLEET_SUPPLY_LINE_DOT_RATE
Fréquence du pointillé des lignes d'approvisionnement de la flotte

OPTIONS_UNOWNED_STARLANE_COLOUR
Couleur par défaut des liaisons spatiales

OPTIONS_MUSIC
Musique

OPTIONS_UI_SOUNDS
Sons de l'IU

OPTIONS_BACKGROUND_MUSIC
Musique de fond

OPTIONS_SOUNDS
Sons

OPTIONS_SOUND_CLOSE
Ferme la fenêtre

OPTIONS_SOUND_MINIMIZE
Minimise la fenêtre

OPTIONS_SOUND_MAXIMIZE
Maximise la fenêtre

OPTIONS_SOUND_CLICK
Clic

OPTIONS_SOUND_ROLLOVER
Survol

OPTIONS_SOUND_FLEET_CLICK
Clic de bouton de flotte

OPTIONS_SOUND_FLEET_ROLLOVER
Son de survol d'une flotte

OPTIONS_SOUND_SYSTEM_ROLLOVER
Son de survol d'un Système

OPTIONS_SOUND_WINDOW
Sons des fenêtres

OPTIONS_SOUND_BUTTON
Sons des boutons

OPTIONS_SOUND_FLEET
Sons des boutons de flotte

OPTIONS_SOUND_ALERT
Alerte

OPTIONS_SOUND_TYPING
Frappe

OPTIONS_SOUND_TURN
Bouton Tour Cliqué

OPTIONS_SOUND_SIDEPANEL
Ouverture du paneau latéral

OPTIONS_SOUND_PLANET
Planète sélectionnée

OPTIONS_SOUND_FOCUS
Sons de Focalisation

OPTIONS_SOUND_BALANCED
Privilégier l'équilibre de l'usage des ressources

OPTIONS_SOUND_FARMING
Privilégier l'Agriculture

OPTIONS_SOUND_INDUSTRY
Privilégier l'Industrie

OPTIONS_SOUND_MINING
Privilégier l'Exploitation Minière

OPTIONS_SOUND_RESEARCH
Privilégier la Recherche

OPTIONS_SOUND_LIST
Sons des Listes

OPTIONS_SOUND_DROP
Objet Lâché

OPTIONS_SOUND_PULLDOWN
Ouverture Liste Déroulante

OPTIONS_SOUND_SELECT
Liste Sélectionné

OPTIONS_GENERAL_COLORS
Général

OPTIONS_CONTROL_COLORS
Contrôles IU

OPTIONS_FILL_COLOR
Remplir

OPTIONS_BORDER_COLOR
Bordure

OPTIONS_TEXT_COLOR
Texte

OPTIONS_DEFAULT_LINK_COLOR
Default links

OPTIONS_ROLLOVER_LINK_COLOR
Rollover links

OPTIONS_HIGHLIGHT_COLOR
Selection surbrillance

OPTIONS_DROPLIST_ARROW_COLOR
Drop-list arrow

OPTIONS_STATE_BUTTON_COLOR
Toggle button selected

OPTIONS_STAT_INCREASE_COLOR
Statistic increasing

OPTIONS_STAT_DECREASE_COLOR
Statistic decreasing

OPTIONS_INTERIOR_COLOR
Intérieur

OPTIONS_WINDOW_COLORS
Fenêtres

OPTIONS_INNER_BORDER_COLOR
Bordure Intérieur

OPTIONS_OUTER_BORDER_COLOR
Bordure Extérieur

OPTIONS_PAGE_VIDEO
Vidéo

OPTIONS_PAGE_AUDIO
Audio

OPTIONS_PAGE_AUTOSAVE
Sauv. Autom.

OPTIONS_PAGE_UI
IU

OPTIONS_PAGE_COLORS
Couleures

OPTIONS_PAGE_COMBAT
Combats

OPTIONS_PAGE_DIRECTORIES
Dossiers

OPTIONS_TECH_COLORS
Technologies

OPTIONS_TEXT_AND_BORDER_COLOR
Texte et Bordure

OPTIONS_KNOWN_TECH_COLORS
Technologies connues

OPTIONS_RESEARCHABLE_TECH_COLORS
Technologies accessible

OPTIONS_UNRESEARCHABLE_TECH_COLORS
Technologies inaccessible

OPTIONS_TECH_PROGRESS_COLORS
Barres de progression de recherche

OPTIONS_PROGRESS_BAR_COLOR
Arrière plan

OPTIONS_PROGRESS_BACKGROUND_COLOR
Barette

OPTIONS_COMBAT_ENABLE_GLOW
Éclat

OPTIONS_COMBAT_ENABLE_SKYBOX
Skybox

OPTIONS_COMBAT_ENABLE_LENS_FLARES
Lens Flares

OPTIONS_COMBAT_FILLED_SELECTION
Filled selection

OPTIONS_ANY_FILE
Tous les fichiers

OPTIONS_FOLDER_SETTINGS
Fichiers de ressources

OPTIONS_FOLDER_SAVE
Fichiers de sauvegarde

OPTIONS_LANGUAGE_FILE
Fichiers de langue

OPTIONS_VOLUME_AND_MUSIC
Musique et volume

OPTIONS_MUSIC_FILE
Fichiers de musiques

OPTIONS_SOUND_FILE
Fichiers de sons

OPTIONS_AUTO_EFFECT_DESC
Génération automatique de descriptions.

OPTIONS_VERBOSE_LOGGING_DESC
Logs détaillés pour le débogage.

OPTIONS_VERBOSE_SITREP_DESC
Afficher les rapports d'erreurs.

##################
# CombatSetupWnd #
##################

AUTO_PLACE_SHIPS
Auto-Place Ships

REDO_PLACEMENTS
Redo Placements

#################
# Main Map      #
#################

MAP_BTN_TURN_UPDATE
Tour %1%

MAP_INDICATOR_FPS
%1% FPS

MAP_SCALE_INDICATOR
%1% uu

MAP_BTN_MENU
Menu

MAP_BTN_MODERATOR
Modérateur

MAP_BTN_OBJECTS
Objets

MAP_BTN_SITREP
Rap.situation

MAP_BTN_RESEARCH
Recherche

MAP_BTN_PRODUCTION
Production

MAP_BTN_DESIGN
Conception

MAP_BTN_PEDIA
Encyclopédie

MAP_PRODUCTION_TITLE
Production

MAP_PRODUCTION_TEXT
Production totale de l'empire

MAP_PROD_WASTED_TITLE
Production inutilisée

MAP_PROD_WASTED_TEXT
'''Production totale : %1%
Production gaspillée : %2%

Cliquer ici pour ouvrir le menu de production'''

MAP_RESEARCH_TITLE
Recherche

MAP_RESEARCH_TEXT
Recherche totale de l'empire

MAP_RES_WASTED_TITLE
Recherche inutilisée

MAP_RES_WASTED_TEXT
'''Recherche totale : %1%
Recherche gaspillée : %2%

Cliquer ici pour ouvrir le menu de recherche'''

MAP_POPULATION_DISTRIBUTION
Recensement

MAP_POPULATION_COUNT
%1%: %2%

MAP_DETECTION_TITLE
Détection de l'empire

MAP_DETECTION_TEXT
Portée de détection de l'empire

MAP_TRADE_TITLE
Commerce

MAP_TRADE_TEXT
Commerce total de l'empire. (Le commerce ne fait rien)

MAP_FLEET_TITLE
Recensement de la flotte

MAP_FLEET_TEXT
Nombre total de vaisseaux

#################
# SidePanel     #
#################

SIDE_PANEL
Panneau latéral

SP_SYSTEM_PRODUCTION
Production du système

RESOURCE_PRODUCTION_TOOLTIP
Système %1%: %2%
RESOURCE_ALLOCATION_TOOLTIP
Système %1%: %2%

INDUSTRY_PRODUCTION
Production industrielle
RESEARCH_PRODUCTION
Production de la recherche
TRADE_PRODUCTION
Production commerciale

INDUSTRY_CONSUMPTION
Consommation Industrie
RESEARCH_CONSUMPTION
Consommation Recherche
TRADE_CONSUMPTION
Consommation Commerce

INTERSYSTEM_EXCHANGE_TOOLTIP
Inter-System Exchange
IMPORT_EXPORT_TOOLTIP
Import / Export
RESOURCE_IMPORT
Importation
RESOURCE_EXPORT
Disponible à l'Export
RESOURCE_SELF_SUFFICIENT
Pas d'import ni d'export

##Planet Panel#############

PLANET_PANEL
Panneau planétaire
PL_ASTEROID_BELT
Ceinture d'astéroïdes
PL_ASTEROID_BELT_OF_SYSTEM
%1% Astéroïdes
PL_UNINHABITED
Inhabité
PL_SIZE
Taille
PL_COLONIZE
Coloniser (%1% / %2%)
PL_CANCEL_COLONIZE
Annuler colonisation
PL_OUTPOST
Placer un avant-poste
PL_CANCEL_OUTPOST
Annuler avant-poste
PL_INVADE
Envahir (+%1%)
PL_CANCEL_INVADE
Annuler invasion
PL_SELECT_COLONY_SHIP_INSTRUCTION
Choisir vaisseau pour coloniser
PL_TYPE_SIZE
%1% %2%
PL_TYPE_SIZE_ENV
%1% %2% (%3%)

## Resources Panel ##########

RP_FOCUS_TOOLTIP
Concentration: %1%

## Buildings Panel##########

BP_INCOMPLETE_BUILDING_TOOLTIP
'''%1% (Incomplet)

%2%'''

BP_COMPLETE_BUILDING_TOOLTIP
'''%1%

%2%'''

ORDER_BUIDLING_SCRAP
Abandonner la construction

ORDER_CANCEL_BUIDLING_SCRAP
Annuler l'abandon de la construction

## General Tooltips#########

TT_THIS_TURN
Ce tour

TT_NEXT_TURN
Prochain tour

TT_CHANGE
Changement

TT_BREAKDOWN_SUMMARY
%1%: %2% 

TT_TARGETS_BREAKDOWN_SUMMARY
%1% Modifications: %2%

TT_INHERENT
Inhérent

TT_TECH
%1% Technologie <i>%2%</i>

TT_BUILDING
%1% Construction <i>%2%</i>

TT_SHIP_HULL
Vaisseau <i>%1%</i> Coque <i>%2%</i>

TT_SHIP_PART
Vaisseau <i>%1%</i> Élément <i>%2%</i>

TT_SPECIAL
Spécial <i>%2%</i>

TT_SPECIES
Espèce <i>%2%</i>

TT_FIELD
<i>%2%</i>

TT_UNKNOWN
Inconnu

TT_RESOURCE_PRODUCTION
%1% produit %2%

TT_RESOURCE_ALLOCATION
%1% consomment %2%

TT_SPECIES_POPULATION
%1% [[METER_POPULATION]]

SP_RENAME_PLANET
Renommer la planète

SP_ENTER_NEW_PLANET_NAME
Entrer le nouveau nom de la planète

SP_PLANET_SUITABILITY
Aptitude de la planète

#################
# Fleet Window  #
#################

FW_FLEET_HOLDING_AT
Stationné à %1%

FW_FLEET_MOVING_TO
Destination %1%

FW_FLEET_EXPLORING_REFUEL
En attente de carburant

FW_FLEET_EXPLORING_WAITING
En attente d'un système à explorer

FW_FLEET_EXPLORING_TO
Explorant %1%

FW_FLEET_ETA_NEVER
Jamais

FW_FLEET_ETA_UNKNOWN
Inconnu

FW_FLEET_ETA_OUT_OF_RANGE
Hors de portée

FW_AGGRESSIVE
Contrôle du système

FW_AGGRESSIVE_DESC
La Flotte bloque les empires ennemis et déclenche des batailles contre tous les ennemis dans ce Système.

FW_PASSIVE
Dissimuler

FW_PASSIVE_DESC
La Flotte tentera de rester cachée, elle ne va rien bloquer, ni tenter aucune bataille.

FW_SHIP_CLASS
Classe de vaisseau 

FW_UNKNOWN_DESIGN_NAME
Conception inconnu

FW_SPECIES_SHIP_DESIGN_LABEL
(%2%) %1%

# the name of the new fleet icon in the fleet listbox
FW_NEW_FLEET_LABEL
<i>Nouvelle flotte</i>

FW_EMPIRE_FLEETS_AT_SYSTEM
%1%   Flottes à %2%

FW_EMPIRE_FLEETS
Flotte %1%

FW_NO_FLEET
Pas de flotte

FW_GENERIC_FLEETS_AT_SYSTEM
Flottes à %1%

FW_GENERIC_FLEETS
Flottes

FW_HOME_FLEET
Marine nationale

FW_BATTLE_FLEET
Flotte de combat

# the name that is used for fleets the player does not control
FW_FOREIGN_FLEET
Flotte étrangère

# the name that is used for fleets that no player controls
FW_ROGUE_FLEET
Flotte friponne

# the name that is used for ships the player does not control
FW_FOREIGN_SHIP
Vaisseau étranger

# the name that is used for ships that no player controls
FW_ROGUE_SHIP
Vaisseau fripon

SHIP_DAMAGE_STAT_TITLE
Dommage

SHIP_DAMAGE_STAT_MAIN
Dommage total infligé par l'armement du vaisseau à chaque ronde de combat.

SHIP_SPEED_STAT_TITLE
Vitesse

SHIP_SPEED_STAT_MAIN
Distance maximale parcourue le long des liaisons spatiales par tour.

FW_FLEET_FUEL_SUMMARY
Carburant de la flotte - est égal au minimum de carburant des vaissaeux de la flotte.

FW_FLEET_SPEED_SUMMARY
Vitesse de la flotte - est égale a la vitesse minimale des vaissaeux de la flotte.

FW_FLEET_SHIELD_SUMMARY
Boucliers de la flotte - est égal au total des boucliers des vaissaeux de la flotte.

FW_FLEET_STRUCTURE_SUMMARY
Structures de la flotte - est égal à la structure totale des vaissaeux de la flotte.

FW_FLEET_DAMAGE_SUMMARY
Dommages de la flotte - est égal aux dommages total que la flotte occasionne.

FW_FLEET_COUNT_SUMMARY
Décompte de la flotte - est égal au nombre total de vaissaeux de la flotte.

FW_SPLIT_DAMAGED_FLEET
Écarter les vaisseaux endommagés de la flotte

FW_SPLIT_UNFUELED_FLEET
Écarter les vaisseaux en panne sèche de la flotte

FW_SPLIT_FLEET
Scinder la flotte

ORDER_SHIP_SCRAP
Envoyer le vaisseau à la casse

ORDER_FLEET_SCRAP
Envoyer les vaisseaux à la casse

ORDER_CANCEL_SHIP_SCRAP
Annuler l'envoi du vaisseau à la casse

ORDER_CANCEL_FLEET_SCRAP
Annuler l'envoi des vaisseaux à la casse

ORDER_FLEET_EXPLORE
Explore

ORDER_CANCEL_FLEET_EXPLORE
Stopper l'exploration


###############
#  Moderator  #
###############

MOD_NONE
Pas d'action de la part du modérateur

MOD_CREATE_PLANET
Ajouter planète

MOD_CREATE_SYSTEM
Ajouter système

MOD_DESTROY
Détruit

MOD_SET_OWNER
Set Owner

MOD_ADD_STARLANE
Ajouter liaisons spatiales

MOD_REMOVE_STARLANE
Ôter liaisons spatiales

###############
#  Diplomacy  #
###############

DIPLOMACY
Diplomatie

PEACE
Paix

WAR
Guerre

WAR_DECLARATION
Déclaration de guerre

PEACE_PROPOSAL
Proposition de paix

PEACE_PROPOSAL_CANEL
Annuler la proposition de paix

PEACE_ACCEPT
Accepter la proposition de paix


###############
# TechTreeWnd #
###############

TECH_DISPLAY
Affichage

TECH_NAVIGATION
Navigation

TECH_TOTAL_COST_STR
%1% PR et %2% tours

TECH_TURN_COST_STR
+%1% PR

TECH_TURNS_LEFT_STR
%1% Tours

TECH_TURNS_LEFT_NEVER
Jamais

TECH_WND_TECH_COMPLETED
ACHEVÉ

TECH_WND_TECH_QUEUED
En attente

TECH_WND_TECH_INCOMPLETE
Incomplet

TECH_WND_TYPE_THEORIES
Théories

TECH_WND_TYPE_APPLICATIONS
Applications

TECH_WND_TYPE_REFINEMENTS
Amélioration

TECH_WND_STATUS_COMPLETED
Acquis

TECH_WND_STATUS_RESEARCHABLE
Découvrable

TECH_WND_STATUS_LOCKED
Verrouillé

TECH_WND_UNRESEARCHABLE
Indécouvrable

TECH_WND_ENQUEUED
En file d'attente

TECH_WND_UNRESEARCHED_PREREQUISITES
Conditions préalables non documentées: 

TECH_WND_LIST_VIEW
Vue liste

TECH_WND_TREE_VIEW
Vue arborescente

TECH_WND_REQUIRES
Requiert

TECH_WND_UNLOCKS
Débloque

TECH_WND_PROGRESS
'''%1% / %2% RP
+ %3% / %4% RP/tour'''

TECH_WND_ETA
%1% tours restant


#######################
# ProductionInfoPanel #
#######################

PRODUCTION_INFO_TOTAL_PS_LABEL
Total points disponibles

PRODUCTION_INFO_WASTED_PS_LABEL
Points gaspillés

PRODUCTION_INFO_PROJECTS_IN_PROGRESS_LABEL
Projets en cours

PRODUCTION_INFO_PS_TO_UNDERFUNDED_PROJECTS_LABEL
Projets sous-financés

PRODUCTION_INFO_PROJECTS_IN_QUEUE_LABEL
Projets en file d'attente


###############
# ResearchWnd #
###############

RESEARCH_WND_TITLE
Recherche

RESEARCH_INFO_PANEL_TITLE
Recherche

RESEARCH_INFO_RP
PR

RESEARCH_QUEUE_PROMPT
Double-clic ou shift-clic sur les objets découvrables pour les mettre sur la file d'attente de la recherche.


####################
# BuildSelectorWnd #
####################

PRODUCTION_WND_BUILD_ITEMS_TITLE
Articles productibles

PRODUCTION_WND_BUILD_ITEMS_TITLE_LOCATION
Articles productibles à %1%

PRODUCTION_WND_CATEGORY_BT_BUILDING
Constructions

PRODUCTION_WND_CATEGORY_BT_SHIP
Vaisseaux

PRODUCTION_WND_AVAILABILITY_AVAILABLE
Productibles

PRODUCTION_WND_AVAILABILITY_UNAVAILABLE
Non productibles

PRODUCTION_TOTAL_COST_STR
%1% PP et %2% tours

PRODUCTION_TURN_COST_STR
+%1% PP

PRODUCTION_TURNS_LEFT_STR
%1% Tours restant(s)

PRODUCTION_TURNS_LEFT_NEVER
Jamais

PRODUCTION_DETAIL_NUMBER_TO_BUILD
Quantité

PRODUCTION_DETAIL_ADD_TO_QUEUE
Ajouter à la file

PRODUCTION_DETAIL_CENTER_ON_BUILD
Centre en construction

PRODUCTION_QUEUE_PROMPT
Double-clic sur les objets productibles pour les mettre sur la file d'attente de la production.



#################
# ProductionWnd #
#################

PRODUCTION_WND_TITLE
Production

PRODUCTION_INFO_PANEL_TITLE
Production

PRODUCTION_INFO_PP
PP

PRODUCTION_QUEUE_MULTIPLES
%1%x 

PRODUCTION_QUEUE_REPETITIONS
%1%⟳

PRODUCTION_QUEUE_EMPTY
'''La chaine de production de l'empire est vide.

Pour mettre en marche cette chaîne de production, selectionnez d'abord un système sur la mappemondepuis une planète dans le panneau latéral par un click et enfin le ou les article(s) désiré(s) par un double-click.

Notez bien que des vaisseaux ne peuvent qu'être produit sur une planète ayant un chantier naval et que biens d'autres objets sont sujet à des restrictions locales'''

PRODUCTION_QUEUE_ITEM_LOCATION
à %1%


###############
#  DesignWnd  #
###############

DESIGN_ADD_TEST
Ajouter un prototype

DESIGN_NAME_DEFAULT
Conception de vaisseau personnalisé

DESIGN_DESCRIPTION_DEFAULT
Description de la conception

DESIGN_NO_PART
Aucun

DESIGN_WND_STARTS
Pour démarrer une conception

DESIGN_WND_HULLS
Coques vides

DESIGN_WND_FINISHED_DESIGNS
Conceptions finies

DESIGN_WND_SAVED_DESIGNS
Conceptions sauvgardées

DESIGN_WND_TEMPLATES
Modèles de conception

DESIGN_WND_PART_PALETTE_TITLE
Éléments de vaisseau

DESIGN_WND_MAIN_PANEL_TITLE
Détails de la conception

DESIGN_WND_DESIGN_NAME
Nom

DESIGN_WND_DESIGN_DESCRIPTION
Description

DESIGN_WND_CONFIRM
Confirmer la conception

DESIGN_WND_CLEAR
Effacer les éléments

DESIGN_DELETE
Éliminer la conception


#############################################################
####               E N C Y C L O P E D I A               ####
#############################################################

ENC_SPECIES_PLANET_TYPE_SUITABILITY_COLUMN1
%1%:	

ENC_SPECIES_PLANET_TYPE_SUITABILITY
%1%	%2% (%3%)

ENC_SUITABILITY_REPORT_POSITIVE_HEADER
'''%1% est apte à être colonisée par cette espèce.  

'''

ENC_SUITABILITY_REPORT_NEGATIVE_HEADER
'''%1% n'est pas apte à être colonisée par cette espèce. Des tentatives de colonisation vont soit échouer soit éventuellement dépérir. 

'''

# types of things that can be shown in encyclopedia
ENC_SHIP_PART
Élément de vaisseau

ENC_SHIP_HULL
Coque de vaisseau

ENC_TECH
Technologie

ENC_SPECIAL
Spécial

OBJECTS_WITH_SPECIAL
Objects with Special: 

ENC_BUILDING_TYPE
Type de construction

ENC_SPECIES
Espèce

ENC_SHIP_DESIGN
Conception de vaisseau

SHIPS_OF_DESIGN
Vaisseaux de cette conception: 

NO_SHIPS_OF_DESIGN
Pas de vaisseaux de cette conception connus

ENC_INCOMPETE_SHIP_DESIGN
Conseption de vaisseau incomplète

ENC_EMPIRE
Empire

EMPIRE_CAPITAL
Capitale: 

NO_CAPITAL
Aucune capitale connu

EMPIRE_METERS
Meters:

OWNED_PLANETS
Propres Planètes: 

NO_OWNED_PLANETS_KNOWN
Pas de propre planètes connues

OWNED_FLEETS
Propre Flottes: 

OWNED_FLEET_AT_SYSTEM
%1% à %2%

NO_OWNED_FLEETS_KNOWN
Pas de propre flottes connues

ENC_SHIP
Vaisseau

ENC_MONSTER
Type de monstre

MONSTER_TYPES
Types de monstre

MONSTER_OBJECTS
Monstres: 

NO_MONSTER_OBJECTS
Monstres inconnus

ENC_FLEET
Flotte

ENC_PLANET
Planète

ENC_BUILDING
Construction

ENC_SYSTEM
Système

END_FIELD
Champ

ENC_INDEX
Encyclopédie, index

# type of thing being shown. %1% is a bit of detail, and %2% is the general type.
# for example: %1% = "Point Defense" or "Growth" and %2% = "Ship Part" or "Building".
# %1% may be an empty string for most general types of things that can be shown.
ENC_DETAIL_TYPE_STR
<i>%1% %2%</i>

ENC_PP
PP

ENC_RP
PR

# indication of cost to produce or research thing that is shown. May be omitted if thing shown can't
# be produced or researched (e.g. specials)
# %1% will be the max cost per turn (a number, the max amount that can be spent per turn on this thing)
# %2% will be one of ENC_PP or ENC_RP, depending on whether the thing shown is built or researched
# %3% will be the minimum number of turns it takes to produce or research the thing shown
ENC_COST_AND_TURNS_STR
%1% %2% et %3% tours

# auto-generated location condition description
ENC_LOCATION_CONDITION_STR
'''

<u>Location Requirement</u>

An object%1%'''

# auto-generated effects description. %1% will be the auto-generated effects text. This string should
# provide an appropriate heading to appear before the auto-generated text.
ENC_EFFECTS_STR
'''

<u>Effets</u>

%1%'''

ENC_SHIP_DESIGN_DESCRIPTION_STR
'''%1%

Coque: %2%
Éléments: %3%

Puissance d'attaque: %17%
Structure: %8%
[[encyclopedia SHIELDS_TITLE]]: %9%
[[encyclopedia DETECTION_RANGE_TITLE]]: %10%
[[encyclopedia STEALTH_TITLE]]: %11%
Contenance carburant: %14%
Capacité colonisatrice: %15%
Troupes: %16%
Vitesse liaisons spatiales: %13%
'''

## Temporarily removed
# Direct Fire Parts: %4%
# Missile Parts: %5%
# Fighter Bays: %6%
# Point Defense Parts: %7%
# Battle Speed: %12%
##

ENC_UNLOCKED_BY
'''<u>Débloqué par la techn.:</u>

'''

ENC_UNLOCKS
'''<u>Débloque:</u>

'''

ENC_TECH_DETAIL_UNLOCKED_ITEM_STR
'''%1%: %2%
'''

ENC_TECH_DETAIL_TYPE_STR
%3%

ENC_LOOKUP
Encyclopédie, rechercher %1%

ENC_COMBAT_LOG
Combat Log

ENC_COMBAT_LOG_DESCRIPTION_STR
Combat at %1% on turn %2%:

ENC_COMBAT_ATTACK_STR
Round %4%: %1% attacks %2% and does %3% damage

ENC_COMBAT_ATTACK_DESTROY_STR
Round %4%: %1% attacks %2% and does %3% damage, destroying target

ENC_COMBAT_UNKNOWN_OBJECT
Unknown


###########################################
# ARTICLE CATAGORIES & SHORT DESCRIPTIONS #
###########################################

CATEGORY_GAME_CONCEPTS
Conceptes du jeu

GROWTH_ARTICLE_SHORT_DESC
Croissance

OUTPOSTS_ARTICLE_SHORT_DESC
Avant-poste

PRODUCTION_ARTICLE_SHORT_DESC
Production

DIPLOMACY_ARTICLE_SHORT_DESC
Diplomatie

SPECIES_ARTICLE_SHORT_DESC
Espèce

SHIPS_ARTICLE_SHORT_DESC
Vaisseaux

METER_ARTICLE_SHORT_DESC
Meters

POPULATION_TITLE_SHORT_DESC
Augmente la population planétaire

###########################################
# ARTICLES #
###########################################

PEACE_TITLE
Paix
PEACE_TEXT
La paix est l'état diplomatique entre deux empires qui se sont mis d'accord pour ne pas attaquer les vaisseaux ou les planètes de l'autre, ni d'entraver les lignes d'[[encyclopedia SUPPLY_TITLE]] de l'autre, ainsi que de ne pas faire obstacle à son essor colonial.  

OUTPOSTS_TITLE
Avant-poste
OUTPOSTS_TEXT
'''Les avant-postes sont des stations inhabitées qui peuvent être placées dans des lieux trouvés trop hostiles à la survie d'une colonie. Ils n'ont pas de population et ne produisent normalement pas de resources, mais créent des lignes d'[[encyclopedia SUPPLY_TITLE]] (avec la bonne technologie) et fournissent une vision. Des colonies peuvent être fondées sur les planète déjà munies d'un avant-poste. Pour construire un avant-poste, il suffit de placer un [[shippart CO_OUTPOST_POD]] sur un vaisseau. Des avant-postes sont également formés si la population d'une colonie tombe à zéro et cela quelle qu'en soit la raison.'''

GROWTH_FOCUS_TITLE
Focalisation sur la croissance
GROWTH_FOCUS_TEXT
'''La focalisation sur la croissance représente l'exportation de matériaux rares et de substance propre à aider la croissance de la population de certaines espèces. Elle n'est possible que dans certains cas: sur certains mondes d'origine et sur des planètes à croissance spéciale. Une planète ayant focalisé sur la croissance, n'augmente la population maximale qu'aux planètes reliées à elle par les lignes d'[[encyclopedia SUPPLY_TITLE]]. Un monde d'origine ayant focalisé sur la croissance n'aide d'autres planètes que si celles-ci appartiennent à la même espèce. Des croissances spéciales de planètes focalisées sur la croissance, n'aide qu'à une seule catégorie d'espèces, tels par exemple les espèces organiques.'''

MINING_FOCUS_TITLE
Focalisation sur l'exploitation minière
MINING_FOCUS_TEXT
'''La focalisation sur l'exploitation minière n'est seulement possible que sur des planètes avec certains effets rare. Focaliser sur l'exploitation minière fournit un bonus de production significatif.'''

TRADE_FOCUS_TITLE
Focalisation sur le commerce
TRADE_FOCUS_TEXT
'''Le commerce ne fait rien en soit. Il s'agit est juste d'un espace réservé qui montre que, plus de resources sont prévues.'''

PROTECTION_FOCUS_TITLE
Focalisation sur la protection
PROTECTION_FOCUS_TEXT
'''La focalisation sur la protection signifie qu'une planète est entièrement concentrée sur sa défense. Les [[encyclopedia TROOP_TITLE]] de [[encyclopedia DEFENSE_TITLE]] et les [[encyclopedia SHIELDS_TITLE]] s'y consacre entièrement.'''

INDUSTRY_TITLE
Industrie
INDUSTRY_TEXT
'''Industry represents the production and modification of physical goods. It is needed to produce buildings, space ships and other projects.

The Industry of a planet can be used for any production projects of [[encyclopedia SUPPLY_TITLE]] line connected planets. Any un-allocated Industry is lost each turn.

Each project has a minimum number of turns required to build it.  For example, if a project that cost 15 PPs, and had a minimum time of 3 turns, 5 PPs is the maximum that could be put towards its completion per turn.
The project at the top of the queue is given PPs first.  Any remaining PP are then given to the next project in the queue, and if there is still more remaining to the next-- and so on.  You can re-prioritize the items in the queue by dragging the most important items closer to the top.
'''

RESEARCH_TITLE
Recherche
RESEARCH_TEXT
'''The Research (or RP "Research Points") of all planets in the empire is combined to discover new technologies. Any Research that cannot be spent on a tech is lost each turn. Each tech has a minimum number of turns required to research it.  For example, if a tech that cost 15 RPs, and had a minimum time of 3 turns, 5 RPs is the maximum that could be put towards its completion per turn.
The tech at the top of the queue is given RPs first.  Any remaining RP are then given to the next tech in the queue, and if there is still more remaining to the next-- and so on.  You can re-prioritize the items in the queue by dragging the most important items closer to the top.

Research does not require [[encyclopedia SUPPLY_TITLE]] line connections to be used.'''

HAPPINESS_TITLE
Bonheur
HAPPINESS_TEXT
'''Happiness doesn't do anything yet.'''

INFRASTRUCTURE_TITLE
Infrastructure
INFRASTRUCTURE_TEXT
'''The term Infrastructure refers to technical structures that support a colonized planet: energy, transportation, telecommunication and social services for the citizens.'''

DEFENSE_TITLE
Défense
DEFENSE_TEXT
'''La mesure défense d'une planète représente la puissance des armes sol-espace installées. Elle est comparable à la capacité d'endommagement des vaisseaux spatiaux.'''

SHIELDS_TITLE
Boucliers
SHIELDS_TEXT
'''The term Shields combines all kinds of protective forcefields. They are usually the first barrier incoming attacks have to overcome. There are two distinct types of shields that work very differently: ship shields and planetary barrier shields.

Ship shields: Reduce the damage sustained by each hit by the strength rating of the shield part. A weapon can only penetrate a shield if it's damage value is higher than the shield's strength.

Planetary barrier shields: Act more like some kind of planetary armor. Their strength is reduced by each hit unless they are completely depleted, further hits will finally get through and damage planetary structures. Planetary barrier shields regenerate their strength each turn at a certain rate.

Both space ships and planets have a Shields meter.'''

STEALTH_TITLE
Furtivité
STEALTH_TEXT
'''The term Stealth represents the ability of an object to dodge all kinds of sensors. Only empires with a [[encyclopedia DETECTION_TITLE]] higher than or equal to the Stealth value can see the object.

Space ships, buildings, specials, systems and planets have a Stealth meter.'''

DETECTION_TITLE
Detection Strength
DETECTION_TEXT
'''The term Detection Strength represents the technological level of an empire's sensors. An empire can only see objects that have a [[encyclopedia STEALTH_TITLE]] value lower than or equal to its Detection Strength and are within [[encyclopedia DETECTION_RANGE_TITLE]] of a controlled space ship or planet.

Empires have a Detection Strength meter.'''

DETECTION_RANGE_TITLE
Portée de détection
DETECTION_RANGE_TEXT
'''The Detection Range represents the number of uus sensors can reach. An empire can only see objects that have a [[encyclopedia STEALTH_TITLE]] value lower than or equal to its [[encyclopedia DETECTION_TITLE]] and are within Detection Range of a controlled space ship or planet.

Space ships and planets have a Detection Range meter. There is the option to display Detection Range circles in the Galaxy Map section of the Options menu.'''

TROOP_TITLE
Troupes
TROOP_TEXT
'''Le terme troupes concerne toutes les sortes de forces militaires capable d'oppérer à la surface d'une planète.

La mesure troupe d'une planète représente la puissance des troupes de défense terrestre. Les forces d'invasion doivent envoyer des troupes plus puissantes (c. à d. un nombre cummulé suppérieur) pour pouvoir conquérir la planète.'''

ORGANIC_SPECIES_TITLE
Métabolisme organique
ORGANIC_SPECIES_TEXT
'''Organic species are more or less, 'life as we know it'.  These species max population can be increased when their connected homeworld is set on [[encyclopedia GROWTH_FOCUS_TITLE]], or when when an Organic Growth Special is colonized, and focused on Growth.  Organic Growth specials are marked with a little green 'O' in the corner.'''

LITHIC_SPECIES_TITLE
Métabolisme lithique
LITHIC_SPECIES_TEXT
'''Lithic species are silicon or mineral-based.  These species max population can be increased when their connected homeworld is set on [[encyclopedia GROWTH_FOCUS_TITLE]], or when when a Lithic Growth Special is colonized, and focused on Growth.  Lithic Growth specials are marked with a little grey 'L' in the corner.'''

ROBOTIC_SPECIES_TITLE
Métabolisme robotique
ROBOTIC_SPECIES_TEXT
'''Robotic species are sapient machines.  These species max population can be increased when their connected homeworld is set on [[encyclopedia GROWTH_FOCUS_TITLE]], or when when an Robotic Growth Special is colonized, and focused on Growth.  Robotic Growth specials are marked with a little red 'R' in the corner.'''

PHOTOTROPHIC_SPECIES_TITLE
Métabolisme phototropique
PHOTOTROPHIC_SPECIES_TEXT
'''Phototrophic species live mainly or entirely on sunlight. These species max population is greatly influenced by the brightness of the local star -- the bigger the better.  Growth specials do not benefit them.

Population changes:
Blue Star: Tiny +3 , Small +6 , Medium +9 , Large +12 , Huge +15.
White Star: Tiny +1.5 , Small +3 , Medium +4.5 , Large +6 , Huge +7.5.
Yellow Star, Orange Star: No changes.
Red Star, Neutron Star: Tiny -1 , Small -2 , Medium -3 , Large -4 , Huge -5.
Black Hole, No Star: Tiny -10 , Small -20 , Medium -30 , Large -40 , Huge -50.'''

SELF_SUSTAINING_SPECIES_TITLE
Métabolisme autosuffisant
SELF_SUSTAINING_SPECIES_TEXT
'''Self-Sustaining species may be energy or crystalline beings or something even stranger.  Their commonality is that they need no sustenance, so their max population is very high. While there are no specials that boost their growth, their max population is equal to a species that is provided with all three growth specials.'''

TELEPATHIC_TITLE
Télépathie
TELEPATHY_TEXT
'''Les espèces télépathiques sont immunisées contre le contrôle de l'esprit, ce qui les rends beaucoup plus aptes à la recherche [[tech LRN_PSIONICS]].'''

FUEL_TITLE
Carburant
FUEL_TEXT
'''Le carburant permet aux vaisseaux interstellaires de voyager le long des liaisons spatiales. Pour chaque lien emprunté, un vaisseau consomme 1 unitée de carburant. À aucun autre moment, il n'est consommé du carburant. Les lignes d'[[encyclopedia SUPPLY_TITLE]] permettent de ravitailler complètement un vaisseau. Si un vaisseau voyage au delà des lignes de ravitaillement amies, le carburant ne se régénérera que lentement et cela que lorsque le vaisseau se trouvera en dehors des liaisons spatiales.''' 

SUPPLY_TITLE
Approvisionnement
SUPPLY_TEXT
'''Les lignes d'approvisionnement sont rendues visible, par la coloration des liaisons spatiales avec la couleur de l'empire. Les planètes reliées par des lignes d'approvisionnement peuvent échanger des resources physiques, c. à d. que la production produite par une planète, peut être utilisée par n'importe quelle autre qui lui est reliée, pour y construire des vaisseaux ou des structures quelconques. Les lignes d'approvisionnement peuvent également servir à réapprovisionner les vaisseaux en [[encyclopedia FUEL_TITLE]].

La mesure approvisionnement d'une planète représente le nombre de liaisons spatiales que l'approvisionnement peut atteindre.'''


FLEET_UPKEEP_TITLE
Entretient des flottes
FLEET_UPKEEP_TEXT
'''Le coût d'une flotte est supérieure à la somme des coûts de tous ses vaisseaux réunis, dû au fait que les coûts opérationnels et de gestion de tous ces vaisseaux y sont inclus. Lorsque de nouveau vaisseaux sont produit, le coût des vaisseaux augmente de 1% pour chaque vaisseau dont l'empire est propriétaire. Les coûts de [[shippart CO_COLONY_POD]], [[shippart CO_SUSPEND_ANIM_POD]] et [[shippart CO_OUTPOST_POD]] par contre, augmentent de 6% pour chaque planète que l'empire possède.'''

