# June27th Update

# =============================================================================
# Codex
# =============================================================================

codex_viewchangelog									Full Changelog
codex_legal											Legal
codex_privacy										Privacy
codex_terms-of-use									Terms Of Use
codex_eula											End User License Agreement


# =============================================================================
# Interface Mode
# =============================================================================
													
interfacemode_wallsanddoors                         Walls & Doors
interfacemode_flooring								Flooring
tunnelsearch_underway								TUNNEL SEARCH IN PROGRESS

# =============================================================================
# Build Toolbar
# =============================================================================

buildtoolbar_popup_wallsanddoors					Different types of walls and doors
buildtoolbar_popup_flooring							Different floor styles
buildtoolbar_popup_spawn							Open the Spawn Menu.
buildtoolbar_tunnelsearch							Tunnel Search

buildtoolbar_tooltip_tunnelsearch					Suspect an escape attempt is afoot? Order your guards to search behind all toilets.		

buildtoolbar_GuardResponse							Guard Response	
buildtoolbar_tooltip_GuardResponse					When activated you may left click on the map to call nearby guards over to a location. More clicks will call more guards. Right click to stop.


# =============================================================================
# New Materials
# =============================================================================


material_NewTiledWall							Tiled Wall
material_NewBarredWall							Barred Wall
material_NewBBlockWall							White Wall
material_NewHedgeWall							Hedge
material_NewIronFloor							Iron Floor
material_NewCargoFloor							Cargo Floor
material_NewCheckeredFloor						Checkered Floor
material_Snow									Snow



# =============================================================================
# Misc
# =============================================================================

double_click_select_desc							Double left-click to follow this *E

quickbuild_intermediatecell							Improved Cell
quickbuild_holdingcell								Holding Cell
quickbuild_medical									Medical
quickbuild_shop										Shop
quickbuild_shower									Shower
quickbuild_staffroom								Staff Room
quickbuild_workshop									Workshop

# =============================================================================
# Main Menu
# =============================================================================

mm_updatenotes_Date								27 June 2019
mm_updatenotes_Header							The Clink Update
mm_updatenotes_01								x4 new floor tiles and x4 new wall types added.
mm_updatenotes_02								Performance improvements, to help lower loading times.
mm_updatenotes_03								Increased the foremen that can be hired, for larger prisons where foremen also teach programs.
mm_updatenotes_04								Existing objects have their full set of rotations, with new sprites added for missing orientations.
mm_updatenotes_05								New 'Guard Response' button that commands existing nearby guards to a location, instead of players needing to hire additional guards to deal with incidents. 
mm_updatenotes_06								New 'Tunnel Search' button that commands guards to search all toilets only, for hidden escape tunnels.  
mm_updatenotes_07								Additional Quick Rooms added to the Quick Build menu, for quicker and easier room construction.
mm_updatenotes_08								Following prisoners and staff is made a lot easier, by double-clicking on them.
mm_updatenotes_09								The ability to move and relocate objects is here! Select and double-click an object.
mm_updatenotes_10								We hope you enjoy playing with these new improvements!

# =============================================================================
# =============================================================================


############################### SLAMMER UPDATE ###############################

# =============================================================================
# Materials - Names
# =============================================================================

material_newmud									Mud
material_mud									Mud
material_yutaniwall								Wall (Yutani)
material_solacofloor							Solaco 
material_gratefloor								Grate

# =============================================================================
# Objects - Names
# =============================================================================


object_snowyconifertree							Tree (Snowy Conifer)
object_palmtree									Tree (Palm)
object_plant									Plant
object_bush										Bush
object_streetlamp								Street Lamp
object_floodlight								Light (Flood Light)
object_bleachers								Bleachers
object_smallbench								Bench (Small)
object_smalltable								Table (Small)
object_showerpillar								Shower Pillar
object_doorMat									Door Mat
object_GuardPavilion							Guard Pavilion
object_GuardPavilionCorner						Guard Pavilion (Corner)
object_OfficeChair								Chair (Office)
object_visitorDoor								Visitor Door
object_ironingBoardShort						Ironing Board (Small)
object_fencegatestaff							Fence Gate (Staff)
object_fencegatestandard						Fence Gate (Standard)
object_fencegatevisitor							Fence Gate (Visitor's)
object_walllight								Wall Light
object_securedoor								Door (Secure)
object_secretdoor								Door (Secret)

# =============================================================================
# Build Toolbar
# =============================================================================

buildtoolbar_popup_mat_newmud					It's mud, and it's free!
buildtoolbar_popup_mat_yutaniwall				Build walls with a hi-tech look on top of foundations, to create new areas or rooms. Goes great with the Cargo or Solaco floor.
buildtoolbar_popup_mat_newbblockwall			Build walls made of breeze block on top of foundations, to create new areas or rooms.
buildtoolbar_popup_mat_newbarredwall			Build barred wall sections on top of foundations, to create new areas or rooms.
buildtoolbar_popup_mat_newtiledwall				Build tiled walls on top of foundations, to create new areas or rooms.
buildtoolbar_popup_mat_newhedgewall				Tall but weak hedges. More of a nicety than a serious security option.
buildtoolbar_popup_mat_solacofloor				Give our prison floors a hi-tech look. Goes great with the Yutani walls.
buildtoolbar_popup_mat_gratefloor				Give our prison floors a hi-tech look.
buildtoolbar_popup_mat_newcargofloor			Give our prison floors a bespoke look.
buildtoolbar_popup_mat_newironfloor				Give our prison a bespoke look.
buildtoolbar_popup_mat_newcheckeredfloor		These would probably look good in your Kitchens or Canteens.
buildtoolbar_popup_mat_snow						It's like water, only colder and prettier.
buildtoolbar_popup_obj_snowyconifertree			Would look most appropriate on snowy land.
buildtoolbar_popup_obj_palmtree					Normally sprout on dry land, but now you can decide to grow them where ever you wish.
buildtoolbar_popup_obj_bush						Gives outdoor areas a bit of decor.
buildtoolbar_popup_obj_streetlamp				To light up roads and pathways.
buildtoolbar_popup_obj_floodlight				A tall outdoor light that can cover large areas such as a Yards or Forestries.
buildtoolbar_popup_obj_bleachers				Classic prison-yard bleachers for groups of inmates to sit and contemplate their next move.
buildtoolbar_popup_obj_smallbench				For sitting on.
buildtoolbar_popup_obj_smalltable				For eating at.
buildtoolbar_popup_obj_showerpillar				To position in the middle of a shower room, and then attach a Shower Head to each side.
buildtoolbar_popup_obj_doorMat					A cheap rubber door mat that might look good in front of doorways.
buildtoolbar_popup_obj_guardPavilion			Place in Yards and open areas for Guards and Armed Guards to watch over your prisoners.\n	Assign guards via the Deployment menu.\n -Increases the level of Suppression in that area.\n -Guards are sheltered from the weather.
buildtoolbar_popup_obj_guardPavilionCorner		Place in the corners of Yards and open areas for Guards and Armed Guards to watch over your prisoners.\n	Assign guards via the Deployment menu.\n -Increases the level of Suppression in that area.\n -Guards are sheltered from the weather.
buildtoolbar_popup_obj_officeChair				A chair for staff workers to sit centrally at an Office Desk.

buildtoolbar_popup_obj_visitorDoor				A door that allows visitors to the prison to pass through, without needing a guard to open the door. Guards and staff may also use the door, but not prisoners.
buildtoolbar_popup_obj_ironingBoardShort		A shorter Ironing Board.
buildtoolbar_popup_obj_fencegatestaff			A Gate that looks great with Fences, and functions in the same way as a door.
buildtoolbar_popup_obj_fencegatestandard		A Gate that looks great with Fences, and functions in the same way as a door.
buildtoolbar_popup_obj_fencegatevisitor			A Gate that looks great with Fences, and functions in the same way as a door.
buildtoolbar_popup_obj_walllight				A bunker style light to place on walls.
buildtoolbar_popup_obj_securedoor				A door designed for Solitary Cells featuring a food flap. Guards delivering food may pass the tray through the door, without needing to enter the cell.


interfacedeployment_guards                      Assign Guards
buildtoolbar_deployment_Guards			Assign Guards to the sectors within your prison.	
interfacedeployment_Dogs			Assign Dog Handlers
buildtoolbar_deployment_Dogs			Assign Dog Handlers to the sectors within your prison.
interfacedeployment_ArmedGuards			Assign Armed Guards
buildtoolbar_deployment_ArmedGuards		Assign Armed Guards to the sectors within your prison.
interfacedeployment_patrols                     Assign Guards
buildtoolbar_deployment_Patrols			Assign Guards to the Patrol Routes within your prison.
interfacedeployment_dogpatrols                  Assign Dog Handlers
buildtoolbar_deployment_DogPatrols		Assign Dog Handlers to the Patrol Routes within your prison.
interfacedeployment_armedpatrols                Assign Armed Guards
buildtoolbar_deployment_ArmedPatrols		Assign Armed Guards to the Patrol Routes within your prison.

buildtoolbar_popup_help_Guards_1        The Guards tool lets you station Guards in zones. A stationed guard will move around their assigned zone randomly, and will perform any Guard tasks in that area, such as opening doors.\n\n
buildtoolbar_popup_help_Guards_2        ~Left Click to increase the number of Dog Handlers deployed to a zone. Right Click to remove a Guard.\n\n
buildtoolbar_popup_help_Guards_3        ^Tips
buildtoolbar_popup_help_Guards_4        - If you have Micromanagement unlocked, you will have access to the Deployment Scheduler. This lets you create a timetable of when Guards are assigned to certain areas. For example, if you only wanted Guards deployed in the Canteen during the Eat regime, you could click each block of the Scheduler that lines up with your Eat regime, then move the time slider into that block and click your Canteen to assign Guards.
buildtoolbar_popup_help_Guards_5        - You have up to 7 different time blocks available for Scheduling, plus the default Always-active mode, allowing you to create complex deployment routines that match the needs of your prison. 
buildtoolbar_popup_help_Guards_6        - If you don't manually select a time block when assigning Dog Handlers, the Scheduler will use the current time; make sure you have the correct time selected when changing your Deployment!

buildtoolbar_popup_help_Dogs_1        The Dog Handlers tool lets you station Dog Handlers in zones. A stationed guard will move around their assigned zone randomly, and will perform any Guard tasks in that area, such as opening doors.\n\n
buildtoolbar_popup_help_Dogs_2        ~Left Click to increase the number of Dog Handlers deployed to a zone. Right Click to remove a Dog Handler.\n\n
buildtoolbar_popup_help_Dogs_3        ^Tips
buildtoolbar_popup_help_Dogs_4        - If you have Micromanagement unlocked, you will have access to the Deployment Scheduler. This lets you create a timetable of when Dog Handlers are assigned to certain areas. For example, if you only wanted Dog Handlers deployed in the Canteen during the Eat regime, you could click each block of the Scheduler that lines up with your Eat regime, then move the time slider into that block and click your Canteen to assign Dog Handlers.
buildtoolbar_popup_help_Dogs_5        - You have up to 7 different time blocks available for Scheduling, plus the default Always-active mode, allowing you to create complex deployment routines that match the needs of your prison. 
buildtoolbar_popup_help_Dogs_6        - If you don't manually select a time block when assigning Dog Handlers, the Scheduler will use the current time; make sure you have the correct time selected when changing your Deployment!

buildtoolbar_popup_help_ArmedGuards_1        The Armed Guards tool lets you station Armed Guards in zones. A stationed guard will move around their assigned zone randomly, and will perform any Guard tasks in that area, such as opening doors.\n\n
buildtoolbar_popup_help_ArmedGuards_2        ~Left Click to increase the number of Guards deployed to a zone. Right Click to remove a Guard.\n\n
buildtoolbar_popup_help_ArmedGuards_3        ^Tips
buildtoolbar_popup_help_ArmedGuards_4        - If you have Micromanagement unlocked, you will have access to the Deployment Scheduler. This lets you create a timetable of when armed guards are assigned to certain areas. For example, if you only wanted Armed Guards deployed in the Canteen during the Eat regime, you could click each block of the Scheduler that lines up with your Eat regime, then move the time slider into that block and click your Canteen to assign Armed Guards.
buildtoolbar_popup_help_ArmedGuards_5        - You have up to 7 different time blocks available for Scheduling, plus the default Always-active mode, allowing you to create complex deployment routines that match the needs of your prison. 
buildtoolbar_popup_help_ArmedGuards_6        - If you don't manually select a time block when assigning Armed Guards, the Scheduler will use the current time; make sure you have the correct time selected when changing your Deployment!

buildtoolbar_popup_help_Orderly_1		Orderlies are specially-trained to cater specifically to Criminally Insane inmates. \n
buildtoolbar_popup_help_Orderly_2		They possess traits that are similar to guards and doctors, but they do not project a suppression effect upon inmates (like regular guards). \n\n
buildtoolbar_popup_help_Orderly_3		Hire Orderlies to attend to your Criminally Insane inmates. Orderlies will:
buildtoolbar_popup_help_Orderly_4		-Assist with the intake of Criminally Insane inmates.
buildtoolbar_popup_help_Orderly_5		-Escort Criminally Insane inmates to Psychiatric Consultation sessions (Programs).
buildtoolbar_popup_help_Orderly_6		-Heal wounded Criminally Insane inmates.
buildtoolbar_popup_help_Orderly_7		-Sedate Criminally Insane inmates that turn violent.
buildtoolbar_popup_help_Orderly_8		-Fit Psychopathic Criminally Insane inmates with straitjackets on a night.

buildtoolbar_popup_help_Psychiatrist_1		Psychiatrists provide Criminally Insane inmates with regular one-to-one consultation.\n\n
buildtoolbar_popup_help_Psychiatrist_2		Each one requires a special Psychiatrist's Office.
buildtoolbar_popup_help_Psychiatrist_3		Psychiatric Consultation sessions (Programs) can be set up, in order for Psychiatrists to treat Criminally Insane inmates.
buildtoolbar_popup_help_Psychiatrist_4		The Psychiatrist's Offices can also be upgraded with new items, to improve the Psychiatrist's treatment.

interfacedeployment_PrioritizeArea			Prioritize Area (*X)
buildtoolbar_deployment_PrioritizeGuard		Use this option to prioritize assigned guards to cover specific sectors around your prison. If you are short staffed, guards will try to cover your prioritized areas first. Two priorities are available; "High" (>>) and "Very High" (>>>).

interfacedeployment_BluePatrol				Blue Patrol
buildtoolbar_deployment_BluePatrol			Coloured patrol routes allow you to overlap and assign separate guards to them. Click and drag to create a Blue patrol route. Right click and drag to clear a Blue patrol route. Use the Assign Guard buttons to add guards to a patrol route.

interfacedeployment_MagentaPatrol			Magenta Patrol
buildtoolbar_deployment_MagentaPatrol			Coloured patrol routes allow you to overlap and assign separate guards to them. Click and drag to create a Magenta patrol route. Right click and drag to clear a Magenta patrol route. Use the Assign Guard buttons to add guards to a patrol route.

interfacedeployment_PrioritizePatrol			Prioritize Patrol
buildtoolbar_deployment_PrioritizePatrol		Use this option to prioritize assigned guards to cover specific patrols around your prison. If you are short staffed, guards will try to cover your prioritized areas first. Two priorities are available; "High" (>>) and "Very High" (>>>).

buildtoolbar_popup_filter_title                 Filter List
buiildtoolbar_popup_filter_toggle               Click the button to toggle
buildtoolbar_popup_filter_default               Default
buildtoolbar_popup_filter_az                    A-Z
buildtoolbar_popup_filter_owned                 Owned
buildtoolbar_popup_filter_costhighlow           Cost (High-Low)
buildtoolbar_popup_filter_costlowhigh           Cost (Low-High)
buildtoolbar_popup_filter_indooroutdoor         Indoor-Outdoor
buildtoolbar_popup_filter_outdoorindoor         Outdoor-Indoor
buildtoolbar_popup_filter_quantity              Quantity Owned
buildtoolbar_popup_filter_byroom                By Room

# =============================================================================
# Interface Mode
# =============================================================================

double_click_move_item							DOUBLE-CLICK: Move Object

double_click_add_door							Double Left-click to add doors.

codex_option_bureaucracyresearched				Bureaucracy Researched
codex_tooltip_bureaucracyresearched				Start a new game with your entire Bureaucracy tree fully researched.

codex_option_jungle						Jungle Plot
codex_tooltip_jungle						Generate a starting plot of land that resembles a dense jungle.

codex_option_snowy						Snowbound Plot
codex_tooltip_snowy						Generate a starting plot of land that's covered in snow.

