#----------------------------------------------------------------------------
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# Project      : Call To Power 2
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# Description  : Contains feat messages (English)
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# - This file contains all the feat message strings.
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## FEATS OF WONDER STRINGS

FEAT_ACCOMPISHED_TITLE		"FEAT OF WONDER"

## ADVANCE-RELATED FEATS
FEAT_GOT_CONCRETE		"Congratulations!  You are the first nation to discover Concrete!  Concrete's ease of use and lower cost make it an ideal building material.  For the next {FeatDB(Value[0]).Duration} turns, you will get a +{FeatDB(Value[0]).EffectIncreaseProduction}% increase to your production output!"  
FEAT_GOT_GUNPOWDER		"Congratulations!  You are the first to discover Gunpowder.  This is a significant advance in the realm of weaponry, and other nations will be hard-pressed to defend against you.  For the next {FeatDB(Value[0]).Duration} turns, the city walls of other nations' cities will be less effective in defending against your units."
FEAT_GOT_MASS_PRODUCTION	"Congratulations!  You are the first nation to discover Mass Production.  Your manufacturing operations now can take advantage of assembly lines, conveyor belts and specialized labor forces.  For the next {FeatDB(Value[0]).Duration} turns, you will get a +{FeatDB(Value[0]).EffectIncreaseProduction}% increase to your production output!"
FEAT_GOT_COMPUTER		"Congratulations!  You are the first nation to discover the Computer advance.  Your research facilities can now crunch bigger numbers, perform more experiments and work more efficiently.  For the next {FeatDB(Value[0]).Duration} turns, you will get a +{FeatDB(Value[0]).EffectIncreaseScience}% increase to your science output!"  
FEAT_GOT_ROBOTICS		"Congratulations!  You are the first nation to discover Robotics.  Owing to the increase in efficiency and productivity that non-human workers bring, for the next {FeatDB(Value[0]).Duration} turns you will get a +{FeatDB(Value[0]).EffectIncreaseProduction}% increase to your production output!"  
FEAT_GOT_LIFE_EXTENSION	"Congratulations!  You are the first nation to discover Life Extension.  Now your people can achieve virtual immortality by exchanging their aged, decrepit bodies for newer, healthier ones!  For the next {FeatDB(Value[0]).Duration} turns, your nation will receive a +{FeatDB(Value[0]).EffectIncreaseHappiness} happiness bonus."  
##FEAT_GOT_METALLURGY	"We have unraveled the secrets of Metallurgy! Unfortunately, older gunpowder weapons have been distributed to less advanced civilizations"