EVACUATION_TITLE
Évacuation
EVACUATION_TEXT
'''The [[buildingtype BLD_EVACUATION]] project when built will remove the population of a planet. Each turn some of the population will be removed. If there are planets colonized by the same species with free space, and connected by [[encyclopedia SUPPLY_TITLE]] lines, one will be randomly chosen and the population will move there. If there are no appropriate planets available, the population disapears into the vastness of space.
During an evacuation production drops to nothing. When the colony is empty, it reverts to an [[encyclopedia OUTPOSTS_TITLE]]. It still belongs to the same empire, and may be re-colonized once the [[buildingtype BLD_EVACUATION]] deletes itself.'''  

AI_LEVELS_TITLE
AI Aggression Levels

AI_LEVELS_TEXT
'''AI aggression levels are meant to be roughly akin to difficulty levels, but not exactly, particularly in that they are differentiated in various aspects of risk-taking and aggression, with only some actual limitations being applied to the lower level ones. They can all still play pretty well, but the lower aggression ones may be a bit easier to manage, even if not necessarily easier to actually take over. The more aggressive ones do a bit better over the course of a game.

AIs rename their capitol planet on turn 1, adding a prefix. Once you discover their home system you can determine their personality.
The current prefixes are:
Turtle: Citadel
Cautious: Bastion of the Brave
Moderate: Haven
Aggressive: Royal Demesne
Maniacal: Stairway to Heaven
There is also a "Beginner Mode" AI level, which has the most handicapping. '''

####################
# Combat Messages  #
####################

COMBAT_WINDOW_TITLE
Fenêtre de Combat

COMBAT_BATTLE
BATAILLE : 

COMBAT_SYSTEM
Le système %1%

COMBAT_MILITARY_SHIPS
Vaisseaux militaires

COMBAT_CIVILIAN_SHIPS
Vaisseaux civils

COMBAT_PLANETS
Planètes

COMBAT_REMAINING
 Restant

COMBAT_RETREATED
 En retraite

COMBAT_DESTROYED
 Détruit

COMBAT_DEFENSELESS
 Sans défense

COMBAT_LOST
 Perdu!


####################
# TurnProgress     #
####################

TURN_PROGRESS_PHASE_FLEET_MOVEMENT
Mouvement des flottes

TURN_PROGRESS_PHASE_COMBAT
Résolution des combats

TURN_PROGRESS_PHASE_EMPIRE_GROWTH
Production et croissance

TURN_PROGRESS_PHASE_WAITING
En attente d'autres joueurs

TURN_PROGRESS_PHASE_ORDERS
Exécution des ordres

TURN_PROGRESS_COLONIZE_AND_SCRAP
Colonisation, invasion et mise au rebut

TURN_PROGRESS_PHASE_DOWNLOADING
Téléchargment du nouvel état du jeu

TURN_PROGRESS_PHASE_LOADING_GAME
Chargement ...

TURN_PROGRESS_PHASE_GENERATING_UNIVERSE
Création de l'Univers

TURN_PROGRESS_STARTING_AIS
Génération des IAs clients

TURN_BEGIN
Début du tour %1%

ERROR_PROCESSING_SERVER_MESSAGE
Error processing message from server

ERROR_EARLY_TURN_UPDATE
Received unexpected turn update from server.

########################
# Messages Panel       #
########################

MESSAGES_PANEL_TITLE
Messages

MESSAGES_PANEL_INTRO
Status et messages du chat

########################
# Players List         #
########################

PLAYERS_LIST_PANEL_TITLE
Empires

PLAYING_TURN
Playing

RESOLVING_COMBAT
Combat

WAITING
Waiting

####################
## Objects Window ##
####################

SORT
Trier

COLUMNS
Colonnes

COLLAPSE_ALL
Replier

EXPAND_ALL
Expanser

####################
## Filters Dialog ##
####################

VISIBLE
Visible

PREVIOUSLY_VISIBLE
Prev. Visible

DESTROYED
Détruit

CONDITION_ALL
Tous

CONDITION_EMPIREAFFILIATION
Owner Empire

CONDITION_ARMED
Armé

CONDITION_CAPITAL
Capitale

CONDITION_MONSTER
Monstre

CONDITION_STATIONARY
Stationnaire

CONDITION_CANCOLONIZE
Species Can Colonize

CONDITION_CANPRODUCESHIPS
Species Can Produce Ships

CONDITION_HOMEWORLD
Monde d'origine

CONDITION_HASSPECIAL
Has Special

CONDITION_HASTAG
Has Tag

CONDITION_SPECIES
Nom de l'espèce

CONDITION_PLANETSIZE
Taille de la planète

CONDITION_PLANETTYPE
Type de planète

CONDITION_FOCUSTYPE
Focus Setting

CONDITION_STARTYPE
Type d'étoile

CONDITION_METERVALUE
Object Property Value

#############################################################
####                    S I T   R E P                    ####
#############################################################


#Window title####

SITREP_PANEL_TITLE
Rapport de situation

SITREP_PANEL_TITLE_TURN
Rapport de situation - Tour %1%

SITREP_ERROR
Un évènement inconnu s'est produit.

FILTERS
Filtres

SITREP_SHIP_BUILT
Un %shipdesign% nommé '%ship%' a été produit dans le système %system%.
SITREP_SHIP_BUILT_LABEL
Vaisseau produit

SITREP_SHIP_BATCH_BUILT
%rawtext%x %shipdesign% ont été produit dans le système %system%.
SITREP_SHIP_BATCH_BUILT_LABEL
Lot de vaisseau produit

SITREP_BUILDING_BUILT
%building% a été construit sur %planet%.
SITREP_BUILDING_BUILT_LABEL
Construction produite

SITREP_TECH_RESEARCHED
%tech% a été découverte.
SITREP_TECH_RESEARCHED_LABEL
Technologie découverte

SITREP_COMBAT_SYSTEM
Une bataille s'est déroulée dans le système %system%.
SITREP_COMBAT_SYSTEM_LABEL
Combat dans système
COMBAT
Combat

SITREP_OBJECT_DESTROYED_AT_SYSTEM
Un object a été détruit dans le système %system%.
SITREP_OBJECT_DESTROYED_AT_SYSTEM_LABEL
Objet détruit

SITREP_SHIP_DESTROYED_AT_SYSTEM
Un %shipdesign% nommé '%ship%' de %empire% a été détruit dans le système %system%.
SITREP_SHIP_DESTROYED_AT_SYSTEM_LABEL
Vaisseau impérial détruit

SITREP_UNOWNED_SHIP_DESTROYED_AT_SYSTEM
Un %shipdesign% a été détruit dans le système %system%.
SITREP_UNOWNED_SHIP_DESTROYED_AT_SYSTEM_LABEL
Vaisseau inconnu détruit

SITREP_FLEET_DESTROYED_AT_SYSTEM
La %fleet% de %empire% a été détruite dans le système %system%.
SITREP_FLEET_DESTROYED_AT_SYSTEM_LABEL
Flotte impériale détruite

SITREP_UNOWNED_FLEET_DESTROYED_AT_SYSTEM
La flotte %fleet% a été détruite dans le système %system%.
SITREP_UNOWNED_FLEET_DESTROYED_AT_SYSTEM_LABEL
Flotte inconnue détruite

SITREP_PLANET_DESTROYED_AT_SYSTEM
La planète %planet% du système %system% appartenant à %empire% a été détruite.
SITREP_PLANET_DESTROYED_AT_SYSTEM_LABEL
Planète impériale détruite

SITREP_UNOWNED_PLANET_DESTROYED_AT_SYSTEM
La planète %planet% du système %system% a été détruite.
SITREP_UNOWNED_PLANET_DESTROYED_AT_SYSTEM_LABEL
Planète sans propriétaire détruite

SITREP_BUILDING_DESTROYED_ON_PLANET_AT_SYSTEM
La construction %building% sur la planète %planet% du système %system% a été détruite.
SITREP_BUILDING_DESTROYED_ON_PLANET_AT_SYSTEM_LABEL
Construction impériale détruite

SITREP_UNOWNED_BUILDING_DESTROYED_ON_PLANET_AT_SYSTEM
La construction %building% sur la planète %planet% du système %system% a été détruite.
SITREP_UNOWNED_BUILDING_DESTROYED_ON_PLANET_AT_SYSTEM_LABEL
Construction sans propriétaire détruite.

SITREP_OBJECT_DAMAGED_AT_SYSTEM
Un objet a été endommagé dans le système %system%.
SITREP_OBJECT_DAMAGED_AT_SYSTEM_LABEL
Objet endommagé

SITREP_SHIP_DAMAGED_AT_SYSTEM
Un %shipdesign% nommé '%ship%' de %empire% a été endommagé dans le système %system%.
SITREP_SHIP_DAMAGED_AT_SYSTEM_LABEL
Vaisseau impérial endommagé

SITREP_UNOWNED_SHIP_DAMAGED_AT_SYSTEM
Un %shipdesign% a été endommagé dans le système %system%.
SITREP_UNOWNED_SHIP_DAMAGED_AT_SYSTEM_LABEL
Vaisseau sans propriétaire détruit

SITREP_PLANET_BOMBARDED_AT_SYSTEM
La planète %planet% du système %system% appartenant à %empire% a été bombardée.
SITREP_PLANET_BOMBARDED_AT_SYSTEM_LABEL
Planète impériale bombardée

SITREP_UNOWNED_PLANET_BOMBARDED_AT_SYSTEM
La planète %planet% du système %system% a été bombardée.
SITREP_UNOWNED_PLANET_BOMBARDED_AT_SYSTEM_LABEL
Planète sans propriétaire bombardée

SITREP_GROUND_BATTLE
Une bataille terrestre s'est déroulée à %planet%.
SITREP_GROUND_BATTLE_LABEL
Bataille terrestre

SITREP_PLANET_CAPTURED
%planet% a été capturé par %empire%.
SITREP_PLANET_CAPTURED_LABEL
Planète capturée

SITREP_PLANET_LOST_STARVED_TO_DEATH
La colonie établie sur la planète %planet% a été détruite.
SITREP_PLANET_LOST_STARVED_TO_DEATH_LABEL
Planète détruite

SITREP_PLANET_COLONIZED
La planète %planet% a été colonisée.
SITREP_PLANET_COLONIZED_LABEL
Planète colonisée

SITREP_FLEET_ARRIVED_AT_DESTINATION
La %fleet% est arrivée dans le système %system%.
SITREP_FLEET_ARRIVED_AT_DESTINATION_LABEL
Flotte var. est arrivée

SITREP_MONSTER_FLEET_ARRIVED_AT_DESTINATION
%fleet% est arrivée à %system%.
SITREP_MONSTER_FLEET_ARRIVED_AT_DESTINATION_LABEL
Une flotte de monstres est arrivée

SITREP_OWN_FLEET_ARRIVED_AT_DESTINATION
%empire%: %fleet% est arrivée à %system%.
SITREP_OWN_FLEET_ARRIVED_AT_DESTINATION_LABEL
La propre flotte est arrivée

SITREP_FOREIGN_FLEET_ARRIVED_AT_DESTINATION
%empire%: %fleet% est arrivée à %system%.
SITREP_FOREIGN_FLEET_ARRIVED_AT_DESTINATION_LABEL
Une flotte étrangère est arrivée

SITREP_EMPIRE_ELIMINATED
L'empire %empire% a été éliminé.
SITREP_EMPIRE_ELIMINATED_LABEL
Empire éliminé

SITREP_VICTORY
%empire% %text%
SITREP_VICTORY_LABEL
Victoire

SITREP_VICTORY_DESTRUCTION
At last, the mysterious violent threat plagueing the galaxy has been eliminated.  The source of the galaxy's peril has been vanquished, and its origins will forever remain a mystery.
SITREP_VICTORY_DESTRUCTION_LABEL
Victory Destruction

SITREP_VICTORY_CAPTURE
The mystery of the fearsome threat plagueing the galaxy has been solved, and its perpetrators, the powerful Experimentors, have fallen uder your control.
SITREP_VICTORY_CAPTURE_LABEL
Victory Capture

SITREP_VICTORY_TECH
Your Empire has discovered the Singularity of Transcendence. You win!
SITREP_VICTORY_TECH_LABEL
Victory Technology

SITREP_VICTORY_BIO
The mystery of the fearsome threat plagueing the galaxy has been solved, and its perpetrators, the powerful Experimentors, have met their just fate at the hands of your mighty warfleet.
SITREP_VICTORY_BIO_LABEL
Victory Biological

EFFECT_ANCIENT_SHIP
Ancient Ruins in %planet% have revealed a %predefinedshipdesign%.
EFFECT_ANCIENT_SHIP_LABEL
Ancient Ruins Ship

EFFECT_ANCIENT_BUILDING
Ancient Ruins in %planet% have revealed a %buildingtype%.
EFFECT_ANCIENT_BUILDING_LABEL
Ancient Ruins Building

EFFECT_ANCIENT_TECH
Ancient Ruins in %planet% have revealed %tech%.
EFFECT_ANCIENT_TECH_LABEL
Ancient Ruins Tech

EFFECT_DRYDOCK_SHIP_REPAIR
'%ship%' a été réparé en %building% sur %planet%.
EFFECT_DRYDOCK_SHIP_REPAIR_LABEL
Réparation en cale sèche

EFFECT_MONSTER_SPAWNING
Un %predefinedshipdesign% a frayé dans le système %system%!
EFFECT_MONSTER_SPAWNING_LABEL
Frai de monstre

EFFECT_GAIAN_TERRAFORM
The Gaian planet %planet% has terraformed itself to better accommodate its inhabitants.
EFFECT_GAIAN_TERRAFORM_LABEL
Gaia Terraform

EFFECT_TERRAFORM
%planet% a été terraformé.
EFFECT_TERRAFORM_LABEL
Terraforme

EFFECT_STARVATION
La famine a frappé %planet%.
EFFECT_STARVATION_LABEL
Famine

EFFECT_TAME_MONSTER_HATCHED
A tamed %predefinedshipdesign% is ready for service at %planet%.
EFFECT_TAME_MONSTER_HATCHED_LABEL
Monstre éclos

EFFECT_GATEWAY_VOID_DESTROY
The %buildingtype% at %planet% destroyed the %fleet% fleet.
EFFECT_GATEWAY_VOID_DESTROY_LABEL
Gateway Void Destroy

EFFECT_DERELICT_MINERALS
Twenty minerals were scavenged from an abandoned derelict at %system%.
EFFECT_DERELICT_MINERALS_LABEL
Derelict Minerals

EFFECT_DERELICT_MAP
Des informations sur la région de %system% ont été trouvées sur une épave abandonnée.
EFFECT_DERELICT_MAP_LABEL
Carte d'épave

EFFECT_DERELICT_FUEL
Les vaisseaux ont été réapprovisionnés grace à des résidus de carburant trouvé sur une épave abandonnée à %system%.
EFFECT_DERELICT_FUEL_LABEL
Derelict Fuel

EFFECT_BIOWEAPON
%system% a perdu de sa population des suites d'une attaque biologique!
EFFECT_BIOWEAPON_LABEL
Attaque par armes biologiques

EFFECT_EXOBOT
Une colonie Exobots a été construite à %planet%.
EFFECT_EXOBOT_LABEL
Vaisseau Exobot

EFFECT_EVACUEES
Evacuees have settled at %planet%.
EFFECT_EVACUEES_LABEL
Evacuees

EFFECT_STARGATE
The fleet %fleet% has traveled by Stargate to the %system% system.
EFFECT_STARGATE_LABEL
Stargate Use

EFFECT_PSY_DOM
The %empire% ship %ship% has been psychically controlled!
EFFECT_PSY_DOM_LABEL
Psychogenic Domination

EFFECT_MINES
The ships of %empire% fleet %fleet% have taken %rawtext% points of structure damage from mines in the %system% system.
EFFECT_MINES_LABEL
System Mines

EFFECT_MINES_SHIP_DESTROYED
The %empire% ship %ship% has been destroyed by mines in the %system% system!
EFFECT_MINES_SHIP_DESTROYED_LABEL
System Mines Destroyed Ship



#############################################################
####           V I C T O R Y   /   D E F E A T           ####
#############################################################


TECH_VICTORY
a réussi une victoire téchnologique.

ALL_ENEMIES_ELIMINATED_VICTORY
a réussi une victoire sur le dernier survivant.


#############################################################
####                    S P E C I E S                    ####
#############################################################


HOMEWORLD
Monde d'origine:

NO_HOMEWORLD
Pas de monde d'origine connu

UNKNOWN_PLANET
Planète inconnue

CANNOT_PRODUCE_SHIPS
Ne peuvent pas produire de vaisseaux intersidéraux

CAN_PRODUCE_SHIPS
Peuvent produire des vaisseaux intersidéraux

CANNNOT_COLONIZE
Planètes impossible à coloniser

CAN_COLONIZE
Planètes colonialisable

OCCUPIED_PLANETS
Planètes occupées:

ENVIRONMENTAL_PREFERENCES
Préférences écologiques:

### Note: Description Macros for species are named the same as the Effect controlling Macros in species.txt.  Copy&Paste for accurate description.

SP_HUMAN
Humain
SP_HUMAN_DESC
'''En général paisibles. Teste volontier les planètes de type moyen.
Préfére les planètes type terrestre.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[AVERAGE_RESEARCH]]

[[AVERAGE_POPULATION]]
[[AVERAGE_GROUND_TROOPS]]
'''

SP_SCYLIOR
Scylior
SP_SCYLIOR_DESC
'''Possèdent trois tentacules, nautiloide aquatique.
Préfére les planètes océaniques.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[GREAT_RESEARCH]]

[[GOOD_POPULATION]]
[[AVERAGE_GROUND_TROOPS]]

Description:
Scyliori are shelled cephalopods similar to a Nautilus. They possess advanced vision provided by four eyes and have four antennae containing millions of neuromasts, allowing the Scyliori to detect changes in water pressure and also electrical fields. Scyliori have three large, strong feeding tentacles which they use to grasp and hold tools or food while it is broken up by the beak and ingested.

Chromatophores provide the race with their main form of communication. When two Scyliori wish to communicate with each other, they rapidly change the coloring and patterning of their skin.

Scyliori are without gender and reproduce in an iteroparous style. The lifespan of a Scylior is roughly 30 years in which they never stop growing, hatching with a shell diameter of only 5cm and experiencing roughly 10 percent growth each year.

Society:
The remnant of a once-mighty telepathic hive brain, referred to as the Mind is treated by the Scyliori as a benevolent god. It has instilled in them a mission to journey the stars in hopes of returning to it's former might. Scyliori are highly social and came to love learning things and sharing knowledge with the Mind.

History:
Millennia ago an expedition of the precursors discovered the Mind controlling the whole planet with his telepathic powers. The Mind immediately reached out and began copying the knowledge of the scientists and their ship crew, but the scientists cut out most of the Mind's brain and took it with them as a sample. The rest survived and lusted to recover the memories that had been taken from it. The Mind, however, was immobile, and for the time being, had no nearby intelligent beings to act as it's hands. Enter the Scyliori.
'''

SP_GYSACHE
GYSACHE
SP_GYSACHE_DESC
'''Lâches, capricieux comme des moutons, herbivores.
Préfére les planètes marécageuses.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[GOOD_INDUSTRY]]
[[GREAT_RESEARCH]]

[[GOOD_POPULATION]]
[[BAD_GROUND_TROOPS]]

The Gysache are a herbivorous species that has always been the prey. They seek to remove all that threatens them, until every place in the universe is safe.

Description:
The Gysache are bipedal, each leg has two forward knees and one backward knee in between. When they crouch, the leg folds into an efficient 'W' making them only half a meter tall (compared to 2.5 meters when fully erect).
Their oblong bodies lack anything resembling a head, instead they have three identical eye stalks that are located at the forward tip of the body. A small mouth is located at the base of them.

Personality:
The Gysache are always wary of predators and are easily alarmed. Their natural response is to run away from everything. Their government system is dispersed as each individual is completely independent and forms no bonds with other individuals. They do have a herding tendency though and this keeps them together when faced with danger.

Homeworld:
Their homeworld has a thick atmosphere of nitrogen, ammonina and carbon dioxide. Most parts of it are moist but it lacks large oceans, only 5% of its surface is covered in water. The main topographical features are enormous high rocky mesas cut by mile deep canyons the bottoms of which contain the only standing water.
'''

SP_CHATO
Chato
SP_CHATO_DESC
'''Entités cristallines sessiles qui chevauchent des animaux dénommés goshk
Préfére les planètes toxiques.
[[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[GREAT_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[BAD_GROUND_TROOPS]]
        
[[BROAD_EP]]

Description:
The Chato'matou'Gormoshk are actually two species together, however it is not entirely clear if the connection between the species should be called symbiosis or parasitism. The master species are the Chato'matou, crystalline life forms about 30 Centimeters in height and 10 Centimeters in width. Their color ranges from a light blue to a deep crimson. They get the energy they need to live from the sun or in exceptional cases from the Gormoshk they are attached to. The Gormoshk are predatory animals formerly living in underground caverns. Their bodies are flat and round and rest on five insect-like legs. The Chato'matou attach themselves to the flat part on top of the Gormoshk's bodies, directly above the brain. Through a crystalline outgrowth they can control the Gormoshk completely.

Social Structure:
In Chato'matou society, age is the most important factor as they are nearly immortal. Every command the elders issue is obeyed at once and to disobey an elder is the greatest crime in Chato'matou society. They developed a system to transmit signals without delay throughout an entire colony, enabling them to converse with near the speed of light. This greatly enhanced the species mental capabilities, as all new ideas and theories could be instantly processed throughout the colony. The Gormoshk are valued as mounts and well cared for under normal circumstances, however they are also seen mostly as animals.
'''

SP_TRITH
Trith
SP_TRITH_DESC
'''Télépathes xénophobes affligés.
Préfére les planètes désertiques.
[[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

[[AVERAGE_INDUSTRY]]
[[AVERAGE_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[AVERAGE_GROUND_TROOPS]]
        
[[GREAT_DETECTION]]
[[GOOD_STEALTH]]

[[NARROW_EP]]

Description:
The Trith are a mixture of matter and their enormous psychic energies. Their shape is vaguely humanoid. All Trith are telepathic, and herein lies the reason for the Trith’s rage: While the Trith can learn to keep their own thoughts to themselves, they are unable to tune out the thoughts of others. To the grown up Trith this is merely vexing, but for young Trith it can be fatal. The Trith that gain their ability before their adolescent years are sometimes not ready to cope with the combined minds of all people in the universe screaming at them and go mad or die.

Social Structure:
The Trith are a theocracy led by the priests of Quaran-Dor (The God of the Mind). They are united in the single goal of eliminating all other thinking species to silence the thought noise in the universe.
'''

SP_HHHOH
Hhhoh
SP_HHHOH_DESC
'''Énormes mammouths, lents et partagés en multiples troncs
Préfére les planètes avec toundra.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[AVERAGE_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[GREAT_GROUND_TROOPS]]
        
[[GOOD_WEAPONS]]

Description:
Hhhoh are large, warm blooded creatures measuring over 16 meters in length (including leg/tail), 6 meters in width, stand at 5 and a half meters tall and weigh over 5 tons. They have a very thick layer of white fur.
Hhhoh locomotion is performed by using their two, large front legs, while using their hind leg to balance their large back. They also have four long trunk-like appendages of 8 meters in length, with four sharp fingered claws they use to handle objects. When not in use, Hhhoh’s curl these trunks under their bodies and bury them in large fat pouches to conserve heat. They are omnivorous, but do not actively hunt or farm large domesticated life.

Personality:
Hhhoh's describe themselves as social pragmatists. Elders are very much revered, some living close to 230 years. Their sloth-like disposition makes them aversive to any fast movements, as well as hasty decisions.
'''

SP_EAXAW
Eaxaw
SP_EAXAW_DESC
'''Evil amazonian xenophobic agressive worms.
Préfére les planètes type terrestre.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[AVERAGE_RESEARCH]]

[[AVERAGE_POPULATION]]
[[AVERAGE_GROUND_TROOPS]]
[[ULTIMATE_WEAPONS]]

Description:
The Eaxaw have 3 body forms. First is the newborn larval form, then the male form and lastly the adult female form. All forms are completely blind and use touch, smell, hearing and a sense for electric currents to explore their world. The female form is a segmented worm approximately 8 meters long. At the front is a 3 beaked mouth that is used to dig extensive tunnel system. The neural network of the female is distributed along chains of neural nodes that run the length of the body. Most of the rest of the Body is musculature, the armored outer body segments provide support. These outer segments have a small overlap much like scales, under which larvae are grown. Eaxaw in their male form are much smaller and rather dim witted. At the end of their tail is a complex grasping claw that comes in very specialized varieties.

Social Structure:
Eaxaw are organized into matriarchal breeding groups. A female keeps a "harem" of approximately 200 males which protect, feed and mate with her. Any new males that the female births are added to the harem but are frequently traded with other females like a currency. This ensures genetic diversity and promotes a wide variety of males to perform specialized tasks. The highest ranking females (having the largest and most diverse Harems) form the Great Matriarchal Council which sets the global agenda for the Eaxaw.

History:
A long time ago a derelict ship of the Precursers crashed on the Eaxaws homeworld. As they learned some of its secrets they deduced that there were other intelligent species besides them. Their great matriarchal council soon issued its greatest proclamation "All of this must Go!".
'''

SP_DERTHREAN
Derthrean
SP_DERTHREAN_DESC
'''Pacifistic, bioengineering, pain-ridden, floating plant/virus synthesis.
Préfére les planètes toxiques.
[[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

[[AVERAGE_INDUSTRY]]
[[AVERAGE_RESEARCH]]

Description:
The Derthrean consciousness represents a half parasitic, half symbiotic relationship of viruses living in the bodies of plants. The virus has no intelligence and the plant without it is but an empty shell, yet somehow together, their neural synapses are compatible to create a reasonable being. Although the virus brings awareness to the plant, it is also toxic to its nervous system, inflicting great amounts of pain to the host, slowly murdering it the greater it spawns, and in the end, killing the plant itself, effectively meaning that the greater the intelligence of a Derthrean, the more pain he endures.

Social Structure:
The Derthrean are a sharply divided race, split by the legacy of their forebears into castes. They are born into a caste, they mate in their caste, and they die as a member of a caste. Because the breeding has been so isolated throughout the millennia, there are even physical varieties in different castes. The castes are divided as follows: the most benevolent Priest caste, the Worker caste, the Grower caste, the Provider caste, the Scholar caste and the most despised of all, the Warrior caste. Religion plays the fundamental role in their society. Each Derthrean is a pacifist and lives to please their Goddess, in hopes of relieving the terrible burden of pain and earning forgiveness for the betrayal and bloodlust of their ancestors.
'''

SP_LAENFA
Laenfa
SP_LAENFA_DESC
'''Vignes sensibles, sournoises et télépathes.
Préfére les planètes océaniques.
[[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

[[AVERAGE_INDUSTRY]]
[[BAD_RESEARCH]]
        
[[GOOD_POPULATION]]
[[BAD_GROUND_TROOPS]]

[[GREAT_DETECTION]]
[[GREAT_STEALTH]]

Description:
The Laenfa are long and vine-like, able to attach and detach into any number of larger or smaller vines at will. Each leaf has its own consciousness, separate from the others and has direct control over the small length of vine to which it is attached. Laenfa have high underwater mobility and reasonable ground mobility , as they are able to swim and slither like a serpent. The increased effectiveness of attached Laenfa's telepathic communication allows them to synchronize the motions of a single vine for more effective transportation.

Social Structure:
The Laenfa have a unified culture due to their telepathy, but as their ability to communicate telepathically weakens with distance, there is a large central vine that decides on most important decisions. This vine carries out its debates in secret, but takes into account the voices of all Laenfa they are able to detect. The Laenfa carry out their duties with hive-like efficiency with each individual working for the collective goal of gaining knowledge of other species and protecting knowledge of themselves.
'''

SP_TAEGHIRUS
Tae Ghirus
SP_TAEGHIRUS_DESC
'''Weak, flightless birds, united in total mutual cooperation.
Préfére les planètes marécageuses.
[[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

[[GOOD_INDUSTRY]]
[[AVERAGE_RESEARCH]]
        
[[BAD_GROUND_TROOPS]]
[[GOOD_POPULATION]]

Description:
The Tae Ghirus look like feather-less vultures with a fragile grey body. Their wings were designed for gliding, not flying, but even this aerodynamic function was lost in evolution.

Social Structure:
The Tae Ghirus are very social and cooperative to make up for their weak bodies. Their social and political system, called "The Allegiance", is a mixture of participative democracy and a brotherhood which works surprisingly well.
'''


SP_MUURSH
Mu Ursh
SP_MUURSH_DESC
'''Herbivores pacifiques militant.
Préfére les planètes désertiques.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[BAD_RESEARCH]]

[[GREAT_WEAPONS]]
[[GREAT_GROUND_TROOPS]]
'''


SP_GEORGE
George
SP_GEORGE_DESC
'''A single, childish Telepathic entity consisting of tons of centipedeoids.
Préfére les planètes avec toundra.
[[encyclopedia LITHIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

[[GOOD_INDUSTRY]]
[[BAD_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[AVERAGE_GROUND_TROOPS]]

[[BROAD_EP]]

George is a single telepathic entity that consists of multiple mobile telepathic units. 

Description:
The units that make up George look like 2.5 m long, 0.5 m tall centipedes except with a far smoother skin and a cluster of about 6 tentacle/antennae at the front for manipulation. The units can't act or even think on their own, the mind of George is the sum of all the units communicating telepathically (over any distance).
'''


SP_CRAY
Cray
SP_CRAY_DESC
'''Joyeux robots enthousiastes.
Préfére les planètes stériles.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]

[[BAD_INDUSTRY]]
[[GOOD_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[GOOD_GROUND_TROOPS]]
        
[[BROAD_EP]]

Description:
The Cray resemble a large black box of smooth shiny plastic with rounded corners which measure six meters in all directions. A large mechanical tentacle extends from the center of four of the faces (the other two being top and bottom) these serve primary for locomotion and heavy lifting. The Cray's language is done by wireless radio. They are impressively parallelized and can hold an average of four trains of thought at once, frequently having more than one conversation at a time, often several with the same person.

Social Structure:
The Cray are a tribal society. Each tribe is formed around a single Cray known as a Master Craftsman who has the skills to build and maintain Cray. Because the Cray are so badly designed even the Master Craftsman rarely get them perfect and each tribe gets its own “racial characteristics” based on the idiosyncrasies of its Master Craftsman's work.
Day to day decisions run on an extremely complex web of favors, all Cray will happily help their kin if asked and afterwards both will remember exactly what the debt is. While not the most efficient way of running an economy this system means that within a tribe the Cray will owe or be owed favors by a good portion of the community fostering exceptionally strong social bonds and that is just the way they like it.
'''


SP_ETTY
Etty
SP_ETTY_DESC
'''Plantes cybernétiques.
Préfére les planètes désertiques.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]

[[BAD_INDUSTRY]]
[[AVERAGE_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[GOOD_GROUND_TROOPS]]
                
[[GREAT_WEAPONS]]
        
[[BAD_DETECTION]]
[[GOOD_STEALTH]]

Description:
Etty are an unnaturally evolved race of intelligent plants. They can grow up to half a meter in length and have a central brain found in a large bulb. Etty have very strong sent which they can vary at will, this evolutionary adoption allowed them to protect themselves from plant eaters by mimicking the sent of greater predators, they also have a powerful sense of smell.

The robot bodies of the Etty serve as legs, eyes, ears and hands. A socket connects the body with the Etty, allowing them to move from one body to another without needing to painfully uproot themselves. The robot form itself is highly varied based on its function.

Social Structure:
The Etty are exceedingly polite and strictly honor all contracts and agreements. Their culture is very clean, civil, kind and courteous, but very withdrawn. Etty government is a true democracy with a strong civil service held in check by a powerful press.
'''


SP_CYNOS
Cynos
SP_CYNOS_DESC
'''Walking plants sustained by a giant non-sentient mother plant.
Préfére les planètes marécageuses.
[[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]]

[[NO_INDUSTRY]]
[[AVERAGE_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[GOOD_GROUND_TROOPS]]
        
[[BROAD_EP]]

Description:
The Cynos are part of a mother plant which resembles a 90 meters high agave plant. Its huge fronds are a bluish aquamarine color radiating from a central bulb that forms the core of the plant. The extensive but rather shallow root system sprouts offshoots to grow adjacent to the central plant. A single plant can live near 5000 years. There are numerous "brood chambers" inside the fronds in which the Cynos are "born" and regenerate.

A Cyno starts as a small bulb inside the brood chamber, grows into a full sized individual within a few days and detaches itself. It is 3.5 meters long and roughly rectangular shaped with a tapering vine at each corner. These limbs are used for movement, feeding and fighting alike. A Cyno is capable of approximately 30 hours of independent activity before it has to feed at a mother plant. 

Social Structure:
Cynos are highly cooperative and altruistic in protecting the mother plants. They have a consensus government strongly influenced by the mother plants, which are mindless but still communicate through the Cynos on a chemical level and manipulate their moods. 

Reason for Staying:
Neither can the Cynos reproduce without their mother plants, nor can they bring themselves to plant a seed anywhere but their homeworld.
'''

SP_PHINNERT
Phinnert
SP_PHINNERT_DESC
'''Singes volants.
Préfére les planètes marécageuses.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[NO_RESEARCH]]
                
[[AVERAGE_POPULATION]]
[[AVERAGE_GROUND_TROOPS]]

Description:
Phinnerts are tree-dwelling mammals with size varying from 1 to 2 meters tall. They have long arms, with a wingspan of about twice their height. They have hairy, retractable flaps of skin that stretch from wrist to ankle and allow for fully functional flight in low gravity. They are very agile flyers and can catch flying bug-like creatures with a fully prehensile nose appendage. Like bats they can use echo-location, this sense is not highly developed though.

Social Structure:
Life is much shorter for Phinnerts than for most other sentient life, owing to the many dangers of the swamp. All Phinnerts are generally treated as extended family by each other and grudges do not last long. There is no central authority, there's only a vague hierarchy. The balance of power can change very quickly with the high mortality rate. Society is far less individualistic, and more focused on the group.

Homeworld: 
Their planet has low gravity and a very thick atmosphere. Its composition is unique as it has a low proportion of heavier metals, but a much higher proportion of other heavy elements, particularly noble gasses. It also has very stable tectonic formations meaning that the surface of the crust is very flat, and so is mostly covered with shallow, standing water. The entire world is like a giant everglade.
'''

SP_EGASSEM
Egassem
SP_EGASSEM_DESC
'''Super massive, nuclear, lava-dwelling, crystalline amoebas.
Préfére les planètes infernales.
[[encyclopedia LITHIC_SPECIES_TITLE]]

[[ULTIMATE_INDUSTRY]]
[[BAD_RESEARCH]]

[[BAD_POPULATION]]
[[GREAT_GROUND_TROOPS]]
[[NARROW_EP]]

Description:
Egassem are several kilometers across and have no fixed shape, they are capable of operating multiple instruments at once through custom formed appendages. Egassem are incredibly slow, capable of moving at most a few meters an hour as moving was only necessary to strip an area of resources. They reproduce by budding, releasing a young that is a mere hundred thousand tons.

Social Structure:
Egassem society is essentially feudalistic, with each Egassem individual being one 'fiefdom'. The fact that Egassem are typically long-lived (effectively ageless) means that they are highly conservative and highly concerned with wealth.

Homeworld:
A world wracked with tidal and geological heating, as well as the more conventional solar radiation. Large 'oceans' of liquid rock cover most of the surface.  
'''

SP_SSLITH
Sslith
SP_SSLITH_DESC
'''Créatures aquatiques souples mais plates.
Préfére les planètes avec toundra.
[[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

[[BAD_INDUSTRY]]
[[AVERAGE_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[BAD_GROUND_TROOPS]]
        
[[NARROW_EP]]

Description:
In its relaxed state, an individual Sslith is essentially a 2.15cm thick rectangular sheet, that's always 132cm long, and between 31 and 53cm wide. Its only appendage is a single tentacle that is used to sense sound and infrared light, it is also used for communication via ultrasound. Sslith are able to flex their bodies into other shapes, an ability originally evolved for the purpose of sliding into the shells of Vreen (a creature that recedes into its shell when it detects danger). Their flexibility allows them to move astonishingly fast in the oceans, by a ripple effect that looks like they are folding themselves through the water. They don't have a central brain, a Sslith's mental capacity is a collection of multiple nodes that are linked together to form a distributed consciousness allowing a Sslith to perform many tasks at once.

Social Structure:
The Sslith are organized into groups called Pnacra which serve as independent governmental units. Though there are a few global laws that all Sslith in all Pnacra obey, each Pnacra has it's own rules and laws as to conduct and actions. The Pnacra move around of their own accord, and have no fixed geographic location. If two or more of them meet, then members who are discontented with their present Pnacra can move to another to try out its ways and customs.
'''

SP_FIFTYSEVEN
Fifty-seven
SP_FIFTYSEVEN_DESC
'''Math-obsessed sky-serpents, singing planet-wide fractal songs.
Préfére les planètes marécageuses.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[NO_INDUSTRY]]
[[ULTIMATE_RESEARCH]]
        
[[BAD_POPULATION]]
[[BAD_GROUND_TROOPS]]

Biology:
Adult Fifty-Seven are between 10 and 20 m long. The main deviation from the tapering serpentine body are the two resonating domes on the forward dorsal side. Various fins provide fine control. Entirely blind, they rely on smell, hearing, an exquisitely honed pressure sensitivity, and when the need arises bursts of echolocation. Fifty-Seven are omnivores: eating flocks of small flying creatures with the same relish as the floating phytoplankton. Since they remain aloft their entire lives and have no manipulator limbs, the Fifty-Seven have no material technology.

Personality:
The Fifty-Seven show little interest in the rest of the galaxy, or indeed in the parts of their planet that they don't use. The bulk of their attention individually, and culturally is focused on math. They do seem eager for new mathematical puzzles, so if research problems can be phrased properly...

