Marketplace_SearchByItem_Label:
(new)
Search by Item Marketplace_SearchByStorefront_Label:
(new)
Search by Storefront Button_PurchaseShip:
(new)
Purchase Ship Button_PurchaseCaravan:
(new)
Purchase Caravan TotalCost_Label:
(new)
Total Cost Modal_HarborMasterPurchase_Messaging:
(new)
Your ship will be placed in your current Node and come outfitted with basic equipment. Modal_HarborMasterPurchase_Header:
(new)
Purchase Ship Caravan_StatsSection_Label:
(new)
Caravan Statistics HarborMaster_StatsSection_Label:
(new)
Ship Statistics HarborMaster_WindowTitle:
(new)
Harbormaster HarborMaster_NoShipsCurrentlyAvailable_Messaging:
(new)
No ships currently available. Tooltip_ViewStorageButton:
(new)
View Warehouse Storage Tooltip_Group:
Group
Manager EventTracker_EventsNearby:
(new)
<Body_L_SmallCaps>{ExtraEventsNum} {ExtraEventsNum}|plural(one=Event,other=Events) Nearby NodeRelationships_MainSubheader:
Node RelatDi
onship
slomacy Tab_BulletinBoard_NodeRelationships:
Node RelatDi
onship
slomacy Modal_ActivateRelicConfirmation_Body1:
Activate
<{
IRarit
y}>{Re
mlicName}
Modal_ActivateRelicConfirmation_ErrorMessage:
Insufficient Node Essence available to activate this relic.
Modal_ActivateRelicFailure_Body1:
Cannot have more than one {
ItRe
mlicName} active at ther same time.
Modal_DeactivateRelicConfirmation_Body1:
Deactivate
<{
IRarit
y}>{Re
mlicName}
Tooltip_Relic_Cooldown_Messaging:
Recently deactivated. Can be re-activated in
XX{RelicCooldownH}h
XX{RelicCooldownM}m.
Commissions_TotalNodeGoldCost_Label:
(new)
Node Gold Cost: Reliquary_NodeEssenceInsufficientCost_Label:
(new)
Node Essence Cost: Modal_MayoralCommissionConfirmation_Body1:
(new)
Initiate the following commission immediately? Modal_ActivateMayoralCommission_Header:
(new)
Activate Mayoral Commission ServiceBuildingDetails_VotingInProgress_Label:
(new)
Voting in Progress ServiceBuildingDetails_NeutralSentiment_Label:
(new)
Neutral ServiceBuildingDetails_CollectingMaterials_Label:
(new)
Collecting Materials ServiceBuildingDetails_CitizenContributions_Label:
(new)
Citizen Contributions ServiceBuildingDetails_MaterialsForRepair_Label:
(new)
Materials for Repair ServiceBuildingDetails_ConstructionCosts_Subheader:
(new)
Construction Costs ServiceBuildingDetails_DemoCitizenContribution_Label:
(new)
Citizens will be able to vote to increase or decrease the time required to deconstruct. ServiceBuildingDetails_DisarrayPenalties_Label:
(new)
Disarray Penalties Button_Build:
(new)
Build ServiceBuildingDetails_DamagedPenalties_Format:
(new)
{0} is in need of repair, the services have been disabled and will remain disabled until materials are donated to the construction manager at the building. ServiceBuildingDetails_DamagedPenalties_Label:
(new)
Damaged Penalties ServiceBuildingDetails_ExpansionPoints_Format:
(new)
+{0} {1} Expansion Points ServiceBuildingDetails_ConstructionResources_Format:
(new)
Players will have {0} days to provide resources for construction Button_CancelDemolition:
(new)
Cancel Demolition ServiceBuildingDetails_DisarrayPenalties_Format:
(new)
{0} has entered disarray, if players do not donate the required materials to the construction manager at the building by the end of the next maintenance cycle, this building will enter the needs repair state and all services will be disabled until the repair is complete. ServiceBuildingDetails_MaintenanceCosts_Subheader:
(new)
Maintenance Costs | Weekly ServiceBuildingDetails_CitizenContributions_Subheader:
(new)
Citizen Contributions Button_Demolish:
(new)
Demolish Button_ManageBuilding:
(new)
Manage Building Button_BuildSelecedUpgrade:
(new)
Build Upgrade Button_CancelSelectedUpgrade:
(new)
Cancel Upgrade Button_ClearSelectedRubble:
(new)
Clear Rubble Button_SelectBuilding:
(new)
Select Building ServiceBuildingDetails_Fabrication_Subheader:
(new)
Fabrication ServiceBuildingDetails_Scholarly_Subheader:
(new)
Scholarly ServiceBuildingDetails_Civic_Subheader:
(new)
Civic ServiceBuildingDetails_Cultural_Subheader:
(new)
Cultural ServiceBuildingDetails_Vocational_Subheader:
(new)
Vocational ServiceBuildingDetails_SelectABuilding_Subheader:
(new)
Select a Building to Construct ServiceBuildingDetails_RepairCosts_Subheader:
(new)
Repair Costs ServiceBuildingDetails_FinalConstructionProgress_Subheader:
(new)