# =============================================================================
# Misc
# =============================================================================
action_WashSmall								Washing


plant_tree_location								Plant Tree in *X

report_intake_cat_SuperMax							SuperMax

interface_undo							Undo

# =============================================================================
# Codex
# =============================================================================

codex_save_failed                               Failed to save prison.
codex_changelog_next                            Next >
codex_changelog_prev                            < Previous
codex_credits                                   Credits

codex_options_screenshotmode					Screenshot Mode
codex_tooltip_screenshotmode					When in Screenshot Mode, hold the [*K] KEY and press [*E], to turn ALL UI and HUD off/on
codex_sso_content_message						You have successfully signed up for a Paradox Account.\n\nAs a thank you, new Guard Pavilion towers are now unlocked in the game! Find them in the Objects menu.
codex_options_borderless_windowed               Borderless
codex_options_monitor                           Monitor

############################### PSYCH WARD UPDATE ###############################

# =============================================================================
# Materials - Names
# =============================================================================
material_artdecowall							Wall (Art Deco)
material_blueWall								Wall Classy (Blue Stripes)
material_burgundyWall							Wall Classy (Burgundy)
material_greenWall								Wall Classy (Green)
material_orientalWall							Wall (Oriental)
material_cushionedwall							Wall (Cushioned)

material_sandstone								Sandstone 
material_limestonefloor							Limestone 
material_blueCarpet								Carpet (Blue)
material_redCarpet								Carpet (Red)
material_brownCarpet							Carpet (Brown)
material_paddedfloor							Padded
material_grassstones							Grass n Stones
material_grasscornerfloor						Grass Corner
material_grasscornerfloor1						Grass Corner
material_grasscornerfloor2						Grass Corner
material_grasscornerfloor3						Grass Corner
material_lunarfloor								Lunar


# =============================================================================
# Objects - Names
# =============================================================================

object_spookytree								Tree (Spooky)
object_cactustree								Tree (Cactus)
object_sakuratree								Tree (Sakura)
object_plantcactus								Plant (Cactus)
object_tyrestack								Tyre Stack
object_lamp										Light (Lamp)
object_bathroomSink								Bathroom Sink
object_bathroomHandDryer						Hand Dryer
object_chestOfDrawers							Chest of Drawers
object_woodenStool								Wooden Stool
object_woodenTable								Wooden Table			
object_bucket									Bucket
object_shortbookcase							Bookcase (Short)
object_outdoorTable								Outdoor Table
object_mooseHead								Moose Head
object_toiletSign								Sign (Toilets)
object_rightArrowSign							Sign (Arrow Right)
object_leftArrowSign							Sign (Arrow Left)
object_infirmarySign							Sign (Infirmary)
object_canteenSign								Sign (Canteen)
object_showerSign								Sign (Showers)
object_armourySign								Sign (Armoury)
object_jaildoorred								Jail Door (Red)
object_jaildoorgrey								Jail Door (Grey)
object_jaildoororange							Jail Door (Orange)
object_jaildoorYellow							Jail Door (Yellow)
object_jaildoorlargered							Large Jail Door (Red)
object_jaildoorlargegrey						Large Jail Door (Grey)
object_jaildoorlargeorange						Large Jail Door (Orange)
object_jaildoorlargeyellow						Large Jail Door (Yellow)
object_coatstand								Coat Stand
object_dogbowl									Dog Bowl
object_footbridge                               Footbridge
object_footbridgesteel                          Steel Footbridge
object_footbridgeb                              Footbridge B
object_footbridgesteelb                         Steel Footbridge B
object_windowclassy								Window Classy
object_windowclassyLarge						Window Classy (Large)
object_gravestone								Gravestone
object_psychiatrist								Psychiatrist
object_orderly									Orderly
object_rorschachTest							Rorschach Test
object_anatomyModel								Anatomy Model
object_flipboard								Flip Board
object_medicineCabinetPsych						Medicine Cabinet
object_leatherchair								Leather Chair
object_leatherSofa								Leather Sofa
object_parkbench								Bench (Park)
object_fencegateguard							Fence Gate (Guard's)
object_oaktable									Table (Oak)
object_oakbench									Bench (Oak)

object_classic									Classic
object_dalmation								Dalmatian
object_husky									Husky
object_companion								Companion
object_cat										Cat
object_direwoof									Direwoof

equipment_fountainPen							Fountain Pen
equipment_goldPocketWatch						Gold Pocket Watch
equipment_sedativeShot							Sedative Shot (Syringe)
equipment_sedativesyringe						Sedative (Syringe)

# =============================================================================
# Build Toolbar
# =============================================================================

buildtoolbar_popup_mat_artdecowall				Build Art Deco Walls to create a 1920's architectural look to the prison.
buildtoolbar_popup_mat_blueWall					Build classy walls on top of foundations, to create new staff areas or rooms.
buildtoolbar_popup_mat_burgundywall				Build classy walls on top of foundations, to create new staff areas or rooms.
buildtoolbar_popup_mat_greenwall				Build classy walls on top of foundations, to create new staff areas or rooms.
buildtoolbar_popup_mat_orientalwall				Build oriental walls to create areas in the prison with an ancient Japanese feel.
buildtoolbar_popup_mat_cushionedwall			Build wall sections on top of foundations, to create new areas or rooms that have a wealthy, leather look to them.
buildtoolbar_popup_mat_sandstone				Lay sandstone slabs down on outdoor areas.
buildtoolbar_popup_mat_limestonefloor			The floor is the colour of faded limes.
buildtoolbar_popup_mat_blueCarpet				Lay comfy carpet down. Perfect for staff areas.
buildtoolbar_popup_mat_redCarpet				Lay comfy carpet down. Perfect for staff areas.
buildtoolbar_popup_mat_brownCarpet				Lay comfy carpet down. Perfect for staff areas.
buildtoolbar_popup_mat_paddedfloor				Matches the padded walls to create a complete padded cell for Criminally Insane inmates.
buildtoolbar_popup_mat_grassstones				A grassy area with flag stones.
buildtoolbar_popup_mat_grasscornerfloor			A grass corner with dirt. Useful for angled pathways.
buildtoolbar_popup_mat_grasscornerfloor1		A grass corner with dirt. Useful for angled pathways.
buildtoolbar_popup_mat_grasscornerfloor2		A grass corner with dirt. Useful for angled pathways.
buildtoolbar_popup_mat_grasscornerfloor3		A grass corner with dirt. Useful for angled pathways.
buildtoolbar_popup_mat_lunarfloor				A hardened rocky surface with an interstellar look.
buildtoolbar_popup_mat_WoodenDockFloor			A solid timber floor, perfect for dock yard.
buildtoolbar_popup_obj_spookytree				An eerie old tree.
buildtoolbar_popup_obj_cactustree				Would look most appropriate on dry land.
buildtoolbar_popup_obj_sakuratree				A beautiful cherry tree with pink flower blossom.
buildtoolbar_popup_obj_plant					A pleasant house plant.
buildtoolbar_popup_obj_plantcactus				An indoor potted cactus.
buildtoolbar_popup_obj_tyrestack				Acts as a small wall which prisoners and staff will walk around.
buildtoolbar_popup_obj_lamp						A standing ornate lamp, perfect for offices and staff areas.
buildtoolbar_popup_obj_bathroomSink				No hygienic bathroom is complete without one
buildtoolbar_popup_obj_bathroomHandDryer		Goes perfect with a Bathroom Sink
buildtoolbar_popup_obj_chestOfDrawers			A wooden chest of drawers.
buildtoolbar_popup_obj_woodenStool				Would go great with a Wooden Table.
buildtoolbar_popup_obj_woodenTable				Would go well with a Wooden Stool	
buildtoolbar_popup_obj_bucket					Just a bucket
buildtoolbar_popup_obj_shortbookcase			A shorter shelf for books.
buildtoolbar_popup_obj_outdoorTable				For prisoners to sit and eat at, outdoors.
buildtoolbar_popup_obj_mooseHead				A beautiful, hand finished moose head on a plaque.
buildtoolbar_popup_obj_toiletSign				A wall sign with a Toilets symbol upon it.
buildtoolbar_popup_obj_rightArrowSign			A wall sign with an arrow pointing right.
buildtoolbar_popup_obj_leftArrowSign			A wall sign with an arrow pointing left.
buildtoolbar_popup_obj_infirmarySign			A wall sign with an Infirmary symbol upon it.
buildtoolbar_popup_obj_canteenSign				A wall sign with a Canteen symbol upon it.
buildtoolbar_popup_obj_showerSign				A wall sign with a Shower symbol upon it.
buildtoolbar_popup_obj_armourySign				A wall sign with an Armoury symbol upon it.
buildtoolbar_popup_obj_jaildoorred				A coloured jail door to help label your Max Security cell blocks.
buildtoolbar_popup_obj_jaildoorgrey				A coloured jail door to help label your Low Security cell blocks.
buildtoolbar_popup_obj_jaildoororange			A coloured jail door to help label your Medium Security cell blocks.
buildtoolbar_popup_obj_jaildooryellow			A coloured jail door to help label your Protective Custody cell blocks.
buildtoolbar_popup_obj_jaildoorlargered			A large coloured jail door to help label your Max Security cell blocks.
buildtoolbar_popup_obj_jaildoorlargegrey		A large coloured jail door to help label your Low Security cell blocks.
buildtoolbar_popup_obj_jaildoorlargeorange		A large coloured jail door to help label your Medium Security cell blocks.
buildtoolbar_popup_obj_jaildoorlargeYellow		A large coloured jail door to help label your Protective Custody cell blocks.
buildtoolbar_popup_obj_coatstand				A resting place for staff coats and hats.
buildtoolbar_popup_obj_dogbowl					Holds water and food for tired guard dogs.\nIncreases a dog's stamina by a small amount.
buildtoolbar_popup_obj_secretdoor				A hidden door disguised as a bookcase which slides open to let staff through.
buildtoolbar_popup_obj_parkbench				An outdoor park bench.
buildtoolbar_popup_obj_fencegateguard			A gate that looks great with Fences, that only guards can open.
buildtoolbar_popup_obj_oaktable					For eating at.
buildtoolbar_popup_obj_oakbench					For sitting on. Goes great with the Oak Table.

buildtoolbar_popup_obj_classic					The original Guard Dog, old but experienced.
buildtoolbar_popup_obj_dalmation				Originally lived on a farm, but now works in escape prevention.
buildtoolbar_popup_obj_husky					A deadly trap for an escapee moving through the snow.
buildtoolbar_popup_obj_companion				A guard's best friend
buildtoolbar_popup_obj_cat						Not everyone is a dog person.
buildtoolbar_popup_obj_direwoof					Who would even try to escape?

buildtoolbar_popup_filter_mostused				Most Used
buildtoolbar_caters_safety						Caters to the Safety need.

interfacedeployment_orderly						Assign Orderlies
buildtoolbar_deployment_orderly					Assign Orderly to the sectors of your prison.

interfacedeployment_orderlypatrols				Assign Orderlies
buildtoolbar_deployment_orderlypatrols			Assign Orderlies to the Patrol Routes within your prison.

room_PaddedCell                                Padded Cell
room_PaddedHoldingCell                         Padded Holding Cell
room_PsychiatristOffice							Psychiatrist's Office

interfaceplanning_BuildPlan			Build Plans
interfaceplanning_ClearPlan			Clear Plans
interfaceplanning_Door				Doors



buildplan_title					Wall Type Selection			
buildplan_message				Are you ready to build your plan?\n	This action can not be undone.\n\n	All planned walls will be constructed with the same wall type.\n	The selection of wall type can be changed below.
clearplan_title					Clear Plans
clearplan_message				Are you sure that you want to clear all drawn plans?\n \n	This action can not be undone.

d11_custom_planning 				Custom Planning

buildtoolbar_popup_planning			Plan out your prison without the fear of workers actually doing anything, until you’re ready. The Planning Menu allows you to choose to Build all planned Structures and Doors, Erase sections of your plans, or Clear the entire plan and start over.

buildtoolbar_popup_help_planningDoor_1		The selected Door type will be used when you place a Door on your plan.
buildtoolbar_popup_help_quickBuildWall_1	The selected wall type will be used in the construction of your next Quick Build/s


buildtoolbar_popup_mat_blueclassywall			Build classy walls on top of foundations, to create new staff areas or rooms.
buildtoolbar_popup_mat_burgundyclassywall		Build classy walls on top of foundations, to create new staff areas or rooms.
buildtoolbar_popup_mat_greenclassywall			Build classy walls on top of foundations, to create new staff areas or rooms.

buildtoolbar_popup_obj_windowclassy				Makes the outside look way better than it actually is.
buildtoolbar_popup_obj_windowclassyLarge		Makes the outside look way better than it actually is.
buildtoolbar_popup_obj_gravestone				A gravestone is supplied for every death that takes place in your prison.

buildtoolbar_popup_staff_psychiatrist			An advanced staff member who provides our Criminally Insane inmates with regular consultation.\nPsychiatrists provide regular one-to-one sessions to help calm our Criminally Insane prisoners, once we have a Psychiatric Consultation program set up at the prison. \nIf we have a lot of Criminally Insane prisoners, we should hire a few Psychiatrists to support them all. Make sure each one has an office too.

buildtoolbar_popup_staff_orderly				Medical staff, specially-trained in the handling of the criminally insane.
buildtoolbar_popup_obj_leatherchair				Matches the Leather Sofa. Perfect for staff to sit on and way too nice for your prisoners surely.

buildtoolbar_popup_obj_rorschachTest		    Adding a Rorschach Test to the Psychiatrist's office will improve the Psychiatrist's treatment of criminally insane inmates
buildtoolbar_popup_obj_anatomyModel				Adding an Anatomy Model to the Psychiatrist's office will improve the Psychiatrist's treatment of criminally insane inmates.
buildtoolbar_popup_obj_flipboard				Adding a Flipboard with Brain chart to the Psychiatrist's office will improve the Psychiatrist's treatment of criminally insane inmates.
buildtoolbar_popup_obj_medicineCabinetPsych		Adding a Medicine Cabinet to the Psychiatrist's office will improve the Psychiatrist's treatment of criminally insane inmates.
buildtoolbar_popup_obj_leatherchair				Adding a classic Leather Chair to the Psychiatrist's office will improve the Psychiatrist's treatment of criminally insane inmates.
buildtoolbar_popup_obj_leatherSofa				Adding a classic Leather Sofa to the Psychiatrist's office will improve the Psychiatrist's treatment of criminally insane inmates.

buildtoolbar_deployment_insaneseczone			Only criminally insane prisoners will be permitted to enter this sector.

failuremessage_maximumcountreachedgeneric		Max Amount Placed

buildtoolbar_popup_locked_PsychiatricConsultation				Unlocked after *B more Psychiatric sessions
buildtoobar_PsychConItemImproveInfo 			- Improves a Psychiatrist's Office grade.
buildtoobar_PsychConItemImproveSuppression 		- After consultation, reduces a criminally insane inmate’s\nsuppression and certain needs by +5%
buildtoobar_PsychConItemImproveGrace 			- After consultation, provides a criminally insane inmate\nwith a ‘grace’ period of an additional 1 day,\nbefore suppression and certain needs begin to rise again.
buildtoolbar_popup_obj_Footbridge				Allows inmates and staff to cross areas of land and water. Can not be built over walls, fences and other buildings.
buildtoolbar_popup_obj_FootbridgeSteel			Allows inmates and staff to cross areas of land and water. Can not be built over walls, fences and other buildings.
buildtoolbar_popup_obj_FootbridgeB				Allows inmates and staff to cross areas of land and water. Can not be built over walls, fences and other buildings.
buildtoolbar_popup_obj_FootbridgeSteelB			Allows inmates and staff to cross areas of land and water. Can not be built over walls, fences and other buildings.

# =============================================================================
# Room - Names
# =============================================================================

room_PaddedSolitary                            Padded Solitary Cell

# =============================================================================
# Room - Description
# =============================================================================

buildtoolbar_popup_room_paddedcell			    Intended for our criminally insane inmates, with padded walls that produce a calming effect.
buildtoolbar_popup_room_paddedholdingcell	    Where our new criminally insane inmates are placed before a permanent padded cell is ready.
buildtoolbar_popup_room_paddedsolitary			    An isolated form of imprisonment for the worst of our criminally insane inmates.

# =============================================================================
# Quick Build - Names
# =============================================================================

quickbuild_paddedbasiccell									Padded (Small)
quickbuild_paddedintermediatecell							Padded (Medium)
quickbuild_paddedholdingcell								Padded Holding Cell
quickbuild_paddedsolitarycell								Padded Solitary Cell
quickbuild_PsychiatristOffice								Psychiatrist's Office



# =============================================================================
# Interface Mode
# =============================================================================

interfacedeployment_insaneseczone                  Insane Sec Only
interfacetopbar_PrisonerCells_insaneSecOnly	Criminally Insane Capacity: *X

roomgrading_PsychiatristOffice_info				Unlock and place additional objects in the Psychiatrist Office to improve treatment to criminally insane inmates.\n
												Items are unlocked via criminally insane inmates attending Psychiatric Consultation Programs.
roomgrading_PsychiatristOffice_Item				Item : *X
roomgrading_PsychiatristOffice_Quality			Psychiatrist Ability: *Q
roomgrading_PsychiatristOffice_Upgrade			Upgrade the Psychiatrist's Office to improve their ability.

roomgrading_score_average		AVERAGE
roomgrading_score_good			GOOD
roomgrading_score_verygood		VERY GOOD
roomgrading_score_outstanding	OUTSTANDING

roomgrading_has_pa_system		[*X] Has PA system in cell block

# =============================================================================
# Objectives, Grants
# =============================================================================

objective_grant_firstinsanecellblock				Criminally Insane Wing
objective_grant_firstinsanecellblock_description	The government are willing to provide funding to expand our prison with the means to house and protect the wellbeing of criminally insane inmates.\n\nThis grant will help facilitate the construction of special padded cells and the hiring of trained psychiatrists.
objective_grant_firstinsanecellblock_cells			Build a wing / cell block for the Criminally Insane with 10 Padded Cells
objective_grant_firstinsanecellblock_prisoners		Intake 10 Criminally Insane prisoners
objective_grant_firstinsanecellblock_psychiatrist	Hire 2 Psychiatrists (each requires an office)

objective_readinsaneletter						CEO's Guidelines on Criminally Insane Inmates
objective_readinsaneletter_description			Before incorporating criminally insane inmates into your prison, you should be prepared with the appropriate facilities and staff in order to take proper care of their needs - The Ceo...

# =============================================================================
# Wardens
# =============================================================================

warden_wardeninsanehawk_name                     Hawk Hartman
warden_wardeninsanehawk_desc                     As a former bailsman, Hartman passes down valuable training techniques to his security staff.\n\n -All guards drop staff keys less often\n -Guard's stamina replenishes on intake
warden_wardeninsanehawk_desc_short               - Guard's stamina replenishes on intake.

warden_wardeninsaneslugworth_name                Dr Slugworth
warden_wardeninsaneslugworth_desc                When all other prisons deny them, Slugworth opens the doors to the worst Criminally Insane inmates out there, believing he can help.\n\n - Psychiatrist treatments are 20% more positive\n - The chances of receiving the Psychopathic Criminally Insane inmates is higher!
warden_wardeninsaneslugworth_desc_short          - Accepts more Psychopathic Criminally Insane inmates. Psychiatrists provide better treatment.

warden_wardeninsanehudson_name					 Dr Hudson
warden_wardeninsanehudson_desc                   Dr Hudson is prepared to do what no other warden can...\n\n - Emergency services work 20% faster and arrive earlier\n - Costs for repairs are reduced by 10%
warden_wardeninsanehudson_desc_short             - Quicker response times, and costs for repairs are reduced.

warden_wardenfarmer_name		The Botanist
warden_wardenfarmer_desc		As someone who has vast amounts of experience within the Farming Industry, The Botanist can have a very positive effect on prison farming. Increases the export price of each crop, the chance for crops to drop seeds, and also extends the wilting and spoiling time for growing crops and harvested ingredients.
warden_wardenfarmer_desc_short		- Doubles the export price of all prison-grown produce

warden_wardengreenpower_name			The Ecologist
warden_wardengreenpower_desc			As someone who has vast amounts of experience working with Green Energy, The Ecologist can have a very positive effect on these power sources. Increases the power output of all green energy sources, and also doubles the value of both exported energy and recycling.
warden_wardengreenpower_desc_short		- Increases the power output of all green energy sources by 1/3

# =============================================================================
# Victory, failures
# =============================================================================

victory_insaneprisonersdeaths					 Insane Inmate Deaths
victory_warning_insaneprisonersdeaths			 You will be fired if too many insane inmates die.
victory_insaneprisonersdeaths_units				 Deaths

victory_insaneprisonersabused					 Insane Inmates Attacked
victory_warning_insaneprisonersabused			 You will be fired if too many insane inmates are attacked by guards.
victory_insaneprisonersabused_units				 Attacks

victory_adviserwarning_insaneprisonersdeaths1	 We can't continue to let our criminally insane inmates suffer abuse within our prison! The media will drag our name through the mud if we don't get our act together!
victory_advisernotice_insaneprisonersdeaths1	 That's it! You're done! You were supposed to be caring for the mentally ill and instead you've allowed them to suffer unspeakable cruelties. I can only fire you, but I suggest you go home and re-evaluate your life choices.