Homeworld:
High g swamp world with a very dense atmosphere.

Reason for Staying:
The Fifty-Seven are in constant contact with most of the rest of their species, participating in a complex fractal 'song' that may also be a way to test complex mathematical hypotheses and/or some sort of social or artistic expression. Leaving the fractal song is apparently extremely unattractive.
'''


SP_SETINON
Setinon
SP_SETINON_DESC
'''Cellules microscopiques, sensibles et individualistes.
Préfére les planètes marécageuses.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[BAD_INDUSTRY]]
[[AVERAGE_RESEARCH]]
        
[[GOOD_POPULATION]]
[[NO_GROUND_TROOPS]]  
        
[[GREAT_STEALTH]]

Description:
The Setinon evolved from genetic defense cells protecting a larger organism from parasites and viruses. They are about 1 mm across with multiple sub subcompartments and structures. Proteins and nucleic acids are taking the place of neurons of the more standard minds of sentient organisms. They use biological constructs (requiring thousands of Setinon operators) to execute tasks their microscopic nature wouldn't normally allow them to carry out.

Social Structure:
Setinon society is based on two factors, firstly their strongly individualistic, defensive nature, and secondly their contrasting need to cooperate to deal with the world. Therefore Setinon society is best summed up as highly complex with multiple interacting channels of power that may change weekly.

Homeworld:
A swamp world with a dense atmosphere and fairly dense biosphere.
'''


SP_NYMNMN
Nymnmn
SP_NYMNMN_DESC
'''Formes sage d'onde magnétique à l'échelle planétaire
Préfére les planètes désertiques.
[[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]]

[[NO_INDUSTRY]]
[[AVERAGE_RESEARCH]]

[[BAD_POPULATION]]
[[BAD_GROUND_TROOPS]]

[[GREAT_DETECTION]]
[[GOOD_STEALTH]]
'''


SP_TRENCHERS
Trenchers
SP_TRENCHERS_DESC
'''Enigmatic wheeled robots devoted to carving up their planet into the most elaborate curves and spirals.
Préfére les planètes stériles.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]

[[GOOD_INDUSTRY]]
[[NO_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[BAD_GROUND_TROOPS]]
'''


SP_RAAAGH
Raaagh
SP_RAAAGH_DESC
'''Genre de félidé hautement territorial.
Préfére les planètes type terrestre.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[BAD_INDUSTRY]]
[[NO_RESEARCH]]
                
[[AVERAGE_POPULATION]]
[[ULTIMATE_GROUND_TROOPS]]

The Raaagh are 1.5 meter tall stripe-furred bipeds.  The body is held leaning forward at 45 degrees, leaving the fanged jaws, and clawed arms free to fight, build or capture prey. Triangular ears and slit pupils give a cat-like appearance.  The tiny young hatch from a clutch of a dozen eggs at once. Little care or attention is paid to the young at this stage-- they must survive on their own competing against their siblings for hiding places and stealing food like vermin.  After three years usually only one is left, and the surviving young begin to learn to speak.  This suddenly activates parental instincts, and the survivor is carefully raised as a member of the Pride.

Personality:
Extreme territoriality is the Raaagh's most distinctive trait- woven throughout their daily lives and culture.  Related to that is a preference for the familiar and known. Curiosity is minimal, which probably explains their stone age technology.

Homeworld:
The Raaagh homeworld is of the Terran type.  Sea and land are more or less evenly spread out, with the largest continent coverly only 4% of planet's surface.  The many small continents and large islands encourage a territorial attitude.

Reason for Staying:
There's not bit of land big enough for an individual Raaagh to live on that hasn't been fought over for centuries.  The genetic compulsion of a Raaagh is to guard his territory with his life, and when possible to expand into adjacent land.  Abandoning one's territory is inconcievable, and a Raaagh forcibly removed from his territory goes violently insane.
'''


SP_BEIGEGOO
Beige Goo
SP_BEIGEGOO_DESC
'''Insane, intensely private, planet-engulfing nanite swarm.
Préfére les planètes irradiées.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]

[[GREAT_INDUSTRY]]
[[NO_RESEARCH]]
        
[[GOOD_POPULATION]]
[[GREAT_GROUND_TROOPS]]

The entire planet is covered in a beige haze of Nanites. It is unknown wheather they were dropped as a weapon, were an out of control experiment, or are a means of extracting resources, but they have been thorough. There's nothing left but the planet's radioactive core.  These Nanites are very efficient assemblers, and are eager to do so if provided raw materials.  However the Nanites, are extremely protective of the secret of their design-- they self destruct if any are captured or removed from the planet.
'''

SP_SILEXIAN
Silexian
SP_SILEXIAN_DESC
'''Resplandissants robots jardinier , abandonnés à leur sort.
Préfére les planètes type terrestre.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]

[[NO_INDUSTRY]]
[[BAD_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[AVERAGE_GROUND_TROOPS]]

The Silexians are a race of ecological maintenance robots. They see their own existence as a means of bringing biological beauty and balance to the galaxy.

Description:
As each type of Silexian is customized for a specific task, there are variations in appearance. The majority of Silexians however, share many similar features: They are wholly artificial robotic beings made primarily of metals. They have an antennae used for short range radio communication, advanced tactile sensors as well as wide-frequency photon detectors.
Silexians generally have a flat base equipped with wheels and rocket boosters, but the occasional model is bipedal, to allow greater agility. Many have pincer-like appendages and injector tubules for manipulating objects.

Social Structure:
The Silexians have a hierarchical caste system under a dictatorship government. Each Silexian is created for a specific job, and fills that job until declared obsolete. There is no social mobility. In fact the very idea would be alien and somewhat unwholesome to a Silexian. The race is led by a caste of supervisors giving work assignments, determine upgrades and declare models obsolete. Supervisors themselves defer to the Prime Operator, whom nobody has the authority to deem obsolete, and therefore is practically immortal.

History:
The Silexians were created by the Caretakers in order to increase the efficiency and automation of their environmental maintenance projects. Eventually, all of the Caretakers’ worlds were inhabited and maintained by the peaceful and loyal Silexians. When the Caretakers left the galaxy, some Silexians were abandoned.
'''

SP_KOBUNTURA
Kobuntura
SP_KOBUNTURA_DESC
'''Sentient magnetic dust formations with a fascination for building and construction.
Préfére les planètes stériles.
[[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]]

[[GREAT_INDUSTRY]]
[[AVERAGE_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[BAD_GROUND_TROOPS]]

Description:
A Kobuntura is composed of trillions of magnetic dust particles. Their dense core of vibrating molecules generates a magnetic field which manipulates a less dense cloud of particles orbiting it in complex patterns. Kobuntura can directly detect and manipulate objects on the outer reaches of their particle clouds, but can indirectly detect, manipulate and communicate with objects and individuals much further away using there magnetic fields. The primary method of locomotion involves interaction with the planet’s magnetic field. Whenever a Kobuntura moves, there is a small chance that the movement will magnetize and agitate the surrounding dust particles to a sufficient extent to trigger a chain reaction which causes a new fully matured Kobuntura to form in a matter of seconds.

Social Structure:
The Kobuntura have a guild system since ancient times, but one of the guilds, the Dark Enclave specialized in martial arts, has gained control over all the other guilds and established a military dictatorship. Despite this, there are no secrets amongst Kobuntura as they can't communicate without all the other Kobuntura noticing. Recreation and trade are very limited, as the sole intent of the Dark Enclave, and indeed all of Kobuntura society, is to find one of the Precursor species, the Builders, and unlock the greatest secrets of construction. This goal is the impetus driving their entire civilization.
'''


SP_UGMORS
Ugmors
SP_UGMORS_DESC
'''Lava-dwelling yeast piles, which form temporary golems.
Préfére les planètes infernales.
[[encyclopedia LITHIC_SPECIES_TITLE]]

[[GOOD_INDUSTRY]]
[[BAD_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[GOOD_GROUND_TROOPS]]

The Ugmors is a race of sentient yeast which uses rocks and minerals to make temporary bodies designed to perform specific tasks.

Social Structure:
The Larar drifts are the true center of the species. These masses of yeast sit on top of the hottest part of the lava seas and absorb energy. When enough energy is available a large colony of supercharged yeast will gather large rocks at the edge of the lava pool and join them together to form an Ugmor. The Ugmors were originally designed to get from one lava pool to another, but have since developed into a very complex society. The Larar drifts are not very intelligent on their own, acting as more of a central memory which carries out the directives of the most recent Ugmor to be privileged enough to return to the Larar drifts. 

Ugmors have a very unified form of government. It resembles a hive, but without a central queen. This is because all Ugmors start out with the same racial memories and agenda. When something new is discovered the Ugmor who discovered it usually returns to the nearest Larar drift to share his discovery with the rest of the species.

Description:
An Ugmor can take on many shapes, but all of them consist of rocks or sheets of metal connected by a sticky fibrous material. They are extremely durable and can even live in empty space for several hours. In their natural environment they can live for up to five years before cooling down and dieing of “old age.” Ugmors as a race are not very bright. While the Larar pools see the value of intelligence, they tend to see it as a trait which should be grown in new Ugmors only in moderation.

Homeworld:
The Ugmors home world is a rockey planet that rotates very quickly, (once every 3 and a half hours) and 30% of it’s surface is covered by seas of lava and liquid metals.
'''

SP_GISGUFGTHRIM
'''Gis Guf Gthrim'''
SP_GISGUFGTHRIM_DESC
'''Shelled herbivores that live off a singular planets-sized colonial gel.
Préfére les planètes toxiques.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[BAD_INDUSTRY]]
[[GOOD_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[BAD_GROUND_TROOPS]]

Most of the equatorial region of the Gis Guf Gthrim homeworld is covered with a single gelatinous organism known as the amber expanse, that replaces all plant life. The Gis (and many other creatures) live on and feed only on the Amber expanse. The Gis lifecycle is also closely tied to the amber expanse.  The expanse itself seems to be immortal, and non-reproducing. Attempts to clone part of it have failed, so it seems the Gis will be unable to leave their world.
'''

SP_HIDDENGARDENER
Hidden Gardener
SP_HIDDENGARDENER_DESC
'''A sapient fungal network that tends its plant food from beneath
Préfére les planètes type terrestre.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[GOOD_STEALTH]]

[[NO_INDUSTRY]]
[[NO_RESEARCH]]

[[NO_GROUND_TROOPS]]

The Hidden Gardener is a massive distributed fungal intelligence lying just beneath the surface. Each individual covers many square kilometers. Its actions and thoughts are slow. Various sensory nodes are scattered about by which it can monitor the weather and the growth of its garden. A Hidden Gardener, by means of enzymes, the encapsulation and releases of seeds, and the control of water, tends its garden to produce precisely the rotting plant matter it needs to survive.

Fungal-type life-forms seldom have much use for brains of any type, but the Gardener's unusual, and thoughtful approach to providing itself with food provides enough additional energy to make it work.

Their terran homeworld is an eerily park-like place with plants arranged with unnatural precision, but no other signs of habitation.

The wide ranging, delicate fungi-nets are too large and integrated into the soil to be moved off-planet, and since the Hidden Gardeners reproduce by 'splitting' into two consciousnesses when a Gardener grows too wide-ranging to have a decent thought-latency, there are no small, young individuals to take off planet.'''


SP_ABADDONI
Abaddoni
SP_ABADDONI_DESC
'''A race of cave dwelling generally decent folk living in permanent slavery to an overprotective computer they created. 
Préfére les planètes infernales.
[[encyclopedia LITHIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[BAD_RESEARCH]]
                
[[AVERAGE_POPULATION]]
[[BAD_GROUND_TROOPS]]

Description:
Abaddoni are shaped like a chicken egg on its side, roughly 0,8 meters tall and deep red with black spots. Their predominant feature is a large mouth starting at the point and extending back for a full third of the body.
At the end of each of their 6 short crab like legs, is an inflatable sac which enables them to climb upside down. Because they grew up underground Abaddoni have no eyes, they mainly rely on smell and to a lesser extent sound and touch to navigate.

Social Structure:
The entire Abaddonnian species lives in a dictatorship ruled by a sentient artificial intelligence called Mother. This AI was created by the Abaddoni as a governmental assistant, but slowly took over. Now every newborn Abaddoni gets a wireless transmitter placed into the brain, for Mother to read their thoughts and being able to terminate them when necessary. There is no real social structure between the Abaddoni, they are all the same - slaves. 
'''


SP_ACIREMA
Acirema
SP_ACIREMA_DESC
'''Une race d'une puissance pratiquement illimité, qui ne peut pas survivre dans cet univers.
Préfére les planètes irradiées.
[[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]]

[[GREAT_INDUSTRY]]
[[GOOD_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[AVERAGE_GROUND_TROOPS]]

Description
An Acirem is a 10-30 m ellipsoidal energy beings with large (30-100m) ''wings''. As they age they tend to accumulate material from around them developing a dusty and eventually rocky appearance (still maintaining the visible energy flows through their body and the gaps). Most Acirema live in a universe where the physical constants are slightly different, and there is only one place where they can get through to our universe, on their "Homeworld" of Portal. However, upon doing that they immediately begin to 'age' differently than in their own universe. Acirema cannot survive more than a few fractions of a galactic cycle in this universe. So an Acirem rarely spends much time before crossing back into their own universe.

As the Acirema found the anomaly that allowed them to enter into this universe, they also found that harnessing the differences in structure allowed them to generate energy in massive amounts in both universes. They also found that their bodies could release and manipulate massive amounts of energy. They rapidly began gathering material on Portal to study, and use to build structures on Portal itself. However that massive amount of energy meant they rapidly mined Portal out, and soon had very limited minerals that were safe for them to extract.

The massive amount of energy they can release as individuals and across the connection from Portal to their home universe, gives them the ability to produce large amounts of Industry, and also allows them to act as weapons. This makes Portal a very dangerous world to approach, as the Acirema are very wary of outsiders, and are sensitive to the vulnerability of their position. Trade with another universe is definitely beneficial, especially since they cannot obtain minerals from other planets. The Acirema on Portal seem to have a government that is similar to a military and/or research outpost (tightly controlled core with a majority loosely controlled) They are very secretive of the nature of their society back home.

"Homeworld"
Portal is a Radiated world close to an unusually bright Blue Giant Star, with a connection to another universe. It is thought that Precursor testing may have opened the connection, and caused the star to change. There is suspicion that there may have been intelligent life on Portal, and they were destroyed by the Acirema when the connection opened (either due to research or advanced weapons use).

Reason for staying
They can't stay here long enough to actually move to another planet and still survive.'''


SP_OURBOOLS
Ourbools
SP_OURBOOLS_DESC
'''Nageurs aveugles geants qui "voit" la gravitation.
Préfére les planètes océaniques.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[BAD_INDUSTRY]]
[[AVERAGE_RESEARCH]]
                
[[AVERAGE_POPULATION]]
[[AVERAGE_GROUND_TROOPS]]
        
[[ULTIMATE_DETECTION]]


Biology:
A giant serpentine swimmer, an Ourbools most distinctive feature is the massive bow curving away on either side of their head.  This houses the gravi-sensory organs.  Three tentacles hanging in front of the mouth allow Ourbools to manipulate their environment.  Ourbools mate only once in their life, and devote the next 35 years to caring for the school of 5 to 7 young -- generally assisted by relatives.  Ourbools live long so

Personality:
Ourbools are inclined to a nomadic life, hunting or herding their prey ichtioids.  Society focuses to a large degree on the proper and graceful interaction between two wandering groups that meet by chance.
A significant minority drop out of society and adopt sedentary lives bound by the practical requirements of their craft

Homeworld:
The homeworld, Oolur is orbited by 23 moons.

Reason for Staying:
The Ourbools find their sense of position via the regular movements of the 23 moons.  Everything is perceived against that gravitational background.  To be removed from that context is extremely disorienting to the point of "blinding" the unlucky traveler.  He no longer has the familiar to calibrate against so all he can perceive is meaningless graviton noise.
'''

SP_VOLP
Volp-Uglush
SP_VOLP_DESC
'''Highly bureacratic, overcrowded burrowers.
Préfére les planètes stériles.
[[encyclopedia LITHIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[AVERAGE_RESEARCH]]
        
[[GOOD_POPULATION]]        
[[AVERAGE_GROUND_TROOPS]]

Description:
The Volp-Uglush are an asexual species approximately 300 meters in length that live in tunnels on their homeworld. They subsist on silicates and have a vast number of short arm/mouth parts on the front of their thick cylindrical bodies that they use for manipulation/tunnelling/eating and for sending messages through their tunnel network. In early historical times there were several different strains of Volp-Uglush but they were in constant conflict. Groups that successfully organized themselves were the best competers for resources, and as they moved from industrial to information age, one strain became dominant, and the remainder died out. The remaining strain began to optimize their homeworld for most efficient use of resources. They became incredibly adept at recognizing resouce needs, as well as how societal structures affected individual behavior.
The Volp-Uglush society almost acts as a single organism, because society has been adapted to run so smoothly. However, this has led to a critical loss of independent function. While Volp-Uglush society is incredibly efficient, it would take individual Volp-Uglushs hundreds, if not thousands of years to be able to successfully develop a new independent society.
They are very effective at directing merchant fleets, and make excellent bureaucrats for creating changes in societies. While they have an incredibly efficient war machine, and are capable of indivudually taking on various large battle engines, the chaos of combat is not their most effective environment.

Home World:
Hive is a large Barren world that is ~2 times bigger than its mass and material would suggest as all of it but a small metal core has been converted through tunneling and building into the Vast tunnel network of the Volp-Uglush bureaucracy.

Reason for Staying:
Volp-Uglush are now to integrated and ingrown. They now totally lack the independance and innovation needed to leave Hive and start a new colony.
'''

SP_FURTHEST
Furthest
SP_FURTHEST_DESC
'''Paranoid three-headed, triped herbivores
Prefer Tundra planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[BAD_RESEARCH]]
                
[[BAD_POPULATION]]
[[GOOD_GROUND_TROOPS]]
        
[[GOOD_DETECTION]]
[[GREAT_STEALTH]]

Biology:
The Furthest are furry, 1.5 m tall creatures.  Radially symmetric, they have three long legs, and three long flexible necks. Atop each neck, is a compound eye, and a mouth used for ingestion and for manipulating objects.  This allows the creature too keep watch in most directions at once.  The actual brain is in the center of the body.

Name:
The Furthest believe that sapience is measured by the distance that a being can separate itself from danger. Thus the name " Furthest" describes their species as the most advanced of beings.

Personality: 
The Furthest report that their homeworld was once full of the deadliest predators imaginable.  They survived by developing caution to the utmost level.  Indeed staying alert for threats, and hiding  are the core of their psychology and culture. The Furthest homeworld currently contains no carnivore they can't crush underfoot.

Reason for Staying:
The Furthest generally consider space travel far too dangerous for a sane being, but some who consider their homeworld too dangerous may consider relocating to another world.
'''

SP_EXOBOT
Exobot
SP_EXOBOT_DESC
'''Robots semi-autonomes, conçu pour l'industrie sur des planètes stériles, irradiées et infernales.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[BAD_RESEARCH]]
        
[[AVERAGE_POPULATION]]
[[BAD_GROUND_TROOPS]]

Biens que n'étant pas aussi efficace que des citoyens totalement autonome, les Exobots peuvent malgrès tout coloniser des planètes inhospitalières, et construire plus d'exobots 
'''


SP_EXPERIMENTOR
Experimentor
SP_EXPERIMENTOR_DESC
'''Precursor mad scientists
[[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

[[NO_INDUSTRY]]
[[ULTIMATE_RESEARCH]]

[[GOOD_POPULATION]]
[[ULTIMATE_GROUND_TROOPS]]
        
[[ULTIMATE_STEALTH]]
[[ULTIMATE_DETECTION]]

The Experimentors are an ancient precursor race, whose existence is devoted to the pursuit of knowledge.  Their desire to learn is unmatched, and they unashamed to treat even entire galaxies as mere laboratories for their experiments.'''


SP_SUPER_TEST
Super Testers
SP_SUPER_TEST_DESC
'''Super Testers are grossly unbalanced and unfair. They are nearly Omniscient. And they thrive on all planets. (Stealth-busting power only works when they are in a Capital)
[[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia LITHIC_SPECIES_TITLE]], [[encyclopedia ROBOTIC_SPECIES_TITLE]], [[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]]
[[encyclopedia TELEPATHIC_TITLE]]


[[GREAT_INDUSTRY]]
[[GREAT_RESEARCH]]
        
[[GOOD_POPULATION]]
[[GREAT_GROUND_TROOPS]]
        
[[ULTIMATE_WEAPONS]]
'''




#############################################################
####                   S P E C I A L S                   ####
#############################################################

GAIA_SPECIAL
Gaia

GAIA_SPECIAL_DESC
'''Increases max Population by planet size; Tiny: +3, Small: +6, Medium: +9, Large: +12, Huge: +15.

This planet has essentially been transformed into a living organism, allowing it to change and adapt to suit the needs of it's population.'''

ANCIENT_RUINS_DEPLETED_SPECIAL
Ancient Ruins

ANCIENT_RUINS_DEPLETED_SPECIAL_DESC
'''Increases [[encyclopedia RESEARCH_TITLE]] on this planet by 1 per Population when Focus is set to Research.

This planet holds the ruins of an unknown, advanced ancient race. A valuable discovery has already been made here.'''

ANCIENT_RUINS_SPECIAL
Ruinnnes anciennes

ANCIENT_RUINS_SPECIAL_DESCRIPTION
'''Increases [[encyclopedia RESEARCH_TITLE]] on this planet by 1 per Population when Focus is set to Research.

Des ruinnes d'une ancienne race avancée, oubliées depuis longtemps, se trouvent sur cette planète. Le premier empire qui débarque sur cette planète et pour autant qu'il possède la technique [[tech LRN_XENOARCH]] reçois gratuitement une technique avancée, ou découvre une construction, ou encore un vaisseau.'''

PANOPTICON_SPECIAL
Panopticon Complex
PANOPTICON_SPECIAL_DESC
'''Increases empire-wide [[encyclopedia DETECTION_TITLE]] by 10. Also increases [[encyclopedia DETECTION_RANGE_TITLE]] on this planet by 75.

Buried deep within the crust of the planet, the Panopticon is a powerful relic of an unknown precursor civilization. When fed the data from an empire's detection equipment, it has the power to pull reliable information from the chaotic static beyond the edges of certainty.'''

TUNNELS_SPECIAL
Tunnels naturels

TUNNELS_SPECIAL_DESCRIPTION
'''Augmente la population maximale suivant la grandeur de la planète: minuscule: +1, petite: +2, moyenne: +3, grande: +4, énorme: +5.

Cette planète possède un réseau très étendus de tunnels souterrains, permettant ainsi la colonisation aisée d'une plus grande portion de la planète.'''

TECTONIC_INSTABILITY_SPECIAL
Tectonically Unstable

TECTONIC_INSTABILITY_SPECIAL_DESC
'''[[encyclopedia INFRASTRUCTURE_TITLE]] on this planet is decreased by 20. Prevents [[tech GRO_SUBTER_HAB]] from increasing population capacity.

Cette planète est tectoniquement instable. Des tremblements de terre fréquents, des tsunamis, des éruptions volcaniques ou l'instabilité du sol font que la construction et le développement d'infrastructures en général est difficile.'''

SOLID_CORE_SPECIAL
Noyau solide

SOLID_CORE_SPECIAL_DESC
'''Réduit la population maximale suivant la grandeur de la planète: minuscule: -1, petite: -2, moyenne: -3, grande: -4, énorme: -5.

Le noyau de cette planète s'est solidifié, et ne possède qu'un champ magnétique très faible. Les vents solaires de l'étoile arrivent à la surface relativement intacts, avec des effets néfastes sur la santé et la production de nourriture.'''

HIGH_AXIAL_TILT_SPECIAL
Grande inclinaison axiale

HIGH_AXIAL_TILT_SPECIAL_DESC
'''La [[encyclopedia INFRASTRUCTURE_TITLE]] sur cette planète est diminuée de 20.

Cette planète a un axe de rotation très incliné par rapport à son plan orbital. Les variations de climats sont particulièrement extrêmes ce qui gêne le développement des infrastructures.'''

SLOW_ROTATION_SPECIAL
Rotation très lente

SLOW_ROTATION_SPECIAL_DESC
'''La [[encyclopedia INFRASTRUCTURE_TITLE]] sur cette planète est diminuée de 20. Réduit la population maximale suivant la grandeur de la planète: minuscule: -1, petite: -2, moyenne: -3, grande: -4, énorme: -5.

This planet rotates about its axis very slowly, causing very long days and nights. Infrastructure and growth are reduced.'''

TIDAL_LOCK_SPECIAL
Rotation synchrone

TIDAL_LOCK_SPECIAL_DESC
'''L'[[encyclopedia INFRASTRUCTURE_TITLE]] sur cette planète est diminuée de 20, mais l'[[encyclopedia INDUSTRY_TITLE]] est augmentée de la valeur d'un cinquième de la population de la planète.

Cette planète a une période de rotation identique à sa période orbitale; une face de la planète est constamment illuminée, tandis que l'autre est toujours dans la pénombre. Le développement d'infrastructures est pénalisé, mais une fois établies, les industries profitent des conditions de surface localement stables.'''

ECCENTRIC_ORBIT_SPECIAL
Orbite excentré

ECCENTRIC_ORBIT_SPECIAL_DESC
'''La [[encyclopedia INFRASTRUCTURE_TITLE]] sur cette planète est diminuée de 20, mais la [[encyclopedia RESEARCH_TITLE]] est augmenté de 3.

L'orbite de cette planète est très excentré, c'est-à-dire qu'il y a une grande distance entre le point où la planètre est la plus proche de son étoile et celui où elle l'est le moins. l'insolation totale varie beaucoup au cours de l'année. Les condition variées ralentissent le développement des infrastructures, mais sont bénéfiques pour la recherche scientifique.'''

RESONANT_MOON_SPECIAL
Resonant Moon

RESONANT_MOON_SPECIAL_DESC
'''[[encyclopedia STEALTH_TITLE]] of buildings on the planet and controlled ships in the same system is increased by 10.

This planet has a natural satellite, the orbital period of which is in 1:1 resonance with its rotational period, causing there to be a "dark side" which is constantly facing away from the planet. This "dark side" is a perfect site for clandestine facilities. The space between the planet and the moon can be used to hide buildings and fleets from other empires.'''

COMPUTRONIUM_SPECIAL
Computronium Moon
COMPUTRONIUM_SPECIAL_DESC
'''When a planet with a Computronium Moon is focused on [[encyclopedia RESEARCH_TITLE]], all research focused planets in the empire gain 0.2 [[encyclopedia RESEARCH_TITLE]] per Population.

Left by some vanished civilization, the entire moon - from surface to core - is a computing device of awesome power. It can complete the most complicated simulations and equations faster than they can be entered.'''

PHILOSOPHER_SPECIAL
Philosopher Planet
PHILOSOPHER_SPECIAL_DESC
'''As long as the Philosopher Planet is uninhabited, all inhabited planets in the same system have their [[encyclopedia RESEARCH_TITLE]] increased by 5. [[encyclopedia INFRASTRUCTURE_TITLE]] on the Philosopher Planet is decreased by 20.

The lone remnant of a planet-sized space wandering species has found his final rest orbiting in this system like a normal planet. Having lived for thousands of years he lost the will and ability to travel and resorts to pondering about the mysteries of the universe he has seen and learned about. Eccentric and slightly demented he refuses to communicate with anything that isn't the size and shape of his kin, leaving scientists no choice but to ask questions via the planet they are living on. Understandably colonizing the Philosopher Planet will disturb him gravely and he will fall silent. Construction on his surface is difficult as is to be expected from a living being.'''

ABANDONED_COLONY_SPECIAL
Abandoned Colony
ABANDONED_COLONY_SPECIAL_DESC
An old abandoned colony. Some of the [[encyclopedia INFRASTRUCTURE_TITLE]] should still be useful.

KRAKEN_NEST_SPECIAL
Kraken Nest
KRAKEN_NEST_SPECIAL_DESC
At some point young kraken will rise from this place. With knowledge of [[tech SHP_DOMESTIC_MONSTER]], these mega-fauna could be domesticated.

SNOWFLAKE_NEST_SPECIAL
Snowflake Nest
SNOWFLAKE_NEST_SPECIAL_DESC
At some point young snowflakes will rise from this place. With the proper tech, these mega-fauna could be domesticated.

JUGGERNAUT_NEST_SPECIAL
Juggernaut Nest
JUGGERNAUT_NEST_SPECIAL_DESC
At some point young juggernauts will rise from this place. With the proper tech, these mega-fauna could be domesticated.

CONC_CAMP_MASTER_SPECIAL
Pall of Death
CONC_CAMP_MASTER_SPECIAL_DESC
A visitor may not see [[buildingtype BLD_CONC_CAMP]] operating on this planet, but they have been operating relentlessly and exact a harsh toll on the population; a Pall of Death can be discerned by sensitive beings.

CONC_CAMP_SLAVE_SPECIAL
Psychic Fatigue
CONC_CAMP_SLAVE_SPECIAL_DESC
There may no longer be [[buildingtype BLD_CONC_CAMP]] operating on this planet today, but memories are still close to the surface, and remnants such as poorly hidden mass graves are still occasionally found. A psychic wound still lies upon the populace, and they do not thrive.

CLOUD_COVER_MASTER_SPECIAL
Cloud Spawns
CLOUD_COVER_MASTER_SPECIAL_DESC
This planet is populated with aerial creatures that emit humidity, causing high cloud cover.  Later in their lifecycle, they will burrow into the ground, causing high amounts of volcanic activity.

CLOUD_COVER_SLAVE_SPECIAL
High Cloud Cover
CLOUD_COVER_SLAVE_SPECIAL_DESC
This planet has unusually dense cloud cover, increasing its [[encyclopedia STEALTH_TITLE]] by 20.

VOLCANIC_ASH_MASTER_SPECIAL
Hidden Burrowers
VOLCANIC_ASH_MASTER_SPECIAL_DESC
This planet has monsters burrowing around in its core causing high volcanic activity.  These burrowers are undergoing metamorphasis and will transform into creatures capable of tearing a dimensional rift in the fabric of space later in their lifecycle.

VOLCANIC_ACTIVITY_SPECIAL
High Volcanic Activity
VOLCANIC_ACTIVITY_SPECIAL_DESC
'''This planet has high levels of volcanic activity, possibly obscuring the planet's surface.'''

VOLCANIC_ASH_SLAVE_SPECIAL
Volcanic Ash
VOLCANIC_ASH_SLAVE_SPECIAL_DESC
This planet is surrounded by volcanic ash, increasing its [[encyclopedia STEALTH_TITLE]] by 40.

DIM_RIFT_MASTER_SPECIAL
Dimensional Burrowers
DIM_RIFT_MASTER_SPECIAL_DESC
This planet has monsters burrowing around in its core causing dimensional tears in and around the planet.  Later on, these monsters will mature and begin dragging the planet into the void.

DIM_RIFT_SLAVE_SPECIAL
Dimensional Rift
DIM_RIFT_SLAVE_SPECIAL_DESC
This planet is partially concealed by a dimensional rift, increasing its [[encyclopedia STEALTH_TITLE]] by 60.

VOID_MASTER_SPECIAL
Monstres vacants
VOID_MASTER_SPECIAL_DESC
Monsters inside the core of this planet are dragging it into the void.  There should perhaps be some impending doom associated with this special.

VOID_SLAVE_SPECIAL
Void Metamorphisis
VOID_SLAVE_SPECIAL_DESC
This planet exists partially in this universe and partially in the void, increasing its [[encyclopedia STEALTH_TITLE]] by 80.

DERELICT_SPECIAL
Abandonné
DERELICT_SPECIAL2
Abandonné
DERELICT_SPECIAL3
Abandonné
DERELICT_SPECIAL_REMOVE
Abandonné
DERELICT_SPECIAL_DESC
Une vieille épave abandonné par une espèce inconnue. Qui sait ce qu'elle pourrait receler...

SUPERNOVA_SPECIAL
New Supernova
SUPERNOVA_SPECIAL2
Young Supernova
SUPERNOVA_SPECIAL3
Mature Supernova
SUPERNOVA_SPECIAL4
Supernova Remnant
SUPERNOVA_SPECIAL_DESC
A supernova occurred in this system in the relatively recent past, leaving only scattered debris where another majestic star system once lay.

NOVA_BOMB_ACTIVATOR_SPECIAL
Nova Bomb Activator
NOVA_BOMB_ACTIVATOR_SPECIAL_DESC
This dimensional integrity of this region of space is highly unstable, causing any Nova Bombs in the vicinity to detonate.

EXPERIMENTOR_OUTPOST_SPECIAL
Avant-poste expérimentateur
EXPERIMENTOR_OUTPOST_SPECIAL_DESC
En Experimentor outpost exists in this system, and defeating them is necessary to ensure the safety of the galaxy.

PROBIOTIC_SPECIAL
Probiotic Soup
PROBIOTIC_SPECIAL_DESC
'''Increases max Population if inhabited by Organic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.
When a planet with Probiotic Soup is focused on Growth, all connected planets with Organic species receive the same bonus.

The great diversity of unique single-celled organisms have applications to the health and maintenance of all types of organic life.'''

FRUIT_SPECIAL
Caretaker's Fruit
FRUIT_SPECIAL_DESC
'''Increases max Population if inhabited by Organic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.
When a planet with Caretaker's Fruit is focused on Growth, all connected planets with Organic species receive the same bonus.

What appears to be a forest is actually part of a continent-spanning symbiotic organism. The fruit of these trees contains marvelously complex organic chemicals beneficial to all sorts of organic life.'''

SPICE_SPECIAL
Ki Spice
SPICE_SPECIAL_DESC
'''Increases max Population if inhabited by Organic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.
When a planet with Ki Spice is focused on Growth, all connected planets with Organic species receive the same bonus.

A unique substance produced by this planet's ecology, Ki Spice has the capacity to lengthen the lives, clarify the thoughts, or sharpen the senses of organic beings.'''

MONOPOLE_SPECIAL
Monopole Magnets
MONOPOLE_SPECIAL_DESC
'''Increases max Population if inhabited by Robotic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.
When a planet with Monopole Magnets is focused on Growth, all connected planets with Robotic species receive the same bonus.

When focused on Industry, increases target [[encyclopedia INDUSTRY_TITLE]] by 0.2 per Population.

Monopole Magnets make better robots!'''

SUPERCONDUCTOR_SPECIAL
Ambient Superconductors
SUPERCONDUCTOR_SPECIAL_DESC
'''Increases max Population if inhabited by Robotic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.
When a planet with Ambient Superconductors is focused on Growth, all connected planets with Robotic species receive the same bonus.

When focused on Industry, increases target [[encyclopedia INDUSTRY_TITLE]] by 0.2 per Population.

Ambient Superconductors make better robots!'''

POSITRONIUM_SPECIAL
Positronium Ash
POSITRONIUM_SPECIAL_DESC
'''Increases max Population if inhabited by Robotic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.
When a planet with Positronium Ash is focused on Growth, all connected planets with Robotic species receive the same bonus. 

When focused on Industry, increases target [[encyclopedia INDUSTRY_TITLE]] by 0.2 per Population.

Positronium Ash make better robots brains!'''

MINERALS_SPECIAL
Riche en minerais
MINERALS_SPECIAL_DESC
'''Increases max Population if inhabited by Lithic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.
When a planet with Rich Minerals is focused on Growth, all connected planets with Lithic species receive the same bonus.

When focused on Industry, increases target [[encyclopedia INDUSTRY_TITLE]] by 0.2 per Population.

This planet has a rich natural deposit of minerals, boosting production or Lithic growth significantly.'''

CRYSTALS_SPECIAL
Silmaline Crystals
CRYSTALS_SPECIAL_DESC
'''Increases max Population if inhabited by Lithic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.
When a planet with Silmaline Crystals is focused on Growth, all connected planets with Lithic species receive the same bonus.

When focused on Industry, increases target [[encyclopedia INDUSTRY_TITLE]] by 0.2 per Population.

This planet has a rich natural deposit of minerals, boosting production or Lithic growth significantly.'''

METALOIDS_SPECIAL
High-Energy Metaloids
METALOIDS_SPECIAL_DESC
'''Increases max Population if inhabited by Lithic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.
When a planet with High-Energy Metaloids is focused on Growth, all connected planets with Lithic species receive the same bonus.

When focused on Industry, increases target [[encyclopedia INDUSTRY_TITLE]] by 0.2 per Population.

This planet has a rich natural deposit of minerals, boosting production or Lithic growth significantly.'''


#############################################################
####        E N U M E R A T I O N   V A L U E S          ####
#############################################################


# UniverseObjectTypes

OBJ_BUILDING
construction
OBJ_SHIP
vaisseau
OBJ_FLEET
flotte
OBJ_PLANET
planète
OBJ_POP_CENTER
centre de population
OBJ_PROD_CENTER
centre de production
OBJ_SYSTEM
système
OBJ_FIELD
plage


# StarTypes

STAR_BLUE
bleue
STAR_WHITE
blanche
STAR_YELLOW
jaune
STAR_ORANGE
orange
STAR_RED
rouge
STAR_NEUTRON
neutron
STAR_BLACK
trou noir
STAR_NONE
pas d'étoile
INVALID_STAR_TYPE
type d'étoile inconnu

# PlanetTypes

PT_SWAMP
marécageuse
PT_TOXIC
toxique
PT_INFERNO
infernale
PT_RADIATED
irradiée
PT_BARREN
stérile
PT_TUNDRA
toundra
PT_DESERT
désertique
PT_TERRAN
terrestre
PT_OCEAN
océanique
PT_ASTEROIDS
astéroïdes
PT_GASGIANT
géante gazeuse


# Planet Sizes

SZ_NOWORLD
Rien à voir ici, circulez.
SZ_TINY
minuscule,
SZ_SMALL
petite,
SZ_MEDIUM
moyenne,
SZ_LARGE
grande,
SZ_HUGE
énorme,
SZ_ASTEROIDS
astéroïdes
SZ_GASGIANT
géante gazeuse


# PlanetEnvironments

PE_UNINHABITABLE
inhabitable
PE_HOSTILE
hostile
PE_POOR
pauvre
PE_ADEQUATE
adéquate
PE_GOOD
bon


# FocusTypes

INVALID_FOCUS_TYPE
Type de concentration non-valable
FOCUS_GROWTH
croissance
FOCUS_INDUSTRY
industrie
FOCUS_MINING
exploitation minière
FOCUS_HEAVY_MINING
exploitation minière lourde
FOCUS_RESEARCH
recherche
FOCUS_TRADE
commerce
FOCUS_LOGISTICS
Logistique
FOCUS_STEALTH
Furtivité
FOCUS_BIOTERROR
Terreur biologique
FOCUS_STARGATE_SEND
Stargate émission
FOCUS_STARGATE_SEND_DESC
Envoyer des vaisseaux dans le système par le Stargate
FOCUS_STARGATE_RECEIVE
Stargate réception
FOCUS_STARGATE_RECEIVE_DESC
Ouvrir le Stargate pour recevoir des vaisseaux envoyés d'ailleurs
FOCUS_PLANET_DRIVE
Entraînement de planète
FOCUS_DISTORTION
Distortion spatiale
FOCUS_PROTECTION
Protection
FOCUS_PROTECTION_DESC
Augmente boucliers, défense et troupes.


