
##Natural Disaster strings 

QUAKE	"EARTHQUAKE!"
QUAKE_NEAR_YOU	"A force {tmpRichter} earthquake struck near the city of {theNearestCity.name}. The people are distressed, as the earthquake caused lots of damage."
QUAKE_NEAR_OTHER	"Luckily it was nowhere any of our cities, but the city of {theNearestCity.name} suffered the effects of a force {tmpRichter} earthquake."
QUAKE_HIT_YOU	"A catastrophe has occured! The force {tmpRichter} earthquake struck directly under the city of {theNearestCity.name}. There are extensive casualties, and much damage. The people are afraid."
QUAKE_HIT_OTHER	"A force {tmpRichter} earthquake struck the city of {theNearestCity.name}. It is a catastrophe for them."

EPIDEMIC	"EPIDEMIC!"
EPIDEMIC_YOU	"An epidemic is sweeping the country, thousands are sick, in {PlaguedCityCounter} cities. Perhaps we should build more Apothecarys, Physicians and Bath Houses to prevent this type of disaster from occuring in the future."
EPIDEMIC_OTHER	"An epidemic occurred in {PlaguedCityCounter} of {player[0].country_name}'s cities."

PLAGUE_TITLE	"PLAGUE!"
PLAGUE_YOU	"A plague struck in {PlaguedCityCounter} of your cities. Thousands of people are dying. Perhaps we should build more Apothecarys, Physicians and Bath Houses to prevent this type of disaster from occuring in the future."
PLAGUE_OTHER	"A plague struck in {PlaguedCityCounter} of {player[0].country_name}'s cities. Let us pray that it does not reach our people."

NO_PLAGUE	"DISASTER AVERTED!"
NO_PLAGUE_YOU	"Quick-thinking physicians across your empire averted a horrible medical catastrophe."
NO_PLAGUE_OTHER	"Physicians across the empire of {player[0].country_name} averted a horrible medical catastrophe."

VOLCANO_TITLE	"VOLCANO!"
VOLCANO_YOU	"A volcano has erupted under the city of {theNearestCity.name}."
VOLCANO_OTHER	"Travelling merchants bring back reports that a volcano has erupted under the city of {theNearestCity.name}."
VOLCANO_NEAR_YOU	"A volcano has erupted close to the city of {theNearestCity.name}."
VOLCANO_NEAR_OTHER	"A volcano has erupted near the city of {theNearestCity.name}."

TSUNAMI_TITLE	"TSUNAMI!"
TSUNAMI_YOU	"A tsunami has struck the city of {theNearestCity.name}, causing untold damage, and washing thousands of people out to sea."
TSUNAMI_OTHER	"There are rumors that a tsunami has struck the city of {theNearestCity.name}, causing untold damage."
TSUNAMI_NEAR_YOU	"Your empire has had a narrow escape, as a tsunami hits nearby."
TSUNAMI_NEAR_OTHER	"We have reports that a tsunami has struck, but luckily no-one was injured, as it was far from everywhere."

## testing...

AA	"test"
BB	"messagebox"
MStartData	"human = {human}"
MtheQuakeEvent	"A quake happened at x={tmpX}, y={tmpY},  theNearestCity is {theNearestCity.name}, Richter val= {tmpRichter} Distance={DistanceFromCity}"

DESTROY_CITY_TITLE "Absorb or destroy this conquered city?"
DESTROY_CITY "{player[0].leader_name#SIR_CAP}, we conquered the city {city[0].name}. Thousands of the citizens await your decision with fear: Either you absorb the city {city[0].name} into the empire or you pillage it, sack it and cause a bloodbath against the civil population. But be aware that a bloodbath will lower our regard. Alternatively you can enslave the citizens, and raze the city {city[0].name} to the ground."
EXTEND_EMPIRE "Extend Empire"
DESTROY_CITY2 "{player[0].leader_name#SIR_CAP}, we conquered the city {city[0].name}. Thousands of the citizens await your decision with fear: Either you absorb the city {city[0].name} into the empire or you pillage it, sack it and cause a bloodbath against the civil population. But be aware that a bloodbath will lower our regard. Alternatively you can enslave the citizens, and raze the city {city[0].name} to the ground."
EXTEND_EMPIRE "Extend Empire"
BLOODBATH "Bloodbath"
ENSLAVE "Enslave"
EVACUATE "Disband" 