# =============================================================================
# Codex
# =============================================================================

codex_option_criminallyinsane					Criminally Insane Inmates

codex_tooltip_criminallyinsane					Deal with inmates who are constantly feeling suppressed, require new padded cells and psychiatric help to reduce their Privacy, Comfort, Safety and Freedom Needs, before they ignite. Turning this setting on will also allow some regular inmates to be driven insane in your prison, if their Needs are not catered for. Inmates turning criminally insane can be turned off in Map Settings.

codex_prisoner_biography_NITG					Custom player-created biography
codex_options_InsaneGauge						Overhead Inmate Gauges

codex_option_desert								Desert Plot
codex_tooltip_desert							Generate a starting plot of land that resembles a sandy desert.

codex_options_rendercolours						Coloured Room Overlays

codex_new_selectdog								Choose Guard Dogs

codex_option_prisonerTurning					Inmates Can Turn Criminally Insane

# =============================================================================
# Rapsheet
# =============================================================================

rapsheet_category_insane						Criminally Insane
rapsheet_insane_bio_desc                        Criminally Insane inmates feel a constant level of suppression and require padded cells and psychiatric help to keep them calm.\n\nCriminally Insane inmates that ignite may attack our staff, cause damage to the prison, or attempt to break free, as well as other unpredictable behaviours.

reputation_Weak                                 Weak
reputation_Insomniac                            Insomniac
reputation_Depressed                            Depressed
reputation_Outbreaks                            Outbreaks
reputation_Sickness                             Sickness
reputation_Hyperactive                          Hyperactive
reputation_Addict                               Addict
reputation_Claustrophobic                       Claustrophobic
reputation_ExtremelyStoical                     Extremely Stoical
reputation_ExtremelyVolatile                    Extremely Volatile
reputation_Psychopathic                         Psychopathic
reputation_Insane                               Criminally Insane

reputationtooltip_Weak                          This prisoner is weaker, will not fare well in a fight and is therefore more susceptible to injuries.
reputationtooltip_Insomniac                     This prisoner requires very little sleep.
reputationtooltip_Depressed                     This prisoner moves much slower when feeling suppressed and untreated.
reputationtooltip_Outbreaks                     This prisoner is prone to violent outbreaks and damaging the environment around them when feeling suppressed and untreated.
reputationtooltip_Sickness                      This prisoner is prone to throwing up or soiling themself when feeling suppressed and untreated.
reputationtooltip_Hyperactive                   Moves around much faster when feeling suppressed and untreated.
reputationtooltip_Addict                        This prisoner is more likely to develop a drug habit when feeling suppressed and untreated.
reputationtooltip_Claustrophobic                This prisoner’s desire to escape their surroundings is much higher when feeling suppressed and untreated.
reputationtooltip_ExtremelyStoical              This prisoner will not become suppressed when locked in Solitary or in the presence of guards. They don't really care.
reputationtooltip_ExtremelyVolatile             Keep a close eye on this one. Anything can set them off and make things very bad very quickly.
reputationtooltip_Psychopathic                  This prisoner is much more dangerous and unpredictable than other Criminally Insane inmates.
reputationtooltip_Insane                        Make sure this inmate has access to a Psychiatrist's Psychiatric Consultation sessions and a padded cell, to help calm them.

# =============================================================================
# Reports
# =============================================================================

report_intake_cat_insane						Criminally Insane
report_intake_list_tooltip_insane				Criminally Insane inmates feel a constant level of suppression and require new padded cells and psychiatric help to reduce their Privacy, Comfort, Safety, and Freedom Needs, before they ignite.\n\nYou can not request Criminally Insane inmates until you have some Padded Cells ready, or a Padded Holding Cell.\n\nNormal cells can be converted to Padded Cells via the Rooms menu.
report_intake_insane_intake_empty				Criminally Insane inmates cannot be admitted at this time.\n You need to build padded cells or padded holding cells.\nNormal cells can be converted to Padded Cells via the Rooms menu.
report_staff_group_prisoners_insane				Criminally Insane
report_Criminally_Insane						Criminally Insane
report_Pyschopathic								Psychopathic

report_intake_enable_insane					Enable
report_intake_psychward_title					Psych Ward: Warden’s Edition
report_intake_psychward_tooltip					Activate the Psych Ward: Warden’ Edition gameplay for this prison.\n\nThis will allow you to intake Criminally Insane inmates, but first you may wish to prepare the prison.\n\nPsychiatrists and Orderly staff members can be researched and hired. Padded Cells and Holding Cells can be created.\n\nBoth Psychiatrists and Padded Cells will help to keep your Criminally Insane inmates calm and under control. 

reformerror_no_psychiatrist					NO PSYCHIATRIST
reform_completion_psychiatrist              - *X Finished - *Y Treated (*P%)
report_staff_group_orderlies				Orderlies

# =============================================================================
# Research
# =============================================================================
research_Orderly							Orderly
research_Psychiatrist							Psychiatrist
                     
researchtooltip_Orderly							Normal guards are prohibited from attacking criminally insane inmates as they might hurt them in the process.\nOrderlies are specially trained to restrain the criminally insane without harming them.\nOrderlies will also fit straitjackets to Psychopathic inmates at night time to prevent them hurting themselves overnight.
researchtooltip_Psychiatrist					An advanced staff member who provides our Criminally Insane inmates with regular consultation.\nPsychiatrists provide regular one-to-one sessions to help calm our Criminally Insane prisoners, once we have a Psychiatric Consultation program set up at the prison. \nIf we have a lot of Criminally Insane prisoners, we should hire a few Psychiatrists to support them all. Make sure each one has a Psychiatrist office too.


# =============================================================================
# Misc
# =============================================================================

doortimer_security_Insane			            Insane

buildtoolbar_header_foundationmain				Main
buildtoolbar_header_foundationmore				More

reformprogram_PsychiatricConsultation			Psychiatric Consultation
reformprogram_PsychiatricConsultation_text		All criminally insane inmates require regular one-on-one calming sessions with our psychiatrist, to help reduce their growing feeling of suppression. Lack of psychiatrist help can trigger violent outbreaks and other unique reactions from these prisoners.
reform_program_properties_NeedToBeEscorted		Inmates may need to be escorted to this session.
reform_program_intake_insane				Criminally Insane inmates only.

insane_letter									Dear Sir/Madam,\n\n\nHere’s some important guidelines to ensure you are prepared with the appropriate facilities and staff in order to take proper care of Criminally Insane inmates.\n\n1.  Criminally Insane inmates must have Padded Cells. You can transform standard cells into padded cells (via the Rooms menu). Once you have padded cells you’ll be able to accept your first batch of inmates.\n\n2.  Make sure you have Psychiatrists and Orderly staff members on your payroll. Psychiatrists will also require a special office.\n\n3.  Set up some Psychiatric Consultation programs for your Criminally Insane inmates. These one to one sessions with a Psychiatrist (and padded cells), help to keep the inmates under control. Upgrading the Psychiatrist’s office will also improve their treatment ability.\n\n4.  Left untreated and unchecked, a Criminally Insane inmate may exhibit unpredictable behaviours, attempt to break out, or turn violent.\n\n5.  Orderlies will help escort and heal, and they do not suppress inmates like regular guards. You’ll also need Orderlies to fit your Psychopathic Criminally Insane Inmates with straitjackets at the day’s end. \n\n6.  Criminally Insane inmates mixing with others can sometimes lead to trouble. It's a good idea to build and segregate Criminally Insane sectors to Canteens, Yards and other areas. And you may wish to have the Psychiatrist’s offices near your Criminally Insane cell blocks.\n\n7.  Finally, inmates from other security levels now have a chance to become criminally insane, so keep an eye out\n\nThe CEO,\nPrison Architects Corp

job_StraitJacket                         Apply/Remove Straitjacket
job_EscortInsane                         Escort Insane Inmate
status_effect_sedated					Sedated

orderly_description                     Orderlies are specially trained in the handling and sedation (if necessary) of Criminally Insane inmates.
pyschiatrist_description                ALL Criminally Insane inmates require regular one-to-one Psychiatric Consultation sessions with a Psychiatrist. Add Psychiatric Consultation sessions via the Programs menu.

insanetooltip_status                    Status: *X
insanetooltip_status_level0             CALM
insanetooltip_status_level1             AGITATED
insanetooltip_status_level2             UNSTABLE
insanetooltip_status_level3             TRIGGERED!
insanetooltip_behaviour					Behaviour: *X

mutator_name_ReducedDirtBuildup						Reduce Dirt Build Up
mutator_tooltip_ReducedDirtBuildup					The speed that dirt and muck builds up around your prison is halved.
administrator_requiresoffice_psychiatrist           Requires Psychiatrist Office

dlc_upsell						This save uses content from the "*D" expansion. Since we couldn't detect the expansion on your system, some features will be disabled. Please consider purchasing "*D" to get the most out of your Prison Architect experience.
dlc_upsell_multiplayer 			The host of this multiplayer game has purchased the "*D" expansion, which you will also have access to, as their guest. Enjoy!

dlc_insane						Psych Ward: Warden's Edition
dlc_seaandair					Island Bound

regime_work_pyscho              Programs/FreeTime
regime_worklockdown_pyscho      Programs/Lockup

regimetooltip_work_pyscho			Note Insane prisoners are unable to work and can only attend programs during work periods
regimetooltip_worklockdown_pyscho	Note Insane prisoners are unable to work and can only attend programs during work periods


# =============================================================================
# Nameplate status
# ============================================================================= 

nameplate_sedation_level						Sedation Level
teacher_teaching_pschiatrist                    Treating		
pschiatrist_count_status						*X Psychiatric Consultations Completed


############################### SNEEZER UPDATE ###############################

# =============================================================================
# Rapsheet
# ============================================================================= 

action_escortToInfirmary						Escort to Infirmary

# =============================================================================
# Interface Mode
# =============================================================================

interfacelogistics_cellStatus					Cell Status

buildtoolbar_popup_help_CellStatus_2			You can click on an occupied cell to view the prisoner assigned to it.

freeCell										Free Cell
freeCell_line0									This cell is currently unoccupied.
occupiedCell									Occupied Cell
occupiedCell_line0								*X *Y, *Z
occupiedCell_line1								Left click to show this prisoner.
object_prisoner_freshfish						Prisoner (Fresh Fish)

total_Connections								The total number of connections: *X
active_Connections								The max number of active connections: *X

interfacedeployment_VisitorDirection			Visitors Direction

interface_action_move							Move

equipment_moreContraband						Contraband

# =============================================================================
# Reports
# =============================================================================

report_intake_list_tooltip_prisonerTransfer		\n\nHigh-risk prisoners that are too dangerous for other prisons are offered from time to time. \nBe warned! There’s a reason they pay highly. These are hardened criminals that no other facility wants to take.

# =============================================================================
# Build Toolbar
# =============================================================================

buildtoolbar_tooltip_noUtilities		Water Pipes and Electrical Cables can not be built underneath.

buildtoolbar_deployment_VisitorDirection 	Click and drag to point floor signage.\n\nThis gives a hint to non-prisoners on which way to go.\nHelps to control the flow of people in your prison.

# =============================================================================
# Programs
# =============================================================================

guard_program_requirements             - Each guard requires a *X

schedule_zone_insaneSecOnly						Insane Sec

# =============================================================================
# Codex
# =============================================================================

codex_option_lunar								Lunar Plot
codex_tooltip_lunar								Generate a starting plot of land that resembles a lunar surface.

codex_option_doubleClick						Double Click to Move Objects

# =============================================================================
# Clone Tool
# =============================================================================

BuildCost_CloneRoom								CloneRoom

# =============================================================================
# Missing Strings
# =============================================================================

codex_startonline                   Go Online
codex_start                         Create Game
codex_joinonline                    Join Online Game
codex_join                          Join Game
codex_usernamelabel                 Username:
codex_namelabel                     Game Name:
codex_passwordlabel                 Password:
codex_passwordprotectedlabel        Password Protected?
codex_listedlabel                   Publicly Listed?
codex_roomlistlabel                 Game List:
codex_connectinglabel               Connecting to server...
codex_retrievingserverlistlabel     Retrieving game list...
codex_datausage                     Data Usage: Sent - *SkB/s, Received - *RkB/s
codex_multiplayeroptions            Manage Players
codex_playeroptions                 Players
codex_regionlabel                   Region:

multiplayer_chooseroomname          Please choose a game name
multiplayer_chooseusername          Please choose a username
multiplayer_joining                 Joining: *X
multiplayer_joiningstate_joining    Joining game
multiplayer_joiningstate_receiving  Receiving world
multiplayer_joiningstate_loading    Loading world
multiplayer_rejoining               Rejoining game after land expansion:
multiplayer_leavegame_confirm       Are you sure you wish to leave your current co-op game?
multiplayer_hostleft                Host has disconnected.
multiplayer_joingamefailed          Failed to join game:
multiplayer_startgamefailed         Failed to start game:
multiplayer_incorrectpassword       Incorrect Password
multiplayer_disconnected            Lost connection to server.
multiplayer_syncerror               Disconnected due to synchronisation error.\n\nPlease attempt to rejoin your game.
multiplayer_hostonly                Only available for host player.
multiplayer_modsdisabled            Mods are disabled for online play
multiplayer_mutatorsdisabled        Mutators are disabled for online play
multiplayer_kicked                  You were kicked from the game.
multiplayer_kick                    Kick
multiplayer_ban                     Ban

multiplayer_host                    Host:

multiplayer_welcomeanalytics        Welcome to Prison Architect Multiplayer.\n\nWe've been working on getting the full Prison Architect experience working in multiplayer. Prison Architect is a big game and this is the first time we're making the multiplayer available to everyone so we'll be keeping an eye on any issues players might encounter.\n\nTo help us with this we would like to collect some anonymised analytics to help resolve any problems people might be having with the game. This can be disabled at any time from the options menu. You can see the data that we collect in metrics.txt\n\nWe hope you enjoy playing Prison Architect with your friends.

region_asia                         Asia
region_au                           Australia
region_cae                          Canada, East
region_eu                           Europe
region_in                           India
region_jp                           Japan
region_ru                           Russia
region_rue                          Russia, East
region_sa                           South America
region_kr                           South Korea
region_us                           USA, East
region_usw                          USA, West

codex_option_escapeplans                Escape Plans
buildtoolbar_rollcall                   Roll Call
buildtoolbar_tooltip_rollcall           Call all of your prisoners to stand outside of their cells. Only avaiable during sleep regimes and during the night.
interfacecontrol_graphs                 Graphs
interfacecontrol_graphs_tooltip         Opens the Graphs screen, which allows you to compare graphs of various aspects of your prison.

graph_title                             Graphs

graph_label_1                           Data Type 1
graph_label_2                           Data Type 2
graph_label_day                         Day

graph_axis_none                         None
graph_axis_profit                       Profit
graph_axis_funds                        Funds
graph_axis_prisonsize                   Prison Size (m²)
graph_axis_numprisoners                 Num Prisoners
graph_axis_numstaff                     Num Staff
graph_axis_releasedprisoners            Released Prisoners
graph_axis_totalreleasedprisoners       Total Released Prisoners
graph_axis_escapedprisoners             Escaped Prisoners
graph_axis_totalescapedprisoners        Total Escaped Prisoners
graph_axis_entitydeath                  Deaths
graph_axis_totaldeaths                  Total Deaths
graph_axis_prisonerdeaths               Prisoner Deaths
graph_axis_guarddeaths                  Guard Deaths
graph_axis_securitygrading              Security Grading
graph_axis_healthgrading                Health Grading
graph_axis_reformgrading                Reform Grading
graph_axis_punishmentgrading            Punishment Grading
graph_axis_reoffendingrate              Reoffending Rate
graph_axis_prisonvalue                  Prison Value
graph_axis_prisonercapacity             Prisoner Capacity
graph_axis_numincidents                 Num Incidents
graph_axis_totalincidents               Total Incidents


############################### Other ###############################

# =============================================================================
# Missing Strings
# =============================================================================

equipment_Photo						Photo
equipment_SubMachineGun				Machine Gun
equipment_Soap						Soap	

############################### Prison Wing Priviledges UPDATE ###############################

# =============================================================================
# Interface Mode
# =============================================================================

room_gymnasium									Gymnasium
buildtoolbar_popup_room_gymnasium				A place for inmates to exercise and release their pent up aggression, or train to handle disagreements the old-fashioned way.


buildtoolbar_popup_help_CellStatus_1			The Cell Status view shows you cells occupied (orange), gang (red) and vacant (green).

object_punchbag_blocked							Punchbag Cannot be Reached
object_trainingdummy_blocked					Training Dummy Cannot be Reached

gangCell									*X Cell
gangMember				Gang Member
gangSoldier				Gang Soldier
gangLieutenant			Gang Lieutenant
gangLeader				Gang Leader

interfacedeployment_CustomSector	Custom Sector

# =============================================================================
# Materials - Names
# =============================================================================

material_RunningTrack							Running Track
material_BambooFloor							Bamboo
material_pipewall								Wall (Pipes)
material_overgrownwall							Wall (Overgrown)
material_derelictwall							Wall (Derelict)
material_slumwall								Wall (Slum)
material_rustywall								Wall (Rusty)
material_bamboofence							Fence (Bamboo)
material_decayedWall							Wall (Decayed)
material_flowerfield							Flowery Field
material_FenceAndGrass							Fence (Grass)
material_WallMinSec								Wall (Min Sec)
material_WallMedSec								Wall (Med Sec)
material_WallMaxSec								Wall (Max Sec)
material_WallInsaneSec							Wall (White)
material_WallProtective							Wall (Yellow)
material_CliffEdge								Cliff Edge