# MeterTypes

INVALID_METER_TYPE
Type de mesure nonvalable
METER_TARGET_POPULATION
Objectif population
METER_TARGET_HEALTH
Objectif santé
METER_TARGET_INDUSTRY
Objectif industrie
METER_TARGET_RESEARCH
Objectif recherche
METER_TARGET_TRADE
Objectif Commerce
METER_TARGET_MINING
Objectif minier
METER_TARGET_CONSTRUCTION
Objectif infrastructure
METER_TARGET_HAPPINESS
Objectif Bonheur
METER_MAX_FUEL
Max carburant
METER_MAX_SHIELD
Max bouclier
METER_MAX_STRUCTURE
Max structure
METER_MAX_DEFENSE
Max défense
METER_MAX_TROOPS
Max Troupes
METER_MAX_REBEL_TROOPS
Max Troupes rebelles
METER_POPULATION
population
METER_HEALTH
santé
METER_GROWTH
croissance
METER_INDUSTRY
industrie
METER_RESEARCH
recherche
METER_TRADE
commerce
METER_MINING
exploitation minière
METER_CONSTRUCTION
infrastructure
METER_HAPPINESS
bonheur
METER_FUEL
carburant
METER_SHIELD
bouclier
METER_STRUCTURE
structure
METER_DEFENSE
défense
METER_TROOPS
troupes
METER_REBEL_TROOPS
troupes rebelles
METER_SUPPLY
approvisionnement
METER_STEALTH
furtivité
METER_DETECTION
détection
METER_BATTLE_SPEED
vitesse de combat
METER_STARLANE_SPEED
Vitesse dans les liaisons spatiales
METER_DAMAGE
Dommages
METER_ROF
Cadence de tir
METER_RANGE
Portée
METER_SPEED
Vitesse
METER_CAPACITY
Capacité
METER_ANTI_SHIP_DAMAGE
Anti-Ship Damage
METER_ANTI_FIGHTER_DAMAGE
Anti-Fighter Damage
METER_LAUNCH_RATE
Cadence de lancement
METER_FIGHTER_WEAPON_RANGE
Porté des armes des chasseurs

METER_SIZE
Portée

METER_DETECTION_STRENGTH
[[encyclopedia DETECTION_TITLE]]

ALIGN_MILITARISM
Militarisme

ALIGN_MILITARY_STRENGTH_DESC
Grandeur et puissance des militaires

ALIGN_SOCIAL_CONTROL
Contròle social

ALIGN_SOCIAL_CONTROL_DESC
Degré auquel une population est surveillée, limitée et manipulée.

ALIGN_ENVIRONMENT_MODIFICATION
Changement de l'environment

ALIGN_ENVIRONMENT_MODIFICATION_DESC
Use of terraforming or other large-scale 

ALIGN_BIOLOGICAL_ALTERATION
Biological Alteration

ALIGN_BIOLOGICAL_ALTERATION_DESC
Use of biological engineering and alteration

ALIGN_MECHANIZATION
Méchanisation

ALIGN_MECHANIZATION_DESC
Utilisation de sensibilité artificielle et d'automatisation

# EmpireAffiliationTypes

AFFIL_SELF
propre
AFFIL_ENEMY
ennemi
AFFIL_ALLY
allié
AFFIL_ANY
chaque


# UnlockableItemTypes

INVALID_UNLOCKABLE_ITEM_TYPE
Type d'article nonvalable à débloquer
UIT_BUILDING
Construction
UIT_SHIP_PART
Élément de vaisseau
UIT_SHIP_HULL
Coque de vaisseau
UIT_TECH
Technologie

# TechTypes

TT_THEORY
Théorie
TT_APPLICATION
Application
TT_REFINEMENT
Perfectionnement


# BuildTypes

BT_NOT_BUILDING
pas de construction
BT_BUILDING
construction
BT_SHIP
vaisseau


# StockpileTypes

ST_FOOD
nourriture
ST_MINERAL
minéral
ST_TRADE
commerce


# Resource Types

RE_FOOD
nourriture
RE_MINERALS
minéral
RE_TRADE
commerce
RE_INDUSTRY
industrie
RE_RESEARCH
recherche


# Ship Slot Types

SL_EXTERNAL
Niche externe
SL_INTERNAL
Niche interne
SL_TOOLTIP_DESC
Vide


# Ship Part Classes

PC_SHORT_RANGE
Courte portée
PC_MISSILES
Missiles
PC_FIGHTERS
Chasseurs
PC_POINT_DEFENSE
Point de défense
PC_SHIELD
Bouclier
PC_ARMOUR
Blindage
PC_TROOPS
Troupes de terres
PC_DETECTION
Détection
PC_STEALTH
Furtivité
PC_FUEL
Carburant
PC_COLONY
Colonisation
PC_BATTLE_SPEED
Vitesse de combat
PC_STARLANE_SPEED
Vitesse liaisons spatiales
PC_GENERAL
General


#############################################################
####      ValueRef, Effect, & Condition Descriptions     ####
#############################################################


# ValueRef

DESC_VAR_PLANET
planète

DESC_VAR_SYSTEM
système

DESC_VAR_FLEET
flotte

DESC_VAR_SOURCE
primaire

DESC_VAR_TARGET
Objectif

DESC_VAR_LOCAL_CANDIDATE
Candidat aux conditions locales

DESC_VAR_ROOT_CANDIDATE
Candidat aux conditions d'origines

DESC_STATISTIC
statistique

DESC_VAR_PLANETSIZE
taille de la planète

DESC_VAR_SIZEASDOUBLE
taille de la planète

DESC_VAR_PLANETTYPE
type de planète

DESC_VAR_NEXTBETTERPLANETTYPE
next better planet type for planet's species

DESC_VAR_PLANETENVIRONMENT
environnement de la planète

DESC_VAR_OBJECTTYPE
type d'objet

DESC_VAR_STARTYPE
type d'étoile

DESC_VAR_VALUE
Valeur précédente pour cette mesure

DESC_VAR_TARGETPOPULATION
[[METER_TARGET_POPULATION]]
DESC_VAR_TARGETHEALTH
[[METER_TARGET_HEALTH]]
DESC_VAR_TARGETINDUSTRY
[[METER_TARGET_INDUSTRY]]
DESC_VAR_TARGETRESEARCH
[[METER_TARGET_RESEARCH]]
DESC_VAR_TARGETTRADE
[[METER_TARGET_TRADE]]
DESC_VAR_TARGETMINING
[[METER_TARGET_MINING]]
DESC_VAR_TARGETCONSTRUCTION
[[METER_TARGET_CONSTRUCTION]]
DESC_VAR_MAXFUEL
[[METER_MAX_FUEL]]
DESC_VAR_MAXSHIELD
[[METER_MAX_SHIELD]]
DESC_VAR_MAXSTRUCTURE
[[METER_MAX_STRUCTURE]]
DESC_VAR_MAXDEFENSE
[[METER_MAX_DEFENSE]]
DESC_VAR_MAXTROOPS
[[METER_MAX_TROOPS]]
DESC_VAR_POPULATION
[[METER_POPULATION]]
DESC_VAR_HEALTH
[[METER_HEALTH]]
DESC_VAR_INDUSTRY
[[METER_INDUSTRY]]
DESC_VAR_RESEARCH
[[METER_RESEARCH]]
DESC_VAR_TRADE
[[METER_TRADE]]
DESC_VAR_MINING
[[METER_MINING]]
DESC_VAR_CONSTRUCTION
[[METER_CONSTRUCTION]]
DESC_VAR_FUEL
[[METER_FUEL]]
DESC_VAR_SHIELD
[[METER_SHIELD]]
DESC_VAR_STRUCTURE
[[METER_STRUCTURE]]
DESC_VAR_DEFENSE
[[METER_DEFENSE]]
DESC_VAR_TROOPS
[[METER_TROOPS]]
DESC_VAR_SUPPLY
[[METER_SUPPLY]]
DESC_VAR_STEALTH
[[METER_STEALTH]]
DESC_VAR_DETECTION
[[METER_DETECTION]]
DESC_VAR_BATTLESPEED
[[METER_BATTLE_SPEED]]
DESC_VAR_STARLANESPEED
[[METER_STARLANE_SPEED]]
DESC_VAR_DAMAGE
[[METER_DAMAGE]]
DESC_VAR_ROF
[[METER_ROF]]
DESC_VAR_RANGE
[[METER_RANGE]]
DESC_VAR_SPEED
[[METER_SPEED]]
DESC_VAR_CAPACITY
[[METER_CAPACITY]]
DESC_VAR_ANTISHIPDAMAGE
[[METER_ANTI_SHIP_DAMAGE]]
DESC_VAR_ANTIFIGHTERDAMAGE
[[METER_ANTI_FIGHTER_DAMAGE]]
DESC_VAR_LAUNCHRATE
[[METER_LAUNCH_RATE]]
DESC_VAR_FIGHTERWEAPONRANGE
[[METER_FIGHTER_WEAPON_RANGE]]

DESC_VAR_TRADESTOCKPILE
stock de crédits
DESC_VAR_MINERALSTOCKPILE
stock de minerais
DESC_VAR_FOODSTOCKPILE
stock de nourritures

DESC_VAR_TRADEOUTPUT
production commerciale
DESC_VAR_FOODOUTPUT
production alimentaire
DESC_VAR_MINERALOUTPUT
production minière
DESC_VAR_INDUSTRYOUTPUT
production industrielle
DESC_VAR_RESEARCHOUTPUT
production de la recherche

DESC_VAR_OWNER
propriétaire

DESC_VAR_ID
ID

DESC_VAR_AGE
âge en tours

DESC_VAR_PRODUCEDBYEMPIREID
producteur

DESC_VAR_CREATIONTURN
tour de création

DESC_VAR_DESIGNID
design id

DESC_VAR_FLEETID
fleet id

DESC_VAR_PLANETID
Planète id

DESC_VAR_SYSTEMID
system id

DESC_VAR_FINALDESTINATIONID
final destination id

DESC_VAR_NEXTSYSTEMID
next system id

DESC_VAR_PREVIOUSSYSTEMID
previous system id

DESC_VAR_NUMSHIPS
nombre de vaisseaux

DESC_VAR_CURRENTTURN
tour actuel

DESC_VAR_NAME
nom

DESC_VAR_SPECIES
espèce

DESC_VAR_BUILDINGTYPE
Nom du type de construction

DESC_VAR_FOCUS
focus

DESC_VAR_LASTTURNBATTLEHERE
une bataille s'est déroulée ici au dernier tour

DESC_VAR_ALLOCATEDFOOD
alimentation allouée

FoodAllocationForMaxGrowth
alimentation à allouer pour une croissance maximale

# this one is intentionally left empty
DESC_VALUE_REF_MULTIPART_VARIABLE0
%1%

DESC_VALUE_REF_MULTIPART_VARIABLE1
%1% %2%

DESC_VALUE_REF_MULTIPART_VARIABLE2
%1%'s %2%'s %3%

DESC_VALUE_REF_MULTIPART_VARIABLE3
%1%'s %2%'s %3%'s %4%

DESC_VALUE_REF_MULTIPART_VARIABLE4
%1%'s %2%'s %3%'s %4%'s %5%

DESC_VALUE_REF_MULTIPART_VARIABLE5
%1%'s %2%'s %3%'s %4%'s %5%'s %6%

# six is probably more than will be needed, but just in case ...
DESC_VALUE_REF_MULTIPART_VARIABLE6
%1%'s %2%'s %3%'s %4%'s %5%'s %6%'s %7%



# Effects

DESC_EFFECTS_GROUP_SCOPE
Objets affectés: tous les objets%1%

DESC_EFFECTS_GROUP_SELF_SCOPE
Objets affectés: l'objet d'origine seulement

DESC_EFFECTS_GROUP_ACTIVATION
L'effet est actif si la source est un objet%1%

DESC_EFFECTS_GROUP_ALWAYS_ACTIVE
L'effet est toujours actif

DESC_EFFECTS_GROUP_SCOPE_DESC
'''%1%
'''

DESC_EFFECTS_GROUP_ACTIVATION_DESC
'''%1%
'''

DESC_EFFECTS_GROUP_EFFECT_DESC
'''%1%
'''

DESC_EFFECTS_GROUP_EFFECTS_GROUP_DESC
'''%1%
'''

DESC_EFFECTS_GROUP_NUMBERED_EFFECTS_GROUP_DESC
'''Effets de groupe %1%:
%2%
'''

# SetMeter

DESC_SIMPLE_SET_METER
%1% %2%%3%

DESC_COMPLEX_SET_METER
Fixer l'actuel %1% à %2%

DESC_SET_SHIP_PART_METER
Set %1% for %2% to %3%

DESC_SET_EMPIRE_METER
Set %2% of the %1% empire to %3%


# others

DESC_SET_EMPIRE_STOCKPILE
Définit le stock de %1% du propriétaire de l'objet à %2%

DESC_SET_EMPIRE_CAPITAL
Makes the object the capital planet of the %1% empire

DESC_SET_PLANET_TYPE
Change le type de la planète pour %1%

DESC_SET_PLANET_SIZE
Change la taille de la planète pour %1%

DESC_SET_SPECIES
Changes the object's species to %1%

DESC_SET_OWNER
Sets %1% as the owner of object

DESC_DESTROY
Détruit l'objet

DESC_ADD_SPECIAL
Donne la capacité spéciale %1% à l'objet

DESC_REMOVE_SPECIAL
Enlève la capacité spéciale %1% à l'objet

DESC_ADD_STARLANES
Creates starlanes between the target system and the system of objects%1%

DESC_REMOVE_STARLANES
Removes starlanes between the target system and the system of objects%1%

DESC_SET_STAR_TYPE
Change le type d'étoile pour %1%

DESC_MOVE_TO
Déplace l'objet à l'endroit d'un objet%1%

DESC_MOVE_IN_ORBIT_OF_OBJECT
Moves the object in orbit of an object%1% at speed %2%

DESC_MOVE_IN_ORBIT_OF_XY
Moves the object in orbit of an object located at %1% and %2% at speed %3%

DESC_MOVE_TOWARDS_OBJECT
Moves the object toward an object%1% at speed %2%

DESC_MOVE_TOWARDS_XY
Moves the object toward an object located at %1% and %2% at speed %3%

DESC_SET_DESTINATION
Sets the destination of the object to an object%1%

DESC_VICTORY
Oblige le propriétaire de l'objet à gagner le jeu

DESC_GENERATE_SITREP
Generates a SitRep message for empire %1%

DESC_SET_EMPIRE_TECH_PROGRESS
Sets the research progress of tech %1% to %2% for empire %3%

DESC_GIVE_EMPIRE_TECH
Gives tech %1% to empire %2%

DESC_SET_OVERLAY_TEXTURE
Modifies the appearance of the object

DESC_SET_TEXTURE
Modifies the appearance of the object


# Object Creation

DESC_CREATE_PLANET
Crée une nouvelle planète de type %1% et de taille %2%

DESC_CREATE_BUILDING
Crée une nouvelle construction %1%

DESC_CREATE_SHIP
Creates a new ship of design %1% owned by the %2% empire crewed by %3%

DESC_CREATE_SHIP_SIMPLE
Creates a new ship of design %1% with no owner and no species

DESC_CREATE_FIELD_SIZE
Creates a new field of type %1% with radius %2%

DESC_CREATE_FIELD
Creates a new field of type %1%

DESC_CREATE_SYSTEM_TYPE
Creates a new system of star type %1%

DESC_CREATE_SYSTEM
Créer un nouveau système


# Conditions

DESC_ALL
 dans l'univers

DESC_ALL_NOT
 pas dans l'univers

DESC_EMPIRE_AFFILIATION_SELF
 qui appartient à l'empire %1%

DESC_EMPIRE_AFFILIATION_SELF_NOT
 qui n'appartient pas à l'empire %1%

DESC_EMPIRE_AFFILIATION
 qui appartient à un %1% de l'empire %2%

DESC_EMPIRE_AFFILIATION_NOT
 qui n'appartient pas à un %1% de l'empire %2%

DESC_EMPIRE_AFFILIATION_ANY
 that belongs to any empire

DESC_EMPIRE_AFFILIATION_ANY_NOT
 that does not belong to an empire

DESC_SOURCE
 qui est l'objet source

DESC_SOURCE_NOT
 qui n'est pas l'objet source

DESC_ROOT_CANDIDATE
 that is the root candidate object

DESC_ROOT_CANDIDATE_NOT
 that is not the root candidate object

DESC_TARGET
 that is the target object

DESC_TARGET_NOT
 that is not the target object

DESC_HOMEWORLD
 qui est le monde d'origine de l'espèce %1%

DESC_HOMEWORLD_NOT
 qui n'est pas le monde d'origine de l'espèce %1%

DESC_CAPITAL
 that is an empire's capital planet

DESC_CAPITAL_NOT
 that is not an empire's capital planet

DESC_MONSTER
 qui est un monstre de l'espace

DESC_MONSTER_NOT
 qui n'est pas un monstre de l'espace

DESC_ARMED
 that is an armed ship

DESC_ARMED_NOT
 that is not an armed ship

DESC_TYPE
 que ce soit une %1%

DESC_TYPE_NOT
 que ce soit pas une %1%

DESC_BUILDING
 qui est une construction %1%

DESC_BUILDING_NOT
 qui n'est pas une construction %1%

DESC_SPECIAL
 qui a le spécial %1%

DESC_SPECIAL_NOT
 qui n'a pas le spécial %1%

DESC_SPECIAL_TURN_RANGE
 that has had a %1% special since between turns %2% and %3%

DESC_SPECIAL_TURN_RANGE_NOT
 that has not had a %1% special since between turns %2% and %3%

DESC_CREATED_ON_TURN
 that was created between turns %1% and %2%

DESC_CREATED_ON_TURN_NOT
 that was not created between turns %1% and %2%

DESC_CONTAINS
 qui contient un objet%1%

DESC_CONTAINS_NOT
 qui ne contient pas un objet%1%

DESC_PLANET_TYPE
 qui est une planète %1%

DESC_PLANET_TYPE_NOT
 qui n'est pas une planète %1%

DESC_PLANET_SIZE
 qui est une planète %1%

DESC_PLANET_SIZE_NOT
 qui n'est pas une planète de %1% taille

DESC_PLANET_ENVIRONMENT
 qui est une planète %1%

DESC_PLANET_ENVIRONMENT_NOT
 qui n'est pas une planète %1%

DESC_SPECIES
 that has species %1%

DESC_SPECIES_NOT
 that does not contain species %1%

DESC_ENQUEUED
 where empire %1% has between %2% and %3% things on the production queue
 
DESC_ENQUEUED_NOT
 where empire %1% does not have between %2% and %3% things on the production queue
 
DESC_ENQUEUED_BUILDING
 where empire %1% has between %2% and %3% %4% buildings on the production queue
 
DESC_ENQUEUED_BUILDING_NOT
 where empire %1% does not have between %2% and %3% %4% buildings on the production queue
 
DESC_ENQUEUED_DESIGN
 where empire %1% has between %2% and %3% %4% ships on the production queue

DESC_ENQUEUED_DESIGN_NOT
 where empire %1% dows not have between %2% and %3% %4% ships on the production queue

DESC_FOCUS_TYPE
 that has focus %1%

DESC_FOCUS_TYPE_NOT
 that does not have focus %1%

DESC_STAR_TYPE
 qui est un système avec une étoile %1% 

DESC_STAR_TYPE_NOT
 qui n'est pas un système avec une étoile %1%

DESC_DESIGN_HAS_HULL
 that contains the hull %1%

DESC_DESIGN_HAS_HULL_NOT
 that does not contain the hull %1%

DESC_DESIGN_HAS_PART
 that contains between %1% and %2% of the %3% part

DESC_DESIGN_HAS_PART_NOT
 that does not contain between %1% and %2% of the %3% part

DESC_DESIGN_HAS_PART_CLASS
 that has a part of class %1%

DESC_DESIGN_HAS_PART_CLASS_NOT
 that does not have a part of class %1%

DESC_PREDEFINED_SHIP_DESIGN
 that is of the design %1%

DESC_PREDEFINED_SHIP_DESIGN_NOT
 that is not of the design %1%

DESC_NUMBERED_SHIP_DESIGN
 that is of the design %1%

DESC_NUMBERED_SHIP_DESIGN_NOT
 that is not of the design %1%

DESC_CHANCE_PERCENTAGE
 qui a %1%%% chance

DESC_CHANCE_PERCENTAGE_NOT
 qui a (100 - %1%)%% chance

DESC_CHANCE
 avec une probabilité de %1%

DESC_CHANCE_NOT
 avec une probabilité de 1 - %1%

DESC_PRODUCED_BY_EMPIRE
 that was produced by the %1% empire

DESC_PRODUCED_BY_EMPIRE_NOT
 that was not produced by the %1% empire

DESC_METER_VALUE_CURRENT
 qui a un(e) %1% actuel(le) compris(e) entre %2% et %3%

DESC_METER_VALUE_CURRENT_NOT
 qui n'a pas une %1% actuelle comprise entre %2% et %3%

DESC_SHIP_PART_METER_VALUE_CURRENT
 that has a %2% %1% between %3% and %4%

DESC_SHIP_PART_METER_VALUE_CURRENT_NOT
 that doesn't have a %2% %1% between %3% and %4%

DESC_EMPIRE_METER_VALUE_CURRENT
 if empire %4% has a %1% between %2% and %3%

DESC_EMPIRE_METER_VALUE_CURRENT_NOT
 if empire %4% doesn't have a %1% between %2% and %3%

DESC_EMPIRE_STOCKPILE_VALUE
 qui appartient à un empire avec un stock de %1% entre %2% and %3%

DESC_EMPIRE_STOCKPILE_VALUE_NOT
 qui n'appartient pas à un empire avec un stock de %1% entre %2% and %3%

DESC_VISIBLE_TO_EMPIRE
 that is visible to the %1% empire

DESC_VISIBLE_TO_EMPIRE_NOT
 that is not visible to the %1% empire

DESC_WITHIN_DISTANCE
 qui est à moins de %1% de tout objets%2%

DESC_WITHIN_DISTANCE_NOT
 qui n'est pas à moins de %1% de tout objets%2%

DESC_WITHIN_STARLANE_JUMPS
 qui est à moins de %1% saut hyperspatial de tout objets%2%

DESC_WITHIN_STARLANE_JUMPS_NOT
 qui n'est pas à moins de %1% saut hyperspatial de tout objet%2%

DESC_CAN_ADD_STARLANE_CONNECTION
 that can have starlanes added connecting to all systems that contain objects%1%

DESC_CAN_ADD_STARLANE_CONNECTION_NOT
 that can not have starlanes added connecting to all systems that contain objects%1%

DESC_CAN_REMOVE_STARLANE_CONNECTION
 that can have starlanes removed that connect to all systems that contain objects%1%

DESC_CAN_REMOVE_STARLANE_CONNECTION_NOT
 that can not have starlanes removed that connect to all systems that contain objects%1%

DESC_EXPLORED_BY_EMPIRE
 that has been explored by the %1% empire

DESC_EXPLORED_BY_EMPIRE_NOT
 that has not been explored by the %1% empire

DESC_STATIONARY
 that is stationary

DESC_STATIONARY_NOT
 that is moving

DESC_CAN_COLONIZE
 être une espèce capable de coloniser

DESC_CAN_COLONIZE_NOT
 without a species that can colonize

DESC_CAN_PRODUCE_SHIPS
 une espèce pouvant produire des vaisseaux

DESC_CAN_PRODUCE_SHIPS_NOT
 without a species that can produce ships
 
DESC_SUPPLY_CONNECTED_FLEET
 that is in a system where the %1% empire can provide fleet supply

DESC_SUPPLY_CONNECTED_FLEET_NOT
 that is not in a system where the %1% empire can provide fleet supply

DESC_SUPPLY_CONNECTED_RESOURCE
 that is resource connected for the %1% empire to an object%2%

DESC_SUPPLY_CONNECTED_RESOURCE_NOT
 that is not resource connected for the %1% empire to an object%2%

DESC_AND_BETWEEN_OPERANDS
 et

DESC_OR_BETWEEN_OPERANDS
 ou

DESC_TURN
 quand le tour actuel est entre %1% et %2%

DESC_TURN_NOT
 quand le tour actuel n'est pas entre %1% et %2%

DESC_TURN_MIN_ONLY
 starting on turn %1%

DESC_TURN_MIN_ONLY_NOT
 before turn %1%

DESC_TURN_MAX_ONLY
 until turn %1%

DESC_TURN_MAX_ONLY_NOT
 after turn %1%

DESC_TURN_ANY
 on any turn

DESC_TURN_ANY_NOT
 on no turn

DESC_NUMBER_OF
 qui est un des %1% objets%2%

DESC_NUMBER_OF_NOT
 qui n'es pas un des %1% objets%2%

DESC_MAX_NUMBER_OF
 that is one of %1% objects with the largest value of%2% and%3%

DESC_MAX_NUMBER_OF_NOT
 that is not one of %1% objects with the largest value of%2% and%3%

DESC_MIN_NUMBER_OF
 that is one of %1% objects with the smallest value of%2% and%3%

DESC_MIN_NUMBER_OF_NOT
 that is not one of %1% objects with the smallest value of%2% and%3%

DESC_MODE_NUMBER_OF
 that is one of %1% objects with the most common value of%2% and%3%

DESC_MODE_NUMBER_OF_NOT
 that is not one of %1% objects with the most common value of%2% and%3%

DESC_CONTAINED_BY
 qui est contenu par un objet%1%

DESC_CONTAINED_BY_NOT
 qui n'est pas contenu par un objet%1%

DESC_IN_SYSTEM
 that is in the system with id %1%

DESC_IN_SYSTEM_NOT
 that is not in the system with id %1%

DESC_IN_SYSTEM_SIMPLE
 that is in a system

DESC_IN_SYSTEM_SIMPLE_NOT
 that is not in a system

DESC_OBJECT_ID
 that is the object with id %1%

DESC_OBJECT_ID_NOT
 that is not the object with id %1%

DESC_OWNER_HAS_TECH
 qui appartient à un empire qui maîtrise la technologie %1%

DESC_OWNER_HAS_TECH_NOT
 ce qui n'appartient pas à un empire qui maîtrise la technologie %1%

DESC_OWNER_HAS_BUILDING_TYPE
 construction débloquée pour l'empire

DESC_OWNER_HAS_BUILDING_TYPE_NOT
 construction non débloquée pour l'empire

DESC_OWNER_HAS_SHIP_DESIGN
 conception de vaisseau débloquée pour l'empire

DESC_OWNER_HAS_SHIP_DESIGN_NOT
 conception de vaisseau non débloquée pour l'empire

DESC_NUMBER
 s'il y a entre %1% et %2% objets%3%

DESC_NUMBER_NOT
 s'il n'y pas entre %1% et %2% objets%3%

DESC_HAS_TAG
 c'est %1%

DESC_HAS_TAG_NOT
 ce n'est pas %1%



#############################################################
####            T E C H   C A T A G O R I E S            ####
#############################################################

LEARNING_CATEGORY
Développement
PRODUCTION_CATEGORY
Production
CONSTRUCTION_CATEGORY
Construction
GROWTH_CATEGORY
Croissance
ECONOMICS_CATEGORY
Économie
SHIPS_CATEGORY
Vaisseaux
DEFENSE_CATEGORY
Défense
SPY_CATEGORY
Renseignement


#############################################################
####               T E C H   T H E O R I E S             ####
#############################################################

THEORY_SHORT_DESC
Pré-requis théorique

LRN_PHYS_BRAIN
Cartographie cérébrale

LRN_PHYS_BRAIN_DESC
Les structures et leurs fonctions dans le cerveau sont déterminés. Les interactions électrochimiques et la nature quantique de la pensée et la mémorisation sont comprises.  Avec la compréhension des fonctions cérébrales, le renforcement et la transformation de celles-ci devient possible, et donne naissance à de nouvelles idées sur les limites de la pensée, de son expression, et de son remplacement.

LRN_ALGO_ELEGANCE
L'élégance algorithmique

LRN_ALGO_ELEGANCE_DESC
'''Augmente l'objectif [[encyclopedia RESEARCH_TITLE]] sur toutes les planètes concentré sur la recherche de 0,25 par population.

Avec une difficulté grandissante dans les problèmes d'analyse des données, les mesures traditionnelles des performances algorithmique deviennent moins utile en raison des limites de la complexité irréductible.  À ce stade, des mesures de forme et de fonction algorithmique deviennent significatifs; esthétiquement et métaphoriquement, l'élégance de la solution doit être optimisé.'''

LRN_TRANSLING_THT
Translinguistique

LRN_TRANSLING_THT_DESC
'''Ne fait rien. Plus tard, cela permettra l'acquisition pacifique de planètes indigènes.

Les faibles d'esprit luttent ou acceptent les limites de la langue qu'ils ont appris. Les esprits normaux se sentent limités par les concepts qu'ils ont les moyens d'exprimer. Les vrais grands esprits se libèrent des limites de la langue, formant et analysant des pensées à la limite de la transcendance. Mais les grands esprits sont isolés et inutiles, car sans la langue pour exprimer des pensées, comment peuvent-ils partager leurs idées?'''

LRN_PSIONICS
Psionique

LRN_PSIONICS_DESC
'''Les coûts de la [[encyclopedia RESEARCH_TITLE]] sont grandement réduits si l'empire comprend une espèce télépathique.

A travers l'introspection profonde ou une augmentation artificielle, le cerveau peut développer les capacités d'interagir directement avec l'univers autour de lui, en contournant les limitations physiques du corps. Des puissances telles que la télépathie, l'empathie, la clairvoyance, la prescience, la psychokinesie et la psychoenergie peuvent remplacer ou dépasser des alternatives biologiques ou  technologiques. Les applications de ces pouvoirs, y compris le contrôle de l'esprit, la modification de personnalité et la possession ont de grandes conséquences sur la relation entre les êtres psioniques et les autres.'''

LRN_ARTIF_MINDS
Intelligences Artificielles

LRN_ARTIF_MINDS_DESC
'''Increases Target [[encyclopedia RESEARCH_TITLE]] on all planets by 2.

While traditional computers have nearly unfathomable intelligence and computational abilities, they lack the essential qualities of self-awareness, consciousness or sentience. While these traits remain elusive, reasonable faximilies may be produced. These investigations open new avenues of research into cognitive sciences and novel metaparadigms.

Nacent AIs can input all data discovered by active researchers into a single automatic data processing network, data can be analyzed and new data obtained by an entirely automated research facility. Each planet can contain such structures regardless of the population's occupations, giving a bonus to research on all worlds.'''
#Alors que les ordinateurs traditionnels ont des capacités de calcul presque infinie , ils leur manquent une qualité essentielle : la conscience. Avec le développement d'une véritable intelligence artificielle, cette qualités peut être synthétisé, modifié. Ces recherches ouvrent de nouvelles voies en matière de sciences cognitives et de metaparadigmes.

LRN_XENOARCH
Xenoarchaeologie

XENOARCH_SHORT_DESC
Allows discoveries from Ruins

LRN_XENOARCH_DESC
'''Allows discoveries from [[special ANCIENT_RUINS_SPECIAL]].

The contemporary empires, races and single-star civilizations are not the first or only beings to have lived in this galaxy. Remains, ruins and rumours of the ancients may be found on deserted planets and lifeless asteroids, or drifting in open space. Finding and deciphering such clues holds great potential to reveal secrets, teach lessons, or give warnings of ancient knowledge.

It is often exceedingly difficult and dangerous to decipher the clues left by ancient civilizations in the form of highly advanced technology. Mistreatment of the technology or accidental activation can cause the technology itself and/or the archaeologists extracting the technology to be lost. By containing the technology safely within a force field and probing its depths via non-local field manipulation, it is possible to safely recover and unlock the mysteries of ancient technology.'''
#Les empires contemporains, les races et civilisations mono-système ne sont pas les premiers êtres ou les seul à avoir vécu dans cette galaxie. Des restes, des ruines et des rumeurs sur les  anciens peuvent être trouvées sur des planètes désertes, des astéroïdes sans vie, ou à la dérive dans l'espace. Rechercher et la traduire ces indices permettrai  de révéler des secrets, d' enseigner des leçons, de donner des pistes vers des anciennes connaissances.

LRN_GRAVITONICS
Gravitonique

LRN_GRAVITONICS_DESC
Analogue à la "charge de couleur" de la chromodynamique quantique, il existe plusieurs types de graviton. Avec la force attractive graviton, les "anti-graviton", "graviton-droit" et "graviton-gauche" peuvent être combinés pour fléchir  la surface de l'espace-temps arbitrairement. Cette manipulation autorise le contrôle de la force de gravité, ce qui permet des structures, des constructions et des recherches impossible avant, même théoriquement.

LRN_EVERYTHING
Theorie du tout

LRN_EVERYTHING_DESC
Au début, des théories naïves  de décrivaient des sous-ensembles des quatre forces fondamentales de la nature: l'électromagnétisme, les forces nucléaires forte et faible, et la gravité. Une théorie globale exprimant toutes les forces comme des cas particuliers d'une seule interaction représente un Saint-Graal de la science. Cette théorie décrit les premiers instants de l'univers, les profondeurs les plus déformées d'une singularité, la plus exigüe des dimensions cachées et le destin final du cosmos. Pourtant, il peut encore "exister" des couches d'existence au-delà de ce qui peut être observés et décrits par la science ...

LRN_FORCE_FIELD
Harmonique des champs de force

LRN_FORCE_FIELD_DESC
'''Increases max [[encyclopedia SHIELDS_TITLE]] on all planets by 10 and unlocks basic ship shielding technology. [[encyclopedia SHIELDS_TITLE]] are generally much more expensive than armor, due to the technology needed to produce shielding fields, but shields provide a far stronger defense than armor. However, there can only be one active shield generator on a ship, so shield parts do not stack.

Comme l'analyse du son de Fourier, l'électromagnétisme, les interactions fortes et faibles peuvent être exprimé sous la forme de superpositions d'harmonique quantique transportant des particules de force. Par l'amplification sélective de ces harmoniques, les forces peuvent être contrôlé pour défendre, attaquer, contenir ou soutenir.'''

LRN_MIND_VOID
L'esprit du vide

LRN_MIND_VOID_DESC
Nous ne sommes pas seuls dans le cosmos ... mais pourquoi la recherche devrait être limité de telle sorte? De nombreuses cultures ont des mythes, des légendes ou de ferventes croyances en une plus haute conscience. Que ce soit un Dieu miséricordieux ou malveillant, ou un observateur détaché, il est clair que quelque chose, peut-être l'univers lui-même à un certain niveau, est vivant, conscient, observant.

LRN_TIME_MECH
Mécanique temporelle

LRN_TIME_MECH_DESC
Qu'est ce que "maintenant", "le futur" et "le passé"? Le double paradoxe de la relativité ou la théorie du "trou de ver" , suggère les premières formes de "voyage dans le temps". La manipulation directe des fluxs spatio-temporelle permet d'exploiter et d'agrandir ces effets. Les incursions temporelles ne peut pas modifier sensiblement le passé de l'univers que nous percevons. Ils peuvent, toutefois, compresser le temps ou étendre des instants d'une durée arbitraire, aux applications limitées seulement par nos ressources, et notre propre patience ...

LRN_NDIM_SUBSPACE
L'espace à N-Dimension

LRN_NDIM_SUBSPACE_DESC
Les premiers théoriciens des super-cordes ont parlé d'univers à 10, 11 ou 26 dimensions, mais avec tous les 4 macrodimensions "boucle" si étroite qu'elles sont invisibles. Celles-ci et d'autres dimensions peuvent maintenant être uncurled et ouvert, et la surface de l'espace lui-même peuvent être étirée et percée par des déplacements de matière vers ou en provenance de niveaux d'existence précédemment cachées par notre perception limitée, ou la création de couches ou des bulles où il n'en existait pas auparavant.

LRN_UNIF_CONC
Conscience unifiée 

LRN_UNIF_CONC_DESC
'''By transferring the mind into cyberspace, thousands of minds can act as one, their actions perfectly unified and directed towards the good of the whole.

Telepathic communication between individuals or mind-machine interfaces only permit the most basic, trivial and surface exchanges of thought and ideas. Truly joined minds function as a single consciousness, with the summed faculties and knowledge of its constituent parts, and acting as a new unique entity. This has great potential, but also significant risk, in that the union may not seek its own destruction, which is necessary for the original minds to be regained. Alternatively, one of the minds may dominate the other, controlling or destroying the other, rather than forming an equal, harmonious union.'''
#La communication télépathique entre les individus ou par des interfaces esprit-machine a permis seulement les plus élémentaires et triviaux échanges de pensée et d'idées. De vrais esprits joints fonctionne comme une seule conscience, avec la somme des facultés et des connaissances de ses parties, et en agissant comme une nouvelle entité unique. Cela a un grand potentiel, mais aussi des risques importants, que l'union d'esprit empêche  sa propre destruction, qui est nécessaire pour que chacun retrouve son esprit. d'un autre coté, un des esprits peut dominer les autres, les contrôler ou les détruire plutôt que de former, sur un pied d'égalité, une union harmonieuse.