Final Construction Progress ServiceBuildingDetails_ServicesProvided_Subheader:
(new)
Services Provided Button_Repair:
(new)
Repair Button_PostCommission:
(new)
Post Commission KB_LootGreedAll:
(new)
Loot Greed All KB_LootNeedAll:
(new)
Loot Need All KB_LootPassAll:
(new)
Loot Pass All Tab_GuildStorage_Storage:
(new)
Storage Tab_GuildStorage_Ledger:
(new)
Ledger Button_OpenGuildStorage:
(new)
Open Storage Button_CloseGuildStorage:
(new)
Close Storage GuildStorage_MaterialStorageVouchers_Label:
(new)
Guild Material Storage Vouchers: Modal_UpgradeGuildStorage_Body1:
(new)
Expand the number of items that can be added to the guild storage by {#} slot Modal_UpgradeGuildStorage_Body2:
(new)
These slots and their items will be available at all guild storage locations and are not subject to destruction. Modal_UpgradeGuildStorage_Header:
(new)
Upgrade Guild Item Storage GuildStorage_StorageUnavailableInNode_Messaging:
(new)
{GuildName} does not have guild storage in this node. Button_OpenStorageInNode:
(new)
Open Storage in {NodeName} GuildStorage_GuildMaterialStorageVoucherCost_Label:
(new)
<Accent_Body_M_Gold>Cost: {#} Guild Material Storage Voucher Modal_OpenGuildStorageInNode_Header:
(new)
Open Guild Storage in {NodeName} Modal_OpenGuildStorageInNode_Body1:
(new)
Allow storage of materials in {NodeName} and provide on segment of materil storage slots.
Material storage can be specialized or closed at a later time after being emptied. Modal_OpenGuildStorageInNode_Body2:
(new)
<Accent_Body_M_Gold>Cost: {#} Guild Material Storage Voucher Modal_ExpandGuildStorageInNode_Header:
(new)
Expand Guild Storage in {NodeName} Modal_ExpandGuildStorage_Body1:
(new)
Add an additional material storage section in {NodeName}
Material storage can be specialized or closed at a later time after being emptied. Modal_ExpandGuildStorage_Body2:
(new)
<Accent_Body_M_Gold>Cost: {#} Guild Material Storage Voucher Modal_CloseGuildStorageInNode_Header:
(new)
Close Guild Storage in {NodeName} Modal_CloseGuildStorageInNode_Body1:
(new)
Close one of your storage segments in {NodeName}?
You will no longer be able to store materials in this section, however your Guild Material Storage Voucher will be returned and can be used to expand guild storage in another location. Modal_CloseGuildStorageInNode_Body2:
(new)
<Accent_Body_M_Gold>Refund: {#} Guild Material Storage Voucher GuildStorage_Ledger_NameColumn_Label:
(new)
Name GuildStorage_LedgerSection_Subheader:
(new)
Record of item deposits and withdrawals for the last {#} days. GuildStorage_LedgerSection_Header:
(new)
Guild Storage Ledger GuildStorage_Ledger_LocationColumn_Label:
(new)
Location GuildStorage_Ledger_ChangeColumn_Label:
(new)
Change GuildStorage_Ledger_DateColumn_Label:
(new)
Date GuildStorage_LedgerItem_ChangeInfo:
(new)
x{#} {ItemName} Modal_GuildRanks_UpdateRank_Header:
(new)
Update Rank Modal_GuildRanks_RankName_Subheader:
(new)
Rank Name Modal_GuildRanks_Members_Subheader:
(new)
Members Modal_GuildRanks_Ranks_Subheader:
(new)
Ranks Modal_GuildRanks_Storage_Subheader:
(new)
Storage Modal_GuildRanks_War_Subheader:
(new)
Guild War GuildPermissions_InvitePlayers_Label:
(new)
Invite Players GuildPermissions_IChangePlayerRank_Label:
(new)
Change Player Rank GuildPermissions_RemovePlayers_Label:
(new)
Remove Players GuildPermissions_CreateRank_Label:
(new)
Create Rank GuildPermissions_EditRankPermissions_Label:
(new)
Edit Rank Permissions GuildPermissions_RemoveRank_Label:
(new)
Remove Rank GuildPermissions_EditRankHierarchy_Label:
(new)
Edit Rank Hierarchy GuildPermissions_ViewStorage_Label:
(new)
View Guild Storage GuildPermissions_RemoveItemsFromStorage_Label:
(new)
Remove Items from Guild Storage GuildPermissions_AddItemsToStorage_Label:
(new)
Add Items to Guild Storage GuildPermissions_DelcareGuildWar_Label:
(new)
Declare War Tooltip_InsufficientNodeWarCharges_Messaging:
(new)
Insufficient {WarType} Charges Tooltip_InsufficientGuildWarCharges_Messaging:
(new)
Insufficient {WarType} Charges Tooltip_WarChargeCooldownTimer_Label:
(new)
Next Charge: Tooltip_NodeWarCharges_Header:
(new)
{WarType} Charges - Tooltip_GuildWarCharges_Header:
(new)
{WarType} Charges - Tooltip_WarCharges_Body:
(new)
Charges are consumed at the time of war declaration. {WarType} charges recover at the rate of one of charge per {ChargeHours} hours.