# =============================================================================
# Objects - Names
# =============================================================================

object_ovalStaffTable							Table (Oval)			
object_Painting1								Painting
object_Painting2								Painting
object_ChessTable								Chess Table
object_GlassWindow								Window Glass
object_GlassWindowLarge							Window Glass (Large)
object_GymMat									Gym Mat
object_SinkMirror								Sink & Mirror
object_TableFootball							Table Football
object_TableTennis								Table Tennis
object_TyreApparatus							Tyre Apparatus
object_bambooDoor								Door (Bamboo)
object_Canvas									Canvas & Paints
object_PetBird									Pet Bird
object_SoftPillow								Soft Pillow
object_BoxingRing								Boxing Ring
object_DumbbellRack								Dumbbell Rack
object_Treadmill								Treadmill
object_Fan										Fan
object_PunchBag									Punch Bag
object_WardenStatue								Warden Statue
object_WaterCooler								Water Cooler
object_SnackMachine								Snack Machine
object_Mattress									Bed (Foam Mattress)
object_MetalBarrel								Metal Barrel
object_WoodenBarrel								Wooden Barrel
object_MooringBollard							Mooring Bollard
object_DeckChair								Deck Chair
object_LightGreen								Light (Green)
object_LightRed									Light (Red)
object_Buoy										Buoy
object_LifeRing									Life Ring
object_CoffeeMachine							Coffee Machine
object_ComputerStation							Computer Station
object_PASystem									PA System
object_TrainingDummy							Training Dummy
object_StoneWaterSpout							Stone Water Spout
object_WindSock									Wind Sock
object_ComfyBed									Comfy Bed
object_IndoorTreePlanter						Indoor Tree Planter
object_OldBed									Old Bed
object_CameraPillar								Camera Pillar
object_Blackboard								Blackboard
object_JailDoorWhite							Jail Door (White)
object_JailDoorLargeWhite						Large Jail Door (White)

object_SignNumber0								Sign (Number 0)
object_SignNumber1								Sign (Number 1)
object_SignNumber2								Sign (Number 2)
object_SignNumber3								Sign (Number 3)
object_SignNumber4								Sign (Number 4)
object_SignNumber5								Sign (Number 5)
object_SignNumber6								Sign (Number 6)
object_SignNumber7								Sign (Number 7)
object_SignNumber8								Sign (Number 8)
object_SignNumber9								Sign (Number 9)

object_SignLetterA								Sign (Letter A)
object_SignLetterB								Sign (Letter B)
object_SignLetterC								Sign (Letter C)
object_SignLetterD								Sign (Letter D)
object_SignLetterE								Sign (Letter E)
object_SignLetterF								Sign (Letter F)
object_SignLetterG								Sign (Letter G)
object_SignLetterH								Sign (Letter H)
object_SignLetterI								Sign (Letter I)
object_SignLetterJ								Sign (Letter J)
object_SignLetterK								Sign (Letter K)
object_SignLetterL								Sign (Letter L)
object_SignLetterM								Sign (Letter M)
object_SignLetterN								Sign (Letter N)
object_SignLetterO								Sign (Letter O)
object_SignLetterP								Sign (Letter P)
object_SignLetterQ								Sign (Letter Q)
object_SignLetterR								Sign (Letter R)
object_SignLetterS								Sign (Letter S)
object_SignLetterT								Sign (Letter T)
object_SignLetterU								Sign (Letter U)
object_SignLetterV								Sign (Letter V)
object_SignLetterW								Sign (Letter W)
object_SignLetterX								Sign (Letter X)
object_SignLetterY								Sign (Letter Y)
object_SignLetterZ								Sign (Letter Z)

equipment_StrikePlacard							Strike Placard

# =============================================================================
# Prefabs - Names
# =============================================================================

quickbuild_Armoury								Armoury
quickbuild_Infirmary							Infirmary
quickbuild_Laundry								Laundry
quickbuild_Library								Library
quickbuild_MailRoom								Mail Room
quickbuild_Visitation							Visitation

# =============================================================================
# Build Toolbar
# =============================================================================

buildtoolbar_affectsGradingNegativly			-DECREASES a prison Cell's grade.

buildtoolbar_popup_obj_ovalStaffTable			Goes great with chairs, in staff areas.	
buildtoolbar_popup_obj_painting1				Just because it's prison doesn't mean we can't keep it classy.
buildtoolbar_popup_obj_painting2				Just because it's prison doesn't mean we can't keep it classy.
buildtoolbar_popup_obj_chessTable				For prisoners or staff who like to think several moves ahead.
buildtoolbar_popup_obj_GLassWindow				To glimpse the sun through.
buildtoolbar_popup_obj_GlassWindowLarge			To glimpse lots of the sun through.
buildtoolbar_popup_obj_GymMat					For stretching out those aches and pains.\n -Caters to the Exercise Need
buildtoolbar_popup_obj_TableTennis				Provides an additional pastime for your inmates.\n -Caters to the Recreation need.
buildtoolbar_popup_obj_TableFootball			Provides an additional pastime for your inmates.\n -Caters to the Recreation need.
buildtoolbar_popup_obj_TyreApparatus			Some of the prisoners insist that they have a way to practice their climbing.\n -Caters to the Exercise Need.
buildtoolbar_popup_obj_SinkMirror				Give an inmates cell a sink and mirror.\n -Caters to the Hygiene Need.
buildtoolbar_popup_obj_bambooDoor				A man made bamboo gate to match the bamboo fencing. \nIt is treated as a standard Door.
buildtoolbar_popup_obj_canvas					A creative way for prisoners to express how they feel, without stabbing each other.
buildtoolbar_popup_obj_PetBird					A tiny companion to keep your inmates company.\n -Caters to the Family, Comfort and Luxurires needs.
buildtoolbar_popup_obj_SoftPillow				Further improve the quality and comfort of an inmate's bed with a fluffy feathered pillow.\n -Caters to the Comfort and Sleep needs.
buildtoolbar_popup_obj_BoxingRing				No prison gymnasium is complete without one. Most inmates prefer to do there painting on this canvas.\n -Caters to the Exercise and Recreation needs.
buildtoolbar_popup_obj_DumbbellRack				For your buff-minded inmates.\n -Caters to the Exercise Need.
buildtoolbar_popup_obj_Treadmill				For prisoners to keep fit. Prisoners who train hard may even become quicker runners.\n -Caters to the Exercise Need.
buildtoolbar_popup_obj_Fan						An old-fashioned standing fan, which helps to cool the air around it, by a small amount.
buildtoolbar_popup_obj_PunchBag					For when inmates need to let off some aggression.\n -Caters to the Exercise and Recreation Needs.
buildtoolbar_popup_obj_WardenStatue				A tall stone statue to signify the Warden's rule over the prison. Too many of these can make inmates feel suppressed. \n -INCREASES suppression by a small amount.
buildtoolbar_popup_obj_WaterCooler				Prisoner Architect's Water Cooler moment.
buildtoolbar_popup_obj_SnackMachine				High calorie, low quality snacks.
buildtoolbar_popup_obj_Mattress					A semi-comfortable foam mattress. The cheapest form of bed there is, but better than the floor.
buildtoolbar_popup_obj_MetalBarrel				Often seen around dockyards.
buildtoolbar_popup_obj_WoodenBarrel				Often seen around dockyards.
buildtoolbar_popup_obj_MooringBollard			Give dock areas a classic feature. It also acts like a small wall.
buildtoolbar_popup_obj_LightGreen				An outdoor light, but with a green bulb. Looks great with a helipad area.
buildtoolbar_popup_obj_LightRed					An outdoor light, but with a red bulb. Looks great with a helipad area.
buildtoolbar_popup_obj_Buoy						Floats in water.
buildtoolbar_popup_obj_LifeRing					Give dock areas a classic feature.
buildtoolbar_popup_obj_ArcadeCabinet			Entertain your inmates with a cutting-edge retro Arcade Machine.\n -Caters to the Recreation and Comfort Needs
buildtoolbar_popup_obj_CoffeeMachine			A desired feature of any over-worked staff member.
buildtoolbar_popup_obj_ComputerStation			Caters to the "Literature" and "Comfort" Needs.
buildtoolbar_popup_obj_PASystem					Suppress prisoners by issuing regular reminders that they are in fact still in prison.\n -INCREASES the supression felt by inmates when placed in a Cell Block or Yard.
buildtoolbar_popup_obj_TrainingDummy			An old-fashioned Shaolin training dummy.\n -Prisoners who train hard may even learn new fighting skills!
buildtoolbar_popup_obj_StoneWaterSpout			A stone gothic head which when attached to a water supply will spout water from its mouth.
buildtoolbar_popup_obj_WindSock					A decorative wind sock, often seen at heliports or airfields.
buildtoolbar_popup_obj_ComfyBed					A luxury bed with a memory foam mattress, providing the best night's sleep.
buildtoolbar_popup_obj_IndoorTreePlanter		A sunken Tree Planter, for growing trees indoors.
buildtoolbar_popup_obj_OldBed					An old fashioned prison bed. More comfortable than a Foam Mattress, but less than a standard Bed.
buildtoolbar_popup_obj_Blackboard				No Classroom is complete without one.
buildtoolbar_popup_obj_JailDoorWhite			A coloured jail door to help label your Criminally Insane cell blocks.
buildtoolbar_popup_obj_JailDoorLargeWhite		A coloured jail door to help label your Criminally Insane cell blocks.
buildtoolbar_popup_obj_camerapillar				To position in open areas, and then attach a camera to the sides.

buildtoolbar_popup_obj_signNumber0				A wall sign with a number 0 upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signNumber1				A wall sign with a number 1 upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signNumber2				A wall sign with a number 2 upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signNumber3				A wall sign with a number 3 upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signNumber4				A wall sign with a number 4 upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signNumber5				A wall sign with a number 5 upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signNumber6				A wall sign with a number 6 upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signNumber7				A wall sign with a number 7 upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signNumber8				A wall sign with a number 8 upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signNumber9				A wall sign with a number 9 upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".

buildtoolbar_popup_obj_signLetterA				A wall sign with a letter A upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterB				A wall sign with a letter B upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterC				A wall sign with a letter C upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterD				A wall sign with a letter D upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterE				A wall sign with a letter E upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterF				A wall sign with a letter F upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterG				A wall sign with a letter G upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterH				A wall sign with a letter H upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterI				A wall sign with a letter I upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterJ				A wall sign with a letter J upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterK				A wall sign with a letter K upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterL				A wall sign with a letter L upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterM				A wall sign with a letter M upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterN				A wall sign with a letter N upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterO				A wall sign with a letter O upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterP				A wall sign with a letter P upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterQ				A wall sign with a letter Q upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterR				A wall sign with a letter R upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterS				A wall sign with a letter S upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterT				A wall sign with a letter T upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterU				A wall sign with a letter U upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterV				A wall sign with a letter V upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterW				A wall sign with a letter W upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterX				A wall sign with a letter X upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterY				A wall sign with a letter Y upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".
buildtoolbar_popup_obj_signLetterZ				A wall sign with a letter Z upon it. Line up signs to create words or labels, such as "CELL BLOCK 4".

buildtoolbar_popup_mat_pipewall					Build Pipe walls on top of foundations, to create new areas or rooms.
buildtoolbar_popup_mat_derelictwall				Build cheap Derelict Walls for that ancient look.
buildtoolbar_popup_mat_overgrownwall			Build cheap Overgrown Walls because even in prison, life finds a way.
buildtoolbar_popup_mat_rustywall				Build cheap Rusty Walls for post-apocalyptic look.
buildtoolbar_popup_mat_slumwall					Build cheap Slum Walls, because money saved on inmate welfare is money you can put towards extending your office.
buildtoolbar_popup_mat_bambooFence				A man made bamboo fence for an encampment look.
buildtoolbar_popup_mat_RunningTrack				Perfect for our inmates to jog on, in the Yard.
buildtoolbar_popup_mat_BambooFloor				A floor with a jungle encampment look.
buildtoolbar_popup_mat_DecayedWall				Build cheap walls made of decayed breeze block on top of foundations.
buildtoolbar_popup_mat_flowerfield				A grassy area with nice flowers growing.
buildtoolbar_popup_mat_fenceandgrass			Fence sections with grass beneath, instead of dirt.
buildtoolbar_popup_mat_WallMinSec				Build coloured walls to inidicate a certain security sector of the prison.
buildtoolbar_popup_mat_WallMedSec				Build coloured walls to inidicate a certain security sector of the prison.
buildtoolbar_popup_mat_WallMaxSec				Build coloured walls to inidicate a certain security sector of the prison.
buildtoolbar_popup_mat_WallInsaneSec			Build coloured walls to inidicate a certain security sector of the prison.
buildtoolbar_popup_mat_WallProtective			Build coloured walls to inidicate a certain security sector of the prison.
buildtoolbar_popup_mat_CliffEdge				Build cliff walls to create elevated sections and impassible areas around your prison or island. 
buildtoolbar_popup_mat_Water					Create streams, rivers and other impassable water areas.
buildtoolbar_popup_mat_WaterShallow				Create shallow water areas to create nicer shorelines, between Sand and Water flooring. These tiles can be walked over unlike standard Water.
buildtoolbar_popup_mat_WaterLarge				Create large areas of water, lakes and oceans.

interfaceoverlay_signs							Signs
interfacemode_walls								Walls
interfacemode_doors								Doors

interface_action_snackbought                    Snack Bought

# =============================================================================
# Crisis Toolbar
# =============================================================================

crisisSector_AllSectors							ALL Sectors
crisisSector_StopAll							Stop ALL
crisisSector_SharedOnly							Shared Only
crisisSector_MinSecOnly							Min Sec Only
crisisSector_MedSecOnly							Med Sec Only
crisisSector_MaxSecOnly							Max Sec Only
crisisSector_InsaneOnly							Insane Only
crisisSector_ProtectedOnly						Protected Only
crisisSector_SuperMaxOnly						SuperMax Only
crisisSector_DeathRowOnly						Death Row Only

crisisToolbarTitle_WeaponsFree			FREEFIRE
crisisToolbarTitle_TunnelSearch			TUNNEL SEARCH
crisisToolbarTitle_Shakedown			SHAKEDOWN
crisisToolbarTitle_Lockdown			LOCKDOWN
crisisToolbarTitle_Bangup			BANGUP
crisisToolbarTitle_RollCall			ROLL CALL
crisisToolbarQuestion				 - Choose which sectors?

# =============================================================================
# Custom Sector Window
# =============================================================================

customSector_message			Choose which security levels are permitted to enter this custom sector.
customsectorwindow_minseccaption		Min Sec
customsectorwindow_medseccaption		Med Sec
customsectorwindow_maxseccaption		Max Sec		
customsectorwindow_supermaxcaption	SuperMax
customsectorwindow_deathrowcaption	Death Row
customsectorwindow_protectivecaption	Protective Custody
customsectorwindow_insanecaption		Criminally Insane

customSector_title			Custom Security Sector
customSector_subtitle			This security sector allows the following:

# =============================================================================
# Room Grading
# =============================================================================

roomgrading_messaging							Upgrading this room will also improve the grade of this Security Sector.
roomGrading_prisonerTransfer					Upgrades will ONLY motivate prisoners with the "Cleared For Transfer" DLC installed, and the "Prisoner Transfers" option turned on in the Map Setting menu.

roomgrading_Cell_BadWalls						[*E] Surrounded by depressing walls
roomgrading_Cell_OutsideWindow_Large			[*E]*Y Large Window
roomgrading_Cell_HasWindow_None					[*E] No Windows
roomgrading_Dormitory_BadWalls					[*E] Surrounded by depressing walls
roomgrading_Dormitory_Mattress					[*E] A majority of low quality beds
roomgrading_Dormitory_HasWindow_None			[*E] No Windows
roomgrading_Canteen_RoomSize					[*E] Room size at least *X Squares
roomgrading_Canteen_Item						[*E] Item : *X
roomgrading_Canteen_MealQuality					[*E] AVERAGE Meal Quality
roomgrading_Canteen_MealQuality_High			[*E] HIGH Meal Quality
roomgrading_Canteen_MealQuality_Low				[*E] LOW Meal Quality
roomgrading_Canteen_MealQuality_None			[*E] NO Meal Quality
roomgrading_Canteen_MealVariety					[*E] AVERAGE Meal Variety
roomgrading_Canteen_MealVariety_High			[*E] HIGH Meal Variety
roomgrading_Canteen_MealVariety_Low				[*E] LOW Meal Variety
roomgrading_Canteen_MealVariety_None			[*E] NO Meal Variety
roomgrading_Canteen_HasWindow_None				[*E] No Windows
roomgrading_Yard_RoomSize						[*E] Room size at least *X Squares
roomgrading_Yard_RoomSizeLess					[*E] Room size *X Squares or below
roomgrading_Yard_Item							[*E] Item : *X
roomgrading_Yard_Floor							[*E] *X Flooring (over *Y%)
roomgrading_Yard_MultiItems						[*E] Contains *X of the above objects
roomgrading_Yard_Floor_Quantity					[*E] *X *Y Squares
roomgrading_CommonRoom_RoomSize					[*E] Room size at least *X Squares
roomgrading_CommonRoom_Item						[*E] Item : *X
roomgrading_Gymnasium_RoomSize					[*E] Room size at least *X Squares
roomgrading_Gymnasium_OutsideWindow				[*E] *Y Outdoor Window
roomgrading_Gymnasium_Item						[*E] Item : *X
roomgrading_Gymnasium_HasWindow_None			[*E] No Windows
roomgrading_Classroom_RoomSize					[*E] Room size at least *X Squares
roomgrading_Classroom_Item						[*E] Item : *X
roomgrading_Classroom_OutsideWindow				[*E] *Y Outdoor Window

buildtoolbar_improvement						-IMPROVES a *R's grade 
buildtoolbar_decreased							-DECREASES a *R's grade
buildtoolbar_improvement_windows				(when facing the outside)

buildtoolbar_planning_autofoundation			Auto Foundations

prisoner_roomquality_veryLow						Very Low
prisoner_roomquality_low							Low
prisoner_roomquality_high							High
prisoner_roomquality_veryHigh						Very High
prisoner_roomquality_supreme						Supreme

# =============================================================================
# Security Sector Grading
# =============================================================================

interfaceLogistics_MinSecGrading				Min Sec Grading
interfaceLogistics_MedSecGrading				Med Sec Grading
interfaceLogistics_MaxSecGrading				Max Sec Grading
interfaceLogistics_SuperMaxGrading				SuperMax Grading

sectorGrading_title								*X Sector
sectorGrading_housed							*X inmates are housed in *Y			
sectorGrading_desiresTransfer					*X *Y inmates are hoping to be moved into *Z

sectorGrading_description						A breakdown of this sector’s grade is provided below. The more privileges added, the higher the grade. The max grade is 250.
sectorGrading_encouragement						The higher the grade difference between *X and this sector, the more *X prisoners will be encouraged to reform and behave, for a chance to be transfered into this lower security sector.
sectorGrading_discouragement					You could also decrease the grade of *X by removing privileges and comfort to create a similar effect, but you would also risk upsetting those inmates.

sectorGrading_transferNote						(NOTE: Prisoners motivated for transfer will ONLY take effect with the "Cleared For Transfer" DLC installed, and the "Prisoner Transfers" option turned on in the Map Setting menu).