LRN_QUANT_NET
Quantum Networking

LRN_QUANT_NET_DESC
'''Increases target [[encyclopedia RESEARCH_TITLE]] on all planets with the Research focus by 0.5 per Population.

A massive, empire-wide data network able to transfer information instantaneously between any two places, rather than via the lengthy and indirect path of starlanes. This advancement greatly facilitates research throughout the empire.

Every particle is inextricably connected on the quantum level to every particle with which it has previously interacted. Older mechanistic ideas about cause and effect do not apply on this level, and particles can "communicate" instantaneously across vast distances. When a thorough understanding of this phenomena is acquired, selective small-scale action-at-a-distance between any two points can be achieved instantaneously and outdated relativistic speed limits no longer apply to the transfer of information.'''

LRN_TRANSCEND
Singularité de la transcendance

LRN_TRANSCEND_DESC
Qu est-ce que la divinité ? Est-ce qu'un dieu est concerné par les questions de moral, de bien ou de mal ? Est-ce qu'un dieu traite les mortels avec soin et amour, haine et souffrance ou indifférence? Es ce qu'un dieu est seulement conscient des affaires infiniment minuscule de l'univers physique, ou es ce que la vrai divinité est au-delà de la description, dont l'incapacité à être comprise par les mortels s'applique également dans l'autre sens?

GRO_MEDICAL_PATH
Pathologie médicale

GRO_MEDICAL_PATH_DESC
'''Many diseases and injuries, or manifestations of the same disease or injury, can have very similar causes and symptoms, but very different ideal treatments. By treating each individual's illness according its specific manifestation rather than its general categorization, a general benefit to health can be obtained.
Treatment of diseases and injuries requires a thorough understanding of their causes. By studying the subtleties and intricacies of various ailments, it is possible to develop far more effective treatment methods.'''
#Le traitement des maladies et des blessures requiert une connaissance approfondie de leurs causes.

GRO_PLANET_ECOL
Ecologie planétaire

GRO_PLANET_ECOL_DESC
L'agriculture et la médecine peuvent drastiquement augmenter la survie, rendant l'accroissement de population exponentiel pendant un certain temps. Eventuellement, de nouvelles limites à la croissance apparaissent dans les ressources de la planète, et le réseau interconnecté de la vie qui supporte cela. Comprendre l'écologie et ses interactions sur le stress permettent au système d'être soutenu et ses benefices récoltés pour les générations à venir.

GRO_GENETIC_ENG
Génie génétique

GRO_GENETIC_ENG_DESC
'''The palette of genetics is as varied as the forms of life from which it borrows. Genes may be removed, copied and reinserted into genomes to create transgenic organisms with combinations of traits not existent or possible in nature. As well, genes may be altered prior to reinsertion, by altering the base codes directly, allowing entirely new genes to be created. Techniques are limited, however, to small modifications of existing genes that are available for study.'''
#La palette génétique est aussi variée que les formes de vies dont elle est issue. Les gènes peuvent être extraits, copiés et réintroduits dans les génomes pour créer des organismes transgéniques avec des combinaisons de caractères n'existant pas ou n'étant pas possible dans la nature. Aussi, les gènes peuvent être modifiés avant d'etre réinsérés, en altérant directement les bases, permettant de créer des gènes entièrement nouveaux. Les techniques sont limités, cependant, à des petites modifications de gènes existants qui sont disponibles pour des études.

CON_ENV_ENCAPSUL
Encapsulage de l'environnement

CON_ENV_ENCAPSUL_DESC
'''Permets de placer des stations inhabitées sur des planètes de types inhabitables, y compris les astéroïdes et les géantes gazeuses. Beaucoups de types de constructions ne peuvent pas remplacer les avant-postes. Les avant-postes sont meilleur marché et comme ils ne produisent pas rien, ils leurs sera donnés la préférence comme voie facile à la revendication d'un territiore.'''

GRO_SYMBIOTIC_BIO
Biologie symbiotique

GRO_SYMBIOTIC_BIO_DESC
'''Augmente la population maximale des planètes bonnes, adéquates et pauvres suivant la taille de la planète: minuscule: +1, petite: +2, moyenne: +3, grande: +4, énorme: +5.'''

GRO_GENETIC_MED
Médecine Génétique

GRO_GENETIC_MED_DESC
'''Le génie génétique traditionnel altère les codes génétiques et met en oeuvre ou élève des organismes modifiés. Des techniques similaires peuvent êre appliquées à des individus déjà matures. Le but de ces traitements peut être des modifications esthétiques ou des améliorations, ou encore des traitements correctifs, préventifs ou dont la durée est critique. Le délai entre les altérations et les résultats de générations en mois, jours et heures est inversement proportionnel à la portée et la puissance des altérations possibles.'''

GRO_LIFECYCLE_MAN
Manipulation du cyle de vie

GRO_LIFECYCLE_MAN_DESC
'''Through chemical manipulation and cryonics, life processes may be halted without terminating them permanently. Beings in this state are preserved indefinitely, consume no resources and require very little storage - not living - space. With this technique, the capacity of colony ships can be greatly increased.

Most complex organisms progress through various physiological stages during a lifetime, whether distinctly separated by metamorphoses, or blurred by continuous slow aging. In many cases, one or more of these stages are, at least at a given time, more useful and desirable than others. By delicate control of hormonal or mental mechanisms, it becomes possible to drastically speed or slow each stage, permitting fully developed and functional individuals to be produced in a fraction of the natural timeframe, and for those individuals to remain functional indefinitely, becoming effectively immortal.'''
#La plupart des organismes complexes a progressé de plusieurs stades d'évolution durant le temps d'une vie, et se distinguent de par leur métamorphose ou par un vieillissement ralenti. Dans de nombreux cas, un ou plusieurs de ces stades sont, au moins en meme temps, plus utiles et souhaitables que d'autres. Par le contrôle délicat des mécanismes hormonaux ou mentaux, il devient posssible d'accélérer ou de ralentir drastiquement chaque stade, permettant de produire dans une fraction de temps naturel, des individus totalement développés et fonctionnels, et pour ces individus à demeurer fonctionnels indéfiniement, de devenir immortels.

GRO_ADV_ECOMAN
Advanced Ecomanipulation

GRO_ADV_ECOMAN_DESC
Even in an artificial environment, weather patterns and natural ecological cycles can get out of control, causing large amounts of damage. By introducing stabilizing factors, incidents of destructive ecological forces in artificial environments can be reduced, allowing large-scale environmental modifications.

GRO_XENO_GENETICS
Génétique xénobiologique

GRO_XENO_GENETICS_DESC
'''Increases the max population of Adequate & Poor planets by planet size; Tiny: +2, Small: +4, Medium: +6, Large: +8, Huge: +10, and Hostile planets by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5.

The study of other life forms often exemplifies the weaknesses inherent in one's own species. By studying other life forms and using that knowledge to improve upon one's own genetic code, it is possible to develop many useful adaptations that would be otherwise impossible.

Early genetics is limited by the available samples of naturally occurring organisms on which to base its modifications. As well, these modifications are restricted within the limits of the physical mechanisms of genetic code storage, alteration and expression in developed individuals. By investigating the equivalent systems in entirely different ecosystems and organisms, great insights or revelations may be reached, spurring new developments in more familiar genetic systems.'''
#Au début, la génétique est limitée par les échantillons d'organismes existants sur lesquels sont basés ces modifications. En outre, ces modifications sont réduites par les limites de mécanismes physiques du code génétique stocké, par l'altération et par l'expression dans les individus développés. En investigant les équivalences dans des organismes différents et des écosystèmes entiers, de grandes connaissances ou des révélations ont pu être atteintes, en stimulant de nouveaux développements dans des systèmes génétiques plus familiers.

GRO_NANOTECH_MED
Médecine Nanotechnologique

GRO_NANOTECH_MED_DESC
'''Pathogens, particularly prokaryotes, are vulnerable to disruption of their genetic material from within - that is, if it is possible to permeate the cell membrane or the protein coating, in the case of viral infections. By designing nanorobots capable of identifying and penetrating such pathogens, it would be possible to destroy them by completely deconstructing their genetic material.

While genetic alteration can repair or undo the effects of harmful or undesired mutations or correct biochemical imbalances, treating major physical trauma and non-genetic congenital defects requires actual physical corrective measures. Nanotechnology may be used to accomplish these tasks, with two important advantages: Correction may be done without invasive surgeries and associated secondary damage and risks, and treatment reaction time is greatly reduced, as the tools to do the job are always in place and ready to function.'''
#Alors que l'altération peu réparer ou annuler les effets de mutations nuisibles ou indésirables ou corriger des déséquilibres biochimiques, traiter des traumas physiques majeurs et des défauts congénitaux non génétiques,  exige des mesures correctives. Les nanotechnologies peuvent être utilisées pour accomplir ces taches, avec deux avantages importants : les corrections peuvent être faites sans chirurgie invasive, sans risque ni effets secondaires, et la réaction au traitement est grandement réduite, et les outils pour faire le travail sont toujours en place et prêts à fonctionner.

GRO_ECO_METAMORPH
Ecological Metamorphosis

GRO_ECO_METAMORPH_DESC
Often, it is helpful to think of an ecosystem as a gigantic organism in and of itself, with predator-prey relationships acting as negative feedback loops, with newly introduced species acting as symbiotes or parasites, with populations acting as systems and individuals acting as cells. In this sense, every planet is alive, and as such, goes through various phases of "life". By manipulating these phases as one would in a biological organism, it would be possible to affect a planets environment with comparative ease and efficiency.

GRO_XENO_HYBRIDS
Hybridation xénobiologique

GRO_XENO_HYBRIDS_DESC
'''Increases the max population of Poor planets by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5, and Hostile Poor planets by planet size; Tiny: +2, Small: +4, Medium: +6, Large: +8, Huge: +10

Often, the native fauna of a planet are far better suited to a planet's environment than any colonists who would try to inhabit it. These adverse effects can include anything from weather patterns to the planet's size. Through xenological hybridization, a genetically adapted form of the colonizing species can be developed with the advantageous traits of the native fauna, thus allowing more of the planet to be inhabited.

Regardless of how well understood, or how adeptly improved, a biological system is limited by its inherent nature. Structures and basic physiology can only be altered so far within the confines of a single planet's biology. With understanding of other biologies however, the disparate systems may be fused, forming an entirely new hybrid biology with potential abilities and traits greater than those of any of its parts.'''
#Indépendamment de sa compéhension ou du fait qu'il soit habilement amélioré, un système biologique reste limité par sa nature inhérente. Les structures et les bases physiologiques ne peuvent être altérées aussi loin dans les confins de la simple biologie d'une planète. Avec la compréhension d'aute biologies, alors, les sytèmes disparates peuvent fusionner pour former une nouvelle biologie hybride, avec les traits et les aptitudes potentielles bien meilleurs que chacunes des parties.

GRO_NANO_CYBERNET
Cybernétique nanotechnologique

GRO_NANO_CYBERNET_DESC
Après avoir appliqué les nanotechnologies pour corriger les défauts ou les blessures, l'étape suivante est d'augmenter ou de remplacer les sytèmes naturels biochimiques par des systèmes artificiels supérieurs. Plutôt que simplement la repousse de membres perdus ou la réparation d'organes endommagés, les améliorations sont capables d'en faire croître rapidement d'autres pour répondre à leurs besoins à chaque instant. Les Systèmes biologiques anciens, comme les muscles et les tendons, jusqu aux petits organes, ou aux enzymes peuvent aussi être remplacés, apportant une force, une endurance et une souplesse augmentéés.

GRO_TRANSORG_SENT
Trans-Organic Sentience

GRO_TRANSORG_SENT_DESC
Sentience as we know it is always observed as being inextricably tied to biological life. By grasping the true nature and origin of sentience itself, it would be possible to create conscious entities that could not possibly be classified as life as we know it.

GRO_ENERGY_META
Métabolisme de pure énergie

GRO_ENERGY_META_DESC
'''Increases max Fuel on all ships by 2, max [[encyclopedia DEFENSE_TITLE]] on all planets by 5, max [[encyclopedia SHIELDS_TITLE]] on all planets by 5, target [[encyclopedia INDUSTRY_TITLE]] on all planets with the Industry focus by 0.2 per Population, and target [[encyclopedia RESEARCH_TITLE]] on all planets with the Research focus by 0.5 per Population.

While transforming an entire population into beings of pure energy would be impractical, certain tasks are better suited to individuals able to manifest themselves non-corporeally. Ship's crews for example, would no longer have to waste space with crew quarters or rations storage. Beings with greater energy channeling abilities would be able to enhance planetary shields and defense, and resource production would be generally enhanced.

The ultimate stage of physical development is to transcend the physical altogether. Without bodies, individuals and society may move, grow and exist freely, unhindered by unnecessary physical limitations and inefficient metabolic processes that waste energy supporting homeostasis.'''
#Le dernier niveau du développement physique est justement de transcender le physique. Sans corps, les individus et les sociétés peuvent bouger, croître et exister librement, sans être génés par des limitations physiques non nécesssaires et des processus métaboliques inefficaces qui gaspillent l'énergie supportant l'homéostasie

PRO_MICROGRAV_MAN
Fabrication sous microgravité.

PRO_MICROGRAV_MAN_DESC
'''Increases [[encyclopedia INDUSTRY_TITLE]] by +5 on all Industry-focused colonies in system with an asteroid belt outposts or colonies. Additional claimed asteroid belts do not provide additional benefit.

Mineral resource extraction from sub-planetoid-sized bodies involves challenges and provides opportunities quite distinct from those of full-fledged planets. Lacking sufficient mass to self-liquify and differentiate, asteroids can provide much easier access to some heavier elements, and lack of a gravity can make extraction for use in space much more efficient. Conversely, the limited size of each source asteroid requires fully portable self-sufficient extraction facilities. As well, the challenges of any microgravity environment must be overcome, requiring redesign of many traditional methods.

The microgravity of low planetary orbit offers great potential for novel manufacturing facility designs, equipment and techniques not possible on planet surfaces. Solids may be held in place with minimal support. Liquids and gases float freely, shaped only by surface tension, unless otherwise manipulated. Factory equipment may be arranged optimally in three dimensions. These conditions permit great increases in efficiency and productivity, if properly exploited.'''

PRO_CORE_MINE
Exploitation minière tectonique

PRO_CORE_MINE_DESC
'''Some sort of very aggressive mining goes here.

The pressure and temperatures in terrestrial planet mantles and cores create large quantities of crystal and mineral formations that appear on upper crust layers only due to vulcanism. The lower atmospheric layers and core materials of gaseous planets contain even more exotic materials, in greater concentrations. Accessing these regions to extract the materials is difficult and treacherous, but eminently rewarding, compared to traditional surface mining activities.

Useful minerals are created throughout the volume of a planet, under various exacting chemical and thermodynamic conditions, including aqueous surface sedimentation, crushing core differentiation and mid-depth metamorphosis. After creation, processes such as plate tectonics, vulcanism and deep convection currents are equally important in determining the final location and form of these extractable resources. Understanding these processes and their effects, causes and signs is essential for large scale efficient mining operations.'''
#La pression et les températures dans les manteaux et les coeurs des planètes terrestres créent de grandes quantités de crystal et des formations minérales qui apparaissent uniquement sur les couches de la croute supérieure dues au volcanisme. Les couches atmosphériques basses et les matériaux de noyau des planètes contient encore plus de matériaux exotiques, en grande concentration. Accéder à ces régions pour extraire les matériaux est difficile et dangereux mais immédiatement gratifiant, comparé aux activités d'exploitation de surface traditionnelles. 

PRO_ROBOTIC_PROD
Production robotisée

PRO_ROBOTIC_PROD_DESC
'''Increases target [[encyclopedia INDUSTRY_TITLE]] on all planets with the Industry focus by 0.1 per Population.

Exobots, as they become commonly known, are a marvel of form meets function. They are robots designed to fulfill nearly any manufacturing job, in fields as wide ranging as electronics to large-scale construction. Easily mass produced, they serve best on colonies that place a high priority on industry. Every world focused primarily on industry receives a team of Exobots, greatly increasing industrial production.

Although high level initial design and initial facility setup still require active supervision, the elimination of operators from the actual production process eliminates many bottlenecks. Robots work continuously, without perpetual demands for greater economic compensation. Robots have much greater tolerance for hazardous environmental conditions in the factory, and do not require additional habitable space off-site. Robots perform their assigned tasks flawlessly, or at least as well as they are instructed.'''
#Bien qu'au départ un haut niveau en conception et en configuration d'usine requiert encore une supervision permanente, la suppression des ouvriers du processus actuel de production résous bon nombres de problèmes. Les robots peuvent travailler de manière continue sans demander en retour une compensation financière. Les robots sont plus adapter à des conditions de travail dangereuse dans les usines et n'ont pas besoin d'un espace habitable supplémentaire hors-site. Ils exécutent parfaitement leurs tâches, mais plus ou moins bien selon la qualité des instructions. 

PRO_EXOBOTS
Exobots Semiautonomes
PRO_EXOBOTS_DESC
Permet la construction d'exobots optimisés pour l'industrie sur des planètes hostiles.

PRO_RAPID_EXO_PROD
Rapid Exobot Production

PRO_RAPID_EXO_PROD_DESC
Allows more exobots.

PRO_FUSION_GEN
Génération de la fusion

PRO_FUSION_GEN_DESC
'''Increases target [[encyclopedia INDUSTRY_TITLE]] on planets with the Industry focus by 0.2 per Population.

Fusion plants, while expensive to produce and maintain, easily pay for themselves on industrialized worlds with ever increasing power demands. Reliance on old fission based nuclear plants will gradually become a thing of the past.

Explosive or uncontrolled thermonuclear reactions are comparatively simple to cause at scales ranging from small tactical warheads to supergiant stellar furnaces. Controllable, stable and practical power generation from the reaction is somewhat more difficult. The process remains attractive, however, due to the near-limitless supply of fuel and potential for emissions-free operation.'''

PRO_NANOTECH_PROD
Production nanotechnologique

PRO_NANOTECH_PROD_DESC
Traditional production techniques are fundamentally limited by the size and form of the tools they employ. As a product takes form, its outer layers may prevent direct access and manipulation of the inner structure, requiring inconvenient and inefficient adjustment to the order of assembly. Furthermore, the components of a larger product must be carefully formed and assembled to exacting specifications to ensure they will function as intended when combined. By using nanotechnology to form a complete product in one step, directly from the stock materials, these limitations can be bypassed, dramatically improving efficiency and production speed.

PRO_ORBITAL_GEN
Génération orbitale

PRO_ORBITAL_GEN_DESC
'''Once troublesome gravity well problems are overcome, gas giants offer a unique opportunity to harvest usable energy quickly and efficiently. Methods which take advantage of the high density atmosphere and belt-zone circulation allow a significant amount of energy to be easily accrued and transported for use in nearby planets.

Low orbit of planetary bodies provides numerous benefits for power generation compared to planetary surfaces. Direct exposure to nearby solar radiation without atmospheric attenuation, and the orders of magnitude larger structures that may be assembled in microgravity to collect it are significant advantages. The resulting power may be used in orbit, or may be beamed to the planet to support surface industry. As well, new mechanisms of energy conversion become available in orbit, including planetary magnetic field coupling, orbital momentum exchange, and frictional heating with planetary atmospheres, which are uniquely beneficial for specialized applications.'''

PRO_SENTIENT_AUTOMATION
Adaptive Automation

PRO_SENTIENT_AUTOMATION_DESC
'''Increases target [[encyclopedia INDUSTRY_TITLE]] on all planets by 5.

By producing automated factories that operate without direct supervision, it is possible to increase industrial output in an entirely automated facility. These factories can be built and maintained on any planet, regardless of focus, providing a bonus to industry on all worlds.

As equipment becomes increasingly automated, it becomes capable of fully replicating and maintaining itself without outside support, other than its required raw materials and a requested, or suggested, final product to produce. When controlled by an artificial mind, the entire system can learn, plan, react, and adapt autonomously, and can do so without the cumbersome inefficiencies traditionally required to house and employ workers.'''

PRO_INTSTEL_COPRO
Co-production interstellaire

PRO_INTSTEL_COPRO_DESC
Traditional means of production are limited by the necessity of self-sufficiency due to transportation and other logistical problems. Later developments in planetary regional cooperation permit some degree of specialization and co-operation, with each facility producing only a few parts or subsystems, and the whole system benefitting from concentrated expertise and economy of scale. Expanding this concept several orders of magnitude, it may adapted to a galactic scale, with individual planets or entire systems functioning in the role of the single specialized facility. The logistical difficulties inherent in this paradigm are also similar to those of the earlier iteration, and are scaled up to the same degree as the potential benefits.

PRO_NDIM_ASSMB
Assemblage en n-dimension

PRO_NDIM_ASSMB_DESC
''' Unlocks the Hyperspatial Dam

Once the greatest fear of N-dimensional physicists, now the noblest goal. To deliberately create a hyperspatial rift between our universe and the next, but inside a dimensional bubble, safely separate from known space-time. Once this is accomplished, it would be a relatively simple matter to tap into the enormous flow of energy that would travel across the rift.

The geometry of physical space has always been a major impediment to the assembly of objects within that space. Objects cannot be collocated, and volumes cannot be simultaneously enclosed and open if their existence is restricted to a mere three dimensions. Moving beyond this limitation, parts of objects can be folded out of the way in a pocket dimensions, and contiguous lines may be passed around other masses by going "off-axis". Similar mechanisms are also used to assemble lower-dimensional objects in configurations that would be impossible without higher-dimensional pathways.'''

PRO_SINGULAR_GEN
Génération de singularité

PRO_SINGULAR_GEN_DESC
'''Harnessing energy from a black hole is significantly more dangerous than harnessing energy from a regular star, but also has potential for significantly greater gains. By building a generator designed to tap into the energy of particle-antiparticle collisions on the event horizon of a singularity, tremendous benefits to industry may be obtained.

As matter is drawn towards a singularity by the intense space-time curvature, or gravitational field, the matter forms an accretion disk and is greatly compressed and heated. High energy radiation emitted from the disk may be captured and harnessed for power generation. The event horizon of the singularity itself also emits radiation due to the annihilation of virtual particle-antiparticle pairs that form in its vicinity. This method of power generation is significantly more delicate and unstable than the accretion disk method, but can produce an even greater output.'''

PRO_ZERO_GEN
Génération point zéro

PRO_ZERO_GEN_DESC
'''Any power generation mechanism that involves a material fuel supply is limited by the relativistic mass-energy relationship: no more energy can be produced than equivalent mass consumed, even with perfect efficiency. By tapping the inherent energy of the vacuum, or zero-point energy, an effectively infinite source is made available. The rate, or power, of this extraction is also theoretically unbounded, with limits only in the available means to collect and use the output.

At appropriate scales and under specific conditions, matter-energy becomes a unified phenomenon. Applied at larger scales, complete control over the structure of matter and the dynamics of energy becomes possible, as does the interchange between the two. Transmutation and replication, at limited scales, become possible.  However, despite the enormous rest mass energy equivalence of matter, converting directly to energy for bulk power generation is generally less effective than comparatively simple fusion generation.

Previous production techniques were essentially ways to avoid or remove particularly vexing problems with manipulation of matter. None of these techniques fundamentally changed the basic method however, which was to assemble larger objects out of supplied materials, be they prefabricated subsections, or raw minerals. By converting pure energy directly into the desired material object, the need for supplied materials such as minerals or food can become greatly reduced in times of necessity.'''

PRO_NEUTRONIUM_EXTRACTION
Extraction de neutronium

PRO_NEUTRONIUM_EXTRACTION_DESC
The core of a neutron star consists of degenerate neutron matter, compressed by gravity to a density far greater than the heaviest normal matter. This exotic material has numerous applications once extracted from the star, allowing production of otherwise impossible structures and ship parts.

CON_ARCH_PSYCH
Psychologie architecturale

CON_ARCH_PSYCH_DESC
The form of a structure or inhabited space is not merely guided by the physical limitations of the materials from which it is constructed. Psychological effects on the inhabitants within, or observers outside can have a far greater influence on the success of a design than the strength of a wall or sturdiness of a foundation.

CON_INFRA_ECOL
Infrastructure écologique

CON_INFRA_ECOL_DESC
'''Increases Starlane Speed of your ships by 20 when they are within 50 uus of a controlled planet.

The basic infrastructure of an established planetary system may seem to be created entirely by the colonizers, and to function only according to their designs. In reality, however, the ecology of the system in which it is built is the foundation and support mechanism for the added infrastructure, and often forms an integral part of its function. Understanding the interaction between natural and artificial components are essential to the development of an optimal and sustainable infrastructure for any system.'''

CON_ORGANIC_STRC
Structures organiques

CON_ORGANIC_STRC_DESC
'''Buildings formed of inanimate minerals are functional and occasionally elegant, and those of harvested but dead organics are often simple and inexpensive. Actual living structures, however, can be grown into their final shape with no additional labour, as well effect some degree of self-repair when damaged. They may also naturally self-regulate their internal environments, or potentially adapt to varied or changing surroundings as necessary, during or after their initial growth.

A shutter functions as both a solid wall and open window, according to the desire of its user. A room may be refurnished to serve an entirely new purpose, within the limits of the space available. This concept may also be extended to the actual form and structure of an entire building or city, whether mechanical or organic. Eliminating the need for demolition and rebuilding permits much greater infrastructure flexibility and efficiency. Single or isolated structures may also serve many purposes simultaneously, that would previously have required much larger and elaborate fixed designs.'''

CON_METRO_INFRA
Infrastructure métroplex

CON_METRO_INFRA_DESC
'''Increases [[encyclopedia INFRASTRUCTURE_TITLE]] by 10. Cannot improve a planet with the [[special TUNNELS_SPECIAL]] or [[special TECTONIC_INSTABILITY_SPECIAL]] special.

When the entire surface of a world is covered, continued development must occur above and below pre-existing construction.  Care must be taken to ensure the stability of the undercut or overshadowed structures are not damaged, and transportation and supply routes must be rethought to support vastly increased population densities. Furthermore, novel stylistic and functional issues must be considered, to ensure that the newer levels, and the combined whole, are worth inhabiting.'''

CON_ARCH_MONOFILS
Monofilaments architecturaux

CON_ARCH_MONOFILS_DESC
Essentially unbreakable and merely a few atoms in diameter, single-crystal filaments have many uses in improving traditional structure designs in durability and economy of construction. The capacity to suspend or stress other materials in previously impossible configurations also permits a wholly new designs. Low weight and high strength filaments are of particular use in large-scale orbital or surface to orbit spanning structures, where variations in gravity across lengths were previously very prohibitive.

CON_ASYMP_MATS
Matériels asymptotiques

CON_ASYMP_MATS_DESC
Once certain thresholds of performance are passed, measuring the physical properties of materials for relative comparison becomes impractical in any terms other than orders of magnitude or logarithmic scales. Much like superconductivity in electronics, the tensile strength, toughness, density, elasticity, refractory index and other mechanical properties of materials may be controlled with effectively no limits. With all previously significant limitations removed, structure designs are further unhindered, and may extend or change by similar order of magnitude scales.

CON_FRC_ENRG_STRC
Structures Force-énergie

CON_FRC_ENRG_STRC_DESC
'''Increases the growth of resource meters below target value to 3 per turn, and the decay of resource meters above target value to 5 per turn.

The flexibility and versatility of force-energy structures permits a colonies buildings to be more easily re-tooled to suit new purposes, increasing the rate at which focus changes can take effect.

When forces and energy can be manipulated as desired to provide the same functionality as solid surfaces, there is no essential need to have physical materials enclosing the occupants of a building. Structures composed entirely of energy have many advantages, including simple reconfiguration, resilience, portability and novel design possibilities.'''

CON_CONTGRAV_ARCH
Architecture à gravité contrôlée

CON_CONTGRAV_ARCH_DESC
'''Increases the [[encyclopedia SUPPLY_TITLE]] line range of all colonies and outposts by 1.

By installing a massive null gravity generator at a planet's core, it becomes possible to turn a planet's gravity on or off like a light switch, but in a narrow well. The planet's industry then gains all the benefits of low-G and zero-G, but without the drawbacks. Reverse gravity wells can also be created, making space launches cost practically nothing.

By fully controlling the orientation and strength of gravitational forces acting upon and existent within a structure, designs may simultaneously exhibit the freedom of weightlessness and the utility of having a defined up and down. The structure itself, and the local environments it seeks to provide, may take any shape in space, extending to great lengths, looping about itself, and making arbitrary interconnections. Simultaneously, local environments within may be infused with a useful tug, which may vary from or be entirely different from immediately adjacent areas. Such versatility permits great new functional designs for social, manufacturing or other uses.'''

CON_GAL_INFRA
Infrastructure galactique

CON_GAL_INFRA_DESC
'''Increases the [[encyclopedia SUPPLY_TITLE]] line range of all colonies and outposts by 1.

The consistent and effective transportation of resources over large interstellar distances requires laborious planning, and is complicated by numerous factors such as the presence of space monsters, enemy empires and dangerous interstellar phenomena. By utilizing integrated galactic infrastructure, the fluid deployment of resources between advanced and developing colonies can be achieved, and solutions can be found to particularly troubling logistical problems.

Integration and development of the infrastructures on highly productive worlds into a unified galaxy-spanning network is one of the greatest logistical effort conceivable. When completed, such a system functionally unifies the worlds of which it is composed. Integrated transportation, housing, maintenance, and construction tools may be fluidly deployed wherever needed to optimally alter resource allocations or adjust to changes.'''

CON_ART_HEAVENLY
Corps célestes artificiels

CON_ART_HEAVENLY_DESC
When roughly the mass of a small moon or larger, it is no longer sufficient to conceive of what is wrought as a "structure", "station" or "ship". Rather, beyond this scale, the object becomes more like a heavenly body; its gravitational pull influences orbital motions, it may retain an thin atmosphere on its surface, and it may be orbited by, rather than orbiting with, lesser structures. At even larger scales, entire planets may be built, or rebuilt, or even new stars may be formed and ignited, broadcasting the power and determination of their creators throughout the universe.

CON_TRANS_ARCH
Architecture transcendentale

CON_TRANS_ARCH_DESC
'''Mastering advanced orbital construction techniques, scientists create methods to enable construction of the awe inspiring Megalith.

The epitome of design unifies optimal functionality with elegance of form. A transcendent structure expands and inspires the minds of its occupants or observers with its shape, placement, substance and integration, whether through awe-inspiring scale, perfect emphasis of a single idea, perception or lack thereof, or utter simplicity and fitness for purpose.'''

CON_ORBITAL_HAB
Habitation orbitale

CON_ORBITAL_HAB_DESC
'''Si cette planète est habitable, sa capacité d'ébergement de population est augmenté suivant la taille de la planète:.'''

CON_NDIM_STRC
Structures à N-dimensions

CON_NDIM_STRC_DESC
'''Increases Population capacity by planet size on all habitable planets; Tiny: +2, Small: +4, Medium: +6, Large: +8, Huge: +10.

The primary limiting factors on a planets population capacity are environmental desirability and space. By phasing basic infrastructure development into multiple dimensions, spatial limitations are all but eliminated, and under ideal environmental conditions, the maximum population of a planet can be greatly increased.

Of all the bizarre feats of applied physics, the ability to to fold space onto itself has the most direct and profound influence on structural form and design. The potential is endless, literally as hallways are made to bend back upon their beginning, or given a twist so that their ceiling becomes their floor. As well, the concept of urban sprawl becomes laughable, as any number of people may fit into an arbitrarily small volume, safely tucked into an adjacent plane of existence.'''

SHP_GAL_EXPLO
Exploration galactique 

SHP_GAL_EXPLO_DESC
La découverte du voyage interstellaire par liaisons spatiales inaugure une nouvelle ère de développement de la société. Les vieilles querelles politiques entre factions mineures deveniennent insignifiantes lorsque la civilisation tout entière est confrontée au possibilités illimitées des étoiles ... la croissance et la prospérité, ou la destruction totale.

SHP_SPACE_TACTICS
Tactiques spatiales

SHP_SPACE_TACTICS_DESC
Les combats en microgravité et dans le vide exige des armes spécialisées et des systèmes de défense adaptés, ainsi que des tactiques et des théories qui optimisent leur utilisation.

SHP_INTSTEL_LOG
Interstellar Logistics

SHP_INTSTEL_LOG_DESC
'''Unlocks the Logistics focus setting, which increases the [[encyclopedia SUPPLY_TITLE]] meter of planets by an amount equal to one half the planet's population.

Effectively supplying ships, ordering general fleet movement and even organizing the movement of specific ships in battle requires a complex understanding of navigation and detection, and of methods of information acquisition.'''

SHP_MIL_ROBO_CONT
Military Robotic Control

SHP_MIL_ROBO_CONT_DESC
Robotic control can be used effectively for tasks such as mining and industry; the natural extension of this concept is to develop military robotic equipment capable of independently operating a starship. This would allow greater versatility in design, as the necessity for bulky life-support systems would be removed. Hulls produced with such technology could also perform dangerous repairs without thought for the safety and biological limitations of living engineers.

SHP_SPACE_FLUX_DRIVE
Spatial Flux Drive

SHP_SPACE_FLUX_DRIVE_DESC
Ordinarily, propulsion in space is limited to either propellant or field propulsion. On relatively small scales however, it is possible to propel an object in space much like one could in water: by pushing backwards the medium in which the object is immersed. This requires the manipulation of space itself whereby the smallest units of space are collapsed, forcing the matter they once contained into adjacent units of space. This method of propulsion is very efficient, but dangerous on larger scales and easily detectable due to the dimensional effects.

SHP_CONTGRAV_MAINT
Contra-Gravitational Maintenance

SHP_CONTGRAV_MAINT_DESC
When the mass of the ship surpasses a certain threshold, it becomes necessary to consider the gravitational stresses on vital architectural points in the ship's structure. These points will be unable to withstand the gravitational stresses and collapse, destroying the vessel. This necessitates nearly constant maintenance of these points to avoid total structural failure.

SHP_NANOROBO_MAINT
Nano-Robotic Maintenance

SHP_NANOROBO_MAINT_DESC
Just as nanorobots can be used for production, so also can they be used for maintenance. A hull with a complement of centrally organized nanite engineers would be able to rapidly repair damage, even during combat. Such machines would have great difficulty distinguishing organic beings from a part of the hull in need of repair however, and as such this concept could only be applied to automated hulls.

SHP_MASSPROP_SPEC
Mass-Propulsion Specialization

SHP_MASSPROP_SPEC_DESC
Traditional propulsion devices operate well on objects of relatively low mass. However, when the mass of a ship approaches that of a small moon, ordinary methods of propulsion are very clumsy and require tremendous amounts of energy. A new approach to propulsion, taking into account the size of the object in question as a fundamental aspect of the system, could allow such vessels to have useful mobility.

SHP_TRANSSPACE_DRIVE
Trans-Spatial Drive

SHP_TRANSSPACE_DRIVE_DESC
Even when spatial dimensions are skewed by relativistic effects, an object generally has constant space-time characteristics. By creating a device which alters the characteristics of space-time itself using quasi-relativistic effects, it would be possible to create a fast, stealthy method of propulsion. 

SHP_MIDCOMB_LOG
Mid-Combat Logistics

SHP_MIDCOMB_LOG_DESC
When interstellar fleets are in regular, commonplace use, the transfer of personnel and materiel in the absence of enemy ships is a relatively trivial task. In combat however, when such transfers could potentially have great tactical merit, there is great difficulty with the coordinational aspects of logistics due to the possibility of sudden changes in the tactical scenario. By using a single mobile command station, it is possible to organize and enact logistic patterns in the midst of combat.

SHP_ASTEROID_HULLS
Asteroid Hulls

SHP_ASTEROID_HULLS_DESC
Rather than constructing a hull from scratch, it is far easier to take a pre-existing space-borne object and adapt it to fill the role of a ship's hull. Not only would such ships be very inexpensive to produce, but they would also be able to avoid detection by enemy ships by hiding amongst other asteroids.

SHP_ASTEROID_REFORM
Asteroid Reformation

SHP_ASTEROID_REFORM_DESC
Through advanced processing of asteroid bodies rock armor can be produced which is as cheap as but more durable than lead armor plating.

SHP_MONOMOLEC_LATTICE
Monomolecular Latticing

SHP_MONOMOLEC_LATTICE_DESC
Asteroid Hulls can be reinforced and armor plated, but the fact remains that the basic substance of which most asteroids are primarily composed is of lesser strength than most modern alloys. However, if the molecular structure of the rock itself were to be rearranged into a crystal lattice, its strength could be increased tremendously, allowing the production of asteroid hulls of previously impossible strengths.

SHP_MULTICELL_CAST
Multi-Cellular Casting

SHP_MULTICELL_CAST_DESC
Even when it is inert, organic material is much more versatile than standard materials. A non-living multi-cellular ship would provide some of the advantages of organic materials without the customary nuisances of organic life.

SHP_DOMESTIC_MONSTER
Domesticated Mega-Fauna

SHP_DOMESTIC_MONSTER_DESC
'''Though huge and alien the time-tested arts of domestication can also be applied to the space monsters that travel the starlanes. Building Colonies or Outposts at monster nests will enable the raising of domesticated monsters.'''

SHP_ENDOCRINE_SYSTEMS
Mega-Fauna Endocrine Systems

SHP_ENDOCRINE_SYSTEMS_DESC
The study of space-faring organisms' endocrine systems allows for the expansion of organic ships' internal structures.  

SHP_HAB_MEGAFAUN
Habitable Mega-Fauna

SHP_HAB_MEGAFAUN_DESC
It is generally uncommon to find comfortable living conditions within a gigantic space monster. This is exactly what must exist within an organic hull however, if it is to be adequately controlled from within. The development of massive, habitable creatures opens up numerous possibilities for ship design.