## Strings for PoW code

CAPTURE		"A great victory, Sire."
CAPTURE_T_ONE		"We have captured plunder, and can use it to finance our war efforts."
CAPTURE_T_TWO		"The heathen dogs have seen your might, and they flock to our armies as willing slaves. Let us arm them, and then they shall fight for us."
CAPTURE_T_THREE	"These captured women will breed new citizens for our cities."
CAPTURE_T_FOUR		"The heathen dogs have seen your might, and they flock to our armies as willing slaves. Let us arm them, and then they shall fight for us."
CAPTURE_T_FIVE		"These captured women will breed new citizens for our cities."
CAPTURE_T_SIX		"These captured women will breed new citizens for our cities."
CAPTURE_T_SEVEN	"We have captured plunder, and can use it to finance our war efforts."
CAPTURE_T_EIGHT	"We have captured plunder, and can use it to finance our war efforts."
CAPTURE_T_NINE		"We have captured plunder, and can use it to finance our war efforts."
CAPTURE_T_TEN		"We have captured plunder, and can use it to finance our war efforts."
CAPTURE_T_ELEVEN	"We have captured plunder, and can use it to finance our war efforts."

#### Buttons text

PLUNDER		"Plunder"

RECRUIT			"Recruit"

ELITE_SWORDSMAN		"Accept Promotion"
ELITE_HOPLITE		"Accept Promotion"
ELITE_HYPASPISTS	"Accept Promotion"
ELITE_LEGION		"Accept Promotion"
ELITE_SPEARMAN		"Accept Promotion"
ELITE_PIKEMEN		"Accept Promotion"
ELITE_ARQUEBUSIER	"Accept Promotion"
ELITE_INFANTRYMAN	"Accept Promotion"
ELITE_MACHINE_GUNNER	"Accept Promotion"
ELITE_HALBERDIER	"Accept Promotion"
ELITE_MARINE		"Accept Promotion"
ELITE_HOVER_INFANTRY	"Accept Promotion"
ELITE_MAN_AT_ARMS	"Accept Promotion"

GREAT_GENERAL 		"New Leader"
HERO 			"A Hero's Welcome"

###STRINGS for elite code

PROMOTE 		"SIRE, Our troops displayed great courage."
PROMOTE_G 		"SIRE, Our Hero displayed great courage."
PROMOTE_T_ONE 		"As a result, our Swordsmen have become an ELITE unit"
PROMOTE_T_TWO 		"As a result, our Hoplites have become an ELITE unit"
PROMOTE_T_THREE 	"As a result, our Hypaspists have become an ELITE unit"
PROMOTE_T_FOUR 	"As a result, our Legions have become an ELITE unit"
PROMOTE_T_FIVE 		"As a result, our Spearmen have become an ELITE unit"
PROMOTE_T_SIX 		"As a result, our Pikemen have become an ELITE unit"
PROMOTE_T_SEVEN 	"As a result, our Arquebusiers have become an ELITE unit"
PROMOTE_T_EIGHT 	"As a result, our Infantrymen have become an ELITE unit"
PROMOTE_T_NINE 	"As a result, our Machine Gunners have become an ELITE unit"
PROMOTE_T_TEN 		"As a result, our Halberdiers have become an ELITE unit"
PROMOTE_T_ELEVEN 	"As a result, our Marines have become an ELITE unit"
PROMOTE_T_TWELVE 	"As a result, our Hover Infantry have become an ELITE unit"
PROMOTE_T_THIRTEEN 	"As a result, our Men-at-Arms have become an ELITE unit"

PROMOTE_G_ONE 		"As a result, our Elite Swordsmen have become a band of Heroes"
PROMOTE_G_TWO 	"As a result, our Elite Hoplites have become a band of Heroes"
PROMOTE_G_THREE 	"As a result, our Elite Spearmen have become a band of Heroes"
PROMOTE_G_FOUR 	"As a result, our Elite Legions have become a band of Heroes"
PROMOTE_G_FIVE 	"As a result, our Elite Hypaspists have become a band of Heroes"

PROMOTE_G_SIX	 	"We have decided to promote him to General"

###STRINGS for Colony Construction

NO_TOWER				"Cannot Build Colony"

NO_TOWER_NO_MONEY			"Insufficient Funds"
NO_TOWER_NO_CIVIC_ENGINEERING	"Requires Civic Engineering"
NO_TOWER_CLAIMED_LAND		"Enemy Territory"


##  Everything below is the message box text associated with "updater3.slc" ##

NEXT "NEXT =>"
BACK "<= BACK"
NEXT_TYPE "Next type"

ObsUnitsFirstM  "Great news, Sire! Our recent discovery will allow us to re-train and re-equip some of our military units. We have already switched production to the new units but we have some old units in use. Shall I proceed?"