sectorGrading_privilegesTitle					Inmate Privileges
sectorGrading_visitation						[+*X] Visitation
sectorGrading_mail								[+*X] Mail
sectorGrading_work								[+*X] Work access (cash)
sectorGrading_education							[+*X] Education / Programs access
sectorGrading_meals								[+*X] 2+ meals a day
sectorGrading_freeTime							[+*X] Ample Free Time (20%)
sectorGrading_extraFreeTime						[+*X] Extra Free Time (30%)
sectorGrading_yard								[+*X] Yard access
sectorGrading_gym								[+*X] Gym access
sectorGrading_shop								[+*X] Shop access
sectorGrading_commonRoom						[+*X] Common Room access
sectorGrading_showers							[+*X] Hot showers
sectorGrading_sleep								[+*X] 10 hours or more sleep

sectorGrading_facilitiesTitle					Facilities
sectorGrading_room								[*X/*Y] *R Quality

sectorGrading_conditionsTitle					Conditions
sectorGrading_suppresion						[*X/15] *Y Suppresion
sectorGrading_risk								[*X/20] *Y Risk (deaths & injuries)
sectorGrading_cleanliness						[*X/15] *Y Cleanliness

sectorGrading_grade								Grade *X/250
dialog_veryLow									Very Low

# =============================================================================
# Policy Report
# =============================================================================

dialog_various								Various

report_needs_staffBreaks					This is the max percentage of staff accross all types that can be on break at once.
reports_privilegetitle						Privilege Policy
reports_misconducttitle						Misconduct Policy
reports_paroletitle							Parole Cutoff Policy
reports_parole_info							Adjust Cutoff:
reports_parole_Cutoff						(*P%)
reports_policy_PrivilegeTableTitle			Privilege
reports_policy_Visitation					Visitation
reports_policy_Mail							Mail
reports_policy_PrisonLabour					Prison Labour
reports_policy_All							All
reports_policy_Programs						Programs
reports_policy_WorkPrograms					Work
reports_policy_EducationPrograms			Education
reports_policy_WellnessPrograms				Well-being

reports_policy_defaults						Recommended 
reports_policy_tooltip_recomended			Sets the *X to recommended values, for all selected security levels.
reports_policy_tooltip_all					Selects/Unselects all prison security levels

reports_privilegesPolicy_tooltip_all		Changes all programs except for Parole Hearings, Death Row Appeals and Psychiatric Consultations.
reports_privilegesPolicy_tooltip			Choose which Security Sectors can take part in these programs:
reports_privilegesPolicy_tooltip_EducationPrograms	\n-Foundation Education \n-General Education
reports_privilegesPolicy_tooltip_WellnessPrograms	\n-Behavioural Therapy \n-Alcoholics Group Therapy \n-Spiritual Guidance
reports_privilegesPolicy_tooltip_WorkPrograms		\n-Kitchen Safety and Hygiene \n-Workshop Safety Induction \n-Carpentry Apprenticeship

report_policy_categoryTooltip_Minsec		Minimum Security
report_policy_categoryTooltip_Normal		Medium Security
report_policy_categoryTooltip_MaxSec		Maximum Security
report_policy_categoryTooltip_Protected		Protective Custody
report_policy_categoryTooltip_SuperMax		SuperMax
report_policy_categoryTooltip_DeathRow		Death Row
report_policy_categoryTooltip_Insane		Criminally Insane
report_policy_categoryTooltip_PrisonerTransfer	Legendary

report_policy_misconductConflict_tooltip	Multiple security types are selected with different policy values. Select individual prisoner categories to see their misconduct policies.

report_policy_match							Match with:

report_policy_matchTitle					Match Security Sectors
report_policy_match_tooltip					Match the *X Misconduct Policy with another security sector.

report_policy_privilegesUnchangableTooltip	This Security Level has their privilege policies locked.

# =============================================================================
# Deployment
# =============================================================================

interfacedeployment_Chef					Assign Cooks
interfacedeployment_Doctor					Assign Doctors

buildtoolbar_deployment_Chef				Assign Cooks to sectors within your prison.
buildtoolbar_deployment_Doctor				Assign Doctors to sectors within your prison.
buildtoolbar_deployment_PrioritizeJanitor	Use this option to prioritize Janitors to perform their jobs in specific areas, before others around your prison. If you are short staffed, Janitors will try to cover your prioritized areas first. Assign 1, 2 or 3 Janitors to priorise an area.
buildtoolbar_deployment_PrioritizeGardener	Use this option to prioritize Gardeners to perform their jobs in specific areas, before others around your prison. If you are short staffed, Gardeners will try to cover your prioritized areas first. Assign 1, 2 or 3 Gardeners to priorise an area.

researchtooltip_deployment2					You can specifically assign these staff members to sectors of the prison via the Deployment menu.
researchtooltip_prioritize					You can specifically prioritize these staff members to sectors of the prison via the Deployment menu.

interfacetopbar_tooltip_totalChefs			*X total cooks
interfacetopbar_tooltip_totalDoctors		*X total doctors
interfacetopbar_tooltip_cook				How many cooks you have available to work in your prison.
interfacetopbar_tooltip_doctor				How many doctors you have available to work in your prison.

interfacetopbar_tooltip_priorityStationed   *X priority jobs

interfacetopbar_tooltip_totalJanitors		*X total janitors
interfacetopbar_tooltip_totalGardeners		*X total gardeners
interfacetopbar_tooltip_janitor				How many janitors you have available to work in your prison.
interfacetopbar_tooltip_gardener			How many gardeners you have available to work in your prison.

# =============================================================================
# Prisoner Transfer Report
# =============================================================================

reports_prisoners_transfer					*X Prisoners *W to transfer to *C:
reports_prisoners_transfer_ready			ready
reports_prisoners_transfer_wanting			wanting
reports_prisoners_transfer_button			APPROVE ALL
reports_prsioners_transfer_numCells			(*X Cells Available)
reports_prisoners_transfer_otherPrisoners	*X Other Prisoners

reports_transfers_offMessage				Prisoner Transfers can be turned on via Map Settings menu.
report_Transfer								Transfers

transfer_icon_tooltip						Use the options below to determine the criteria for *X prisoners to meet, to be transferred to *Y. \nYou can use the Policy Criteria column to make it more challenging for inmates to qualify for transfer, and other options to immediately disqualify certain types of prisoners. \nNot all prisoners are interested in transferring. Especially those who have short sentences, are planning to tunnel out, or simply do not think the conditions or comfort in the Security Sector below their own are that much better.
transfer_tooltip_onOff						Un-check to turn OFF/ON for the selected Security Sector/s.

transfer_description						Set the criteria for the prisoners to meet in order for them to be transfered to a lower and more comfortable security sector.
transfer_use								Allow transfer from *X to *Y
transfer_behaviourtitle						Good Behaviour
transfer_reformtile							Reform
transfer_requiredtitle						Required
transfer_qualifiedcaption					Total prisoners that qualify now
transfer_hopingcaption						Total prisoners motivated to qualify
transfer_numPrisoners						*X Prisoners (*Y%)

transfer_title								Transfer Criteria
transfer_criteria							Criteria Value
transfer_qualifying							Qualifying Prisoners

transfer_behaviour_staffAssaults			No staff assaults
transfer_behaviour_murders					No murders
transfer_behaviour_murdersStuff				(staff & inmates)
transfer_behaviour_escapeAttempts			No escape attempts
transfer_behaviour_contraband				No dangerous contraband
transfer_behaviour_gangMembers				Gang members disqualified

transfer_behaviour_tooltip_staffAssaults	Prisoners qualifying for transfer must not have assaulted any staff, for the specified number of days. A higher number of days will disqualify consistently violent inmates.
transfer_behaviour_tooltip_murders			Prisoners qualifying for transfer must not have killed any staff or inmates, for the specified number of days. A higher number of days will disqualify your most dangerous inmates.
transfer_behaviour_tooltip_escapeAttempts	Prisoners qualifying for transfer must not have been caught attempting to escape, for the specified number of days.
transfer_behaviour_tooltip_contraband		Prisoners qualifying for transfer must not have been caught with any Weapons or Tools, for the specified number of days.
transfer_behaviour_tooltip_gangMembers		Choose to disqualify ALL gang members from transferring, or only certain ranks within a gang.

transfer_reform_tooltip_reoffending			Prisoners qualifying for transfer must not have a specified % chance for reoffending, or higher. A lower number will help to ensure you're best behaved and most reformed prisoner qualify.
transfer_reform_tooltip_programsPassed		Prisoners qualifying for transfer must have a passed a specified number of programs. A higher number will disqualify prisoners who have not shown a willingness to reform.

transfer_required_tooltip					Adjust this value to decide whether prisoners must meet ALL of your checked criteria for transfer, or a lesser amount.

transfer_tooltip_uncheck					\nUn-check to remove this as a criteria for transfer.


transfer_reform_reoffending					% estimated reoffending rate
transfer_reform_programsPassed				Programs passed

transfer_required							Criteria above to be met

transfer_criteriaTime						for *X day/s

gangNone									None
gang_transfer_None							None
gang_transfer_Soldier						All
gang_transfer_Lieutenant					Lieutenant, Leader
gang_transfer_Leader						Leader

report_prisoner_approve						Approve
report_prisoner_approveAll					Approve all prisoners who've met your transfer criteria, to move down into to *X. The amount of prisoners that are transferred will also depend on the amount of available cells.

approveTransfer_title						Approve Transfer
approveTransfer_message						Approve transfer of prisoner *F *S to *C
approveAllTransfer_message					Approve all qualifyed prisoners for transfer to *C
approveAllTransfer_someMessage				There are only *X free cells in *C. Do you want to transfer *X prisoners to *C
approveTransfer_noFreeCells					There are no free cells available to transfer the prisoners into. Create more cells for this security level to approve transfer.

dialog_group								Group

transfer_pastCrimes_tooltip					Disqualify prisoners with Group *X crimes on their rap-sheet including:
transfer_criteria_met						*X/*Y
transfer_review								Review Transfers

# =============================================================================
# Actions
# =============================================================================

action_RunTreadmill								Using Treadmill
action_PunchingBag								Using Punchbag
action_Boxing									Using Boxing Ring

# =============================================================================
# Codex
# =============================================================================

codex_tooltip_escapeplans               Enables more escape options for prisoners. They will now attempt to climb over your walls when trying to escape.
codex_options_shadowcaption				Toggle Shadows
codex_options_punishmentscaption		Search & Actions Per Sector

codex_option_prisonerTransfer			Prisoner Transfers
codex_tooltip_prisonerTransfer			Prisoner Transfers allows you to set criteria that inmates must meet in order to be transferred and upgraded into a nicer security sector within your prison, one that may offer more comfort, facilities and other privileges. \n\nInmates will now evaluate their current sector’s conditions and those of the sector below their’s, and decide if they like to be transferred. If so, they will then determine whether they will try to improve their behaviour and meet your transfer policy, based on their own needs and characteristics.\n\nEach sector is graded, based on the privileges and facilities you offer to inmates in that sector. The bigger the ‘difference’ between their sector and the one below, the more prisoners will want to be transferred overall.\n\nAfter a prisoner meets your transfer criteria, it's still up to you whether and when to transfer them.

# =============================================================================
# Miscelanious
# =============================================================================

action_Stretching								Exercising
action_PlayChess								Playing Chess
action_EatSnack									Getting Snack

report_staff_multidelete						Use a single left mouse click to fire a single staff member, or drag and hold to fire multiple staff

codex_language_unsupported				---NO LONGER UPDATED---
codex_language_mod						---COMMUNITY CREATED LANGUAGE MODS---

codex_language_unsupportedString		This language is not officially supported, some translations may be missing.


report_intake_cat_PrisonerTransfer				Legendary Prisoner!
rapsheet_category_PrisonerTransfer				Legendary Prisoner!

############################### Sea and Air Pack ###############################

# =============================================================================
# Materials - Names
# =============================================================================

material_WoodenDockFloor						Dock (Wooden)
material_waterBed								Waterbed
material_WaterShallow							Water (Shallow)
material_WaterLarge								Water (Large)
material_WaterWalkable			Water walkable

# =============================================================================
# Objects - Names
# =============================================================================

object_FerryDock			Ferry Dock
object_FerryBoat			Transport Ferry
object_SupplyBoat			Supply Boat
object_PrisonBoat			Inmate Ferry
object_VisitorBoat			Visitor Boat
object_VisitorHeli			Visitor Helicopter
object_SupplyHeli			Supply Helicopter
object_PrisonHeli			Prison Helicopter
object_FireHeli				Air Firefighters
object_EliteOpsHeli			Elite Ops Team
object_SoldiersHeli			National Guard
object_HearseBoat			Hearse Boat
object_HearseHeli			Hearse Helicopter
object_ParamedicsHeli		Air Paramedics
object_Helipad				Helipad
object_BoatDock				Boat Dock
object_EliteOps				Elite Ops

object_Fountain		  			Fountain
object_SteppingStoneLillyPad		Stepping Stones (Lily Pad)
object_SteppingStoneIceBlock		Stepping Stones (Ice)
object_SteppingStone			Stepping Stones
object_SteppingStonePallet		Stepping Stones (Pallet)
object_ScannerMonitor			Scanner Monitor
object_ScannerMachine			Scanner Machine
object_CheckPoint				Checkpoint

# =============================================================================
# Interface Mode
# =============================================================================

codex_option_islandNoBridge		                Island Plot
codex_option_islandBridge		                Connected Island Plot

codex_tooltip_islandNoBridge	                Generate a starting plot of land surrounded by water, this plot will use a Boat Dock instead of a road.

codex_tooltip_islandBridge			            Generate a starting plot of land surrounded by water with a bridge connected to the road.

interfacelogistics_deliverytargeting	Deliveries
d11_logistic_select_delivery_method		Select Delivery
interfacelogistics_vehiclepurpose		Transport 

d11_logistics_transportTitle			Transport Preferences
d11_logistics_purpose_group_0			Inbound Deliveries
d11_logistics_transport_deliveries_hint		Choose which items should be delivered here.
d11_logistics_purpose_group_0_item_1		Construction materials
d11_logistics_purpose_group_0_item_2		Food
d11_logistics_purpose_group_0_item_3		Mail
d11_logistics_purpose_group_0_item_4		Workshop materials
d11_logistics_purpose_group_1			Inbound Prisoners
d11_logistics_transport_prisoners_hint		Choose which prisoners from your Intake should arrive here.
d11_logistics_purpose_group_1_item_1		Minimum security
d11_logistics_purpose_group_1_item_2		Medium security
d11_logistics_purpose_group_1_item_3		Max security
d11_logistics_purpose_group_1_item_4		Death row
d11_logistics_purpose_group_1_item_5		Insane
d11_logistics_purpose_group_2			Inbound Civilians
d11_logistics_transport_civilians_hint		Choose whether visitors and teachers can arrive here.
d11_logistics_purpose_group_3			Outbound Items
d11_logistics_transport_exports_hint		Choose which items are removed from your prison via this location.
d11_logistics_purpose_group_3_item_1		Garbage
d11_logistics_purpose_group_3_item_2		Exports
d11_logistics_purpose_toggle			Toggle		
d11_logistics_purpose_toggle_1			Toggle all
d11_logistics_purpose_toggle_on			(ON)
d11_logistics_purpose_toggle_off		(OFF)

d11_room_error_no_link				Unload Blocked. Please check the Deliveries and Transport Logistic options. 	

d11_hover_change						Change [[*L]]

water_amount                 	Water Level *X%
ferry_timer                 	Departs In *X
ferry_warning                 	Departure Blocked

d11_hover_dismiss_vehicle	Dismiss [[*S]]
d11_hover_depart_vehicle	Depart [[*S]]
interface_action_dismissVehicle	Dismiss Vehicle
d11_hover_dismiss_vehicle_desc	Dismiss the vehicle to free up space?
d11_hover_dismiss_helicopter_desc	Dismiss this helicopter?
d11_hover_dismiss_ferry_desc	Make the Ferry depart early?

d11_hover_fight_fires		Fight Fires [[*X]]
interface_action_fightFires		Fight Fires
d11_hover_fight_fires_desc	Take off and help fight any fires?
		
d11_hover_land_heli		Land [[*S]]
interface_action_landheli		Land Helicopter
d11_hover_land_heli_desc	Land the helicopter on its helipad?

d11_hover_eliteOps_select	Command Helicopter [[*X]]

d11_hover_deploy_squad		Deploy (Hold) [[*X]]
interface_action_deploySquad		Deploy Squad
d11_hover_deploy_squad_desc	Deploy the squad below the helicopter?

interfacemode_floors				Floors
interfaceoverlay_landscape			Landscape

d11_hover_quantity						x *X

# =============================================================================
# Build Toolbar
# =============================================================================

buildtoolbar_popup_obj_FerryDock		Two Ferry Docks will be built, to run parallel between islands, as a means of transportation between them. For a pair of docks to be built, there must be a landmass parallel.
buildtoolbar_popup_obj_BoatDock			Essential for allowing boats to dock at your prison, ferry new prisoners, or deliver supplies.
buildtoolbar_popup_obj_Helipad			Essential for allowing helicopters to fly into your prison, transport new prisoners, deliver supplies, or call upon special air-based emergency crews.

buildtoolbar_popup_obj_DeckChair		Lounge in the sun from your deck in comfort.\n -Caters to the Comfort Need.

buildtoolbar_popup_obj_Fountain			Place in water to create a relaxing fountain feature.

buildtoolbar_popup_obj_SteppingStoneLillyPad	Create pathways allowing prisoners and staff to cross water.\n \nOutdoor only.\n \nPlaced on Water only.
buildtoolbar_popup_obj_SteppingStone		Create pathways allowing prisoners and staff to cross water.\n \nOutdoor only.\n \nPlaced on Water only.
buildtoolbar_popup_obj_SteppingStoneIceBlock	Create pathways allowing prisoners and staff to cross water.\n \nOutdoor only.\n \nPlaced on Water only.
buildtoolbar_popup_obj_SteppingStonePallet	Create pathways allowing prisoners and staff to cross water.\n \nOutdoor only.\n \nPlaced on Water only.
buildtoolbar_popup_uts_ScannerMonitor	A monitor for a guard to spot contraband, when wired to a Scanner Machine. A guard's ability to spot contraband will depend on their tiredness
buildtoolbar_popup_uts_ScannerMachine	A machine for Delivery areas and Storage rooms, to scan wooden crates for contraband. Must be wired to a Scanner Monitor, for a guard to spot contraband. A guard's ability to spot contraband will depend on their tiredness.
buildtoolbar_popup_obj_Checkpoint		A Checkpoint Station for searching prisoners and visitors that pass through. Prisoners can only pass through a checkpoint in one direction.\n-Must be manned by a guard.

landscape_hint							(Can be built on water)

d11_emergencies_hints_fire_heli			A helicopter with x*A Firemen. - $*B
d11_squad_name_FireHeli				Air Firefighters
d11_emergencies_hints_paramedics_heli		A helicopter with x*A Paramedics. - $*B
d11_squad_name_AirParamedics			Air Paramedics
d11_emergencies_hints_eliteOps_heli		A helicopter with x*A Elite Op Soldiers. - $*B
d11_squad_name_EliteOps				Elite Ops Team


interfacecallout_FireHeli                       Air Firefighters
interfacecallout_EliteOps                       Elite Ops Team
interfacecallout_AirParamedics                  Air Paramedics
interfacecallout_AirSoldiers                    Air Soldiers

buildtoolbar_Logistics_DeliveryTargeting 	Link Delivery, Garbage and Export zones to Helipads, Docks and the Road. Doing so allows you to control where deliveries are taken, and how exports leave your prison.
buildtoolbar_Logistics_VehiclePurpose		Control which services will be handled by specific Docks, Helipads or the Road. Doing so allows you to recieve specific goods or prisoners to various locations around your prison, by sea and air.
buildtoolbar_Logistics_CropDistribution		Control which rooms harvested crops are moved to, you can also change distribution percentages via the Manage Distribution window.