## CONSTRUCTION-RELATED FEATS

FEAT_BUILT_BAZAARS		"You have built many Bazaars, establishing your position as a worldwide economic force.  Traders and merchants the world over regard your nation with esteem and admiration.  Your nation will receive a +{FeatDB(Value[0]).EffectIncreaseCommerce} Gold bonus for the next {FeatDB(Value[0]).Duration} turns."
FEAT_BUILT_SHRINES		"You have built many Shrines across your empire, and your people are embracing the religious faith you are establishing.  For the next {FeatDB(Value[0]).Duration} turns, your nation will receive a +{FeatDB(Value[0]).EffectIncreaseHappiness} happiness bonus."
FEAT_BUILT_ZIGGURATS		"You have built many Ziggurats in your empire.  For the next {FeatDB(Value[0]).Duration} turns, your science output will increase by +{FeatDB(Value[0]).EffectIncreaseScience}%, as your wise men study the stars and record the movements of the planets."
FEAT_BUILT_THEATERS		"You have built many Theaters across your empire, and the plays and dramas of your people are gaining worldwide recognition.  For the next {FeatDB(Value[0]).Duration} turns, your nation will receive a +{FeatDB(Value[0]).EffectIncreaseHappiness} happiness bonus to reflect their pride in their cultural legacy."
FEAT_BUILT_MONASTERYS		"You have built many Monasteries in your empire.  For the next {FeatDB(Value[0]).Duration} turns, your science output will increase by +{FeatDB(Value[0]).EffectIncreaseScience}%, as your monks collect valuable manuscripts for their libraries."
FEAT_BUILT_BASCILICAS		"You have built many Basilicas across your empire, which has drawn many pilgrims to your lands.  For the next {FeatDB(Value[0]).Duration} turns, your nation will receive a +{FeatDB(Value[0]).EffectIncreaseCommerce} increase in gold as those pilgrims spend ther gold in your lands."
FEAT_BUILT_BROKERAGES		"You have built many Brokerages, solidifying your position as a worldwide economic force.  Traders, merchants and bankers the world over regard your nation with esteem and admiration.  Your nation will receive a +{FeatDB(Value[0]).EffectIncreaseCommerce} Gold bonus for the next {FeatDB(Value[0]).Duration} turns."
FEAT_BUILT_INTERNET		"You have built the Internet, linking military facilities, universities and private research centers in a high-speed, nationwide network of computers.  For the next {FeatDB(Value[0]).Duration} turns, your science output will increase by +{FeatDB(Value[0]).EffectIncreaseScience}%."
FEAT_BUILT_SYNDICATE		"You have built many Television stations in your cities, creating the first network television syndicate.  People now rely on television as their primary source of information and entertainment.  Your nation will receive a +{FeatDB(Value[0]).EffectIncreaseHappiness} happiness bonus for the next {FeatDB(Value[0]).Duration} turns."  
##FEAT_BUILT_ORBITAL_LABS	"You have created a network of Orbital Laboratories, and created a world-class scientific research collective.  Because of your wise stewardship of your nation's science programs, your nation will receive a +{FeatDB(Value[0]).EffectIncreaseScience}% science bonus for the next {FeatDB(Value[0]).Duration} turns."  

## ACTION-RELATED FEATS
FEAT_SAILED_AROUND_THE_WORLD		"You have succeeding in sailing around the world!  Your well-travelled navy know the seas well and have accurately charted many waterways.  As a result, all of your naval units get a +{FeatDB(Value[0]).EffectBoatMovement/100} movement for the next {FeatDB(Value[0]).Duration} turns."  
FEAT_CONQUERED_BY_FORCE		"You are a conqueror!  Through military prowess, grit and determination you have conquered a mighty nation!"  
FEAT_RECAPTURED_CITY 			"You have recaptured a city once part of your empire!  By reclaiming what once was yours, you have lifted the spirits of your people and given them hope in the face of foreign aggression.  There will be a +{FeatDB(Value[0]).EffectIncreaseHappiness} Happiness increase throughout your empire for the next {FeatDB(Value[0]).Duration} turns. "  

#RELIGION FEATS (Cradle)
FEAT_GOT_POLYTHEISM		"You have founded Polytheism. For the next {FeatDB(Value[0]).Duration} turns, as your people adopt the tenets of this new faith, your nation will receive a +{FeatDB(Value[0]).EffectIncreaseHappiness} happiness bonus." 
FEAT_GOT_JUDAISM		"You have founded Judaism. For the next {FeatDB(Value[0]).Duration} turns, as your people adopt the tenets of this new faith, your nation will receive a +{FeatDB(Value[0]).EffectIncreaseHappiness} happiness bonus." 
FEAT_GOT_BUDDHISM		"You have founded Buddhism. For the next {FeatDB(Value[0]).Duration} turns, as your people adopt the tenets of this new faith, your nation will receive a +{FeatDB(Value[0]).EffectIncreaseHappiness} happiness bonus." 
FEAT_GOT_CONFUCIANISM		"You have founded Confucianism. For the next {FeatDB(Value[0]).Duration} turns, as your people adopt the tenets of this new faith, your nation will receive a +{FeatDB(Value[0]).EffectIncreaseHappiness} happiness bonus." 
FEAT_GOT_CHRISTIANITY		"You have founded Christianity. For the next {FeatDB(Value[0]).Duration} turns, as your people adopt the tenets of this new faith, your nation will receive a +{FeatDB(Value[0]).EffectIncreaseHappiness} happiness bonus." 
FEAT_GOT_ISLAM			"You have founded Islam. For the next {FeatDB(Value[0]).Duration} turns, as your people adopt the tenets of this new faith, your nation will receive a +{FeatDB(Value[0]).EffectIncreaseHappiness} happiness bonus." 