SHP_MONOCELL_EXP
Mono-Cellular Expansion

SHP_MONOCELL_EXP_DESC
Multi-cellular organisms tend to have longer life spans than single celled organisms due to specialization and interdependency. However, with the appropriate technological refinements, these aspects of multi-cellular life can be applied to a massive mono-cellular organism, allowing it to have practical functionality in combat.

SHP_CONT_SYMB
Contrived Symbiosis

SHP_CONT_SYMB_DESC
Any ship's hull is in a symbiotic relationship with its makers in that they bring it into being and sustain it, and it performs its desired functions. However, this is a purely behavioral type of symbiosis. Through careful planning and design, an organic ship can be made to have a biological symbiotic relationship with its crew, each providing the other with the essentials of life.

SHP_CONT_BIOADAPT
Controlled Ravenous Bioadaption

SHP_CONT_BIOADAPT_DESC
It is very difficult to predict the actions of a living being to any useful degree of certainty without having an intimate understanding of its behavioral patterns. By placing a life form under harshly competitive developmental conditions, its behavioral patterns can be manipulated, strengthened and effectively utilized in war.

SHP_BIOADAPTIVE_SPEC
Bio-Neural Specialization

SHP_BIOADAPTIVE_SPEC_DESC
As a species evolves mental capabilities, the individuals whose minds are not perfectly attuned to the needs of their bodies cannot compete with those whose minds are perfectly specialized for their bodies. Thus, all evolved life forms have nearly ideal mental development for their type of body. There are no such guarantees for artificial life forms however, and often the true potential of such a being is unrealized due to subtle incompatibilities between mind and body. By specializing the organism's neural patterns to conform to its body type, these incompatibilities can be eliminated.

SHP_FRC_ENRG_COMP
Force-Energy Compression

SHP_FRC_ENRG_COMP_DESC
Typically, the manipulation of energy requires it to be in the form of matter so that potential energy can be stored as desired and released on demand. Matter converted to pure energy stored in the fabric of space-time itself would be more versatile than any material substance, but impossible to contain without advanced force-field technology.

SHP_QUANT_ENRG_MAG
Quantum Energy Magnification

SHP_QUANT_ENRG_MAG_DESC
'''This hull magnifies quantum energy fluctuations to increase its own power. It has seven external slots and three internal slots. Speed and structure are very high, but [[encyclopedia STEALTH_TITLE]] is very low. This hull requires a very great deal of energy to construct and can only be build at a system with a star of type Blue or Black Hole.

Due to quantum uncertainty, it is possible for a particle to arbitrarily gain a small amount of energy or for new particles to temporarily enter existence. By detecting and magnifying these fluctuations in quantum energy, it would be possible to tremendously increase the capabilities of an energy hull.'''

SHP_ENRG_BOUND_MAN
Energy Boundary Manipulation

SHP_ENRG_BOUND_MAN_DESC
'''Whether constructed, grown, or adapted from a pre-existing structure, ships composed of matter must have a logical and co-ordinated structure to allow even basic utility. Pure energy however, has no such restrictions. This allows a pure energy hull to take on any form whatsoever, however impractical it would be from a material standpoint.

This hull, while small, has a fractal surface which allows many more parts to be mounted than would be possible on a smoother hull. It has twenty-seven external slots, but no internal slots. [[encyclopedia STEALTH_TITLE]] is very low, but structure and speed are average. This hull requires a very great deal of energy to construct and can only be built at a system with a star of type Blue or Black Hole.'''
SHP_SOLAR_CONT
Solar Containment

SHP_SOLAR_CONT_DESC
'''A hull constructed from pure energy, while far more versatile than a solid hull, has a disadvantage in that it is unable to harness the potential energy of material objects. If, however, it were made possible to contain a hull composed not of pure energy, but of super-heated gases constantly undergoing a self-sustaining fusion reaction, the limitations of both pure energy and solid matter could be avoided.

This mighty flagship is essentially a miniature sun, and as such is a great source of both fuel and visibility. All accompanying friendly ships completely recover fuel between combat, and all enemy ships in the vicinity receive a penalty to [[encyclopedia STEALTH_TITLE]]. This hull has eighteen external slots and nine internal slots - a far greater internal capacity than any other hull. Structure is extremely high, but speed and [[encyclopedia STEALTH_TITLE]] are very low. However, this ship has the ability to enter a star and hide, giving it perfect [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with a star of type other than Black Hole or Neutron, and in combat, when it is hiding inside such a star. This ship requires a tremendous amount of energy to construct and must harness energy from particle-antiparticle collisions on the event horizon of a Black Hole in its formation.'''

SPY_ROOT_DECEPTION
Tromperie
SPY_ROOT_DECEPTION_DESC
'''The art of deception is not natural to every species, but the ability to hide the truth can be most useful.'''


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VICTORY_SHORT_DESC
Apporte la victoire!

DOES_NOTHING_SHORT_DESC
Inutile : ne fait rien

SHIP_PART_UNLOCK_SHORT_DESC
Débloque un élément de vaisseau

SHIP_WEAPON_UNLOCK_SHORT_DESC
Débloque l'armement des vaisseaux

SHIP_HULL_UNLOCK_SHORT_DESC
Débloque les coques de vaisseau

BUILDING_UNLOCK_SHORT_DESC
Débloque les constructions

RESEARCH_SHORT_DESC
Améliore la recherche

MINING_SHORT_DESC
Améliore l'exploitation minère

INDUSTRY_SHORT_DESC
Améliore l'industrie

TRADE_SHORT_DESC
Améliore le commerce

CONSTRUCTION_SHORT_DESC
Améliore l'infrastructure

SUPPLY_SHORT_DESC
Améliore l'approvisionnement

DEFENSE_SHORT_DESC
Améliore la défense planétaire

TROOPS_SHORT_DESC
Améliore les troupes

METER_GROWTH_SHORT_DESC
Améliore la mesure croissance

POPULATION_SHORT_DESC
Augmente la population planétaire

HEALTH_SHORT_DESC
Améliore la santé

STRUCTURE_SHORT_DESC
Améliore la structure

FLEET_RANGE_DESC
Améliore le support de la flotte

SHIP_REPAIR_DESC
Répare les vaisseaux

SHIELD_SHORT_DESC
Améliore les boucliers

STEALTH_SHORT_DESC
Améliore la futivité

DETECTION_SHORT_DESC
Améliore la détection

PLANET_PROTECT_SHORT_DESC
Protège les Planètes

VARIOUS_SHORT_DESC
Améliore différentes choses

PENALTY_ELIMINATE_SHORT_DESC
Élimine les sanctions

GAME_MAKE_WORK_SHORT_DESC
Fait que le jeu fonctionne

TAME_MONSTER_SHORT_DESC
Apprivoise les monstres de l'espace

EXOBOT_SHORT_DESC
Crée des citoyens exobots

STARLANE_SPEED_SHORT_DESC
Increases Starlane Speed

CON_ORBITAL_CON
Construction orbitale

CON_ORBITAL_CON_DESC
'''Increases the [[encyclopedia SUPPLY_TITLE]] line range of all colonies and outposts by 1.

On a planet, there is always a fixed reference direction: "up". Microgravity is effectively isotropic. This single difference has a multitude of consequences for the types of structures that can be built, and which of those forms is the optimal use of space, materials and energy in each environment. As well, the interior configuration of spaces in orbit must be rethought. However, while it is appealing to attempt to completely revolutionize interior design in a paradigm completely independent of the styles used on planet surfaces, the practical use of these spaces will be initial primarily by those who are used to, and adapted for, those planet surfaces. Rather than a complete break from older styles, a gradual transition may be more effective.'''

CON_SUBTER_CONST
Construction Souterraine

CON_SUBTER_CONST_DESC
'''Increases [[encyclopedia INFRASTRUCTURE_TITLE]] by 10.  Cannot improve a planet with the [[special TUNNELS_SPECIAL]] or [[special TECTONIC_INSTABILITY_SPECIAL]] special.

When space is at a premium, the ability to build downwards as well as up is an invaluable asset. Entire underground cities and facilities can be constructed and maintained, and trans-planetary subterranean transportation routes can be established.'''

CON_CONC_CAMP
Concentration Camps

CON_CONC_CAMP_DESC
Typically, when forced to work to death, citizens will put up some resistance and have the sympathy and support of outside observers. However, by carefully creating buildings designed to quench the fire of justice within outsiders, and to promote feelings of worthlessness and subservience in those on the inside, concentration camps can be effectively utilized without fear of revolt.

CON_FRC_ENRG_CAMO
Force-Energy Camouflage

CON_FRC_ENRG_CAMO_DESC
'''Increases the [[encyclopedia STEALTH_TITLE]] of all buildings by 20.

Ordinary physical structures tend to be both opaque and rigid, being constructed from similarly opaque and rigid natural materials. A force field does not, of necessity, possess these features in any permanent sense, and can be turned on and off or changed from one color to another at will. While most buildings are easily visible from many uus away with a powerful detection apparatus, a force-energy structure - or a regular structure surrounded by a series of camouflage force-fields - would be essentially invisible from great distances.'''

CON_PLANET_DRIVE
Planetary Starlane Drive

CON_PLANET_DRIVE_DESC
Planets in the outermost systems of an empire are often in great danger of attack from enemy fleets, yet these planets can often contain extremely valuable resources and specials. By equipping an entire planet with the means to open and navigate a starlane, it would be possible to move such planets to a safer location in times of necessity.

CON_STARGATE
Stargate

CON_STARGATE_DESC
Particularly in more expansive empires, the need to move ships to a specific defensive location in great haste often exceeds the feasibility. By creating a warp between two or more points in space-time, it can be made possible to move ships even across an entire empire at need, allowing new offensive and defensive strategies.

CON_ART_PLANET
Planète artificielle

CON_ART_PLANET_DESC
Gas giants and asteroid belts offer unique opportunities and resources, not only as sites for acquiring valuable - and on occasion extremely rare - resources, but as raw materials in and of themselves for the production of artificial planets. Such planets would offer new centres for production in previously empty or entirely occupied systems. In addition, various key features of the planet can be modified or added during the construction process, potentially allowing the planets size and environment to be specified, or certain planet specials to be added.

CON_PALACE_EXCLUDE
Palace Excluder

CON_PALACE_EXCLUDE_DESC
Ensures that only one imperial palace will be present in an empire at a time. Make sure you scrap your old imperial palace before your new one is built.

GRO_SUBTER_HAB
Habitation sousterraine

GRO_SUBTER_HAB_DESC
'''Augmente la population maximale des planètes, suivant la taille de la planète: minuscule: +1, petite: +2, moyenne: +3, grande: +4, énorme: +5. Ne peut pas améliorer une planète avec des [[special TUNNELS_SPECIAL]] ou une [[special TECTONIC_INSTABILITY_SPECIAL]].'''

GRO_GENOME_BANK
Banque du Génome

GRO_GENOME_BANK_DESC
Les variables inconnues dans les calculs de génomes pour une espèce donnée restent difficiles pour toutes mais pas pour des réparations génétiques simples, sans mentionner les changements que les modifications génétiquess peuvent avoir sur de nombreuses espèces de la biosphère. Pour réaliser réellement les profits de la thérapie génique, il est nécessaire de collecter une base de donnée génétique massive pour toutes les espèces des mondes connus.

GRO_INDUSTRY_CLONE
Industrial Cloning

GRO_INDUSTRY_CLONE_DESC
Primitive manual nuclear transfer cloning techniques are little more than novelties for large organisms. By applying techniques similar to industrial mass production or biochemical process engineering, it becomes possible to generate dozens, or millions, of full-grown copies of a single genetic blueprint. Populations may be made to order, tailored to meet the specific needs of society.

GRO_TERRAFORM
Terraforming

GRO_TERRAFORM_DESC
Changing the environmental type of a planet is a massive undertaking, the challenge of this process is to a large degree logistical. The precise method depends greatly on the type of planet to be changed and the desired result. However, in all cases much of the surface of the entire planet and its atmosphere needs to be converted to other types of molecules, vented into space or buried under the crust. As such, this process requires most of the planet to be accessible to the terraformers, and cannot be performed on a world with max population less than one.

GRO_TERRAFORM_SHORT_DESC
Allows terraforming

GRO_REMOTE_TERRAFORM
Remote Terraforming

GRO_REMOTE_TERRAFORM_DESC
Traditional terraforming methods treat the planet as a structure and attempt to alter its environment through physical and chemical means. This necessitates that the majority of the planet be accessible to the terraforming species, which generally limits its usefulness. By treating the planet as an organism and altering its physiology indirectly, it is possible to make use of less labour intensive, though more time consuming terraforming methods, allowing outposts on poor and hostile worlds to make use of terraforming.

GRO_BIOTERROR
Bioterror Facilites

GRO_BIOTERROR_DESC
A research centre created to safely develop the most dangerous of biological weaponry while keeping prying eyes out. Biological weaponry takes effect too slowly to be of much use in a direct military conflict, but as a weapon of terror it is unsurpassed; a slowly growing contamination will spread panic before it, images of a desperate people quarantined by their own government sowing despair beyond the affected area. However, care must be taken when developing such organisms to ensure they are not accidentally released. Furthermore, utter secrecy is required to dispel the risk of damaging relations with civilians and other empires.

GRO_REMOTE_TERRAFORM_SHORT_DESC
Allows remote terraforming

GRO_CYBORG
Cyborgs

GRO_CYBORG_DESC
'''Augmente la population maximale des planètes hostiles, suivant la taille de la planète: minuscule: +1, petite: +2, moyenne: +3, grande: +4, énorme: +5.

A highly versatile fusion of organism and machine, capable of adapting to a tremendous variety of circumstances. Spontaneous generation of specialized organs and mechanically enhanced strength permit cyborgs to exist with ease in nearly any environment.'''

GRO_GAIA_TRANS
Gaia Transformation

GRO_GAIA_TRANS_DESC
Theoretically, it is possible to completely predict the ecology of a single planet by mapping out its entire web of biological interdependence, both sentient and non-sentient, in fractal algorithms. In practice however, this could only be realized by constructing a vast planet-spanning network running a computer program dedicated to regulating the planet's entire biosphere. This computer would become, in effect, the brain of a new type of life - a single planetary organism, with intelligent citizens as part of its fabric, subject to the greater will.

GRO_GAIA_TRANS_SHORT_DESC
Allows Gaia Transformation

LRN_OBSERVATORY_I
Observatoire

LRN_OBSERVATORY_I_DESC
Studying and understanding the nature of stars and their internal and external attributes provides powerful insight into the nature of stellar phenomena and planetary bodies. Furthermore, fractal algorithms can be employed to decipher the dispersal of starlanes throughout the galaxy, allowing any stars which are in some way connected, however indirectly, to the known network of starlanes to be identified an monitored.
#L'extension naturelle des telescopes industriels, à partir d'algorythmes inspirés des militaires permet une détection haute portée.


LRN_SOLAR_MAN
Solar Manipulation

LRN_SOLAR_MAN_DESC
Different star types not only have their own distinct attributes and opportunities for exploitation, but also tend to give rise to a particular planet type. Often, a star of a particular type will give a desired bonus, but will almost certainly be devoid of any desirable planets, or will not be present in an opportune location in the galaxy. By manipulating the high-energy reactions within a star's core, it would be possible to either reverse or accelerate the natural processes within the star, allowing it to be changed to an entirely different type at need.

LRN_DISTRIB_THOUGHT
Pensée assistée par Ordinateur
#Reflexion

LRN_DISTRIB_THOUGHT_DESC
'''Increases target [[encyclopedia RESEARCH_TITLE]] on all planets with any focus by 0.1 per Population.

The average citizen literally wastes his mind away, one of the finest computing devices in the universe. By tapping into the idle brain cycles of a sufficiently large population through a network of simple cybernetic transceivers, the research centers of a world can gain access to cheap and plentiful raw computing power.'''
#Le citoyen moyen gaspille litteralement son esprit, de loin l'un des plus fins esprits informatiques de l'univers. En puisant dans les cycles inactifs du cerveau d'une population suffisament large, par le biais d'un réseau de simple émetteurs-récepteurs cybernetics, les centres de recherche d'un monde peuvent accéder à une puissance de calcul abondante et à bas prix.

LRN_STELLAR_TOMOGRAPHY
Tomographie Stellaire

LRN_STELLAR_TOMOGRAPHY_DESC
'''Increases target [[encyclopedia RESEARCH_TITLE]] on planets with the Research focus per Population by 1, 0.75, 0.5, or 0.2 in systems with Black Hole stars, Neutron stars, Blue or white stars, and Yellow, Orange or Red stars, respectively.

A network of specialized satellites can use tomographic methods to reconstruct the activities occurring deep within a star. These otherwise costly-to-produce conditions are ideal for a variety of research endeavors, with larger benefits for more exotic star types.'''
#'''Un réseau de satellites spécialisés peut utiliser des méthodes tomographiques pour reconstruire des activités qui se produisent dans les profondeurs d'une étoile. Ces conditions couteuses à produire sont idéales pour une multitude de projets de recherche, avec les plus grands avantages pour les types d'étoiles les plus exotiques.

#Fournit +4 à la recherche pour 10 poupulation sur les mondes étant focalisés sur la recherche das les systemes avec des trous noirs.
#Fournit +3 aux planètes dans des systèmes avec des étoiles à neutron.
#Fournit +2 aux planètes dans des systèmes avec des étoiles blanches ou bleues.
#Fournit +1 aux planètes dans des systèmes avec des naines rouges, oranges ou jaunes.'''

LRN_SPATIAL_DISTORT_GEN
Spatial Distortion Generator

LRN_SPATIAL_DISTORT_GEN_DESC
'''By manipulating the dimensional properties of a starlane, it would be possible to selectively bend it so that an incoming ship of sufficiently low speed would inadvertently arrive back where it began, having wasted its time and fuel.

Alternatively, such a ship may be sent randomly along a completely different starlane adjacent to the building.'''

LRN_GATEWAY_VOID
Gateway to the Void

LRN_GATEWAY_VOID_DESC
The power of the Void Mind is almost imperceptible in a mere four-dimensional space-time. By creating a permanent gateway accessing an immense number of dimensions, a dangerous, non-discriminating force can be unleashed in a localized area.

LRN_ENCLAVE_VOID
Enclave du Vide

LRN_ENCLAVE_VOID_DESC
L'étude de l'esprit du Vide pourrait etre accélérée par génie génétique sur la population d'un monde entier pour devenir au diapason avec le Vide. Cette nouvelle classe de prétrise pourrait transformer la structure sociale entière de leur monde pour mieux comprendre et analyser la sagesse de l'esprit du Vide pour l'empire entier.

LRN_ART_BLACK_HOLE
Artificial Black Hole

LRN_ART_BLACK_HOLE_DESC
By carefully collapsing a red star, a Black Hole can be formed. This is an expensive and dangerous task, but with great potential benefits for [[encyclopedia RESEARCH_TITLE]] and [[encyclopedia INDUSTRY_TITLE]].

LRN_PSY_DOM
Psychogenic Domination

LRN_PSY_DOM_DESC
'''Has a 10% chance of taking control of any enemy ship within one starlane jump of a colony owned by the empire, provided that the ship is not owned by an empire who also has this tech or piloted by a telepathic species.

It is difficult to force a conscious individual to submit to the total mental control of another entity against its will. By manipulating the timeframes involved however, the mental force exerted by a population over a period of hours may be brought to bear on a single individual in the span of a few seconds, creating an almost irresistible compulsion to join the unified mind.'''

MIND_CONTROL_SHORT_DESC
Allows Mind Control

PRO_HEAVY_MINING_I
Traitement d'extraction minière lourde

PRO_HEAVY_MINING_I_DESC
Quand l'augmentation de production minière est la seule priorité, aucune considération n'existe pour les impacts sur l'environnement, et l'environnement lui-même est propice, les activités partiellement automatisées d'extraction en vrac peuvent être optimisées. Une capacité de traitement significative est exigée, cependant, elle nécessite l'utilisation d'usines centralisées de traitement du minerai.

PRO_SOL_ORB_GEN
Solar Orbital Generation

PRO_SOL_ORB_GEN_DESC
Traditional solar generation methods rely solely on radiating solar energy. By placing generators in low orbit around the star itself, the ability to directly harness the energy of supermassive stellar phenomena becomes a possibility, and a sizable and far-reaching benefit to [[encyclopedia INDUSTRY_TITLE]] can be obtained.

PRO_INDUSTRY_CENTER_I
Industrial Centers

PRO_INDUSTRY_CENTER_I_DESC
'''Coordinating industrial activity between planets and star systems can be effectively accomplished at large centralized complexes.

Facility's large cost and build time, as well as significant future range growth potential, require strong planning to produce in location with ideal future utility. Industrial Centers come with large up-front cost, in both production resources and time, but with great opportunity for possible expansion. This makes them ideal for long-term strategies, but unattractive for empires planning on a quick victory.'''

PRO_INDUSTRY_MOD
Industry Modifier

SPY_LIGHTHOUSE
Interstellar Lighthouse

SPY_LIGHTHOUSE_DESC
By using a complex pattern of EM pulses and particle streams to reveal the location of objects in a system, it is possible for even very stealthy objects to be illuminated and detected with moderate detection equipment.

DEF_DEFENSE_NET_1
Réseau de défense planétaire 1

DEF_DEFENSE_NET_1_DESC
'''Augmente max [[encyclopedia DEFENSE_TITLE]] sur toutes les planètes de 5.

Avec l'exploration galactique vient la possibilité de rencontrer de nouvelles races - et de nouveaux ennemis. En plaçant plusieurs bases de défense armés en orbite autour d'une planète, il est possible de donner à cette planète une capacités défensives sans qu'il soit nécessité d'utiliser des navires.'''

DEF_DEFENSE_NET_2
Réseau de défense planétaire 2

DEF_DEFENSE_NET_2_DESC
'''Increases max [[encyclopedia DEFENSE_TITLE]] on all planets by 15, cumulative with [[tech DEF_DEFENSE_NET_1]].'''

DEF_DEFENSE_NET_3
Réseau de défense planétaire 3

DEF_DEFENSE_NET_3_DESC
'''Increases max [[encyclopedia DEFENSE_TITLE]] on all planets by 25, cumulative with prerequisite defense network techs.'''

DEF_DEFENSE_NET_REGEN_1
Defense Network Regeneration 1

DEF_DEFENSE_NET_REGEN_1_DESC
'''Increases planets' [[encyclopedia DEFENSE_TITLE]] by 10% of its max value each turn, up to the max value.

Defense regeneration allows a planet's defenses to function on turns after they have been destroyed by orbital bombardment; regeneration would otherwise not occur until a turn passed without bombardment.'''

DEF_DEFENSE_NET_REGEN_2
Defense Network Regeneration 2

DEF_DEFENSE_NET_REGEN_2_DESC
'''Increases planets' [[encyclopedia DEFENSE_TITLE]] by 0.25 times the planets' infrastructure, each turn, up to the max defense value, cumulative with regeneration from [[tech DEF_DEFENSE_NET_REGEN_1]].'''

DEF_PLAN_BARRIER_SHLD_1
Planetary Barrier Shield 1

DEF_PLAN_BARRIER_SHLD_1_DESC
'''Increases max [[encyclopedia SHIELDS_TITLE]] on planets by 30, cumulative with [[tech LRN_FORCE_FIELD]], and regenerates each turn by one plus 25% of the value of the planets' infrastructure.'''

DEF_PLAN_BARRIER_SHLD_2
Planetary Barrier Shield 2

DEF_PLAN_BARRIER_SHLD_2_DESC
'''Increases max [[encyclopedia SHIELDS_TITLE]] on planets by 60, cumulative with other shield boosts, and regenerates each turn by one plus the value of the planets' infrastructure.'''

DEF_PLAN_BARRIER_SHLD_3
Planetary Barrier Shield 3

DEF_PLAN_BARRIER_SHLD_3_DESC
'''Increases max [[encyclopedia SHIELDS_TITLE]] on planets by 90, cumulative with other shield boosts, and regenerates each turn by one plus twice the value of the planets' infrastructure.'''

DEF_PLAN_BARRIER_SHLD_4
Planetary Barrier Shield 4

DEF_PLAN_BARRIER_SHLD_4_DESC
'''Increases max [[encyclopedia SHIELDS_TITLE]] on planets by 150, cumulative with other shield boosts, and regenerates each turn by one plus 2.5 times the value of the planets' infrastructure.'''

DEF_PLAN_BARRIER_SHLD_5
Planetary Barrier Shield 5

DEF_PLAN_BARRIER_SHLD_5_DESC
'''Increases max [[encyclopedia SHIELDS_TITLE]] on planets by an additional 150, cumulative with other shield boosts and regenerates each turn by one plus 5 times the value of the planets' infrastructure.'''

DEF_SYST_DEF_MINE_1
System Defense Mines 1

DEF_SYST_DEF_MINE_1_DESC
'''When friendly ships are not present in a system, enemy ships are free to blockade the system, stopping the transfer of resources without directly engaging the planet's defenses, thus with no risk of damage to themselves. A network of system defense mines can deter these tactics by damaging enemy ships each turn they are in the system.

The structure of all ships belonging to an enemy empire which are present in a system containing a planet owned by the empire that possesses this technology will be reduced at a rate of 2 per turn.

Mines regenerate each turn, so are not depleted by use.'''

DEF_SYST_DEF_MINE_2
System Defense Mines 2

DEF_SYST_DEF_MINE_2_DESC
'''Reduces the structure of enemy ships by an additional 4 per turn, cumulative with [[tech DEF_SYST_DEF_MINE_1]].'''

DEF_SYST_DEF_MINE_3
System Defense Mines 3

DEF_SYST_DEF_MINE_3_DESC
'''Reduces the structure of enemy ships by an additional 8 per turn, cumulative with prerequisite defense mine techs.'''

DEF_ROOT_DEFENSE
Propre défense

DEF_ROOT_DEFENSE_DESC
'''Augmente le maximum des [[encyclopedia TROOP_TITLE]] sur toutes les planètes par 2.

Le concepte de 'propre défense' est à la base de biens des cheminements de 'avance technologique.'''

DEF_GARRISON_1
Garnison planétaire 1

DEF_GARRISON_1_DESC
Augmente le maximum des [[encyclopedia TROOP_TITLE]] sur toutes les planètes par 5.

DEF_GARRISON_2
Garnison planétaire 2

DEF_GARRISON_2_DESC
Augmente le maximum des [[encyclopedia TROOP_TITLE]] sur toutes les planètes par 10.

DEF_GARRISON_3
Garnison planétaire 3

DEF_GARRISON_3_DESC
Augmente le maximum des [[encyclopedia TROOP_TITLE]] sur toutes les planètes par 15.

DEF_GARRISON_4
Garnison planétaire 4

DEF_GARRISON_4_DESC
Augmente le maximum des [[encyclopedia TROOP_TITLE]] sur toutes les planètes par 20.

DEF_PLANET_CLOAK
Planetary Cloaking Device

DEF_PLANET_CLOAK_DESC
By phasing parts a planet in and out of space-time, its [[encyclopedia STEALTH_TITLE]] can be increased massively.

SHP_FLEET_REPAIR
Fleet Field Repair

SHP_FLEET_REPAIR_DESC
Allows ships within [[encyclopedia SUPPLY_TITLE]] line range to repair damage at a rate of 1 per turn. Does not function immediately after battles.

SHP_REINFORCED_HULL
Reinforced Hull

SHP_REINFORCED_HULL_DESC
'''Increases max structure of all ships by 5.

Standard ship hulls are designed and constructed with advanced microgravity architectural techniques and highly resistant materials. However, the limitations of physical matter impose a severe limitation on the strength of hulls. By enhancing the hull with structural integrity fields, a sizable increase in strength can be obtained.'''

SHP_BASIC_DAM_CONT
Contrôle des dommages de base

SHP_BASIC_DAM_CONT_DESC
Répare peu à peu les dommages du vaisseau. La structure courrante de tous les vaisseaux est reconstituée à raison d'un taux de 1 par tour.

SHP_ADV_DAM_CONT
Advanced Damage Control

SHP_ADV_DAM_CONT_DESC
'''Repairs damaged ships by 25% of structure per turn-- not during battles.'''

SHP_ROOT_AGGRESSION
Aggression

SHP_ROOT_AGGRESSION_DESC
Allows basic weapons and [[shippart GT_TROOP_POD]]s.

SHP_WEAPON_1_2
Propulseur de masse 2
SHP_WEAPON_1_2_DESC
'''Reconditionne Propulseur de masse au niveau 2.'''

SHP_WEAPON_1_3
Propulseur de masse 3
SHP_WEAPON_1_3_DESC
'''Reconditionne Propulseur de masse au niveau 3.'''

SHP_WEAPON_1_4
Propulseur de masse 4
SHP_WEAPON_1_4_DESC
'''Reconditionne le propulseur de masse au niveau 4.'''

SHP_WEAPON_2_1
Laser 1
SHP_WEAPON_2_1_DESC
'''Débloque le laser, une arme plus puissante que le propulseur de masse.'''

SHP_WEAPON_2_2
Laser 2
SHP_WEAPON_2_2_DESC
'''Reconditionne le laser au niveau 2.'''

SHP_WEAPON_2_3
Laser 3
SHP_WEAPON_2_3_DESC
'''Reconditionne le laser au niveau 3.'''

SHP_WEAPON_2_4
Laser 4
SHP_WEAPON_2_4_DESC
'''Reconditionne le laser au niveau 4.'''

SHP_WEAPON_3_1
Canon à plasma 1
SHP_WEAPON_3_1_DESC
'''Débloque le Canon à plasma, une arme pour vaisseaux, bien plus puissante que le laser.'''

SHP_WEAPON_3_2
Canon à plasma 2
SHP_WEAPON_3_2_DESC
'''Reconditionne le canon à plasma au niveau 2.'''

SHP_WEAPON_3_3
Canon à plasma 3
SHP_WEAPON_3_3_DESC
'''Reconditionne le canon à plasma au niveau 3.'''

SHP_WEAPON_3_4
Canon à plasma 4
SHP_WEAPON_3_4_DESC
'''Reconditionne le canon à plasma au niveau 4.'''

SHP_WEAPON_4_1
Rayon de la mort 1
SHP_WEAPON_4_1_DESC
'''Débloque le rayon de la mort, l'arme ultime des vaisseaux.'''

SHP_WEAPON_4_2
Rayon de la mort 2
SHP_WEAPON_4_2_DESC
'''Reconditionne le rayon de la mort au niveau 2.'''

SHP_WEAPON_4_3
Rayon de la mort 3
SHP_WEAPON_4_3_DESC
'''Reconditionne le rayon de la mort au niveau 3.'''

SHP_WEAPON_4_4
Rayon de la mort 4
SHP_WEAPON_4_4_DESC
'''Reconditionne le rayon de la mort au niveau 4. Le nec plus ultra de l'arme ultime.'''

SHP_ION_CANNON
Canon à ion

SHP_ION_CANNON_DESC
Débloque les canons à ions pour Vaisseau.

SHP_WEAPON_1
Propulseur de masse

SHP_WEAPON_1_DESC
With the advent of space age weaponry, a paradigm shift tends to occur away from projectile weapons and towards energy or particle weapons. However, as the ability to manipulate matter continuously increases, it becomes possible to fire massive projectiles at relativistic speeds, more deadly than most energy weapons.

SHP_WEAPON_4
Rayon de la mort

SHP_WEAPON_4_DESC
A devastating beam of ultra-massive high-energy particles, tearing open deadly rifts in space-time as well as delivering an incredibly high-energy impact.

SHP_PULSE_LASER
Laser à impulsions

SHP_PULSE_LASER_DESC
Débloque l'élément de vaisseau laser à impulsions.

SHP_PHASOR
Phasor

SHP_PHASOR_DESC
Unlocks Phasor ship part.

SHP_INTERCEPTOR
Intercepteur

SHP_INTERCEPTOR_DESC
Débloque l'élément de vaisseau intercepteur.

SHP_BOMBER
Bombardier

SHP_BOMBER_DESC
Débloque l'élément de vaisseau bombardier.

SHP_RECON_FIGHT
Chasseur de reconnaissance

SHP_RECON_FIGHT_DESC
Débloque l'élément de vaisseau chasseur de reconnaissance.

SHP_NUCLEAR_MISSILE
Missile nucléaire

SHP_NUCLEAR_MISSILE_DESC
Débloque les missiles nucléaires pour Vaisseau.

SHP_NEUTRONIUM_PLATE_NUC_MIS
Neutronium Plated Nuclear Missile

SHP_NEUTRONIUM_PLATE_NUC_MIS_DESC
Unlocks Neutronium Plated Nuclear Missile ship part.

SHP_SPECTRAL_MISSILE
Spectral Missile

SHP_SPECTRAL_MISSILE_DESC
Unlocks Spectral Missile ship part.

SHP_NEUTRONIUM_PLATE_SPEC_MIS
Neutronium Plated Spectral Missile

SHP_NEUTRONIUM_PLATE_SPEC_MIS_DESC
Unlocks Neutronium Plated Spectral Missile ship part.

SHP_MULTISPEC_SHIELD
Multi-Spectral Shielding

SHP_MULTISPEC_SHIELD_DESC
Provides adequate shielding to allow a ship to enter into the heart of a star. Ships in a system with a star type other than Black Hole and Neutron receive a mighty [[encyclopedia STEALTH_TITLE]] bonus.

SPY_DETECT_1
Scanner optique

SPY_DETECT_1_DESC
All colonies start the game with a [[encyclopedia DETECTION_RANGE_TITLE]] of 50, and the imperial [[encyclopedia DETECTION_TITLE]] to 10, and the ship part Optical Scanner permits ships to reach the same level of detection.

SPY_DETECT_2
Radar actif

SPY_DETECT_2_DESC
'''Unlocks the Active Radar ship part and the Scanning Facility building, increases the [[encyclopedia DETECTION_RANGE_TITLE]] of all planets to 75, and increases the imperial [[encyclopedia DETECTION_TITLE]] to 30.

Passively relying on incoming electromagnetic radiation for information about objects in the vicinity is crude and impractical, as this radiation can be masked or dampened. By emitting electromagnetic radiation and detecting returning radiation, it is possible to determine the location and velocity of many objects.'''
#Débloque les radars actifs pour les Vaisseaux.

SPY_DETECT_3
Scanner à neutrons

SPY_DETECT_3_DESC
'''Unlocks the Neutron Scanner ship part, increases the [[encyclopedia DETECTION_RANGE_TITLE]] of all planets to 150, and increases the imperial [[encyclopedia DETECTION_TITLE]] to 50.

Electromagnetic radiation has no rest mass and is easily manipulable. Simply by bending waves of light around an object, it is possible to render radar devices virtually useless. By firing waves of neutrons instead of electromagnetic radiation, more effective active scanning can be utilized.'''

SPY_DETECT_4
Scanner optique

SPY_DETECT_4_DESC
Unlocks the Sensors ship part, increases the [[encyclopedia DETECTION_RANGE_TITLE]] of all planets to 200, and increases the imperial [[encyclopedia DETECTION_TITLE]] to 70.

SPY_DETECT_5
Omni-scanner

SPY_DETECT_5_DESC
The ultimate in detection. Increases the [[encyclopedia DETECTION_RANGE_TITLE]] of all planets to 300, and increases the imperial [[encyclopedia DETECTION_TITLE]] to 200.


SPY_STEALTH_1
Amortisseur électromagné tique 

SPY_STEALTH_1_DESC
Unlocks the Electromagnetic Damper ship part and increases the [[encyclopedia STEALTH_TITLE]] of all planets and buildings by 20. This bonus is not cumulative with that of other stealth techs.

SPY_STEALTH_2
Champ d'absortion

SPY_STEALTH_2_DESC
'''Increases the [[encyclopedia STEALTH_TITLE]] of all planets and buildings by 40. This bonus is not cumulative with that of other stealth techs.

Simply dampening electromagnetic emissions can make an object completely invisible to passive scans. Active scanning however, can make such methods of hiding an object nearly useless. By absorbing, rather than reflecting the radiation emitted by active scanning devices, the [[encyclopedia STEALTH_TITLE]] of a ship can be greatly increased.'''

SPY_STEALTH_3
Dimensional Cloak

SPY_STEALTH_3_DESC
Unlocks the Dimensional Cloak ship part and increases the [[encyclopedia STEALTH_TITLE]] of all planets and buildings by 60. This bonus is not cumulative with that of other stealth techs.

SPY_STEALTH_4
Phasing Cloak

SPY_STEALTH_4_DESC
'''Increases the [[encyclopedia STEALTH_TITLE]] of all planets and buildings by 80. This bonus is not cumulative with that of other stealth techs.

Even the most carefully concealed ship emits radiation in the form of force carrier particles. By modulating the wave forms of these particles, it is possible to synchronize them with the background radiation, hampering even very advanced attempts to detect the ship.'''

SHP_IMPROVED_ENGINE_COUPLINGS
Improved Engine Couplings

SHP_IMPROVED_ENGINE_COUPLINGS_DESC
Better engine parts equate to better engines. Increases Starlane speed by 10. May be added more than once to a hull.

SHP_N_DIMENSIONAL_ENGINE_MATRIX
N-Dimensional Engine Matrix

SHP_N_DIMENSIONAL_ENGINE_MATRIX_DESC
N-Dimensional subspace research resulted in a more efficient engine matrix. Increases Starlane speed by 15. May be added more than once to a hull.

SHP_SINGULARITY_ENGINE_CORE
Singularity Engine Core

SHP_SINGULARITY_ENGINE_CORE_DESC
A smaller cousin of the Hyperspace Dam outfitted for ships, the Singularity Engine Core drastically boosts power generation. Increases Starlane speed by 20. May be added more than once to a hull.

SHP_DEUTERIUM_TANK
Réservoir de deutérium

SHP_DEUTERIUM_TANK_DESC
Débloque les réservoirs de deutérium pour les Vaisseaux.

SHP_ANTIMATTER_TANK
Réservoir d'antimatière

SHP_ANTIMATTER_TANK_DESC
Débloque le réservoir d'antimatière pour vaisseaux.

SHP_ROOT_ARMOR
Plaque de blindage

SHP_ROOT_ARMOR_DESC
Researching special alloys that allow to equip ship hulls with armor plating greatly enhances their durability, especially in battle.