# =============================================================================
# Object Hint strings
# =============================================================================

boatDock_placement_hint		Requires a connection to land and a clear shipping lane.
delivery_hover_hint			The Logistics > Transport menu allows you to control the purposes of this *X.
ferryDock_placement_hint	Must have a parallel landmass to travel to.
transportZones_hover_hint	Link to Helipads, Docks and the road, via the Logistics menu.
object_scannermonitor_needsmachine						Wire to a Scanner Machine
object_scannermachine_needsmonitor						Wire to a Scanner Monitor

# =============================================================================
# Prefabs - Names
# =============================================================================

quickbuild_OutdoorLake							Outdoor Lake
quickbuild_River								River

# =============================================================================
# CODEX - Menu Entries
# =============================================================================

codex_options_hud_waypoints		Hud Waypoints
codex_options_hud_waypoints_all		All On
codex_options_hud_waypoints_important	Most Important
codex_options_hud_waypoints_off		All Off

d11_hud_waypoints_limited	All (Limited Time)
waypoints_tooltip			Decide which Waypoints to display around the HUD, pointing to various events and alerts occuring in the prison.


codex_option_dynamicReputations		Dynamic Reputations
codex_tooltip_dynamicReputations	Prisoners have the chance to gain or lose unique Reputation traits during their time in prison, based on their activities and experiences inside.

# =============================================================================
# DLC
# =============================================================================

objective_ReadSandALetter						Letter from the CEO (Island Bound)
island_letter									Dear Sir/Madam,\n\n\nWelcome to your new life as an Island Bound Prison Architect! Here’s some tips to get you started with docks, helipads and island prisons.\n\n1. Islands - Depending on the prison's circumstances, you may have no physical link to the mainland, and if so you will need BOATS and HELICOPTERS to provide your transportation services. Build Boat DOCKS and HELIPADS, and determine their purposes; to receive specific deliveries, new prisoners, or new emergencies units and more, by sea and air. -Make sure docks are built with a clear shipping lane for boats to come and go. -Special FERRY DOCKS can be built to link islands together, as well as BRIDGES and STEPPING STONES. -Your prison can now be better protected with new ELITE OPS units, and helicopters that can fight fires from the air.\n\n2. Customising Deliveries and Transports - Via LOGISTICS, you can customise which services are assigned to each dock, helipad and the road, allowing your prison's efficiency to increase. Docks and Helipads can be linked to additional Delivery, Reception and Export zones. This will allow you to have food supplies delivered closer to the Kitchen, or new Max Sec inmates brought in closer to the Max Sec wing on your island, for example. The possibilities are endless!\n\n3. Landscaping - Water can be placed to create moats or oceans around your prison, and land can be shaped with shorelines, using dirt and other flooring types. Any land or smaller islands created in water, will be created immediately.\n\n4. New Security Measures - Contraband can still arrive via boats and helicopters, so we’re also providing you with some new state-of-the-art equipment; -Build SCANNER MACHINES in Delivery and Storage areas to check crates and boxes. You’ll need an alert guard to watch on a connected SCANNER MONITOR. -Assign guards to CHECKPOINTS to pat-down all prisoners and visitors passing through. This is a great way to discover contraband, but can reduce the flow of prisoners if not placed strategically.\n\nFinally, even islands aren’t escape-proof, so it could be a good idea to erect Sniper Towers on your shorelines, to keep an eye out for ‘swimmers’.\n\nThat's about everything - good luck!\n\nThe CEO,\nPrison Architects Corp.

# =============================================================================
# Missing Strings
# =============================================================================

buildtoolbar_popup_help_jobs_6				- Forestry area must be enclosed for prisoners to be asisgned to work in them, and to prevent escapes

research_forestrylabour					Forestry Labour
researchtooltip_forestrylabour			Allows you to put prisoners to work in the Forestry via the Logistics menu. Foresty area must be enclosed for prisoners to be assigned to work in them, and to prevent escapes. Be aware that prisoners will also require access to Delivery areas in order to replant trees.
action_usecomputer                      Use Computer


buildtoolbar_popup_help_roomquality_1       The Room Quality view shows you the quality rating of all upgrade-able rooms in your prison. The higher the number, the better the quality. Mousing over a room will show you the factors that went into determining it's quality, and what you can add to increase that quality.\n\n
buildtoolbar_popup_help_roomquality_2		With PRISONER TRANSFERS turned ON
buildtoolbar_popup_help_roomquality_3		- Room quality will also contribute to an overall grade for that Security Sector. 
buildtoolbar_popup_help_roomquality_4		- Prisoners will desire to be transferred to a lower Security Sector, if it is better (has a higher grade) than their current Security Sector.\n\n
buildtoolbar_popup_help_roomquality_5       CELL GRADING
buildtoolbar_popup_help_roomquality_6       - Prisoners are entitled to a higher quality cell for good behaviour over time. Having higher quality cells available is a good way to incentivise good behaviour.
buildtoolbar_popup_help_roomquality_7       - It's important to keep some low quality cells in your prison, as new arrivals to your prison will need somewhere to go, and if all the available cells are too high quality they might find themselves in a holding cell.
buildtoolbar_popup_help_roomquality_8       - Prisoners can be placed in a higher quality cell than they deserve if there is no other space available, but it might make the other prisoners unhappy...



############################### Other ###############################

# =============================================================================
# Materials - Names
# =============================================================================

material_islandgenerator			Quick Islands

# =============================================================================
# Object - Names
# =============================================================================

object_walkwaystairs				Walkway Stairs (WIP)

# =============================================================================
# Build Toolbar
# =============================================================================

buildtoolbar_popup_obj_walkwaystairs			Place next to a raised Walkway (Wall Walkway) for guards to access walkways and patrol from above.
buildtoolbar_popup_mat_islandgenerator			Drag out areas in the water to generate a random island. Make sure to avoid your boat's shipping lanes.


#=====================================
# Island Bound - Hotfix update
#====================================

interface_landbuyoverwater					Choose to generate additional islands around your shipping lanes to expand, or open water.
interface_landbuywaterislands					Islands
interface_landbuywateronly					Water Only

codex_option_landExpansion		                	Land Expansion
codex_tooltip_landExpansion			                Expands the land of your plot once for each side, allowing your starting plot to be much larger from the very beginning.


quickbuild_smallIsland								Island (Small)
quickbuild_mediumIsland								Island (Medium)
quickbuild_largeIsland								Island (Large)
quickbuild_smallLand								Land (Small)
quickbuild_largeLand								Land (Large)


buildtoolbar_quickbuild_smallIsland						A mass-produced Island surrounded by shallow water, that wouldn't look out of place in any archipelago.
buildtoolbar_quickbuild_mediumIsland					A mass-produced Island surrounded by shallow water, that wouldn't look out of place in any archipelago.
buildtoolbar_quickbuild_largeIsland						A mass-produced Island surrounded by shallow water, that wouldn't look out of place in any archipelago.
buildtoolbar_quickbuild_smallLand						A basic stamp of sand, dirt, and grass tiles to use when expanding your land.
buildtoolbar_quickbuild_largeLand						A basic stamp of sand, dirt, and grass tiles to use when expanding your land.

online_check_fail									You don't currently have permission to access this feature of the game.

############################### Green Machine Pack ###############################

# =============================================================================
# Materials - Names
# =============================================================================

material_ReclaimedWoodWall					Reclaimed Wood Wall
material_BottleWall							Bottle Wall
material_WhitePicketFence					White Picket Fence
material_ReclaimedBrickFloor				Reclaimed Brick
material_ReclaimedRubberFloor				Reclaimed Rubber

material_HayBailWall						Hay Bale Wall
material_WoodenFence						Wooden Fence
material_GardenWall							Garden Wall
material_SellMaterial						Sell Material
material_SellFlooring						Sell Flooring

# =============================================================================
# Object - Names
# =============================================================================

object_shed									Shed
object_BasicAutoGatherer					Basic Auto Gatherer
object_AdvancedAutoGatherer					Advanced Auto Gatherer
object_AutoHarvester						Auto Harvester
object_AutoScythe							Auto Scythe

object_farmer								Farmer
object_CompostFertilizer					Compost Fertilizer
object_HighQualityFertilizer				High Quality Fertilizer

object_CropCarrotPlant						Carrot Plant
object_CropPotatoPlant						Potato Plant
object_CropTomatoPlant						Tomato Plant
object_CropCabbagePlant						Cabbage Plant
object_CropAppleTree						Apple Tree
object_CropBananaTree						Banana Tree
object_CropOrangeTree						Orange Tree
object_CropPeachTree						Peach Tree
object_CropCornPlant						Corn Plant
object_CropWheatPlant						Wheat Plant
object_CropBarleyPlant						Barley Plant

object_CropAppleTreeSeed					Apple Tree Seed
object_CropBananaTreeSeed					Banana Tree Seed
object_CropOrangeTreeSeed					Orange Tree Seed
object_CropPeachTreeSeed					Peach Tree Seed

object_CropCarrotPlantSeed					Carrot Seed
object_CropPotatoPlantSeed					Potato Seed
object_CropTomatoPlantSeed					Tomato Seed
object_CropCabbagePlantSeed					Cabbage Seed
object_CropCornPlantSeed					Corn Seed
object_CropWheatPlantSeed					Wheat Seed
object_CropBarleyPlantSeed					Barley Seed



object_apple								Apple
object_banana								Banana
object_Peach								Peach
object_orange								Orange
object_carrot								Carrot
object_cabbage								Cabbage
object_potato								Potato
object_tomato								Tomato
object_barley								Barley
object_wheat								Wheat
object_corn									Corn
object_OrganicWaste							Organic Waste

object_SolarPanels							Solar Panels
object_Transformer							Transformer
object_WindTurbine							Wind Turbine
object_SolarWindHybrid						Solar Wind Hybrid
object_Battery								Battery
object_PowerExportMeter						Power Export Meter
object_PracticeSolarPanel					Practice Solar Panel

object_TallFridge							Tall Fridge
object_StorageShelf							Storage Shelf
object_CropSprinkler						Crop Sprinkler
object_DripPipe								Drip Pipe

object_CompostBin							Compost Bin
object_RecyclingBin							Recycling Bin
object_RecyclingBag							Recycling Bag

object_GardenGnome							Garden Gnome
object_TopiaryBush							Topiary Bush
object_TopiaryBushBall						Topiary Bush (Ball)
object_TopiaryBushWarden					Topiary Bush (Warden)
object_TopiaryBushSwan						Topiary Bush (Swan)
object_TopiaryBushDeer						Topiary Bush (Deer)
object_TopiaryBushDog						Topiary Bush (Dog)
object_TopiaryBushCat						Topiary Bush (Cat)
object_TopiaryBushRex						Topiary Bush (Rex)
object_SolarLight							Light (Solar)
object_PinkFlamingo							Pink Flamingo
object_HayBale								Hay Bale
object_FlowerPlanterWateringCan				Flower Planter (Watering Can)
object_FlowerPlanterWellies					Flower Planter (Wellies)
object_FlowerPlanterWheelbarrow				Flower Planter (Wheelbarrow)
object_SmallServingTable					Serving Table (Small)
object_TrayDispenser						Tray Dispenser
object_SolarWallLight						Wall Light (Solar)

object_BowtieBandit							Bowtie Bandit
object_Shepherd								Shepherd
object_DumpObject							Dump Object
object_FlowerRoseBush						Rose Bush
object_FlowerSunflower						Sunflower
object_FlowerMixedBegonias					Mixed Begonias
object_FlowerHeatherBushes					Heather Bushes
object_FlowerHydrangeaPlant					Hydrangea Plant
object_BarnDoor								Barn Door
object_FlowerRoseBushSeed					Rose Bush Seeds
object_FlowerSunflowerSeed					Sunflower Seeds
object_FlowerMixedBegoniasSeed				Mixed Begonia Seeds
object_FlowerHeatherBushesSeed				Heather Bush Seeds 
object_FlowerHydrangeaPlantSeed				Hydrangea Seeds

object_WhitePicketGate						White Picket Gate
object_DoubleDoor							Double Door
object_DoubleStaffDoor						Double Staff Door
object_DoubleVisitorDoor					Double Visitor Door
object_SellUtility							Sell Utility
object_quickconnect							Quick Connect

equipment_trowel							Trowel
equipment_handFork							Hand Fork
equipment_Kicker							Kicker
equipment_Drink								Drink
equipment_BoozeBag							Booze Bag
equipment_Orange							Orange	
equipment_ProducedDrugs						Produced Drugs
equipment_ProducedBooze						Produced Booze
equipment_ProducedNarcotics					Booze Ingredient

equipment_HerbPlant							Drugs

# =============================================================================
# Room - Names
# =============================================================================

room_VegetableAllotment					Vegetable Allotment
room_FruitOrchard						Fruit Orchard
room_FarmingField						Farming Field
room_pantry								Pantry
room_flowergarden									Flower Garden

buildtoolbar_popup_room_Pantry					A room to store all of your freshly grown fruit and vegtables, the room is chilled to keep prison-grown ingredients preserved. 
buildtoolbar_popup_room_VegetableAllotment		A room to grow vegetables. The vegetables grown within can be used for both prisoner meals and sold as exports, the Logistics menu's Crop Distribution option allows you to set up your preffered crop allocation. 
buildtoolbar_popup_room_FruitOrchard			A room to grow fruit trees. Fruit trees will bear fruit continuously after their first harvest and can be used for prisoner meals or sold as exports, the Logistics menu's Crop Distribution option allows you to set up your preffered crop allocation. 
buildtoolbar_popup_room_FarmingField			A room to grow cereals and grains, these crops can only be sold as exports, the Logistics menu's Crop Distribution option allows you to set up your preffered crop allocation. Be careful because crops growing within can be tampered with by prisoners to grow narcotics.
buildtoolbar_popup_room_flowergarden				A recreational garden area, for inmates to grow and take care of plants.


# =============================================================================
# Build Toolbar
# =============================================================================

buildtoolbar_popup_mat_PerimeterWall						Water Pipes can not be built underneath.
buildtoolbar_popup_mat_ReclaimedWoodWall					Wooden walls, created by reusing old materials.
buildtoolbar_popup_mat_BottleWall							Beautiful and colourful walls, created by reusing old materials.
buildtoolbar_popup_mat_WhitePicketFence						Great at securing your flower gardens, but not so great with securing prisoners.
buildtoolbar_popup_mat_ReclaimedBrickFloor					A herringbone patterned floor tile, created by reusing old materials.
buildtoolbar_popup_mat_ReclaimedRubberFloor					Rubber floor tiles, created by reusing old materials.
buildtoolbar_popup_mat_HayBailWall				Tall but weak hay bales. More of a nicety than a serious security option. Outdoors only
buildtoolbar_popup_mat_WoodenFence				A man made wooden fence, that provides a more natural look. Outdoors only.
buildtoolbar_popup_mat_GardenWall				Adds a little life and colour to your Prison’s boundaries. Indoor and Outdoors.

buildtoolbar_popup_obj_Shed				An area to store all your seeds, tools and other farming items. Also comes with a water tap to allow basic irrigation.
buildtoolbar_popup_obj_BasicAutoGatherer		Activates every 6 hours, to gather and store all ingredients within a 5x5 area.
buildtoolbar_popup_obj_AdvancedAutoGatherer		Activates every 6 hours, to gather and store all ingredients within a 10x10 area.
buildtoolbar_popup_obj_AutoHarvester			Activates every 6 hours, harvesting all crops in an area of 10 tiles long in front - this harvesting will be blocked by walls and doors. 
buildtoolbar_popup_obj_AutoScythe			A robotic farm tool which activates every 6 hours in-game, to harvest all crops within a 5x5 area.


buildtoolbar_popup_obj_CropCarrotPlant		Grow your own Carrots! Purchased as a pack of 20 seeds which usually yield 1 ingredient each when harvested, harvested Carrots can be sold for $4/each.
buildtoolbar_popup_obj_CropPotatoPlant		Grow your own Potatoes! Purchased as a pack of 20 seeds which usually yield 3 Potatoes each when harvested, harvested Potatoes can be sold for $3/each.
buildtoolbar_popup_obj_CropTomatoPlant		Grow your own Tomatoes! Purchased as a pack of 10 seeds which usually yields 5 Tomatoes each when harvested, harvested Tomatoes can be sold for $4/each.
buildtoolbar_popup_obj_CropCabbagePlant		Grow your own Cabbages! Purchased as a pack of 30 seeds which usually yield 1 ingredient each when harvested, harvested Cabbages can be sold for $4/each.
buildtoolbar_popup_obj_CropAppleTree		Grows into a tree which then continuously grows Apples! Purchased as a pack of 5 seeds. The usual yield of each tree is 10 Apples, harvested Apples can be sold for $4/each.
buildtoolbar_popup_obj_CropBananaTree		Grows into a tree which then continuously grows Bananas! Purchased as a pack of 5 seeds. The usual yield of each tree is 16 Bananas, harvested Bananas can be sold for $6/each.
buildtoolbar_popup_obj_CropPeachTree		Grows into a tree which then continuously grows Peaches! Purchased as a pack of 5 seeds. The usual yield of each tree is 10 Peaches, harvested Peaches can be sold for $6/each.
buildtoolbar_popup_obj_CropOrangeTree		Grows into a tree which then continuously grows Oranges! Purchased as a pack of 5 seeds. The usual yield of each tree is 8 Oranges, harvested Oranges can be sold for $3/each.
buildtoolbar_popup_obj_CropCornPlant		Grow your own Corn! Purchased as as a pack of 10 seeds which usually yield 5 ears of Corn each when harvested, harvested Corn can be sold for $5/each.
buildtoolbar_popup_obj_CropWheatPlant		Grow your own Wheat! Purchased as a pack of 20 seeds which usually yield 4 pieces of Wheat each when harvested, harvested Wheat can be sold for $6/each.
buildtoolbar_popup_obj_CropBarleyPlant		Grow your own Barley! Purchased as a pack of 20 seeds which usually yield 2 Barley each when harvested, harvested Barley can be sold for $3/each.