## TRAITS AND GOLDEN AGES
FEAT_STARTING_TITLE 	"YOUR CIVILIZATION TRAITS"
FEAT_STARTING_TITLE_I 	"EMPIRE RISING..."
FEAT_STARTING_TITLE_II 	"EMPIRE FALLING..."

## STARTING TRAIT FEATS
FEAT_ARABIAN		"Sire, your Arabian Traits are +10% Production, +2 Religious Influence per Turn, Veteran Cataphracts and Janissaries. Exploit them wisely against your foes."
FEAT_ASSYRIAN		"Sire, your Assyrian Traits are +30% Production, -1 Happiness, +15% Walled City Attack, and -50% PW Cost for Early Mines. Exploit them wisely against your foes."
FEAT_AZTEC		"Sire, your Aztec Traits are +15% Production, -1 Happiness, and +5,000 Gold and +10,000 PW every 100 Turns. Exploit them wisely against your foes."
FEAT_BABYLONIAN	"Sire, your Babylonian Traits are +20% Production, and +1 Happiness. Exploit them wisely against your foes."
FEAT_BYZANTINE		"Sire, your Byzantium Traits are +10% Production, +2 Happiness, +15% Walled City Attack, -50% PW Cost for Roads, Stone Roads, and Veteran Legions, Cataphracts. Exploit them wisely against your foes."
FEAT_CARTHAGINIAN	"Sire, your Carthaginian Traits are +10% Production, +4 Boat Movement, -50% PW Cost for Villages, Ports, Towns, and Veteran Elephant Warriors, Biremes, Triremes, Quinqueremes and Dromons. Exploit them wisely against your foes."
FEAT_CELT		"Sire, your Celt Traits are +5% Production, Instant Healing after Battles, and Veteran Man At Arms. Exploit them wisely against your foes."
FEAT_EGYPTIAN		"Sire, your Egyptian Traits are +10% Production, +3 Happiness, Starting Size 2 Cities, -50% PW Costs for Farms, +2 Religious Influence per Turn, and Veteran Chariots. Exploit them wisely against your foes."
FEAT_ETRUSCAN		"Sire, your Etruscan Traits are +10% Production, +2 Boat Movement, and Veteran Legions & Praetorians. Exploit them wisely against your foes."
FEAT_GREEK		"Sire, your Greek Traits are +20% Production, +2 Boat Movement, +.5% Gold Interest per Turn, Instant Healing after Battles, -50% PW Costs for Ports, and Veteran Hoplites, Pezheteroi, Biremes, Triremes. Exploit them wisely against your foes."
FEAT_HAN		"Sire, your Han Traits are +20% Production, +2 Happiness, +15% Walled City Attack, +2 Religious Influence per Turn, and -50% PW Costs for Farms. Exploit them wisely against your foes."
FEAT_HARAPPAN		"Sire, your Harrapan Traits are +10% Production, +2 Happiness, +2 PW Interest per Turn, and +2 Religious Influence per Turn. Exploit them wisely against your foes."
FEAT_HEBREW		"Sire, your Hebrew Traits are +10% Production, +1% Gold Interest per Turn, +2 Religious Influence per Turn, and +3 Happiness. Exploit them wisely against your foes."
FEAT_HEXAGONIAN	"Sire, your Hexagonian Traits are +5% Production and +1 Happiness. Exploit them wisely against your foes."
FEAT_HITTITE		"Sire, your Hittite Traits are +25% Production, +15% Walled City Attack and -50% PW Costs for Mines. Exploit them wisely against your foes."