ObsUnitsCostOKandOneUnitM "We have {NUM_OBS_UNITS} {OBS_UNIT_ARRAY[0].name} unit who is pleading for more modern equipment. It will cost {TOTAL_COST} gold to provide them with it and we have enough gold in the treasury. Shall we re-train and re-equip them?"
ObsUnitsCostOKandOneUnitButMoreTypesM  "We have {NUM_OBS_UNITS} {OBS_UNIT_ARRAY[0].name} unit who is pleading for more modern equipment. It will cost {TOTAL_COST} gold to provide them with it and we have enough gold in the treasury. Shall we retrain and re-equip all of them?
\n I must remind you that we have {OTHER_TYPES} other type(s) of unit who are also demanding new equipment"

ObsUnitsCostOKM  "We have {NUM_OBS_UNITS} {OBS_UNIT_ARRAY[0].name} units who are pleading for more modern equipment. It will cost {TOTAL_COST} gold to provide them with it and we have enough gold in the treasury. Shall we retrain and re-equip all of them?"
ObsUnitsCostOKandMoreTypesM  "We have {NUM_OBS_UNITS} {OBS_UNIT_ARRAY[0].name} units who are pleading for more modern equipment. It will cost {TOTAL_COST} gold to provide them with it and we have enough gold in the treasury. Shall we retrain and re-equip all of them?
\n I must remind you that we have {OTHER_TYPES} other type(s) of unit who are also demanding new equipment"

SOME "Not all. Show me them."

PartialUpdateM "Shall we modernize this unit? \n\n It will cost us {PER_UNIT_UPDATE_COST[UPDATE_TYPES_ARRAY[UPDATE_TYPES_INDEX]]} gold and it's unit number {OBS_UNIT_INDEX_PLUS} of {NUM_OBS_UNITS} of this type.\n\n Caution: Updating the last unit of this type will end this update cycle."
ObsUnitsCostNotEnoughGoldM "We have {NUM_OBS_UNITS} {OBS_UNIT_ARRAY[0].name} units who are pleading for more modern equipment. It would cost {TOTAL_COST} gold to modernize those units but we don't have enough gold in the treasury. Shall we retrain and re-equip some of them?"
ObsUnitsCostNotEnoughGoldandMoreTypesM "We have {NUM_OBS_UNITS} {OBS_UNIT_ARRAY[0].name} units who are pleading for more modern equipment. It would cost {TOTAL_COST} gold to modernize those units but we don't have enough gold in the treasury. Shall we retrain and re-equip some of them?
\n I must remind you that we have {OTHER_TYPES} other type(s) of unit who are also demanding new equipment"

NoMoreGoldM "Sire, I regret to inform you that the treasury is bare."

UpdateUnitMTxt "Do you want to update this unit?"

AutoUnitUpdateQtxt"Do you want to automate that procedure?
    \n\n Choosing 'Yes' means that whenever you press the 'Sentinel' ('Sleep') button, if it's possible to update the unit then it will be done without asking you if you want to do it."


### Text below is from the original "updater.slc" - delete if updater3 works (above) ###

MObsUnitsFirst  			"Great news, Sire! Our recent discovery will allow us to re-train and re-equip some of
 our military units. We have already switched production to the new units but we have some
 old units in use. Shall I proceed?"


MObsUnitsCostOK  			"We have {NUM_OBS_UNITS} {OBS_UNIT_ARRAY[0].name} units who are pleading for
 more modern equipment. It will cost {TOTAL_COST} gold to provide them with it and we have enough gold in
 the treasury. Shall we retrain and re-equip all of them?"