SHP_ZORTRIUM_PLATE
Plaque de blindage en zortrium

SHP_ZORTRIUM_PLATE_DESC
By refining the methods to construct armor plating, better, more durable special materials can be employed, giving stronger armor parts.

SHP_DIAMOND_PLATE
Diamond Armor Plating

SHP_DIAMOND_PLATE_DESC
Advanced processing techniques allow the construction of armor plating cut out of single huge synthetic diamonds. Provides very durable armor parts.

SHP_XENTRONIUM_PLATE
Xentronium Armor Plating

SHP_XENTRONIUM_PLATE_DESC
Xentronium is one of the most durable materials known, but also very difficult to process. Mastering the art of constructing armor plating made of xentronium  allows to build extremely durable armor parts.

SHP_DEFLECTOR_SHIELD
Deflector Shield

SHP_DEFLECTOR_SHIELD_DESC
'''Advanced ship shielding technology.

By refining and perfecting basic shield technology more effective shield generators can be build.'''

SHP_PLASMA_SHIELD
Plasma Shield

SHP_PLASMA_SHIELD_DESC
'''Very advanced ship shielding technology.

By combining the techniques for controlled plasma containment and advanced force field projection it becomes possible to create what can be best described as a plasma bubble around a space ship. This plasma bubble is capable of absorbing high amounts of energy, particles and projectiles.'''

SHP_BLACKSHIELD
Blackshield

SHP_BLACKSHIELD_DESC
'''Most advanced ship shielding technology.

Blackshields got their name because they create what looks like an almost inpenetrable black sphere around the object they protect. A blackshield is in essence some kind of dimensional rift projected around a space ship that completely swallows up almost anything thrown at it. It requires tremendous amounts of energy to penetrate a blackshield.'''

SPY_DIST_MOD
Modulateur de distortions

SPY_DIST_MOD_DESC
All objects with mass cause a curvature in space-time due to gravitational effects. Other forces such as the electromagnetic force have similar geometric effects. By indiscriminately amplifying these effects in a localized area, space-time distortion caused by ships can easily be distinguished from background electromagnetic and gravitational radiation.

SHP_ANTIMAT_TORP
Antimatter Torpedo

SHP_ANTIMAT_TORP_DESC
A fast, long-range missile powered by the Spatial Flux Drive and armed with a powerful anti-matter warhead.

SHP_PLASMA_TORP
Plasma Torpedo

SHP_PLASMA_TORP_DESC
A fast, long-range missile with excellent stealth, powered by the Trans-Spatial Drive and armed with a devastatingly powerful plasma warhead.

SHP_CAMO_AST_HULL
Camouflage Asteroid Hull

SHP_CAMO_AST_HULL_DESC
This hull is designed to look exactly like a real asteroid. It has four internal slots, but no external slots. Structure is average, but speed is fairly low. This hull gets a tremendous bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

SHP_MINIAST_SWARM
Mini-Asteroid Swarm

SHP_MINIAST_SWARM_DESC
This hull is constructed from a small asteroid, much of which has been broken off to form numerous tiny asteroids, which are controlled by the main hull. These asteroids protect the main ship, giving a bonus to [[encyclopedia SHIELDS_TITLE]]. This hull has two external slots, but no internal slots. Structure is very low, but speed is high. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

SHP_SCAT_AST_HULL
Scattered Asteroid Hull

SHP_SCAT_AST_HULL_DESC
This flagship is constructed from several large asteroids, some of which have been combined to form the main hull, and some of which have been broken apart to form numerous tiny asteroids, which are controlled by the main hull. These asteroids protect not only the main ship, but every accompanying friendly ship, giving a bonus to [[encyclopedia SHIELDS_TITLE]] for all owned ships and allies' ships in the vicinity. Like the compound asteroid hull, this hull has fifteen external slots and four internal slots. Speed is very low, but structure is high. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

SHP_ORG_HULL
Organic Hull

SHP_ORG_HULL_DESC
This is the most basic type of organic hull: a living hull grown from the most basic unit of life and raised for battle. It has three external slots and one internal slot. [[encyclopedia STEALTH_TITLE]] is high and speed is average, but structure is a bit low. This hull regenerates structure and fuel between combats.

SHP_ENDOSYMB_HULL
Endosymbiotic Hull

SHP_ENDOSYMB_HULL_DESC
This mono-cellular hull exists in a symbiotic relationship with its crew, suspending them in its cytoplasm and using them as organelles. It has four external slots and three internal slots. Speed and [[encyclopedia STEALTH_TITLE]] are good, and structure is average. This hull regenerates structure and fuel between combats.

SHP_SENT_HULL
Sentient Hull

SHP_SENT_HULL_DESC
This self-aware flagship has powerful analytical abilities and a tremendous memory capacity, which allow it to direct friendly vessels and provide them with useful information and subtle tactical cues in combat, giving a [[encyclopedia STEALTH_TITLE]] and [[encyclopedia DETECTION_RANGE_TITLE]] bonus to all accompanying friendly ships. It has six external slots and three internal slots. It has low speed, but [[encyclopedia STEALTH_TITLE]] and structure are good. This hull regenerates structure and fuel between combats.

SHP_BIOINTERCEPTOR
Biointerceptors

SHP_BIOINTERCEPTOR_DESC
Living interceptors designed to destroy missiles and enemy fighters. Far more effective than regular interceptors. This part can only be built if there is a Xenocoordination Facility and a Cellular Growth Chamber somewhere in the empire or an ally's empire.

SHP_BIOBOMBER
Biobombers

SHP_BIOBOMBER_DESC
Living bombers designed to target ships and planets. Far more effective than regular bombers. This part can only be built if there is a Bioneural Modification Unit somewhere in the empire or an ally's empire.

SHP_NOVA_BOMB
Nova Bomb

SHP_NOVA_BOMB_DESC
The most powerful weapon ever devised, capable of destroying an entire star system.

SHP_DEATH_SPORE
Spores du trépas

SHP_DEATH_SPORE_DESC
Débloque l'élément de vaisseau "Spores du trépas", qui permet de réduire quelque peu la population des planètes.

SHP_BIOTERM
Bio-Terminators

SHP_BIOTERM_DESC
Unlocks the Bio-Terminators ship part, which allows ships to greatly reduce the population of planets.

SPY_PLANET_STEALTH_MOD
Planet Stealth Modifier

SPY_PLANET_STEALTH_MOD_DESC
'''Increases the natural [[encyclopedia STEALTH_TITLE]] of planets to 4.99, so that systems will be made visible to empires before their planets.'''


#############################################################
####            T E C H   R E F I N E M E N T            ####
#############################################################


BUILDING_REFINE_SHORT_DESC
Bâtiments de raffinage des minerais

TECH_REFINE_SHORT_DESC
Refines Tech

PRO_INDUSTRY_CENTER_II
Greater Industrial Center

PRO_INDUSTRY_CENTER_II_DESC
Improved centralized management of dispersed industrial activities increases the size of increased industrial output provided. The bonus to [[encyclopedia INDUSTRY_TITLE]] will be double that provided by basic Industrial Centers.

PRO_INDUSTRY_CENTER_III
Supreme Industrial Center

PRO_INDUSTRY_CENTER_III_DESC
Additional experience and facilities improvements further extend the size of industrial output improvement. The bonus to [[encyclopedia INDUSTRY_TITLE]] will be triple that provided by basic Industrial Centers.

PRO_ENVIRO_MINING
Environmentally Conscious Mining

PRO_ENVIRO_MINING_DESC
'''Many mining methods are incompatible with highly populous planets, due to environmental damage. Careful consideration of Planetary Ecology is required to permit limited mining techniques to be employed without such downsides.

Halves the population penalties on planets with the Heavy Mining focus.'''


#############################################################
####                  B U I L D I N G S                  ####
#############################################################

BLD_EVACUATION
Évacuation

BLD_EVACUATION_DESC
Ôte la population de cette planète sur plusieurs tours. Si une planète de remplacement appropriée, est disponible, avec déja la même espèce et suffisamment de place libre, la population y sera transférée.

BLD_OBSERVATORY
Observatoire

BLD_OBSERVATORY_DESC
'''One random star will be revealed each turn to the entire galaxy. Sometimes, a star which is already visible/explored may be revealed, resulting in no new star actually being made known to the empires in the galaxy.

An observational facility dedicated to locating and mapping the stars in the know galaxy, particularly those which are determined to be reachable via the network of starlanes.'''

BLD_CULTURE_ARCHIVES
Archives culturelles

BLD_CULTURE_ARCHIVES_DESC
'''Augment l'objectif de [[encyclopedia RESEARCH_TITLE]] de 5, l'objectif [[encyclopedia INDUSTRY_TITLE]] par la population de la planète.

Conserve le savoir accumulé par des millier d'années de vie sur cette planète, donnant des bonus à bien des aspects de la productivité planétaire.'''

BLD_IMPERIAL_PALACE
Palais Impérial 

BLD_IMPERIAL_PALACE_DESC
'''Augmente la porté des lignes d'[[encyclopedia SUPPLY_TITLE]] de 1, l'[[encyclopedia INFRASTRUCTURE_TITLE]] de 20, la [[encyclopedia DEFENSE_TITLE]] de 5 et les [[encyclopedia TROOP_TITLE]] de 3. Sa place définit également la capitale de l'empire.

Représente le pouvoir et le prestige impérial et fonctionne comme un centre de contrôle des possessions de l'empire.''' 

BLD_SUPER_TESTERS
Super-Tester Takeover
BLD_SUPER_TESTERS_DESC
'''Switches the species of the planet to Super-Testers.  For Official Testing Purposes, or for cheating.'''

BLD_SHIPYARD_BASE
Chantier Spatial

BLD_SHIPYARD_BASE_DESC
Installation orbitale pour l'assemblage d'engins spatiaux de qualité militaire. Permet la production de vaisseaux dans le système où il se trouve. Peut être amélioré par la production de bâtiments supplémentaires dans le même système.

BLD_SHIPYARD_ORBITAL_DRYDOCK
Cale sèche orbitale

BLD_SHIPYARD_ORBITAL_DRYDOCK_DESC
'''This is an upgrade for the [[buildingtype BLD_SHIPYARD_BASE]] and is required for all constructed hulls and all further constructed hulls shipyard upgrades to be built, this upgrade also provides repair abilities to repair damaged ships in a single turn.

When a large interstellar vessel is being constructed, it is not practical to move large parts up and down space elevators for orbital assembly. Rather, it is far more practical to fabricate the parts and assemble them in the same orbital facility, thus eliminating the need to transport particularly massive ship parts from the surface of the planet.'''

BLD_SHIPYARD_CON_NANOROBO
Nanorobotic Processing Unit

BLD_SHIPYARD_CON_NANOROBO_DESC
'''This is an upgrade for the [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and allows production of [[shiphull SH_NANOROBOTIC]]s.

The production of millions of maintenance nanorobots and their connection to a single master AI requires more extensive robotics facilities than the production of a basic robotic hull. This building is able to facilitate the construction of more advanced robotic hulls.'''

BLD_SHIPYARD_CON_GEOINT
Geointegration Facility

BLD_SHIPYARD_CON_GEOINT_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and allows production of [[shiphull SH_TITANIC]]s and [[shiphull SH_SELF_GRAVITATING]]s.

When the needs of a shipyard become sufficiently great, it is no longer practical for the shipyard and the planet on which it is built to remain separate entities. Rather, it is more useful to integrate the two into a harmonious unit, with the shipyard extending from below the surface to beyond geosynchronous orbit, making full use of all the geological aspects of the planet.'''

BLD_SHIPYARD_CON_ADV_ENGINE
Advanced Engineering Bay

BLD_SHIPYARD_CON_ADV_ENGINE_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and allows construction of Spatial Flux Hulls and Trans-Spatial Hulls.

An extremely well-developed engineering facility which specializes in the production of the Trans-Spatial Drive, but is also capable of producing the Spatial Flux Drive.'''

BLD_SHIPYARD_AST
Asteroid Processor

BLD_SHIPYARD_AST_DESC
'''This building is required for the production of all asteroid hulls and all further asteroid processor upgrades.

A massive processing plant dedicated to the purpose of hollowing out asteroids and preparing them to be used as ships' hulls. Asteroids thus prepared are sent to a shipyard in the same system, where they are turned into the final hull. This building can only be built on asteroid belts.'''

BLD_SHIPYARD_AST_REF
Asteroid Reformation Processor

BLD_SHIPYARD_AST_REF_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_AST]] and allows production of [[shiphull SH_MINIASTEROID_SWARM]]s, [[shiphull SH_SCATTERED_ASTEROID]]s, and [[shiphull SH_CRYSTALLIZED_ASTEROID]]s. In addition, this processor upgrade allows any shipyard in the empire or an ally's empire to produce ships with the [[shippart AR_ROCK_PLATE]] and [[shippart AR_CRYSTAL_PLATE]] ship parts.

An extensive facility dedicated to fusing, shattering, deconstructing and rebuilding preexisting asteroids to form ship's parts and prepare them to be used as hulls.'''

BLD_SHIPYARD_ORG_ORB_INC
Orbital Incubator

BLD_SHIPYARD_ORG_ORB_INC_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_BASE]] and is required for the development of all organic hulls with the exception of the Static Multicellular Hull, and for the production of all further organic hull shipyard upgrades.

A shipyard designed to meet the needs of maturing space-creatures. Conditions within the shipyard must meet exacting specifications in order for the ships within to continue living and developing. As such, any unfinished living ships within are liable to be destroyed if the shipyard is sufficiently damaged.'''

BLD_SHIPYARD_ORG_CELL_GRO_CHAMB
Chambre de croissance cellulaire

BLD_SHIPYARD_ORG_CELL_GRO_CHAMB_DESC
'''C'est une amélioration du [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]] et permet le développement des [[shiphull SH_PROTOPLASMIC]]s, [[shiphull SH_SYMBIOTIC]]s et [[shiphull SH_BIOADAPTIVE]]s. La présence de cette amélioration et de la [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] sur la même planète sont nécessaire au développ des [[shiphull SH_ENDOSYMBIOTIC]] et [[shiphull SH_SENTIENT]].

Une amélioration du chantier naval spécialement prévu pour augmenter la taille des organismes monocellulaires à des proportions vraiment énormes.'''

BLD_SHIPYARD_ORG_XENO_FAC
Xenocoordination Facility

BLD_SHIPYARD_ORG_XENO_FAC_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]] and allows development of [[shiphull SH_STATIC_MULTICELLULAR]]s, [[shiphull SH_ENDOMORPHIC]]s and [[shiphull SH_RAVENOUS]]s. The presence of this upgrade and the [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] on the same planet allows development of the [[shiphull SH_ENDOSYMBIOTIC]] and [[shiphull SH_SENTIENT]].

A facility dedicated to creating a fully symbiotic relationship between a ship and its crew.'''

BLD_SHIPYARD_ENRG_COMP
Energy Compressor

BLD_SHIPYARD_ENRG_COMP_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_BASE]] and is required for the formation of all energy hulls and all further energy hull shipyard upgrades.

A highly specialized shipyard designed to create and mount parts on large bundles of densely compressed energy. This is a fragile process, and this shipyard will explode mightily if it takes more than a very small amount of damage.'''

BLD_SHIPYARD_ENRG_SOLAR
Solar Containment Unit

BLD_SHIPYARD_ENRG_SOLAR_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ENRG_COMP]] and allows formation of [[shiphull SH_SOLAR]]s.

The task of creating a miniature sun is a gargantuan task in and of itself. The production of such a body on which ship parts can be safely mounted is even more so.'''

BLD_BIOTERROR_PROJECTOR
Base de projection bioterroriste

BLD_BIOTERROR_PROJECTOR_DESC
'''Gives the planet on which it is built the Bioterror focus, which decreases Population on enemy planets within 4 starlane jumps at a rate of 2 per turn, provided the enemy empire does not contain a Genome Bank.

This clandestine biological warfare base wreaks havoc on enemy planets in the vicinity. Gradually reduces the Population of all enemy planets within four starlane jumps until the planet's population is gone. Such activities are not endorsed by the public however, and this facility can only be built on a planet with a resonant moon. Ineffective if there is a Genome Bank building in the enemy empire. This building can also be built at an outpost, provided it has a resonant moon.'''
#'''Projette les effets négatifs de la guerre biologique sur la santé des planètes à proximité.

#Planètes à moins de 2 sauts hyperspatiaux n appartenant pas à l'empire qui a construit le projecteur reçoivent -4 au maximum de santé.
#Planètes à moins de 2 sauts hyperspatiaux appartenant à l'empire qui a construit le projecteur reçoivent -1 au maximum de santé.
#Nécessite un Centre de recherches en Bioterreur pour être exploiter, sans quoi il ne produit pas d'effets négatifs sur la santé des planètes des autres empires.'''


BLD_LIGHTHOUSE
Phare interstellaire

BLD_LIGHTHOUSE_DESC
Augmente la vitesse des vaisseaux partant de ce système et diminue la [[encyclopedia STEALTH_TITLE]] de tous les objets dans ce même système de 30. Cette construction peut également être placée sur un avant-poste.

BLD_SCANNING_FACILITY
Scanning Facility

BLD_SCANNING_FACILITY_DESC
'''Increases [[encyclopedia DETECTION_RANGE_TITLE]] of the planet by 75.

A combination of long-range scanning devices and great computing power to analyze the data allows a larger area of space to be scanned for any objects.'''

BLD_HEAVY_MINE_PROCESSOR
Processeur d'extraction minière lourd

BLD_HEAVY_MINE_PROCESSOR_DESC
Donne à toutes les colonies de l'empire accès à la focalisation sur l'exploitation minière lourde.

BLD_INDUSTRY_CENTER
Centre industriel

BLD_INDUSTRY_CENTER_DESC
'''Initially provides a bonus to [[encyclopedia INDUSTRY_TITLE]] on all [[encyclopedia SUPPLY_TITLE]] line connected planets with Industry by 0.2 per Population.

[[tech PRO_INDUSTRY_CENTER_II]] refinement doubles the bonus.

[[tech PRO_INDUSTRY_CENTER_III]] refinement further increases the bonus to triple the base bonus.'''
#'''Initialement fournit +5 à l'industrie à moins de 100 en ligne directe de l'industrie, non empilable, du monde industriel ciblé.

#[[tech PRO_INDUSTRY_CENTRE_II]] le raffinage augmente le bonus à +6 et augmente la distance à 200.

#[[tech PRO_INDUSTRY_CENTRE_III]] le raffinage augmente le bonus à +7 et augmente la distance à 300.'''

BLD_EXOBOT_SHIP
Exobot Colony Origin
BLD_EXOBOT_SHIP_DESC
'''Constructing the first group of exobots is a major production.  However, once established on their own planet, they will be able to build themselves.'''

BLD_MEGALITH
Mégalithe

BLD_MEGALITH_DESC
'''Sets the owner empire's capital, overriding any existing Imperial Palace. The planet on which it is built receives an increase of 2 to [[encyclopedia SUPPLY_TITLE]] line range, and 30 to [[encyclopedia INFRASTRUCTURE_TITLE]]. Additionally all resource meters are able to reach target in a single turn.

The Megalith is an abnormally massive starscraper, kilometers in diameter, and an inspiration to architects empire-wide.'''
#Une merveille d'architecture de l'époque de l'Exode, C'est une Mégalithe anormalement massives semblant touchées les étoiles, de plusieurs kilomètres de diamètre. Cette Mégalithe est une source d'inspiration pour les architectes de l'ensemble du secteur et est souvent le joyau d'un puissant magnat de l'immobilier  de l'empire.

BLD_SPACE_ELEVATOR
Ascenseur Spatial

BLD_SPACE_ELEVATOR_DESC
'''Doubles [[encyclopedia SUPPLY_TITLE]] line range on the planet on which it is built.

Nano-construction enables production of tensile cables strong enough to reach beyond geostationary orbit. Shuttles magnetically lifted up the cable are superior to the expensive, inefficient, and highly dangerous rocket launches to escape velocity. An enormous and practically unbreakable line of cable tethered to a satellite in geo-stationary low orbit on one end, and a launch platform on the planet-bound end.'''
#Un énorme et pratiquement incassable câble attaché à un satellite en orbite géo-stationnaire basse d'un coté, et une plateforme de lancement sur la planète de l'autre. l'ascenseur spatial augmente le commerce pour l'ensemble du système.

BLD_GENOME_BANK
La Banque du Gènome

BLD_GENOME_BANK_DESC
'''Immunise l'empire contre le bioterrorisme.

La plus grande base de données jamais conçue. La Banque du génome comprend les cartes des génomes de tous les organismes connus de l'empire. Cette base de données est d'une valeur inestimable dans le traitement des maladie et dans les colonies agricoles.'''

BLD_GAIA_TRANS
Gaia Transformation

BLD_GAIA_TRANS_DESC
'''Increases max Population according to planet size-- Tiny: 3, Small: 6, Medium: 9, Large: 12, Huge: 15.

Convert a planet into a Gaia world by way of a sentient, almost god-like, cell-based computer program. This planet is wondrous to behold and famous throughout the known galaxy as a celebration of life and harmony. The inhabitants of this world think and act as though part of a larger organism, serving its needs simultaneously with their own.'''

BLD_COLLECTIVE_NET
Réseau de pensée collective

BLD_COLLECTIVE_NET_DESC
'''Increases [[encyclopedia INDUSTRY_TITLE]] on planets with the Industry focus by 0.5 per Population, and [[encyclopedia RESEARCH_TITLE]] on Planets with the Research focus by 0.5 per Population. Starlane travel within 500 uus will disrupt this building's effectiveness and eliminate these bonuses.

By transferring the mind into cyberspace, thousands of minds can act as one, solving problems and making breakthroughs that no single mind could.'''
#En transférant des esprits dans le cyberespace, des milliers d'esprits peuvent agir à l'unisson, résolvant des problèmes et faisant des avancées qu'aucun esprit unique ne pourrait faire.

BLD_GATEWAY_VOID
Gateway to the Void

BLD_GATEWAY_VOID_DESC
'''Any ships who enter this system without passing through on the same turn are destroyed, and all colonies within are reduced to outpost status, with a max population of one tenth. Furthermore, it is impossible for anyone outside a system containing this building to see into it.

A dimensional tear capable of magnifying the destructive potential of the Void Mind in a localized region.'''

BLD_ENCLAVE_VOID
Enclave Du Vide

BLD_ENCLAVE_VOID_DESC
'''Increases target [[encyclopedia RESEARCH_TITLE]] on all planets with the Research focus by 0.75 per Population.

The population of an entire planet is genetically attuned to the Void Mind and dedicated to channeling its wisdom to the empire. The denizens of the Void Enclave are regarded as priests, channels of higher thinking and wisdom. In all matters of importance to the empire, their advice is sought after. Emissaries from the Enclave can even be sent to assist in the empire's research projects.'''
#l ensemble de la population de la planète est génétiquement adapté à l'esprit du Vide et est dédiée à la transmission de sa sagesse à l'empire. Les habitants de l'Enclave du Vide sont considérés comme des prêtres, messager de la sagesse et des pensées les plus élevés. Leurs conseils sont recherchés pour toutes les questions d'importance de l'empire. Des émissaires de l'Enclave peuvent même être envoyés à travers l'empire pour aider dans des projets de recherche. Les productions industrielles et minière de ce monde ne dépassera  jamais 30.

BLD_ART_BLACK_HOLE
Trou noir Artificiel

BLD_ART_BLACK_HOLE_DESC
By introducing a tremendous amount of artificial gravity into a star without increasing its energy, it can be made to collapse in on itself and form a Black Hole. This technique is limited to red stars however, as overcoming the internal pressure of a hotter star would require an absurdly powerful gravity generator. This process can be enacted at an outpost.
#Une singularité construite sur une orbite lointaine dans un système. Son pouvoir est exploitée pour augmenter la production industrielle de tous les mondes à proximité.

BLD_HYPER_DAM
Barrage Hyperspatial

BLD_HYPER_DAM_DESC
'''Increases target [[encyclopedia INDUSTRY_TITLE]] on [[encyclopedia SUPPLY_TITLE]] line connected planets with the Industry focus by 0.4 per Population, but decreases Population on such planets by 5.

A tear in the fabric of the universe, safely controlled and harnessed. Each planet may construct its own hyperspatial dams, but a single control center is required to ensure that the space-time continuum is not torn apart by the stresses. Additionally, all planets who use hyperspatial dams experience health problems, unless they are orbiting a Black Hole.'''
#Une déchirure dans le tissu de l'univers, contrôlée et exploitée en toute sécurité. Le barrage hyperspatial sert  de source d'énergie presque illimitée pour tout le secteur.

BLD_SOL_ACCEL
Solar Accelerator

BLD_SOL_ACCEL_DESC
A Solar Accelerator artificially ages a star by speeding up its natural processes. The star becomes one type older, according to the following order: Blue, White, Yellow, Orange, Red. This process can be enacted at an outpost.

BLD_SOL_ORB_GEN
Solar Orbital Generator

BLD_SOL_ORB_GEN_DESC
'''Increases target [[encyclopedia INDUSTRY_TITLE]] on [[encyclopedia SUPPLY_TITLE]] line connected planets by 0.4, 0.2 or 0.1 per Population for Blue and White, Yellow and Orange, or Red stars, respectively.

A power generator in low solar orbit designed to tap directly into the star's energy. Since different star types produce different amounts of energy, the system-wide industry bonus is dependant on star type. This building can be built at an outpost.'''

BLD_CLONING_CENTER
Cloning Center

BLD_CLONING_CENTER_DESC
'''Augmente la population maximale des planètes suivant la taille de la planète: minuscule: +1, petite: +2, moyenne: +3, grande: +4, énorme: +5.

Industrial Cloning allows made-to-order populations to be produced industrially, significantly improving population.'''

BLD_TERRAFORM
Terraforming

BLD_TERRAFORM_DESC
Terraforms a world one step closer to the environmental preference of the inhabiting species.

BLD_TERRAFORM_REVERT
Terraforming Reversion

BLD_TERRAFORM_REVERT_DESC
Terraforms a world one step back towards its original type.

BLD_REMOTE_TERRAFORM
Remote Terraforming

BLD_REMOTE_TERRAFORM_DESC
Terraforms a world one step closer to the environmental preference of the inhabiting species. This process can be enacted at an outpost.

BLD_NEUTRONIUM_EXTRACTOR
Neutronium Extractor

BLD_NEUTRONIUM_EXTRACTOR_DESC
'''Permits construction of ships with Neutronium ship parts.

Before parts can be built using Neutronium, it must be extracted from a neutron star. Neutronium extracted at this facility is transported to Neutronium Forges throughout the empire. This building can be built at an outpost.'''

BLD_NEUTRONIUM_FORGE
Neutronium Forge

BLD_NEUTRONIUM_FORGE_DESC
'''This building is required at the same location as a shipyard to enable building ships with neutronium parts.

The industrial processing of neutronium requires an extensive specialized facility. Unlike most shipyards and shipyard upgrades, this building cannot be built at an outpost.'''

BLD_NEUTRONIUM_SYNTH
Neutronium Synthesizer

BLD_NEUTRONIUM_SYNTH_DESC
'''An empire with this building does not need a Neutronium Extractor to build neutronium ship parts.

An ancient building designed long ago to synthesize neutronium.'''

BLD_CONC_CAMP
Concentration Camps

BLD_CONC_CAMP_DESC
'''Decreases the planet's population at a rate of 3 per turn, and increases target [[encyclopedia INDUSTRY_TITLE]] by 5 times the planet's population.

Ridding a planet of an undesirable species allows the introduction of a more suited species. By creating a planet-wide network of concentration camps designed to work the citizens to death, this goal can be achieved quickly and efficiently. This building can be built on an outpost.'''

BLD_BLACK_HOLE_POW_GEN
Black Hole Power Generator

BLD_BLACK_HOLE_POW_GEN_DESC
Increases [[encyclopedia INDUSTRY_TITLE]] on all [[encyclopedia SUPPLY_TITLE]] line connected planets with the Industry focus by 1.2 per Population. This building can be built at an outpost, but must be in a black hole system.

BLD_REPLICATORS
Replicators

BLD_REPLICATORS_DESC
'''When activated, half of all industrial production in the empire goes towards replicating extra food or minerals at a 2:1 ratio. If the planet on which it is built has focus set to Food Replication, food will be produced at the expense of industry. When the focus is set to Mineral Replication, minerals will be produced at the expense of industry.

Only one replication focus can take effect in the empire at one time.'''

BLD_PLANET_DRIVE
Planetary Starlane Drive

BLD_PLANET_DRIVE_DESC
'''Allows a planet to move between star systems. An interstellar lighthouse is required within 200 uus of the target system to allow the planet to proceed safely. Otherwise, the planet will have a 50% chance of being destroyed in transit. This is a hazardous journey even if the planet survives however, and only half the population of a planet will live even with support from the interstellar lighthouse. This building can be built at an outpost, but not on an asteroid belt.

Due to a lack of UI targeting, a second building is currently required on the other end of the starlane. This building will destroy itself immediately, so that the planet can move to a different target system later.

To use this building, set the planet to Planet Drive focus, and construct a Planetary Beacon in an adjacent system. The planet will then be moved to that system.'''

BLD_PLANET_BEACON
Planetary Beacon

BLD_PLANET_BEACON_DESC
Designates the target for the planetary starlane drive. This building can be built at an outpost.

BLD_ART_PLANET
Planète artificielle

BLD_ART_PLANET_DESC
Forms an artificial planet from an asteroid belt or a gas giant. Asteroids become tiny barren planets and gas giants become huge barren planets. This process must be enacted at an outpost on either a gas giant or an asteroid belt.

BLD_ART_MOON
Artificial Moon

BLD_ART_MOON_DESC
'''Forms an artificial moon with 1:1 orbital period - rotational period resonance. Adds the [[special RESONANT_MOON_SPECIAL]] special to the planet.

This cannot be constructed at a Gas Giant or Asteroid Belt.

Though natural satellites are relatively commonplace occurrences amongst planetary bodies, it is truly rare to find a moon with an orbital period equal to that of its rotational period. Such a satellite would have one side constantly facing away from the planet, allowing the construction of massive installations - which under normal circumstances would be easily visible from the planet's surface - to be constructed with total secrecy, completely invisible to the unsuspecting populace on the planet below.'''

BLD_SOL_REJUV
Solar Rejuvenator

BLD_SOL_REJUV_DESC
A Solar Rejuvenator artificially rejuvenates a star by increasing its fuel supply. The star becomes one type younger, according to the following order: Red, Orange, Yellow, White, Blue. This process can be enacted at an outpost.

BLD_TRANSFORMER
Transformer

BLD_TRANSFORMER_DESC
'''An versatile and extremely expensive building capable of having the effects many other buildings, currently activated using the focus settings of the planet on which it is built, provided the owner has unlocked the building which the Transformer is mimicking.

This building can be given the effects of a Replicator, a Planetary Cloaking Device, a Bioterror Projector, a Stargate, a Planetary Starlane Drive, or a Spatial Distortion Generator, provided the owner has the appropriate technology.'''

BLD_PLANET_CLOAK
Planetary Cloaking Device

BLD_PLANET_CLOAK_DESC
'''Gives the planet it is built on a huge bonus to [[encyclopedia STEALTH_TITLE]].

A powerful cloaking device able to shroud an entire world.'''

BLD_SPATIAL_DISTORT_GEN
Spatial Distortion Generator

BLD_SPATIAL_DISTORT_GEN_DESC
Manipulates the dimensional properties of adjacent starlanes. Any enemy ships attempting to reach the system containing this building will be redirected back the way they came, or to a random adjacent star. Only ships fast enough to traverse the starlane in one turn are able to avoid these effects. This is activated with the Spatial Distortion focus.

BLD_STARGATE
Stargate

BLD_STARGATE_DESC
'''Capable of creating a shortcut through space-time between itself and any other stargate owned by the empire. The power expenditures of such a device can shut down a whole planet while it is being activated, although there are no adverse effects at other times. Unfortunately, due to quantum fluctuations, it is impossible to predict where a sent ship will end up if more than one Stargate is open for receiving at a time.

To activate the stargate, set the planet to the Stargate Send focus and a planet with a Stargate in another system to the Stargate Receive focus.'''

BLD_GAS_GIANT_GEN
Gas Giant Generator

BLD_GAS_GIANT_GEN_DESC
'''This building can only be constructed at a gas giant and gives a +10 [[encyclopedia INDUSTRY_TITLE]] bonus to planets with the Industry focus in the same system. Multiple generators in the same system do not stack.

A power generator designed to harvest the energy of a Gas Giant.'''

BLD_COLONY_BASE
Base colonisatrice

BLD_COLONY_BASE_DESC
Crée un vaisseau Base colonisatrice permettant de coloniser une autre planète de ce même système. Peut seulement être construit sur des planètes dont la population atteind 3 ou plus.

BLD_EXPERIMENTOR_OUTPOST
Experimentor Outpost
BLD_EXPERIMENTOR_OUTPOST_DESC
The outpost of the Experimentors, used for carrying out highly advanced experiments.  This structure also acts as a cloak to prevent anyone from interfering with their work.

BLD_NOVA_BOMB_ACTIVATOR
Nova Bomb Activator
BLD_NOVA_BOMB_ACTIVATOR_DESC
Activates all Nova Bombs within one starlane jump.


#############################################################
####           Hull/Part Description Templates           ####
#############################################################

HULL_DESC
'''Vitesse liaisons spatiales: %1%
Contenance carburant: %2%
Vitesse de combat: %3%
Structure: %4%'''

PART_DESC_CAPACITY
Capacité: %1%

PART_DESC_STRENGTH
Puissance: %1%

PART_DESC_DIRECT_FIRE_STATS
'''Attaque Dommages: %1%'''

## TEMPORARILY HIDDEN
# Rate of Fire: %2% shots/turn
# Range: %3%

PART_DESC_LR_STATS
'''Dommages: %1%
Cadence de tir: %2% missiles/tour
Portée: %3%
Missile vitesse: %4%
Missile structure: %5%
Missile [[encyclopedia STEALTH_TITLE]]: %6%
Capacité: %7% missiles'''

PART_DESC_FIGHTER_STATS
'''Chasseur type: %1%
Chasseur Anti-Chasseur Dommages: %3%
Chasseur Anti-Vaisseaux Dommages: %2%
Chasseur cadence de lancement: %4% fighters/turn
Chasseur vitesse: %5%
Chasseur Structure: %6%
Chasseur [[encyclopedia STEALTH_TITLE]]: %7%
Chasseur détection: %8%
Capacité: %9% fighters'''


#############################################################
####                 S H I P   P A R T S                 ####
#############################################################


SR_WEAPON_1_1
Propulseur de masse 1
SR_WEAPON_1_1_DESC
'''Le Propulseur de masse, une arme de base.'''

SR_WEAPON_1_2
Propulseur de masse 2
SR_WEAPON_1_2_DESC
'''Propulseur de masse, reconditionné au niveau 2.'''

SR_WEAPON_1_3
Propulseur de masse 3
SR_WEAPON_1_3_DESC
'''Propulseur de masse, reconditionné au niveau 3.'''

SR_WEAPON_1_4
Propulseur de masse 4
SR_WEAPON_1_4_DESC
'''Propulseur de masse, reconditionné au niveau 4.'''

SR_WEAPON_2_1
Laser 1
SR_WEAPON_2_1_DESC
'''Le Laser, une arme pour vaisseaux bien plus puissante que le propulseur de masse.'''

SR_WEAPON_2_2
Laser 2
SR_WEAPON_2_2_DESC
'''Laser, reconditionné au niveau 2.'''

SR_WEAPON_2_3
Laser 3
SR_WEAPON_2_3_DESC
'''Laser, reconditionné au niveau 3.'''

SR_WEAPON_2_4
Laser 4
SR_WEAPON_2_4_DESC
'''Laser, reconditionné au niveau 4.'''

SR_WEAPON_3_1
Plasma Cannon 1
SR_WEAPON_3_1_DESC
'''The Plasma Cannon, a more powerful ship's weapon than the Laser.'''

SR_WEAPON_3_2
Plasma Cannon 2
SR_WEAPON_3_2_DESC
'''Plasma Cannon, refined to level 2.'''

SR_WEAPON_3_3
Plasma Cannon 3
SR_WEAPON_3_3_DESC
'''Plasma Cannon, refined to level 3.'''

SR_WEAPON_3_4
Plasma Cannon 4
SR_WEAPON_3_4_DESC
'''Plasma Cannon, refined to level 4.'''

SR_WEAPON_4_1
Death Ray 1
SR_WEAPON_4_1_DESC
'''The Death Ray, the ultimate ship's weapon.'''

SR_WEAPON_4_2
Death Ray 2
SR_WEAPON_4_2_DESC
'''Death Ray, refined to level 2.'''

SR_WEAPON_4_3
Death Ray 3
SR_WEAPON_4_3_DESC
'''Death Ray, refined to level 3.'''

SR_WEAPON_4_4
Death Ray 4
SR_WEAPON_4_4_DESC
'''Death Ray, refined to level 4. The ultimate refinement of the ultimate weapon.'''

SR_WEAPON_2
Laser

SR_WEAPON_2_DESC
Puissance et masse faible

SR_ION_CANNON
Canon à ions

SR_ION_CANNON_DESC
Puissance et masse modéré

SR_WEAPON_1
Propulseur de masse

SR_WEAPON_1_DESC
A projectile weapon capable of launching objects of tremendous mass at relativistic speeds.

SR_WEAPON_4
Death Ray

SR_WEAPON_4_DESC
Ultimate short range weapon

PD_PULSE_LASER
Laser à impulsions

PD_PULSE_LASER_DESC
Courte portée, haute cadence de tir

PD_PHASOR
Phasor

PD_PHASOR_DESC
Stronger, faster point defense weapon

PD_PARTICLE_BEAM
Particle Beam

PD_PARTICLE_BEAM_DESC
Ultimate point defense weapon

FI_INTERCEPTOR
Interceptor

FI_INTERCEPTOR_DESC
Twelve fast interceptors designed to destroy missiles and enemy fighters

FI_BOMBER
Bomber

FI_BOMBER_DESC
Six bombers designed to target ships and planets

FI_RECON
Reconnaissance Fighter

FI_RECON_DESC
Twelve fast, unarmed fighters designed for reconnaissance

FI_BIOINTERCEPTOR
Bio-Interceptor

FI_BIOINTERCEPTOR_DESC
Thirty-six living interceptors designed to destroy missiles and enemy fighters. Far more effective than regular interceptors. This part can only be built if there is a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] somewhere in the empire or an ally's empire.