FEAT_INCAN		"Sire, your Incan Traits are +10% Production, +3 Happiness, +5000 Gold and 10,000 PW every 100 Turns, and -50% PW Costs for Roads, Stone Roads, Early Mines and Mines. Exploit them wisely against your foes."
FEAT_KUSH		"Sire, your Kushian Traits are +2 Happiness and Veteran Chariots. Exploit them wisely against your foes."
FEAT_MACEDONIAN	"Sire, your Macedonian Traits are +10% Production, +2 Boat Movement, and Veteran Hoplites and Pezheteroi. Exploit them wisely against your foes."
FEAT_MAYAN		"Sire, your Mayan Traits are +3 Happiness. Exploit them wisely against your foes."
FEAT_MINOAN 		"Sire, your Minoan Traits are +3 Happiness, +4 Boat Movement, +1% Gold Interest per Turn, -50% PW Costs for Villages, and Veteran Biremes and Triremes. Exploit them wisely against your foes."
FEAT_MONGOL		"Sire, your Mongol Traits are +10 Production, +25% Walled City Attack, -50% PW Costs for Pastures, +5000 Gold every 100 Turns and Veteran Mounted Archers, Horsemen, Raiders and Cataphracts. Exploit them wisely against your foes."
FEAT_NATIVE_AMERICAN	"Sire, your North American Tribal Traits are +3 Happiness, Instant Healing after Battle and Veteran Mounted Archers, Horsemen. Exploit them wisely against your foes."
FEAT_NUBIA		"Sire, your Nubian Traits are +5% Production, +1% per Turn Gold Interest per Turn and Veteran Chariots. Exploit them wisely against your foes."
FEAT_PERSIAN		"Sire, your Persian Traits are +15% Production, +1 Happiness, +2 Religious Influence per Turn, Starting Size 2 Cities, and Veteran Elephant Warriors. Exploit them wisely against your foes."
FEAT_PHOENICIAN	"Sire, your Phoenician Traits are +10% Production, +2 Happiness, +4 Boat Movement, +.5% per Turn Gold Interest, -50% PW Costs for Villages and Ports, and Veteran Biremes, Triremes, Quinqueremes, Dromons. Exploit them wisely against your foes."
FEAT_ROMAN		"Sire, your Romans Traits are +20% Production, +2% Per Turn PW Interest, -50% PW Cost for Roads, Stone Roads, Towns, and Veteran Legions & Praetorians. Exploit them wisely against your foes."
FEAT_SHANG		"Sire, your Shang Traits are +1 Happiness, +15% Walled City Attack, and Starting Size 3 Cities for 150 Turns. Exploit them wisely against your foes."
FEAT_SUMERIAN		"Sire, your Sumerian Traits are +2 Happiness, and Starting Size 3 Cities for 150 Turns. Exploit them wisely against your foes."
FEAT_TURKISH		"Sire, your Turkish Traits are +5% Production, and Veteran Janissaries and Cataphracts. Exploit them wisely against your foes."
FEAT_APOLYTON		"Sire, your Viking Traits are +4 Boat Movement, +.5% Gold Interest per Turn, and Veteran Man At Arms, Raiders. Exploit them wisely against your foes."
FEAT_YAMATO		"Sire, your Yamato Traits are +20% Production, Instant Heal after Battle, and Veteran Swordsmen. Exploit them wisely against your foes."
FEAT_ZULU		"Sire, your Zulu Traits are +10% Production, Instant Heal after Battle, and Veteran Swordsmen. Exploit them wisely against your foes."