MObsUnitsCostOKand1unit 		"We have {NUM_OBS_UNITS} {OBS_UNIT_ARRAY[0].name} unit who is pleading for 
more modern equipment. It will cost {TOTAL_COST} gold to provide them with it and we have enough gold in
 the treasury. Shall we re-train and re-equip them?"


SOME 				"Not all. Show me the units."


MPartialUpdate 			"Shall we upgrade this unit? We still have enough gold in our treasury." 


MObsUnitsCostNotEnoughGold 	"It will cost {TOTAL_COST} gold to modernize those units, 
but we don't have enough gold in the treasury. Shall we retrain and
 re-equip some of them?"


MNoMoreGold 			"Sire, I regret to inform you that the treasury is bare."

### You built a wonder ###

TIMP_WONDER		"Visible Wonder"
TIMP_WONDER_TEXT	"Congratulations, the fruits of your achievements will stand tall over the world for generations to come. Explorers from afar will marvel at your architectural triumph."


#### Button text

UT_BUTTON_TRAIN	"Train"
UT_BUTTON_NONE	"None"
UT_BUTTON_LOW		"Low"
UT_BUTTON_MEDIUM	"Medium"
UT_BUTTON_HIGH		"High"

#### Title text

UT_TITLE		"Fall in..."
UT_LU_TITLE		"The Training Barracks"
UT_TITLE_TRAINING	"Training Program"

#### Message box text

# Start game strings

UT_START		"CRADLE V (v5.0) - This version is an upgrade of Cradle III PHOENIX, and is fully compatible with the AE Source Code release. It includes a large number of bug fixes and new features. Please see the version document for more information."
UT_STATS		"Your leadership effect is {action[0].text}, {Gtmp2} to next leadership effect.\nYour current unit training level is {action[1].text}, at a total cost of {G_ttc} gold per turn."

# Leadership

UT_LNONE		"<c: 186,207,5>NONE<e>"
UT_WEAK		"<c: 15,99,53>WEAK<e>"
UT_AVERAGE		"<c: 31,72,123>AVERAGE<e>"
UT_GOOD		"<c: 196,8,48>GOOD<e>"
UT_STRONG		"<c: 86,31,124>STRONG<e>"

# Training

UT_NONE		"<c: 186,207,5>NONE<e>"
UT_LOW			"<c: 15,99,53>LOW<e>"
UT_MEDIUM		"<c: 31,72,123>MEDIUM<e>"
UT_HIGH			"<c: 196,8,48>HIGH<e>"
UT_TRAINING		"What level of unit training would like to use?\n\nLow: {G_ttc1} gold for all current units\nMedium: {G_ttc2} gold for all current units\nHigh: {G_ttc3} gold for all current units"
UT_WAITTRAINING	"You must wait a turn before setting training again.\n\nYour training intensity has been set to change to {action[0].text} on the next turn."
UT_LOWERTRAIN		"Your training level was automatically lowered to {action[0].text}, because your gold savings were insufficient to cover previous costs."

# not used

UT_NOTRAIN		"You do not have enough gold to carry out low training anymore. Minimum per turn cost would be {(TRAININGCOST[0] * G_numUnits)} gold."

# Misc strings

UT_TESTCOMBAT		"Final value is {Gtmp}\nLeadership is {Gtmp2}\nTraining is {Gtmp3}"
UT_TESTBATTLE		"attacker = {G_attacker}, defender = {G_defender}\n\nattarmysize = {G_attarmysize}, defarmysize = {G_defarmysize}"
UT_PRE_TITLE		"PRE"
UT_POST_TITLE		"POST"

# The string of hyphens below represents the amount of text that will fit in a message box. The second line is for alert boxes.
#			 --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#			 ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

AIS_LOVE_AIS "The {player[0].civ_name_plural} love the {player[1].civ_name_plural}"
AIS_SWAP_TECH "The {player[0].civ_name_plural} swapped techs with {player[1].civ_name_plural}"
AIS_SWAP_MAP "The {player[0].civ_name_plural} swapped maps with {player[1].civ_name_plural}"
DIPLOMOD_START_TITLE "CRADLE V: 3000 BC - 2300 AD"
DIPLOMOD_START "SETUP: Religious Victory (5,000 points), Leadership and Unit Training, Civ Traits, Golden Ages, Dark Ages, Government Specific Ancient/Medieval/Modern Front-Line Units. (v5.00)"
DIPLOMOD_TEST "Testing....."