FI_BIOBOMBER
Bio-Bomber

FI_BIOBOMBER_DESC
Eighteen living bombers designed to target ships and planets. Far more effective than regular bombers.  This part can only be built if there is a Bioneural Modification Unit somewhere in the empire or an ally's empire.

LR_NUCLEAR_MISSILE
Missile nucléaire

LR_NUCLEAR_MISSILE_DESC
Longue portée, puissance moyenne

LR_SPECTRAL_MISSILE
Spectral Missile

LR_SPECTRAL_MISSILE_DESC
A fast, stealthy missile.

LR_NEUTRONIUM_PLATE_NUC_MIS
Neutronium Plated Nuclear Missile

LR_NEUTRONIUM_PLATE_NUC_MIS_DESC
Heavily armored nuclear missile

LR_NEUTRONIUM_PLATE_SPEC_MIS
Neutronium Plated Spectral Missile

LR_NEUTRONIUM_PLATE_SPEC_MIS_DESC
Heavily armored spectral missile

LR_ANTIMATTER_TORPEDO
Antimatter Torpedo

LR_ANTIMATTER_TORPEDO_DESC
A fast, long-range missile powered by the Spatial Flux Drive and armed with a powerful anti-matter warhead. This part can only be built if there is an Advanced Engineering Bay somewhere in the empire or an ally's empire.

LR_PLASMA_TORPEDO
Plasma Torpedo

LR_PLASMA_TORPEDO_DESC
A fast, long-range missile with excellent [[encyclopedia STEALTH_TITLE]], powered by the Trans-Spatial Drive and armed with a devastatingly powerful plasma warhead. This part can only be built if there is an Advanced Engineering Bay somewhere in the empire or an ally's empire.

DT_DETECTOR_1
Scanner optique

DT_DETECTOR_1_DESC
Détection à courte portée.

DT_DETECTOR_2
Radar Actif

DT_DETECTOR_2_DESC
Détection à portée moyenne.

DT_DETECTOR_3
Neutron Scanner

DT_DETECTOR_3_DESC
Long-range detection.

DT_DETECTOR_4
Capteurs

DT_DETECTOR_4_DESC
Détection à très longue portée.

FU_IMPROVED_ENGINE_COUPLINGS
Improved Engine Couplings

FU_IMPROVED_ENGINE_COUPLINGS_DESC
'''Increases Starlane speed by 10.

Better engine parts equate to better engines.'''

FU_N_DIMENSIONAL_ENGINE_MATRIX
N-Dimensional Engine Matrix

FU_N_DIMENSIONAL_ENGINE_MATRIX_DESC
'''Increases Starlane speed by 15. 

N-Dimensional subspace research resulted in a more efficient engine matrix.'''

FU_SINGULARITY_ENGINE_CORE
Singularity Engine Core

FU_SINGULARITY_ENGINE_CORE_DESC
A smaller cousin of the Hyperspace Dam outfitted for ships, the Singularity Engine Core drastically boosts power generation. Increases Starlane speed by 20. 

FU_BASIC_TANK
Réservoire de carburant additionnel

FU_BASIC_TANK_DESC
Permet un saut additionnel.

FU_DEUTERIUM_TANK
Réservoir de Deutérium

FU_DEUTERIUM_TANK_DESC
Légère augmentation de l'autonomie en augmentant la capacité de stockage en carburant. Encombrant et vulnérables aux tir des armes.

FU_ANTIMATTER_TANK
Réservoir d'anti-matière

FU_ANTIMATTER_TANK_DESC
Augmentation modérée de l'autonomie en augmentant la capacité de carburant. Compacte et faible en masse.

FU_ZERO_FUEL
Zero-Point Fuel Generator

FU_ZERO_FUEL_DESC
Generates energy using Zero-Point generation and converts it into fuel using matter-energy conversion techniques.

ST_CLOAK_1
Amortisseur électromagnétique

ST_CLOAK_1_DESC
'''Weak Cloaking (+20)

Améliore la [[encyclopedia STEALTH_TITLE]] du vaisseau par l'amortissement des émissions électromagnétiques des systèmes embarqués. Ne peut compenser que des faibles émissions, et sera submergé par des éléments produisant de grandes émissions éléctromagnétiques'''

ST_CLOAK_2
Absorption Field

ST_CLOAK_2_DESC
'''Moderate Cloaking (+40)

Creates an absorption field around the ship, effectively transforming it into a perfect blackbody. [[encyclopedia STEALTH_TITLE]]-causing ship parts do not stack.'''

ST_CLOAK_3
Dimensional Cloak

ST_CLOAK_3_DESC
'''Strong Cloking (+60)

Hides this ship within a dimensional rift, greatly increasing [[encyclopedia STEALTH_TITLE]]. [[encyclopedia STEALTH_TITLE]]-causing ship parts do not stack.'''

ST_CLOAK_4
Phasing Cloak

ST_CLOAK_4_DESC
'''Very Strong Cloaking (+80)

Modulates the frequency of any matter waves emitted from the ship to match that of the background radiation. [[encyclopedia STEALTH_TITLE]]-causing ship parts do not stack.'''

AR_STD_PLATE
Plaque de blindage standard

AR_STD_PLATE_DESC
'''Basic armor plating providing only moderate enhancement to a ship's hull durability.'''

AR_ZORTRIUM_PLATE
Zortrium Armor Plating

AR_ZORTRIUM_PLATE_DESC
'''Stronger defense than standard plating.'''

AR_DIAMOND_PLATE
Diamond Armor Plating

AR_DIAMOND_PLATE_DESC
'''Stronger defense than zortrium plating.'''

AR_XENTRONIUM_PLATE
Xentronium Armor Plating

AR_XENTRONIUM_PLATE_DESC
'''Extremely strong and durable armor plating.'''

AR_ROCK_PLATE
Rock Armor Plating

AR_ROCK_PLATE_DESC
'''A strong, cheap alternative to alloys. This part can only be built if there is an [[buildingtype BLD_SHIPYARD_AST_REF]] at an asteroid belt somewhere in the empire or an ally's empire.'''

AR_CRYSTAL_PLATE
Crystal Armor Plating

AR_CRYSTAL_PLATE_DESC
'''An incredibly strong armor produced with advanced crystallization techniques. This part can only be built if there is an [[buildingtype BLD_SHIPYARD_AST_REF]] at an asteroid belt somewhere in the empire or an ally's empire.'''

AR_NEUTRONIUM_PLATE
Neutronium Armor Plating

AR_NEUTRONIUM_PLATE_DESC
'''Strongest, most durable armor plating. Admirable defense.'''

AR_PRECURSOR_PLATE
Precursor Armor Plating

AR_PRECURSOR_PLATE_DESC
Marvelously effective armor of unknown composition

SH_DEFENSE_GRID
Grille de défense

SH_DEFENSE_GRID_DESC
'''Provides basic shield defense. Capable of completely negating or at least substantially reducing damage from hits by low powered weapons. Reduces damage sustained from a hit by 4.

There can only be one active shield generator on a ship, so shield parts do not stack.'''

SH_DEFLECTOR
Bouclier déflecteur

SH_DEFLECTOR_DESC
'''Provides advanced shield defense. Can absorb or at least substantially reduce damage dealt by moderately powered weapons. Reduces damage sustained from a hit by 7.

There can only be one active shield generator on a ship, so shield parts do not stack.'''

SH_PLASMA
Plasma Shield

SH_PLASMA_DESC
'''Powerful shield that significantly reduces damage suffered from hits even by advanced weapons, and completely absorbs anything less. Reduces damage sustained from a hit by 12.

There can only be one active shield generator on a ship, so shield parts do not stack.'''

SH_BLACK
Blackshield

SH_BLACK_DESC
'''Most powerful shield defense, can only be penetrated by the most powerful weapons. Extremely expensive to research and build. Reduces damage sustained from a hit by 20.

There can only be one active shield generator on a ship, so shield parts do not stack.'''

SH_MULTISPEC
Multi-Spectral Shield

SH_MULTISPEC_DESC
'''Powerful [[encyclopedia SHIELDS_TITLE]] capable of protecting a ship within a star. Provides a high [[encyclopedia STEALTH_TITLE]] bonus on the galaxy map when the ship is in a star other than a Black Hole or a Neutron Star and allows the ship to enter a star in combat. Reduces damage sustained from a hit by 15.

There can only be one active shield generator on a ship, so shield parts do not stack.'''

CO_COLONY_POD
Module de colonisation

CO_COLONY_POD_DESC
'''Installation de base pour colons afin de survivre les premiers jours sur une nouvelle planète. Permet aux vaisseaux de coloniser de nouveaux mondes.

Toutes les classes de vaisseau colonisateur requièrent de leur planète d'origine d'avoir une population d'au moins trois.'''

CO_SUSPEND_ANIM_POD
Module de colonisation cryogénique

CO_SUSPEND_ANIM_POD_DESC
'''Les colons sont maintenus en animation suspendue pendant le voyage, en éliminant nécessité de fournir les besoins vitaux, et en augmentant considérablement le nombre de colons qui peuvent être transportées sur un vaisseau.

Toutes les classes de vaisseau colonisateur requièrent de leur planète d'origine d'avoir une population d'au moins trois.'''

CO_OUTPOST_POD
Module d'avant-poste

CO_OUTPOST_POD_DESC
'''Les modules avant-poste vous permettent d'établir des stations non habités. Elles peuvent être placées sur des planètes inhabitables. Elles ne sont pas habitées et ne produisent normalement pas de resources, mais elles offrent la visions de lignes d'[[encyclopedia SUPPLY_TITLE]] quand la bonne technologie est exploitée. Des colonies peuvent être fondées sur des planètes déjà pourvues d'un avant-poste.'''

GT_TROOP_POD
Module de troupes de terre

GT_TROOP_POD_DESC
Porte une brigade de [[encyclopedia TROOP_TITLE]] de terre avec équipement pour être déployé sur une planète.

SP_DISTORTION_MODULATOR
Distortion Modulator

SP_DISTORTION_MODULATOR_DESC
Distinguishes natural geometric irregularities from enemy ships by manipulating space-time distortions caused by all objects in the vicinity. All objects within 0 uus have max [[encyclopedia STEALTH_TITLE]] reduced by 20. The effect is non-stacking.

SP_CLOUD
Cloud Generator

SP_ASH
Ash Generator

SP_DIM
Dimensional Cleaver

SP_VOID
Void Eruptor

SP_DEATH_SPORE
Spores de la mort

SP_DEATH_SPORE_DESC
Une arme biologique qui réduit petit à petit la population d'une planète.

SP_BIOTERM
Bio-terminateur

SP_BIOTERM_DESC
Une puissante arme biologique qui réduit rapidement la population d'une planète.

SP_NOVA_BOMB
Nova Bomb

SP_NOVA_BOMB_DESC
A weapon of tremendous power capable of destroying an entire system.  The weapon will activate when it recieves the signal from a Nova Bomb Activator not more than one starlane jump away.


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####                 S H I P   H U L L S                 ####
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SH_ROBOTIC
Robotic Hull

SH_ROBOTIC_DESC
'''This hull is completely automated and functions under the principals of Military Robotic Control. Like the standard hull, it has four external slots and one internal slot. It is faster than the standard hull, and will have its structure restored between combats, but has a lower max structure.

In addition to a [[buildingtype BLD_SHIPYARD_BASE]] an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] is required at the planet where it is constructed.'''

SH_SPATIAL_FLUX
Spatial Flux Hull

SH_SPATIAL_FLUX_DESC
'''This tiny hull is capable of immense speed due to the power of the Spatial Flux Drive. It has only two external slots however, and its max structure is low. [[encyclopedia STEALTH_TITLE]] is fairly high, but it receives a large [[encyclopedia STEALTH_TITLE]] penalty for movement both in combat and on the galaxy map.

In addition to a [[buildingtype BLD_SHIPYARD_BASE]] and an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]], an [[buildingtype BLD_SHIPYARD_CON_ADV_ENGINE]] is required at the planet where it is constructed.'''

SH_SELF_GRAVITATING
Self-Gravitating Hull

SH_SELF_GRAVITATING_DESC
'''This hull is immense in both size and power, with eight external slots and two internal slots. It is fairly sturdy, having a high max structure, but [[encyclopedia STEALTH_TITLE]] and speed are fairly low.

In addition to a [[buildingtype BLD_SHIPYARD_BASE]] and an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]], a [[buildingtype BLD_SHIPYARD_CON_GEOINT]] is required at the planet where it is constructed.'''

SH_NANOROBOTIC
Nano-Robotic Hull

SH_NANOROBOTIC_DESC
'''This automated hull is large and fast, and repairs damage to itself using millions of nano-robots. It has six external slots and one internal slot, but it has low [[encyclopedia STEALTH_TITLE]] and is very fragile, though it regenerates structure during combat and restores structure completely between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and a [[buildingtype BLD_SHIPYARD_CON_NANOROBO]] unit at the planet where it is constructed.'''

SH_TITANIC
Titanic Hull

SH_TITANIC_DESC
'''This extraordinarily large hull requires quite a feat of engineering even to move. It has sixteen external slots and three internal slots, and its max structure is very high, but at the cost of a great deal of speed and [[encyclopedia STEALTH_TITLE]].

Requires a Basic [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and a [[buildingtype BLD_SHIPYARD_CON_GEOINT]] at the planet where it is constructed.'''

SH_TRANSSPATIAL
Trans-Spatial Hull

SH_TRANSSPATIAL_DESC
'''This hull is able to travel stealthily and at an incredible speed due to the Trans-Spatial drive. It has only a single external slot however, and its max structure is extremely low.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and an [[buildingtype BLD_SHIPYARD_CON_ADV_ENGINE]] at the planet where it is constructed.'''

SH_LOGISTICS_FACILITATOR
Logistics Facilitator

SH_LOGISTICS_FACILITATOR_DESC
'''This organizational flagship is designed to organize and manage mid-battle transfers of crewmen and other objects. It has seven external slots and two internal slots. Its speed is low, but max structure is fairly high. In addition, its built-in fleet of stealthy freighters allows transfer of personnel and materiel during battle, enabling all friendly ships to recover structure during combat and completely restore structure between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]], a [[buildingtype BLD_SHIPYARD_CON_NANOROBO]], a [[buildingtype BLD_SHIPYARD_CON_GEOINT]], and an [[buildingtype BLD_SHIPYARD_CON_ADV_ENGINE]] at the planet where it is constructed.'''

SH_ASTEROID
Asteroid Hull

SH_ASTEROID_DESC
'''This hull is constructed from an average-sized asteroid. A bit roomier than the standard hull, it has four external slots and two internal slots. Speed and structure are relatively low, but it is fairly inexpensive to build. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] present in the system where it is produced.'''

SH_SMALL_ASTEROID
Small Asteroid Hull

SH_SMALL_ASTEROID_DESC
'''This hull is constructed from a very small asteroid. It has only a single external slot and a single internal slot. Speed is very good, but structure is quite low. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] present in the system where it is produced.'''

SH_HEAVY_ASTEROID
Heavy Asteroid Hull

SH_HEAVY_ASTEROID_DESC
'''This hull is constructed from a gigantic asteroid, and has six external slots and three internal slots. Speed is very low, but structure is moderately high. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] present in the system where it is produced.'''

SH_CAMOUFLAGE_ASTEROID
Camouflage Asteroid Hull

SH_CAMOUFLAGE_ASTEROID_DESC
'''This hull is designed to look exactly like a real asteroid. It has four internal slots, but no external slots. Structure is average, but speed is fairly low. This hull gets a tremendous bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] present in the system where it is produced.'''

SH_SMALL_CAMOUFLAGE_ASTEROID
Small Camouflage Asteroid Hull

SH_SMALL_CAMOUFLAGE_ASTEROID_DESC
'''This camouflage asteroid hull is able to make use of camouflage asteroid parts on its exterior, although it must be made much smaller to compensate and avoid losing its [[encyclopedia STEALTH_TITLE]] bonus. It has a single external slot and a single internal slot. Speed is average, but structure is quite low. This hull gets a tremendous bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] present in the system where it is produced.'''

SH_AGREGATE_ASTEROID
Aggregate Asteroid Hull

SH_AGREGATE_ASTEROID_DESC
'''This massive hull is formed by combining several large asteroids. It has fifteen external slots and four internal slots. Structure is good, but speed is very low. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] and an [[buildingtype BLD_SHIPYARD_AST_REF]] present in the system where it is produced.'''

SH_MINIASTEROID_SWARM
Mini-Asteroid Swarm

SH_MINIASTEROID_SWARM_DESC
'''This hull is constructed from a small asteroid, much of which has been broken off to form numerous tiny asteroids, which are controlled by the main hull. These asteroids protect the main ship, giving a bonus to [[encyclopedia SHIELDS_TITLE]]. This hull has two external slots, but no internal slots. Structure is very low, but speed is high. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] and an [[buildingtype BLD_SHIPYARD_AST_REF]] present in the system where it is produced.'''

SH_SCATTERED_ASTEROID
Scattered Asteroid Hull

SH_SCATTERED_ASTEROID_DESC
'''This flagship is constructed from several large asteroids, some of which have been combined to form the main hull, and some of which have been broken apart to form numerous tiny asteroids, which are controlled by the main hull. These asteroids protect not only the main ship, but every accompanying friendly ship, giving a bonus to [[encyclopedia SHIELDS_TITLE]] for all owned ships and allies' ships in the vicinity. Like the compound asteroid hull, this hull has fifteen external slots and four internal slots. Speed is very low, but structure is high. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] and an [[buildingtype BLD_SHIPYARD_AST_REF]] present in the system where it is produced.'''

SH_CRYSTALLIZED_ASTEROID
Crystallized Asteroid Hull

SH_CRYSTALLIZED_ASTEROID_DESC
'''This sturdy hull is made from a average-sized asteroid, hardened by advanced crystallization techniques. Like the regular Asteroid Hull, it has four external slots and two internal slots. Speed is somewhat low, but structure is extremely high. This hull gets a large bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] and an [[buildingtype BLD_SHIPYARD_AST_REF]] present in the system where it is produced.'''

SH_ORGANIC
Organic Hull

SH_ORGANIC_DESC
'''This is the most basic type of organic hull: a living hull grown from the most basic unit of life and raised for battle. It has three external slots and one internal slot. [[encyclopedia STEALTH_TITLE]] is high and speed is average, but structure is a bit low. This hull regenerates structure and fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]] at the planet where it is developed.'''

SH_STATIC_MULTICELLULAR
Static Multicellular Hull

SH_STATIC_MULTICELLULAR_DESC
'''Despite being organic, this hull is non-living, being produced via multi-cellular casting. The versatility of the interior and the lack of necessity for internal organs increases its capacity, but without living systems, it cannot replenish health or energy. It has three external slots and two internal slots. Structure is average and speed is good, but [[encyclopedia STEALTH_TITLE]] is low. This hull regenerates neither structure nor fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]] and a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] at the planet where it is constructed.'''

SH_ENDOMORPHIC
Endomorphic Hull

SH_ENDOMORPHIC_DESC
'''This hull contains non-living multicellular components for greater external modularity. This hull has four external slots and two internal slots. Structure is good and speed is average, but [[encyclopedia STEALTH_TITLE]] is low. This hull regenerates neither structure nor fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], and a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] at the planet where it is developed.'''

SH_SYMBIOTIC
Symbiotic Hull

SH_SYMBIOTIC_DESC
'''This living hull exists in a symbiotic relationship with its crew, increasing its [[encyclopedia STEALTH_TITLE]] and speed. It has two of each internal and external slots. [[encyclopedia STEALTH_TITLE]], speed and structure are all good. This hull regenerates structure and fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] at the planet where it is developed.'''

SH_PROTOPLASMIC
Protoplasmic Hull

SH_PROTOPLASMIC_DESC
'''This monocellular hull suspends its internal parts in its cytoplasm rather than mounting them on a solid internal structure. It has three internal slots and two external slots. Structure is high, and speed and [[encyclopedia STEALTH_TITLE]] are good. This hull regenerates structure and fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] at the planet where it is developed.'''

SH_ENDOSYMBIOTIC
Endosymbiotic Hull

SH_ENDOSYMBIOTIC_DESC
'''This mono-cellular hull exists in a symbiotic relationship with its crew, suspending them in its cytoplasm and using them as organelles. It has four external slots and three internal slots. Speed and [[encyclopedia STEALTH_TITLE]] are good, and structure is average. This hull regenerates structure and fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] at the planet where it is developed.'''

SH_RAVENOUS
Ravenous Hull

SH_RAVENOUS_DESC
'''This hull has been raised on the blood of its brethren. It has five external slots and two internal slots. [[encyclopedia STEALTH_TITLE]] is low, but speed and structure are high. This hull regenerates neither structure nor fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], and a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] at the planet where it is developed.'''

SH_BIOADAPTIVE
Bio-Adaptive Hull

SH_BIOADAPTIVE_DESC
'''This living hull has mind and body working in perfect unison, allowing it to react and adapt to its surroundings with unparalleled efficiency. It has three external slots and three internal slots. [[encyclopedia STEALTH_TITLE]], speed and structure are all very high. This hull regenerates fuel and completely recovers structure between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] at the planet where it is developed.'''

SH_SENTIENT
Sentient Hull

SH_SENTIENT_DESC
'''This self-aware flagship has powerful analytical abilities and a tremendous memory capacity, which allow it to direct friendly vessels and provide them with useful information and subtle tactical cues in combat, giving a [[encyclopedia STEALTH_TITLE]] and [[encyclopedia DETECTION_RANGE_TITLE]] bonus to all accompanying friendly ships. It has six external slots and three internal slots. It has low speed, but [[encyclopedia STEALTH_TITLE]] and structure are good. This hull regenerates structure and fuel between combats.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] at the planet where it is developed.'''

SH_COMPRESSED_ENERGY
Compressed Energy Hull

SH_COMPRESSED_ENERGY_DESC
'''This fast hull is comprised entirely of compressed energy and has a single external slot. Structure is low, but [[encyclopedia STEALTH_TITLE]] and speed are very high. This hull requires a great deal of energy to construct and can only be built at a system with a star of type White, Blue or Black Hole.

Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an [[buildingtype BLD_SHIPYARD_ENRG_COMP]] at the planet where it is formed.'''

SH_FRACTAL_ENERGY
Fractal Energy Hull

SH_FRACTAL_ENERGY_DESC
'''This hull, while small, has a fractal surface which allows many more parts to be mounted than would be possible on a smoother hull. It has fourteen external slots, but no internal slots. [[encyclopedia STEALTH_TITLE]] is very low, but structure and speed are average. This hull requires a very great deal of energy to construct and can only be built at a system with a star of type Blue or Black Hole.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an [[buildingtype BLD_SHIPYARD_ENRG_COMP]] at the planet where it is formed.'''

SH_QUANTUM_ENERGY
Quantum Energy Hull

SH_QUANTUM_ENERGY_DESC
'''This hull magnifies quantum energy fluctuations to increase its own power. It has seven external slots and three internal slots. Speed and structure are very high, but [[encyclopedia STEALTH_TITLE]] is very low. This hull requires a very great deal of energy to construct and can only be built at a system with a star of type Blue or Black Hole.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an [[buildingtype BLD_SHIPYARD_ENRG_COMP]] at the planet where it is formed.'''

SH_SOLAR
Solar Hull

SH_SOLAR_DESC
'''This mighty flagship is essentially a miniature sun, and as such is a great source of both fuel and visibility. All accompanying friendly ships completely recover fuel between combat, and all enemy ships in the vicinity receive a penalty to [[encyclopedia STEALTH_TITLE]]. This hull has eighteen external slots and nine internal slots - a far greater internal capacity than any other hull. Structure is extremely high, but speed and [[encyclopedia STEALTH_TITLE]] are very low. However, this ship has the ability to enter a star and hide, giving it perfect [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with a star of type other than Black Hole or Neutron, and in combat, when it is hiding inside such a star. This ship requires a tremendous amount of energy to construct and must harness energy from particle-antiparticle collisions on the event horizon of a Black Hole in its formation.

Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ENRG_COMP]] and a [[buildingtype BLD_SHIPYARD_ENRG_SOLAR]] at the planet where it is built.'''

SH_BASIC_SMALL
Petite coque de base
SH_BASIC_SMALL_DESC
'''Une petite coque de base de vaisseau interstellaire. Comparé aux autres coques de base, elle est capable de faire un saut supplémentaire.

Nécessite un [[buildingtype BLD_SHIPYARD_BASE]] sur la planète ou elle sera construite.'''

SH_BASIC_MEDIUM
Coque moyenne de base
SH_BASIC_MEDIUM_DESC
'''Une coque de base, de moyenne grandeure, de vaisseau interstellaire.

Nécessite un [[buildingtype BLD_SHIPYARD_BASE]] sur la planète ou elle sera construite.'''

SH_STANDARD
Grande coque de base

SH_STANDARD_DESC
'''Une grande coque de base de vaisseau interstellaire.

Nécessite un [[buildingtype BLD_SHIPYARD_BASE]] sur la planète ou elle sera construite.'''

SH_XENTRONIUM
Xentronium Hull

SH_XENTRONIUM_DESC
A hull constructed primarily with xentronium. Though small, it has extremely high max structure.

SH_COLONY_BASE
Coque de base colonisatrice

SH_COLONY_BASE_DESC
Une coque concue pour créer une colonie sur une autre planète de ce système. Elle ne peut pas naviguer entre les systèmes, pas plus qu'elle n'est rapide dans son système.

SH_FLOATER_BODY
Weak Body

SH_FLOATER_BODY_DESC
Small frail body that is unable to withstand significant damage.

SH_TREE_BODY
Immobile Body

SH_TREE_BODY_DESC
Rigid tree-like body that is unable to move between systems.

SH_STRONG_MONSTER_BODY
Strong Body

SH_STRONG_MONSTER_BODY_DESC
Large strong body with fearsome natural weapons and strong natural armor.

SH_GUARD_MONSTER_BODY
Guard Hull
SH_GUARD_MONSTER_BODY_DESC
A Strong Hull for Guardian Class Monsters

SH_KRILL_1_BODY
Krill Body 1
SH_KRILL_1_BODY_DESC
Krill Body 1

SH_KRILL_2_BODY
Krill Body 2
SH_KRILL_2_BODY_DESC
Krill Body 2

SH_KRILL_3_BODY
Krill Body 3
SH_KRILL_3_BODY_DESC
Krill Body 3

SH_KRILL_4_BODY
Krill Body 4
SH_KRILL_4_BODY_DESC
Krill Body 4

SH_DRONE_BODY
Drone Hull
SH_DRONE_BODY_DESC
Drone Hull

SH_IMMOBILE_FACTORY
Drone Factory
SH_IMMOBILE_FACTORY_DESC
Drone Factory

SH_KRAKEN_1_BODY
Larval Kraken Body
SH_KRAKEN_1_BODY_DESC
A formidable medium-weight space monster.

SH_KRAKEN_2_BODY
Kraken Body
SH_KRAKEN_2_BODY_DESC
A formidable medium-weight space monster.

SH_KRAKEN_3_BODY
Great Kraken Body
SH_KRAKEN_3_BODY_DESC
A formidable medium-weight space monster.

SH_BLACK_KRAKEN_BODY
Black Kraken Body
SH_BLACK_KRAKEN_BODY_DESC
A monstrous black Kraken with an unnatural aura about it.

SH_SNOWFLAKE_1_BODY
Small Snowflake Body
SH_SNOWFLAKE_1_BODY_DESC
A formidable light-weight space monster.

SH_SNOWFLAKE_2_BODY
Snowflake Body
SH_SNOWFLAKE_2_BODY_DESC
A formidable light-weight space monster.

SH_SNOWFLAKE_3_BODY
Large Snowflake Body
SH_SNOWFLAKE_3_BODY_DESC
A formidable light-weight space monster.

SH_PSIONIC_SNOWFLAKE_BODY
Psionic Snowflake Body
SH_PSIONIC_SNOWFLAKE_BODY_DESC
A mentally powerful space monster.

SH_JUGGERNAUT_1_BODY
Small Juggernaut Body
SH_JUGGERNAUT_1_BODY_DESC
A formidable heavy-weight space monster.

SH_JUGGERNAUT_2_BODY
Juggernaut Body
SH_JUGGERNAUT_2_BODY_DESC
A formidable heavy-weight space monster.

SH_JUGGERNAUT_3_BODY
Large Juggernaut Body
SH_JUGGERNAUT_3_BODY_DESC
A formidable heavy-weight space monster.

SH_BLOATED_JUGGERNAUT_BODY
Bloated Juggernaut Body
SH_BLOATED_JUGGERNAUT_BODY_DESC
An unnaturally large space monster.

SH_NEBULOUS_BODY
Nebulous Body

SH_EXP_OUTPOST_HULL
Experimentor Outpost Hull
SH_EXP_OUTPOST_HULL_DESC
A hull used by the Experimentors use to transport experimental equipment to other galaxies.

SH_COSMIC_DRAGON_BODY
Cosmic Dragon Body
SH_COSMIC_DRAGON_BODY_DESC
A fearsom space dragon the size of a small planet.

SH_DAMPENING_CLOUD_BODY
Dampening Cloud Body
SH_DAMPENING_CLOUD_BODY_DESC
A cosmic cloud of high energetic particles.


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####              S P E C I E S   P I C K S              ####
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NO_INDUSTRY
'''−−−	Pas d'[[encyclopedia INDUSTRY_TITLE]]'''

BAD_INDUSTRY
'''−	Pauvre en [[encyclopedia INDUSTRY_TITLE]]: -50%'''

AVERAGE_INDUSTRY
'''	[[encyclopedia INDUSTRY_TITLE]] moyenne: 100%'''

GOOD_INDUSTRY
'''+	Bonne [[encyclopedia INDUSTRY_TITLE]]: 150%'''

GREAT_INDUSTRY
'''++	Grande [[encyclopedia INDUSTRY_TITLE]]: 200%'''

ULTIMATE_INDUSTRY
'''+++	[[encyclopedia INDUSTRY_TITLE]] ultime: 400%'''

NO_RESEARCH
'''−−−	Pas de [[encyclopedia RESEARCH_TITLE]]'''

BAD_RESEARCH
'''−	Pauvre en [[encyclopedia RESEARCH_TITLE]]: -50%'''

AVERAGE_RESEARCH
'''	[[encyclopedia RESEARCH_TITLE]] moyenne: 100%'''

GOOD_RESEARCH
'''+	Bonne [[encyclopedia RESEARCH_TITLE]]: 150%'''

GREAT_RESEARCH
'''++	Grande [[encyclopedia RESEARCH_TITLE]]: 200%'''

ULTIMATE_RESEARCH
'''+++	[[encyclopedia RESEARCH_TITLE]] ultime: 400%'''


NO_GROUND_TROOPS
'''−−−	Pas de [[encyclopedia TROOP_TITLE]] terrestres'''

BAD_GROUND_TROOPS
'''−	Pauvre en [[encyclopedia TROOP_TITLE]] terrestres: -50%.'''

AVERAGE_GROUND_TROOPS
'''	[[encyclopedia TROOP_TITLE]] terrestres moyennes: 100%.'''

GOOD_GROUND_TROOPS
'''+	Bonne [[encyclopedia TROOP_TITLE]] terrestres: 150%.'''

GREAT_GROUND_TROOPS
'''++	Grande [[encyclopedia TROOP_TITLE]] terrestres: 200%.'''

ULTIMATE_GROUND_TROOPS
'''+++	[[encyclopedia TROOP_TITLE]] terrestres ultime: 300%.'''

BAD_DETECTION
'''−	Pauvre porté de [[encyclopedia DETECTION_RANGE_TITLE]]: −20 malus.'''

GOOD_DETECTION
'''+	Bonne porté de [[encyclopedia DETECTION_RANGE_TITLE]]: +25 bonus.'''

GREAT_DETECTION
'''++	Grande porté de [[encyclopedia DETECTION_RANGE_TITLE]]: +50 bonus.'''

ULTIMATE_DETECTION
'''+++	Ultime porté de [[encyclopedia DETECTION_RANGE_TITLE]]: +100 bonus.'''

BAD_STEALTH
'''−	Pauvre en [[encyclopedia STEALTH_TITLE]]: −15 malus.'''

AVERAGE_STEALTH
'''	[[encyclopedia STEALTH_TITLE]] moyenne:'''

GOOD_STEALTH
'''+	Bonne [[encyclopedia STEALTH_TITLE]]: +15 bonus.'''

GREAT_STEALTH
'''++	Grande [[encyclopedia STEALTH_TITLE]]: +40 bonus.'''

ULTIMATE_STEALTH
'''+++	Ultime [[encyclopedia STEALTH_TITLE]]: +60 bonus.'''

GOOD_WEAPONS
'''+	Commence avec le [[tech SHP_WEAPON_1_3]], & un vaisseau additionnel.'''

GREAT_WEAPONS
'''++	Commence avec le [[tech SHP_WEAPON_2_2]], & deux vaisseaux additionnels.'''

ULTIMATE_WEAPONS
'''++	Commence avec le [[tech SHP_WEAPON_2_4]], & trois vaisseaux additionnels.'''

BAD_POPULATION
'''−	Pauvre en population 75%'''

AVERAGE_POPULATION
'''	Population moyenne'''

GOOD_POPULATION
'''+	Bonne population 125%'''

BROAD_EP
'''++	Broad Planet Tolerance: flourishes on more types.'''

NARROW_EP
'''−	Narrow Planet Tolerance: flourishes on fewer types.'''


#############################################################
####          A C C O U N T I N G    L A B E L S         ####
#############################################################


STANDARD_CONSTRUCTION_LABEL
'''%1% [[encyclopedia INFRASTRUCTURE_TITLE]] moyenne'''

STANDARD_COLONY_SUPPLY_LABEL
'''%2% Approvisionnement moyen des colonies'''

STANDARD_OUTPOST_SUPPLY_LABEL
'''%2% Approvisionnement moyen des avant-poste'''

GOOD_ENVIRONMENT_LABEL
'''%1% Bon environnement'''

ADEQUATE_ENVIRONMENT_LABEL
'''%1% Environnement adéquat'''

POOR_ENVIRONMENT_LABEL
'''%1% Environnement pauvre'''

HOSTILE_ENVIRONMENT_LABEL
'''%1% Environnement hostile'''

ENV_ENCAPSUL_LABEL
'''%1% Encapsulation de l'environnement'''

SELF_SUSTAINING_LABEL
'''Autosuffisant'''

TUNNELS_LABEL
'''Subterranean Bonus'''

GAIA_LABEL
'''Gaia Bonus'''

HOMEWORLD_LABEL
'''Monde d'origine'''

BAD_POPULATION_LABEL
'''%2% Pauvre en population 75%%'''

GOOD_POPULATION_LABEL
'''%2% Bonne population 125%%'''

FOCUS_MINING_LABEL
'''%1% Concentration minière'''

FOCUS_HEAVY_MINING_LABEL
'''%1% Concentration minière lourde'''

BAD_MINING_LABEL
'''%1% Bad Mining'''

GOOD_MINING_LABEL
'''%1% Good Mining'''

GREAT_MINING_LABEL
'''%1% Great Mining'''

ULTIMATE_MINING_LABEL
'''%1% Ultimate Mining'''

FOCUS_INDUSTRY_LABEL
'''%2% Concentration industrielle'''

BAD_INDUSTRY_LABEL
'''%2% Pauvre industrie'''

GOOD_INDUSTRY_LABEL
'''%2% Bonne industrie'''

GREAT_INDUSTRY_LABEL
'''%2% Grande industrie'''

ULTIMATE_INDUSTRY_LABEL
'''%2% Ultime industrie'''

FOCUS_RESEARCH_LABEL
'''%2% Concentration sur la recherche'''

BAD_RESEARCH_LABEL
'''%2% Pauvre recherche'''

GOOD_RESEARCH_LABEL
'''%2% Bonne recherche'''

GREAT_RESEARCH_LABEL
'''%2% Grande recherche'''

ULTIMATE_RESEARCH_LABEL
'''%2% Ultime recherche'''

BAD_TROOPS_LABEL
'''%2% Mauvaises troupes de terres'''

AVERAGE_TROOPS_LABEL
'''%2% Troupes de terres moyennes'''

GOOD_TROOPS_LABEL
'''%2% Bonnes troupes de terres'''

GREAT_TROOPS_LABEL
'''%2% Excellentes troupes de terres'''

ULTIMATE_TROOPS_LABEL
'''%2% Troupes de terres ultime'''

INDEPENDENT_TROOP_LABEL
'''Independent Homeworld'''

OUTPOST_TROOP_LABEL
'''Outpost'''

VERY_BRIGHT_STAR
'''Étoile très brillante'''

BRIGHT_STAR
'''Étoile brillante'''

DIM_STAR
'''Étoile peu lumineuse'''

NO_STAR
'''Pas d'étoile'''

HOMEWORLD_SUPPLY
'''Fournitures du monde d'origine'''

HOMEWORLD_BONUS
'''Monde d'origine'''

ORBITAL_HAB_LABEL
'''Orbital Habitation'''

NDIM_STRC_LABEL
'''N-Dimensional Structures'''

WEAK_VISION_LABEL
'''Weak Vision'''

MODERATE_VISION_LABEL
'''Moderate Vision'''

GOOD_VISION_LABEL
'''Good Vision'''

EXCELLENT_VISION_LABEL
'''Excellent Vision'''

FOCUS_PROTECTION_LABEL
'''Protection Focus'''



#############################################################
####                       T A G S                       ####
#############################################################


ANTIQUATED
Désuet

STYLISH
Élégant

ORGANIC
Organique

ROBOTIC
Robotique

LITHIC
Lithique

PHOTOTROPHIC
PhototrophiQUE

SELF_SUSTAINING
Autosuffisant

TELEPATHIC
Telepathique

ORBITAL
Orbital