## GOLDEN AGE
FEAT_ARABIAN_I			"We have entered a Golden Age. For the next 80 turns, Production will increase by 25% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_ASSYRIAN_I			"We have entered a Golden Age. For the next 30 turns, Production will increase by 10% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_AZTEC_I			"We have entered a Golden Age. For the next 80 turns, Production will increase by 15% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_BABYLONIAN_I		"We have entered a Golden Age. For the next 30 turns, Production will increase by 15% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_BYZANTINE_I		"We have entered a Golden Age. For the next 50 turns, Production will increase by 20% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_CARTHAGINIAN_I		"We have entered a Golden Age. For the next 30 turns, Production will increase by 20% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_CELT_I			"We have entered a Golden Age. For the next 30 turns, Production will increase by 25% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_EGYPTIAN_I			"We have entered a Golden Age. For the next 50 turns, Production will increase by 10% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_ETRUSCAN_I		"We have entered a Golden Age. For the next 30 turns, Production will increase by 25% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_GREEK_I			"We have entered a Golden Age. For the next 50 turns, Production will increase by 15% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_HAN_I			"We have entered a Golden Age. For the next 40 turns, Production will increase by 15% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_HARAPPAN_I		"We have entered a Golden Age. For the next 80 turns, Production will increase by 20% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_HEBREW_I			"We have entered a Golden Age. For the next 50 turns, Production will increase by 20% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_HEXAGONIAN_I		"We have entered a Golden Age. For the next 50 turns, Production will increase by 25% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_HITTITE_I			"We have entered a Golden Age. For the next 20 turns, Production will increase by 15% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_INCAN_I			"We have entered a Golden Age. For the next 60 turns, Production will increase by 10% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_KUSH_I			"We have entered a Golden Age. For the next 20 turns, Production will increase by 25% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_MACEDONIAN_I		"We have entered a Golden Age. For the next 20 turns, Production will increase by 20% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_MAYAN_I			"We have entered a Golden Age. For the next 70 turns, Production will increase by 25% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_MINOAN_I 			"We have entered a Golden Age. For the next 90 turns, Production will increase by 25% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_MONGOL_I			"We have entered a Golden Age. For the next 60 turns, Production will increase by 30% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_NATIVE_AMERICAN_I		"We have entered a Golden Age. For the next 60 turns, Production will increase by 25% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_NUBIA_I			"We have entered a Golden Age. For the next 100 turns, Production will increase by 25% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_PERSIAN_I			"We have entered a Golden Age. For the next 30 turns, Production will increase by 20% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_PHOENICIAN_I		"We have entered a Golden Age. For the next 40 turns, Production will increase by 15% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_ROMAN_I			"We have entered a Golden Age. For the next 60 turns, Production will increase by 20% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_SHANG_I			"We have entered a Golden Age. For the next 40 turns, Production will increase by 25% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_SUMERIAN_I		"We have entered a Golden Age. For the next 70 turns, Production will increase by 25% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_TURKISH_I			"We have entered a Golden Age. For the next 60 turns, Production will increase by 25% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_APOLYTON_I		"We have entered a Golden Age. For the next 50 turns, Production will increase by 30% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_YAMATO_I			"We have entered a Golden Age. For the next 50 turns, Production will increase by 15% and you will gain +3 Happiness. This would be a good time to expand our borders."
FEAT_ZULU_I			"We have entered a Golden Age. For the next 100 turns, Production will increase by 15% and you will gain +3 Happiness. This would be a good time to expand our borders."