buildtoolbar_popup_obj_TallFridge			Now meal ingredients can be stored at head height!
buildtoolbar_popup_obj_StorageShelf			Great for increasing storage space.
buildtoolbar_popup_obj_CropSprinkler		Automate all crop irrigation in a 5x5 area with this super sprinkler.
buildtoolbar_popup_obj_DripPipe				Automate all crop irrigation to the 2 adjacent tiles with this dapper dripper. These items can only be placed in a straight line, with horizontal and vertical lines unable to be connected.

buildtoolbar_popup_uts_SolarPanels			An electricity generator that harnesses the power of the Sun! They can be connected to multiple green power sources, but their power must first flow through a Transformer before it can be used within your prison.
buildtoolbar_popup_uts_Transformer			Converts the electrical power generated by green energy sources into appliance-friendly energy, multiple energy sources can be connected but Transformers have an input limit of 5000 units of power. Electrical cables must be connected in the direction shown by the attached arrow images.
buildtoolbar_popup_uts_WindTurbine			An electricity generator that harnesses the power of wind! They can be connected to multiple green power sources, but their power must first flow through a Transformer before it can be used within your prison.
buildtoolbar_popup_uts_SolarWindHybrid		An electricity generator that harnesses both the power of wind and the Sun! They can be connected to multiple green power sources, but their power must first flow through a Transformer before it can be used within your prison.
buildtoolbar_popup_uts_Battery				Stores the excess energy converted by Transformers for emergencies or to be used as an export, must be placed adjacent to a Transformer to function.
buildtoolbar_popup_uts_PowerExportMeter		An object that allows you to send off any stored energy back to the grid for financial returns. Must be wired to a Transformer that has Batteries connected to function correctly.
buildtoolbar_popup_obj_PracticeSolarPanel	A single solar panel laid down on a small desk, to be used by up to 4 prisoners in Workshops, for the Solar Panel Development Program.

buildtoolbar_popup_obj_CompostBin			Used to repurpose food and organic waste into helpful fertilizer.
buildtoolbar_popup_obj_RecyclingBin			Recyling waste instead of dumping it as garbage is good for both the environment and, after researching "Recycling Incentive", also your wallet!
buildtoolbar_popup_obj_CompostFertilizer	When applied to field crops and vegetables, they will gain a 25% speed increase to both their growth and ripening times, as well as gaining a small chance of dropping seeds.
buildtoolbar_popup_obj_HighQualityFertilizer	When applied to field crops and vegetables, they will gain a 50% speed increase to both their growth and ripening times, as well as gaining a higher chance of dropping seeds.

buildtoolbar_popup_obj_GardenGnome			A cheerful garden classic.
buildtoolbar_popup_obj_TopiaryBush			A twisted ornamental bush.
buildtoolbar_popup_obj_TopiaryBushBall		An ornamental bush in the shape of a lollipop.
buildtoolbar_popup_obj_TopiaryBushWarden	An ornamental bush shaped after the Warden.
buildtoolbar_popup_obj_TopiaryBushSwan		An ornamental bush shaped after an elegant swan.
buildtoolbar_popup_obj_TopiaryBushDeer		An ornamental bush shaped after a majestic Stag.
buildtoolbar_popup_obj_TopiaryBushDog		An ornamental bush shaped after our energetic best friends.
buildtoolbar_popup_obj_TopiaryBushCat		An ornamental bush shaped after our lazy best friends.
buildtoolbar_popup_obj_TopiaryBushRex		An impressively shaped ornamental bush.
buildtoolbar_popup_obj_SolarLight			A self-powered solar light, that turns on automatically at night-time.
buildtoolbar_popup_obj_PinkFlamingo			A cheerful garden classic.
buildtoolbar_popup_obj_HayBale				A decorative stack of hay.
buildtoolbar_popup_obj_FlowerPlanterWateringCan			A simple repurposed container that now holds flowers.
buildtoolbar_popup_obj_FlowerPlanterWellies				A repurposed pair of wellies that now hold flowers.
buildtoolbar_popup_obj_FlowerPlanterWheelbarrow			A colourful addition to your outdoor areas.
buildtoolbar_popup_obj_SmallServingTable				Dish up food to your prisoners.
buildtoolbar_popup_obj_TrayDispenser					Used to store spare food trays, its max capacity is 200.
buildtoolbar_popup_obj_SolarWallLight					A solar powered light that can be placed on walls and turns on automatically at night-time.

buildtoolbar_popup_obj_BowtieBandit			A very dapper chap.
buildtoolbar_popup_obj_Shepherd				WHO'S A CLEVER GIRL!?

buildtoolbar_popup_obj_DumpObject			Dump objects in your prison.

buildtoolbar_popup_staff_farmer				Looks after crop growth and manages all jobs related to the Vegetable Allotment, Fruit Orchard, or Farming Field rooms.

buildtoolbar_popup_obj_FlowerRoseBush				A decorative bush full of red flowers. 
buildtoolbar_popup_obj_FlowerSunflower				A large yellow flower. 
buildtoolbar_popup_obj_FlowerMixedBegonias			A group of colourful flowers. 
buildtoolbar_popup_obj_FlowerHeatherBushes			A colourful and common shrub.
buildtoolbar_popup_obj_FlowerHydrangeaPlant			A decorative plant full of blue flowers.
buildtoolbar_popup_obj_BarnDoor						Now it’s no longer a question in whether or not prisoners were raised in a barn.
buildtoolbar_popup_obj_WhitePicketGate				Great at securing your flower gardens, but not so great with securing prisoners.
buildtoolbar_popup_obj_DoubleDoor					A double door usable by all.
buildtoolbar_popup_obj_DoubleStaffDoor				A double door usable by staff.
buildtoolbar_popup_obj_DoubleVisitorDoor			A double door usable by visitors.
buildtoolbar_popup_obj_SellUtility					Sell a Utility Item.
buildtoolbar_popup_obj_SellObject					A manual method to sell export items, also able to sell any unused or dismantled objects for 85% of their purchasing cost.
buildtoolbar_popup_obj_SellMaterial					Sell any spare building material stacks, such as cables and brick, for 85% of their purchasing costs.
buildtoolbar_popup_obj_SellFlooring					Sell flooring tiles that are no longer wanted, for 85% of their purchasing costs.


buildtoolbar_popup_uts_quickconnect				Quickly connects any surveillance or automation systems to their closest recipient item.


# =============================================================================
# Interface
# =============================================================================

#pc only
d11_hover_alert_water							Requires Water
d11_hover_alert_electricity						Requires Electricity


interfacemode_objectPack_filter_all					All Packs
dlc_name_psychWard				Psych Ward
dlc_name_prisonWing				Cleared For Transfer
dlc_name_seaAirLand				Island Bound
dlc_name_greenMachine				Going Green
interfacemode_objectPack_filter_caption					Filters the number of objects displayed, based on their associated expansion pack.

interfacemode_objectType_filter_all					All Types			
interfacemode_objectType_filter_requiresWater				Plumbing
interfacemode_objectType_filter_requiresElectricity			Electronics
interfacemode_objectType_filter_entertainment				Entertainment
interfacemode_objectType_filter_rest					Rest
interfacemode_objectType_filter_exercise				Exercise
interfacemode_objectType_filter_decoration				Decoration
interfacemode_objectType_filter_foliage					Foliage
interfacemode_objectType_filter_signs					Signs
interfacemode_objectType_filter_security				Security				
interfacemode_objectType_filter_catering				Catering
interfacemode_objectType_filter_misc					Miscellaneous
interfacemode_objectType_filter_caption					Filters the number of objects displayed, based on the type of these objects.	


# =============================================================================
# Green energy
# =============================================================================
d11_powerstation_overloaded						Overloaded, remove electrical items or add Capacitors
d11_powerstation_overloaded_two_stations		Overloaded, Power Stations must not be connected to each other


buildtoolbar_deployment_PrioritizeFarmer	Use this option to prioritize Farmers to perform their jobs in specific areas, before others around your prison. If you are short staffed, Farmers will try to cover your prioritized areas first. Assign 1, 2 or 3 Farmers to prioritize an area.
interfacetopbar_tooltip_totalFarmers		*X total farmers
interfacetopbar_tooltip_farmer				How many farmers you have available to work in your prison.

#

d11_hover_alert_green_electricity				Requires Green Power
d11_powerstation_overloaded_green				Overloaded, remove electrical items or add more green energy sources
d11_powerstation_overloaded_two_transformers	Overloaded, Transformers must not be on the same circuit
d11_powerstation_overloaded_merged_power		Overloaded, Green Power cannot be mixed with Standard Power

d11_transformer_input_power					Power Production: *X units
d11_transformer_output_power				Power Expenditure: *X units
d11_transformer_spare_power					Current Excess Power: *X units

d11_powerstation_power_prouduction          Current Power Output: *X units
d11_powerstation_max_capacity               Max Power Production: *X units

d11_powerexportmeter_sell_desc				Power Export: 
finances_category_power_export				Power Export
d11_powerexportmeter_powertosell			Financial Compensation: $*X

d11_battery_charge_text						Current Charge: *X %
d11_battery_charging						Charging
d11_battery_discharging						Discharging

d11_greenpower_positive_weather_effect      Power production has been Positively affected by the current weather.
d11_greenpower_negative_weather_effect      Power production has been Negatively affected by the current weather.

# =============================================================================
# Farming/Recycling
# =============================================================================

d11_continuous_planting_tooltip				This option will automate the job of replanting the same crops after they have been harvested, similar to the logic found in the Forestry.

d11_plant_crop								Plant Crop
d11_plant_crop_location						Plant Crop in *X
d11_crop_time_to_yield						Time to yield *X hours
d11_fertilized								Fertilized
d11_tampered								Tampered
d11_needsWater								Crop needs to be watered to continue growth
d11_hover_compostbin						Waste Collected

misconduct_reporttype_ProducedNarcotics		Produced Narcotics
contraband_Produced							Produced Narcotics
contraband_Ingredient						Booze Ingredient
contraband_Kicker							Booze Kicker
contraband_StashLocation					Stash Location

d11_crop_stage_seedling						Seedling
d11_crop_stage_sapling						Sapling
d11_crop_stage_immature						Immature
d11_crop_stage_mature						Mature
d11_crop_stage_ripe							Ripe
d11_continuous_planting						Continuous Planting

d11_farm_search_freq_caption					Farm Search Frequency
d11_farm_search_freq_tooltip					Since Farming rooms aren’t included in shakedowns, use this option to decide whether regular searches should be made within these farming rooms or not.
d11_crop_types_caption						Crop Type
d11_crop_types_tooltip						Choose whether your automatically purchased crops will be natural or genetically Modified. GM crops have a 50% shorter growth time but also lowers their export price by the same amount and removes their needs boosts when eaten by prisoners.
d11_farm_search_target_caption					Farm Search Target
d11_farm_search_target_tooltip					Since Farming rooms aren’t included in shakedowns, use this option to decide which items or entities are searched via the Search Frequency option.
d11_continuous_fertilizer_caption				Continuous Fertilizer
d11_continuous_fertilizer_tooltip				Choose whether you would like to automatically purchase fertilizer or not, and the quality level of it.
reports_farmingpolicytitle					Farming Policy

d11_farm_search_freq_option_never				Never
d11_farm_search_freq_option_daily				Daily		
d11_farm_search_freq_option_3days				Every 3 Days
d11_farm_search_freq_option_5days				Every 5 Days
d11_farm_search_freq_option_weekly				Weekly
d11_farm_search_target_option_crops				Crops Only
d11_farm_search_target_option_labourers				Inmate Labourers
d11_farm_search_target_option_everything			Everything
d11_crop_type_option_natural					Natural Crops
d11_crop_type_option_GMO					GM Crops
d11_plant_flower									Plant Flower
d11_plant_flower_location							Plant Flower in *X

Ingredients_UsageCaption			Ratio:
Ingredients_UsageCaption_tooltip		Control the ratio between prison-grown produce and delivered ingredients used for meals, ingredients will be ordered if the stored amount doesn't suffice.
finance_cost_recycling								Recycling

research_farming							Farming
research_RecyclingIncentive					Recycling Incentive
researchtooltip_farming						Unlocks advanced Farming techniques and equipment, along with more expensive crops.

d11_wiltedCrop								Wilted Crop
d11_wiltedCropDesc							This crop was not watered for *X days and can no longer be restored, it will be moved to the closest bin, whether it’s a standard Bin as garbage or to a compost Bin to be turned into fertilizer

d11_check_ingredients_menu					Check the Ingredients menu for more details
d11_meal_cost_per_meal						$*X / meal
d11_meal_cost_total							Total price
d11_meal_estimated_price					Estimated price
d11_meal_quantity_description				Adjust the number of ingredients that each inmate can consume during their meals, from 1 to 3. This option controls the number of ingredients delivered based on the setting selected, the number of prisoners, and the current food supply.
d11_meal_variety_description				This option controls the number of ingredient types that are sent to the prison when a food delivery is made. Changing this option won’t affect the number of ingredients ordered, only the variety of ingredients and as such the costs of these ingredients.

#ingredient menu
d11_meal_system_description					The Prison's food system is based on 4 factors, the meal options (Variety and Quantity), the current number of prisoners, the number of meals each day, and the quantity of stored ingredients. Unlike imported ingredients though, which are full of preservatives, prison grown crops are much more beneficial when eaten and as such they will be prioritised by cooks. Statistics related to your prison’s ingredients and the food system can be found below.
d11_fresh_ingredients						Fresh ingredients
d11_imported_ingredients					Imported ingredients
d11_meal_ingredients_count_per_meal			Ingredients per meal
d11_meal_ingredients_count_per_day			Ingredients per day
d11_crops_per_day							Crops per day
d11_imported_ingredients_cost				Imported ingredients cost
d11_crop_cost								Crop cost

#Ingredient hints
d11_IngredientRatio_hint					Displays the current number of both ingredient types in storage
d11_meal_ingredients_count_per_meal_hint	The number of ingredients required to feed the current number of prisoners for a single meal, based on the meal options selected
d11_meal_ingredients_count_per_day_hint		The total number of ingredients required to feed the current number of prisoners today, based on the meal options selected
d11_crops_per_day_hint						The number of crops purchased in the last 24 Hours.
d11_imported_ingredients_cost_hint			The total cost for all ingredients purchased and delivered in the last 24 Hours
d11_crop_cost_hint							The total price for crops purchased in the last 24 Hours
d11_meal_cost_per_meal_hint					The average cost to feed one prisoner, using the meal options and privileges selected as reference
d11_meal_cost_total_hint					The total costs required to feed every prisoner each meal, using the meal options and the current prisoner population as reference
d11_meal_estimated_price_hint				The estimated total costs required to feed every prisoner. This value can only be estimated due to the number of external factors that affect it - including seed drops, crop growth times, and changing crop yields.	

#different on console
researchtooltip_RecyclingIncentive			Takes advantage of the Governments ‘Going Green’ initiative, awarding your Prison daily with $10 for each bag of recycling that’s collected.
#
# =============================================================================
# Jobs
# =============================================================================

job_WaterCrop								Watering Crop
job_HarvestCrop								Harvesting Crop
job_TendCrop								Tending Crop
job_SellUtility								Selling Utility
job_WaterFlower										Watering Flower
job_TendFlower										Tending Flower


job_failed_routetomaterial_blocked			Path between Material and Job blocked

# =============================================================================
# Grants
# =============================================================================
objective_grant_greenMachine						Green Machine
objective_grant_greenMachine_description			It’s time for the prison industry to jump onto the green energy bandwagon, purchase some green power sources to help with publicity.
objective_grant_greenMachine_solar					Purchase and install a Solar Panel.
objective_grant_greenMachine_wind					Purchase and install a Wind Turbine.
objective_grant_greenMachine_hybrid					Purchase and install a Solar/Wind Hybrid.

objective_grant_ecoFriendly							Eco Friendly
objective_grant_ecoFriendly_description				It’s about time we all take a good hard look at our carbon footprint, as such the bank will reward you for abandoning the standard power stations and using Green power sources as alternatives.
objective_grant_ecoFriendly_days					Use only green power sources to power your prison, instead of Power Stations, for five days.

objective_grant_givingSomethingBack                 Giving Something Back
objective_grant_givingSomethingBack_description     With the abundance of power your prison has been producing, the bank would be very gratified if you share some with the national/regional/local grid.
objective_grant_givingSomethingBack_sell            Sell 2,500 units of power back to the grid.

objective_grant_basicFarming						Basic Farming
objective_grant_basicFarming_description			The costs and supplies of food shipments are becoming a national concern, please prove that a self sustained food system is plausible within a prison. Doing so will hopefully alleviate some of this concern.
objective_grant_basicFarming_hire					Hire the Farm Worker staff member.
objective_grant_basicFarming_veg					Correctly build a functional Vegetable Allotment room.
objective_grant_basicFarming_fruit					Correctly build a functional Fruit Orchard room.
objective_grant_basicFarming_farm					Correctly build a functional Farming Field room.
objective_grant_basicFarming_plant					Plant 5 crops of any type in each room.

objective_grant_selfSustaining						Self Sustaining
objective_grant_selfSustaining_description			It’s time to fully prove that prisons are able to become self sufficient, please sell any spare produce as a contribution to the food supply issue.
objective_grant_selfSustaining_hire					Hire 5 Farm Worker staff members.
objective_grant_selfSustaining_buy					Purchase 10 Bags of Compost Fertilizer.
objective_grant_selfSustaining_harvest				Harvest 50 farm plants, of any kind.
objective_grant_selfSustaining_sell					Sell 50 grown crops, of any kind.
objective_grant_selfSustaining_collect				Collect 5 seeds of any type from harvesting crops.

objective_grant_AdvancedFarming					Advanced Farming
objective_grant_AdvancedFarming_description		It’s now time to see if prisons are able to mass produce fresh produce, becoming not only self sufficient but also a core suppliers for other facilities.
objective_grant_AdvancedFarming_research		Research the Farming Bureaucracy Task.
objective_grant_AdvancedFarming_assign			Assign 10 prisoners to work within a Farming Room.
objective_grant_AdvancedFarming_buy				Purchase either a Drip Pipe or Crop Sprinkler item.
objective_grant_AdvancedFarming_buy1			Purchase the Compost Bin object.
objective_grant_AdvancedFarming_produce			Produce 10 Compost Fertilizer.
objective_grant_AdvancedFarming_harvest			Harvest 500 ripened crops, of any type.

objective_grant_overProduction						Over Production
objective_grant_overProduction_description			As mass production has been proven, please fulfill these food orders as often as you can, they will be renewed every 5 days.
objective_grant_overProduction_carrot				Sell 50 harvested Carrot ingredients.
objective_grant_overProduction_potato				Sell 50 harvested Potato ingredients.
objective_grant_overProduction_cabbage				Sell 50 harvested Cabbage ingredients.
objective_grant_overProduction_tomato				Sell 50 harvested Tomato ingredients.
objective_grant_overProduction_apple				Sell 50 harvested Apple ingredients.
objective_grant_overProduction_orange				Sell 50 harvested Orange ingredients.
objective_grant_overProduction_peach				Sell 50 harvested Peach ingredients.
objective_grant_overProduction_banana				Sell 50 harvested Banana ingredients.

reformProgram_solarpaneldevelopment					Solar Panel Development
reformProgram_solarpaneldevelopment_text			The program is designed to give prisoners usable work skills when they leave, inmates who pass will gain a Green Energy Industry Certificate.
reformprogram_solarTrained							Certified : Solar Panels
reform_program_multirequirements					- Every *X prisoners require a *Y

status_effect_healthy								Healthy
status_effect_StatusSmelly                          Smelly

report_grants_reset_tt								Available in: 

reformProgram_FarmTraining							Farm Work Safety
reformProgram_FarmTraining_text						Any inmates able to successfully pass this safety course will then be able to be assigned to work within the “Vegetable Allotment”, “Fruit Orchard”, or “Farmers Field” rooms for prison labour.

reputation_Dealer									Dealer
reputationtooltip_Dealer							This prisoner has a history with Narcotics, they are always able to get the best deal from any contraband trading.	
reputation_Supplier									Supplier
reputationtooltip_Supplier							This prisoner has a history with Narcotics, they’re able to produce narcotics much easier than other inmates.

reputation_GreenThumb								Green Thumb
reputationtooltip_GreenThumb						This prisoner is particularly good with plants, they require no training to support Farm Workers and can increase the yield of crops.	
reputation_Foodie									Foodie
reputationtooltip_Foodie							This prisoner prefers to eat interesting and organic meals, they will receive comfort from eating prison-grown produce.

interface_action_searchRoom							Search Room

interface_action_AllSwitchOn                        All Switch On
interface_action_AllSwitchOff                       All Switch Off


d11_utilitylimits_head                      Power Sources        
d11_utilitylimits_body                      Both green power sources (Solar Panels, Wind Turbines, and Solar/Wind Hybrids) and standard power sources (Power Station and Transformers) have a maximum cap of 128 for each type. If you wish to purchase further power sources after reaching this cap, you must first dispose of existing power sources for that type.