## DARK AGE
FEAT_ASSYRIAN_II		"WOE...Owr sowCIeTee iZ COLlapZINg... For the next 30 turns, Production will fall by 25% and you will lose -3 Happiness. We must turn inward to stabilize our society."
FEAT_BABYLONIAN_II		"WOE...Owr sowCIeTee iZ COLlapZINg... For the next 30 turns, Production will fall by 25% and you will lose -5 Happiness. We must turn inward to stabilize our society."
FEAT_EGYPTIAN_II		"WOE...Owr sowCIeTee iZ COLlapZINg... For the next 20 turns, Production will fall by 25% and you will lose -6 Happiness. We must turn inward to stabilize our society."
FEAT_GREEK_II			"WOE...Owr sowCIeTee iZ COLlapZINg... For the next 30 turns, Production will fall by 25% and you will lose -4 Happiness. We must turn inward to stabilize our society."
FEAT_HITTITE_II			"WOE...Owr sowCIeTee iZ COLlapZINg... For the next 20 turns, Production will fall by 25% and you will lose -3 Happiness. We must turn inward to stabilize our society."
FEAT_MAYAN_II			"WOE...Owr sowCIeTee iZ COLlapZINg... For the next 50 turns, Production will fall by 25% and you will lose -7 Happiness. We must turn inward to stabilize our society."
FEAT_MINOAN_II			"WOE...Owr sowCIeTee iZ COLlapZINg... For the next 50 turns, Production will fall by 25% and you will lose -7 Happiness. We must turn inward to stabilize our society."
FEAT_ROMAN_II			"WOE...Owr sowCIeTee iZ COLlapZINg... For the next 30 turns, Production will fall by 25% and you will lose -5 Happiness. We must turn inward to stabilize our society."

## buttons
REV_BUTTON_OK			"OK"
REV_BUTTON_NEXT		"Next->"
REV_BUTTON_BACK		"<-Back"
REV_BUTTON_RULES		"Religious Objectives"

## cultural msgs and titles
REV_UNAVAILABLE_TITLE		"Religious Victory is now possible!"
REV_UN_AVAILABLE		"You have amassed enough religious influence to build the <c: 0,128,192>Hagia Sophia<e> Wonder and then the <c: 0,128,192>Religious Victory<e>!"
REV_CULTURE_WIN		"Congratulations! You have completed the <c: 0,128,192>Religious Victory<e> and won the game!"
REV_CULTURE_AI_WIN		"You have lost! The {player[0].civ_name_plural} have completed the <c: 0,128,192>Religious Victory<e> and won the game!"

## score popup titles
REV_ARRAY_1_TITLE		"Religious Influence: Civs 1-8"
REV_ARRAY_2_TITLE		"Religious Influence: Civs 9-16"

## score popup
REV_ARRAY_1			"<c: 0,0,255>Civ:<e> {CULTURE[REV_Gk]} <c: 0,0,255>PerTurn:<e> {CULTURE[REV_Gk+32]} <c: 0,0,255>Total:<e> {CULTURE[REV_Gk+64]}/5000 | <c: 255,128,0>Civ:<e> {CULTURE[(REV_Gk+1)]} <c: 255,128,0>PerTurn:<e> {CULTURE[(REV_Gk+1)+32]} <c: 255,128,0>Total:<e> {CULTURE[(REV_Gk+1)+64]}/5000\n<c: 0,135,64>Civ:<e> {CULTURE[(REV_Gk+2)]} <c: 0,135,64>PerTurn:<e> {CULTURE[(REV_Gk+2)+32]} <c: 0,135,64>Total:<e> {CULTURE[(REV_Gk+2)+64]}/5000 | <c: 225,104,113>Civ:<e> {CULTURE[(REV_Gk+3)]} <c: 225,104,113>PerTurn:<e> {CULTURE[(REV_Gk+3)+32]} <c: 225,104,113>Total:<e> {CULTURE[(REV_Gk+3)+64]}/5000\n<c: 138,59,204>Civ:<e> {CULTURE[(REV_Gk+4)]} <c: 138,59,204>PerTurn:<e> {CULTURE[(REV_Gk+4)+32]} <c: 138,59,204>Total:<e> {CULTURE[(REV_Gk+4)+64]}/5000 | <c: 89,132,189>Civ:<e> {CULTURE[(REV_Gk+5)]} <c: 89,132,189>PerTurn:<e> {CULTURE[(REV_Gk+5)+32]} <c: 89,132,189>Total:<e> {CULTURE[(REV_Gk+5)+64]}/5000\n<c: 153,0,80>Civ:<e> {CULTURE[(REV_Gk+6)]} <c: 153,0,80>PerTurn:<e> {CULTURE[(REV_Gk+6)+32]} <c: 153,0,80>Total:<e> {CULTURE[(REV_Gk+6)+64]}/5000 | <c: 137,98,53>Civ:<e> {CULTURE[(REV_Gk+7)]} <c: 137,98,53>PerTurn:<e> {CULTURE[(REV_Gk+7)+32]} <c: 137,98,53>Total:<e> {CULTURE[(REV_Gk+7)+64]}/5000\n"
REV_ARRAY_2			"<c: 90,173,109>Civ:<e> {CULTURE[(REV_Gk+8)]} <c: 90,173,109>PerTurn:<e> {CULTURE[(REV_Gk+8)+32]} <c: 90,173,109>Total:<e> {CULTURE[(REV_Gk+8)+64]}/5000 | <c: 248,149,182>Civ:<e> {CULTURE[(REV_Gk+9)]} <c: 248,149,182>PerTurn:<e> {CULTURE[(REV_Gk+9)+32]} <c: 248,149,182>Total:<e> {CULTURE[(REV_Gk+9)+64]}/5000\n<c: 0,160,221>Civ:<e> {CULTURE[(REV_Gk+10)]} <c: 0,160,221>PerTurn:<e> {CULTURE[(REV_Gk+10)+32]} <c: 0,160,221>Total:<e> {CULTURE[(REV_Gk+10)+64]}/5000 | <c: 94,94,94>Civ:<e> {CULTURE[(REV_Gk+11)]} <c: 94,94,94>PerTurn:<e> {CULTURE[(REV_Gk+11)+32]} <c: 94,94,94>Total:<e> {CULTURE[(REV_Gk+11)+64]}/5000\n<c: 35,0,135>Civ:<e> {CULTURE[(REV_Gk+12)]} <c: 35,0,135>PerTurn:<e> {CULTURE[(REV_Gk+12)+32]} <c: 35,0,135>Total:<e> {CULTURE[(REV_Gk+12)+64]}/5000 | <c: 199,159,109>Civ:<e> {CULTURE[(REV_Gk+13)]} <c: 199,159,109>PerTurn:<e> {CULTURE[(REV_Gk+13)+32]} <c: 199,159,109>Total:<e> {CULTURE[(REV_Gk+13)+64]}/5000\n<c: 138,202,15>Civ:<e> {CULTURE[(REV_Gk+14)]} <c: 138,202,15>PerTurn:<e> {CULTURE[(REV_Gk+14)+32]} <c: 138,202,15>Total:<e> {CULTURE[(REV_Gk+14)+64]}/5000 | <c: 86,15,13>Civ:<e> {CULTURE[(REV_Gk+15)]} <c: 86,15,13>PerTurn:<e> {CULTURE[(REV_Gk+15)+32]} <c: 86,15,13>Total:<e> {CULTURE[(REV_Gk+15)+64]}/5000"

## not used anymore
REV_ARRAY_3			"<c: 64,160,255>Civ:<e> {CULTURE[(REV_Gk+16)]} <c: 64,160,255>PerTurn:<e> {CULTURE[(REV_Gk+16)+32]} <c: 64,160,255>Total:<e> {CULTURE[(REV_Gk+16)+64]}/5000 | <c: 64,192,64>Civ:<e> {CULTURE[(REV_Gk+17)]} <c: 64,192,64>PerTurn:<e> {CULTURE[(REV_Gk+17)+32]} <c: 64,192,64>Total:<e> {CULTURE[(REV_Gk+17)+64]}/5000\n<c: 176,176,176>Civ:<e> {CULTURE[(REV_Gk+18)]} <c: 176,176,176>PerTurn:<e> {CULTURE[(REV_Gk+18)+32]} <c: 176,176,176>Total:<e> {CULTURE[(REV_Gk+18)+64]}/5000 | <c: 255,64,160>Civ:<e> {CULTURE[(REV_Gk+19)]} <c: 255,64,160>PerTurn:<e> {CULTURE[(REV_Gk+19)+32]} <c: 255,64,160>Total:<e> {CULTURE[(REV_Gk+19)+64]}/5000\n<c: 255,224,144>Civ:<e> {CULTURE[(REV_Gk+20)]} <c: 255,224,144>PerTurn:<e> {CULTURE[(REV_Gk+20)+32]} <c: 255,224,144>Total:<e> {CULTURE[(REV_Gk+20)+64]}/5000 | <c: 192,96,32>Civ:<e> {CULTURE[(REV_Gk+21)]} <c: 192,96,32>PerTurn:<e> {CULTURE[(REV_Gk+21)+32]} <c: 192,96,32>Total:<e> {CULTURE[(REV_Gk+21)+64]}/5000\n<c: 192,128,255>Civ:<e> {CULTURE[(REV_Gk+22)]} <c: 192,128,255>PerTurn:<e> {CULTURE[(REV_Gk+22)+32]} <c: 192,128,255>Total:<e> {CULTURE[(REV_Gk+22)+64]}/5000 | <c: 0,192,192>Civ:<e> {CULTURE[(REV_Gk+23)]} <c: 0,192,192>PerTurn:<e> {CULTURE[(REV_Gk+23)+32]} <c: 0,192,192>Total:<e> {CULTURE[(REV_Gk+23)+64]}/5000"
REV_ARRAY_4			"<c: 128,224,32>Civ:<e> {CULTURE[(REV_Gk+24)]} <c: 128,224,32>PerTurn:<e> {CULTURE[(REV_Gk+24)+32]} <c: 128,224,32>Total:<e> {CULTURE[(REV_Gk+24)+64]}/5000 | <c: 192,96,128>Civ:<e> {CULTURE[(REV_Gk+25)]} <c: 192,96,128>PerTurn:<e> {CULTURE[(REV_Gk+25)+32]} <c: 192,96,128>Total:<e> {CULTURE[(REV_Gk+25)+64]}/5000\n<c: 128,128,0>Civ:<e> {CULTURE[(REV_Gk+26)]} <c: 128,128,0>PerTurn:<e> {CULTURE[(REV_Gk+26)+32]} <c: 128,128,0>Total:<e> {CULTURE[(REV_Gk+26)+64]}/5000 | <c: 192,128,0>Civ:<e> {CULTURE[(REV_Gk+27)]} <c: 192,128,0>PerTurn:<e> {CULTURE[(REV_Gk+27)+32]} <c: 192,128,0>Total:<e> {CULTURE[(REV_Gk+27)+64]}/5000\n<c: 192,0,192>Civ:<e> {CULTURE[(REV_Gk+28)]} <c: 192,0,192>PerTurn:<e> {CULTURE[(REV_Gk+28)+32]} <c: 192,0,192>Total:<e> {CULTURE[(REV_Gk+28)+64]}/5000 | <c: 208,160,144>Civ:<e> {CULTURE[(REV_Gk+29)]} <c: 208,160,144>PerTurn:<e> {CULTURE[(REV_Gk+29)+32]} <c: 208,160,144>Total:<e> {CULTURE[(REV_Gk+29)+64]}/5000\n<c: 192,192,128>Civ:<e> {CULTURE[(REV_Gk+30)]} <c: 192,192,128>PerTurn:<e> {CULTURE[(REV_Gk+30)+32]} <c: 192,192,128>Total:<e> {CULTURE[(REV_Gk+30)+64]}/5000 | <c: 192,160,128>Civ:<e> {CULTURE[(REV_Gk+31)]} <c: 192,160,128>PerTurn:<e> {CULTURE[(REV_Gk+31)+32]} <c: 192,160,128>Total:<e> {CULTURE[(REV_Gk+31)+64]}/5000"
REV_SHRINES			"{REV_Buildings} shrines."
REV_THEATERS			"{REV_Buildings} theaters."
REV_THISISFEAT			"<c: 5,5,255>Year:<e> {g.year_str}\n\nFeat index achieved = {REV_Feat}"
#test REV_ARRAY			"<c: 5,5,255>Year:<e> {g.year_str} <c: 5,5,255>Player:<e> {CULTURE[REV_Gk]}\n<c: 5,5,255>Shrines bonus:<e> {CULTURE[REV_Gk+96]} <c: 5,5,255>Ziggurat bonus:<e> {CULTURE[REV_Gk+128]} <c: 5,5,255>Theatre bonus:<e> {CULTURE[REV_Gk+160]}\n<c: 5,5,255>Monastary bonus:<e> {CULTURE[REV_Gk+192]} <c: 5,5,255>Mosque bonus:<e> {CULTURE[REV_Gk+224]} <c: 5,5,255>Bascilica bonus:<e> {CULTURE[REV_Gk+256]}\n\n<c: 5,5,255>Total Religion per turn:<e> {CULTURE[REV_Gk+32]} <c: 5,5,255>Total Religion:<e> {CULTURE[REV_Gk+64]} of 3,000"
REV_ARRAY_3_TITLE		"Religious Influence: Civs 17-24"
REV_ARRAY_4_TITLE		"Religious Influence: Civs 25-32"
REV_REACHEDELSE		"reached else"
REV_REACHEDISNOTTMPPLAYER	"reached is not tmpplayer"

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