# =============================================================================
# Crop Distribution
# =============================================================================

interfacelogistics_CropDistribution			Crop Distribution

d11_manage_crops							Manage Distribution - *X
d11_manageCropsDescription					Here you can control how much of this *X's grown crops are delivered to each of the connected rooms. You can have a maximum of 8 rooms connected to each farming room. *Y

d11_logistics_roomTitle						Rooms

d11_noRoomsConnected						There are no rooms connected to this *X so it will send its crops to the Pantry, Kitchen, Exports and Storage until each is full.
d11_noRoomsConnectedField					There are no rooms connected to this *X so it will send its crops to the Exports and Storage until each is full.

#pc only
d11_cropDistributionHint					Right Click: Manage Distribution

d11_manageCropsInstructions					You can click on a percentage to lock it and stop other rooms changing it's amount. Otherwise use the arrow buttons to change the percentages with the overall amount per crop capped to 100% over all connected rooms.

#


#===========================================================
# Quick Rooms
#===========================================================

quickbuild_grove									Grove
quickbuild_flowerGarden								Flower Garden
quickbuild_yard										Yard
quickbuild_hedgeMaze								Hedge Maze

buildtoolbar_quickbuild_flowerGarden						A peaceful resting area for our inmates.
buildtoolbar_quickbuild_grove								A group of trees, to be used for adding more life to our land.
buildtoolbar_quickbuild_hedgeMaze							A basic maze created using hedges, for our prisoners to explore.
buildtoolbar_quickbuild_yard								A standard yard with everything our inmates may need.

# =============================================================================
# Staff Alert System
# =============================================================================


d11_staffalert_title_MONEY01				The prison is running out of money.
d11_staffalert_title_PRISONERS02			The Guards are outnumbered.
d11_staffalert_title_CONTRABAND03			Large amounts of contraband found.
d11_staffalert_title_CONTRABAND02			The supply of narcotics in the prison is dangerously high.
d11_staffalert_title_CONTRABAND01			The supply of tools and weapons in the prison is dangerously high.
d11_staffalert_title_NEEDS04				Too many prisoners are complaining of hunger.
d11_staffalert_title_NEEDS03				Too many prisoners are complaining about a lack of sleep.
d11_staffalert_title_NEEDS01				Too many prisoners are complaining about a lack of toilets.
d11_staffalert_title_NEEDS02				Too many prisoners are complaining about a lack of toilets.
d11_staffalert_title_NEEDS08				Our prisoners aren't very clean.
d11_staffalert_title_OBJECTS04				The prison is missing a Door Control system.
d11_staffalert_title_ROOMS01				A room in your prison does not meet the required criteria.
d11_staffalert_title_INFORMANTS01			An informant is in grave danger.
d11_staffalert_title_HOLDINGCELL01			Too many prisoners are being held in Holding Cells.
d11_staffalert_title_NEEDS06				The prison desperately needs cleaning.
d11_staffalert_title_NEEDS14				Our prisoners need access to clean clothes.
d11_staffalert_title_NEEDS13				Our prisoners need Free Time to keep them calm.
d11_staffalert_title_NEEDS09				Our prisoners need exercise.
d11_staffalert_title_NEEDS10				Prisoners are so bored they're going stir crazy.
d11_staffalert_title_NEEDS11				Prisoners need somewhere to sit during Free Time.
d11_staffalert_title_POWER01				Areas of the Prison are without power.
d11_staffalert_title_WATER01				Areas of the prison are without running water.
d11_staffalert_title_CELLS01				The prison is not running at maximum capacity.
d11_staffalert_title_OBJECTS03				The prison is missing a comprehensive CCTV system.
d11_staffalert_title_OBJECTS01				We are not equipped to handle a fire in the prison.
d11_staffalert_title_POWER02				One of our Power Stations is overloaded.
d11_staffalert_title_DEATHROW01				Consider adding a Death Row to the prison.
d11_staffalert_title_STAFF01				The majority of your staff are exhausted.
d11_staffalert_title_NEEDS12				Our prisoners want some privacy.
d11_staffalert_title_NEEDS19				Our prisoners lack basic literacy skills.
d11_staffalert_title_NEEDS05				The number of prisoners missing their families is at a dangerous level.
d11_staffalert_title_NEEDS07				Our prisoners don't feel safe here.
d11_staffalert_title_NEEDS15				Control the levels of drug addiction in your prison.
d11_staffalert_title_NEEDS16				Control the levels of alcohol addiction in your prison.
d11_staffalert_title_NEEDS18				Spiritual guidance has a calming effect on prisoners.
d11_staffalert_title_PRISONERS03			The quality of our cells is too low.
d11_staffalert_title_DOCTOR01				Nobody is working in the Infirmary.
d11_staffalert_title_OBJECTS02				The prison is not efficiently disposing of waste.
d11_staffalert_details_MONEY01				The prison only has *A left in the bank.
d11_staffalert_details_PRISONERS02			The prisoners outnumber your guards *A:*B.
d11_staffalert_details_CONTRABAND03			*A items of contraband found in the last 7 days.
d11_staffalert_details_CONTRABAND02			The supply of narcotics is at *A.
d11_staffalert_details_CONTRABAND01a		The supply of weapons is at *A.
d11_staffalert_details_CONTRABAND01b		The supply of tools is at *A.
d11_staffalert_details_NEEDS04a				*A prisoners are incredibly hungry.
d11_staffalert_details_NEEDS04b				Build more Kitchens.
d11_staffalert_details_NEEDS04c				Hire more Cooks.
d11_staffalert_details_NEEDS04d				Add more 'Meal Time' slots to your regime.
d11_staffalert_details_NEEDS03				*A prisoners urgently need sleep.
d11_staffalert_details_NEEDS01				*A prisoners urgently need the toilet.
d11_staffalert_details_NEEDS02				*A prisoners urgently need the toilet.
d11_staffalert_details_NEEDS08				*A prisoners need to improve their cleanliness.
d11_staffalert_details_OBJECTS04			A Door Control system and Door Servos required.
d11_staffalert_details_ROOMS01				Make sure rooms with flashing red exclamation mark icons meet the full listed criteria.
d11_staffalert_details_INFORMANTS01			The inmates strongly suspect *A is an informant.
d11_staffalert_details_HOLDINGCELL01		*A prisoners are currently without their own cell.
d11_staffalert_details_NEEDS06a				Hire more Janitors.
d11_staffalert_details_NEEDS06b				Build more Cleaning Cupboards.
d11_staffalert_details_NEEDS06c				Assign prisoners to work from the Cleaning Cupboards.
d11_staffalert_details_NEEDS14a				*A prisoners need clean clothes.
d11_staffalert_details_NEEDS14b				Build a Laundry room.
d11_staffalert_details_NEEDS14c				Build a Laundry Machine.
d11_staffalert_details_NEEDS14d				Build a Laundry Basket.
d11_staffalert_details_NEEDS13				*A prisoners want more Free Time.
d11_staffalert_details_NEEDS09				*A prisoners need to improve their fitness.
d11_staffalert_details_NEEDS10				*A prisoners need recreational activities to stay calm.
d11_staffalert_details_NEEDS11				*A prisoners are complaining about a lack of places to sit during Free-Time.
d11_staffalert_details_POWER01				Connect all objects with flashing lightning bolt icons on them to a Power Station.
d11_staffalert_details_WATER01				Connect all objects with flashing water drop icons on them to the water pump.
d11_staffalert_details_CELLS01a				We can house *A more minimum security prisoners.
d11_staffalert_details_CELLS01b				We can house *A more medium security prisoners.
d11_staffalert_details_CELLS01c				We can house *A more maximum security prisoners.
d11_staffalert_details_CELLS01d				We can house *A more super max security prisoners.
d11_staffalert_details_CELLS01e				We can house *A more death row prisoners.
d11_staffalert_details_CELLS01f				We can house *A more protective security prisoners.
d11_staffalert_details_OBJECTS03			More CCTV Cameras required.
d11_staffalert_details_OBJECTS01			The prison does not have a sprinkler system set up.
d11_staffalert_details_POWER02				The output of a Power Station in your prison is at *A.
d11_staffalert_details_DEATHROW01			Adding a Death Row to your prison will allow you to accept high value Death Row inmates.
d11_staffalert_details_STAFF01				*A staff members are currently exhausted.
d11_staffalert_details_NEEDS12				*A prisoners want somewhere to be alone.
d11_staffalert_details_NEEDS19				*A prisoners lack basic literary skills.
d11_staffalert_details_NEEDS05				*A prisoners are desperate to contact their families.
d11_staffalert_details_NEEDS07				*A prisoners fear for their lives.
d11_staffalert_details_NEEDS15				*A prisoners are addicted to drugs.
d11_staffalert_details_NEEDS16				*A prisoners have a drinking problem.
d11_staffalert_details_NEEDS18				*A prisoners want spiritual guidance.
d11_staffalert_details_PRISONERS03			*A prisoners are currently living in cells which don't meet their entitlement.
d11_staffalert_details_DOCTOR01				We need to hire some doctors to treat our wounded prisoners and guards.
d11_staffalert_details_OBJECTS02			More Bins required.
d11_staffalert_details_CELLS01				We can house *A more prisoners.
d11_staffalert_details_CELLS01Z				We have *A free *B cells.
d11_staffalert_hint_MONEY01					The prison is running out of money, may I suggest we take in more prisoners to increase our daily income or meet the conditions for a new grant for a large cash injection.
d11_staffalert_hint_PRISONERS02				It's not safe for your guards to be so heavily outnumbered by the prisoners, each guard can safely manage around 5 prisoners.
d11_staffalert_hint_CONTRABAND03			Check the contraband intelligence report I filed to locate the sources of contraband over the last 7 days and enact measures to close them off.
d11_staffalert_hint_CONTRABAND02			Prisoners have easy access to narcotics, which is very dangerous. Hire Dog Handlers and have them patrol the cell blocks or order a prison-wide Shakedown.
d11_staffalert_hint_CONTRABAND01			Prisoners have easy access to tools and weapons, which is very dangerous. Place metal detectors near the sources of contraband or order a prison-wide Shakedown.
d11_staffalert_hint_NEEDS04					Prisoners will get hungry over time, make sure there is enough room in the canteen and enough time allocated for eating so that everyone can be fed.
d11_staffalert_hint_NEEDS03					Prisoners need to sleep to stay happy. They will do this during the allocated Sleep periods or during Free Time.
d11_staffalert_hint_NEEDS01					Prisoners need access to toilets, consider adding more toilets to your prison or increasing your allocation of Free Time.
d11_staffalert_hint_NEEDS02					Prisoners need access to toilets, consider adding more toilets to your prison or increasing your allocation of Free Time.
d11_staffalert_hint_NEEDS08					Hygiene is important in every day life, in prison it's essential. Make sure your prisoners have plenty of time to catch a shower.
d11_staffalert_hint_OBJECTS04				Our guards currently have to spend must of their time opening jail doors for people, their time is too important for this! Install a Door Control system and one guard can open multiple doors remotely.
d11_staffalert_hint_ROOMS01					All rooms have certain requirements which you must meet, highlight rooms with flashing red exclamation mark icons to see which requirements you are not meeting.
d11_staffalert_hint_INFORMANTS01			Our Informant will not last long in here without our protection, I suggest changing their security level to 'Protective Custody' and moving them out of general population.
d11_staffalert_hint_HOLDINGCELL01			It's too dangerous to leave this many prisoners in the Holding Cells long-term. You must build more Cells to house them as soon as possible or they may start a riot!
d11_staffalert_hint_NEEDS06					The prison is very dirty and it is making your inmates very unhappy, find a way to clean up as quickly as you can before they become angry.

d11_staffalert_hint_NEEDS13					Prisoners all want one thing. To not be in prison. While we can't give them that, we can make their stay more pleasant with plenty of Free Time.
d11_staffalert_hint_NEEDS09					Exercise keeps your prisoners fit, healthy and happy. Make sure they have easy access to weight benches.
d11_staffalert_hint_NEEDS10					Help break up the day to day monotony by giving your prisoners access to recreational items such as Pool Tables, Radios and TV's.
d11_staffalert_hint_NEEDS11					Downtime is important for everyone, but in prison, it can be hard to find. Giving your prisoners benches and sofas to sit on will help them to relax.
d11_staffalert_hint_POWER01					Certain objects need to be connected to a Power Station to work, use electrical cables to connect all objects with a flashing lightning bolt icon on them to a Power Station.
d11_staffalert_hint_WATER01					Certain objects need to be connected to a water pump to work, use water pipes to connect all objects with a flashing water drop icon on them to a water pump.
d11_staffalert_hint_CELLS01					Taking in more prisoners gives us a nice up front cash bonus, it also means we get more money from the state every day. We should always run at full capacity if possible!
d11_staffalert_hint_OBJECTS03				CCTV Cameras allow us to monitor areas of the prison even when no Guards are in the area. A single CCTV Monitor allows one Guard to view 8 different CCTV Cameras. They're a no brainer!
d11_staffalert_hint_OBJECTS01				At the moment we are seriously unequipped to deal with a fire in the prison. We should install a sprinkler system as soon as possible.
d11_staffalert_hint_POWER02					Our Power Station is seriously overloaded, add more capacitors to it or build a new one to share the load. Be careful though, Power Stations can't be connected together!
d11_staffalert_hint_DEATHROW01				Adding a Death Row to the Prison is risky as the execution needs to be handled very carefully so we meet all of the legal requirements... But, we could make lot of money, so it may be worth the risk!
d11_staffalert_hint_STAFF01					Your staff can't work effectively if they are exhausted, build them a staffroom so that they can relax or hire more staff as cover to ease the burden on them.
d11_staffalert_hint_NEEDS12					Sometimes, prisoners just need some alone time, however “it's not you, it's me” doesn't tend to go down too well in prisons. Make sure prisoners have access to their own cell.
d11_staffalert_hint_NEEDS19					A reader lives a thousand lives before he dies, the man who never reads lives only one. Let your prisoners 'escape' into a good book by giving them access to a library.
d11_staffalert_hint_NEEDS05					Prisoners can become angry if they are not allowed to communicate with their families. Build a Visitation Room, a Mail Room or Phone Booths to hold off the prison blues.
d11_staffalert_hint_NEEDS07					If the danger level of your prison is too high many prisoners will start to feel unsafe and scared. Lower your danger level by catering to your prisoners other needs.
d11_staffalert_hint_NEEDS15					Some inmates enter the prison with drug habits. If they can't get over their addiction they start to get angry, or they may start to deal in contraband to get their fix. Use reform programs to help their recovery.
d11_staffalert_hint_NEEDS16					Some inmates enter the prison with an addiction to alcohol. If they can't get over their addiction they start to get angry, or they may start to deal in contraband to get their fix. Use reform programs to help their recovery.
d11_staffalert_hint_NEEDS18					Attending spiritual guidance programs will have a calming effect on your prisoners, they will also spread this calm to other prisoners.
d11_staffalert_hint_PRISONERS03				All of our prisoners are entitled to a cell of a certain level of quality based on their behaviour. Improve the quality of a cell using the Logistics screen.
d11_staffalert_hint_DOCTOR01				We can't treat anyone in the Infirmary unless you hire some Doctors. Doctors can use the infirmary to treat any injuries that occur to staff or prisoners.
d11_staffalert_hint_OBJECTS02				Bins allow us to store lots of rubbish before they need emptying, this means much fewer trips to the garbage area. Add bins to the kitchen and place them near metal detectors to increase efficiency.
d11_staffalert_tooltip_MONEY01				Accept a new Grant [[*X]]
d11_staffalert_tooltip_PRISONERS02			Hire Guards [[*X]]
d11_staffalert_tooltip_CONTRABAND03			View Intelligence Report [[*X]]
d11_staffalert_tooltip_CONTRABAND02			Hire Dog Handlers [[*X]]
d11_staffalert_tooltip_CONTRABAND01			Build Metal Detectors [[*X]]
d11_staffalert_tooltip_NEEDS04				Hire Cooks [[*X]]
d11_staffalert_tooltip_NEEDS03				Modify Regime [[*X]]
d11_staffalert_tooltip_NEEDS01				Add more toilets [[*X]]
d11_staffalert_tooltip_NEEDS02				Add more toilets [[*X]]
d11_staffalert_tooltip_NEEDS08				Modify Regime [[*X]]
d11_staffalert_tooltip_OBJECTS04			Build Door Control system [[*X]]
d11_staffalert_tooltip_ROOMS01				Check Requirements [[*X]]
d11_staffalert_tooltip_INFORMANTS01			Change to Protective Custody [[*X]]
d11_staffalert_tooltip_HOLDINGCELL01		Build More Cells [[*X]]
d11_staffalert_tooltip_NEEDS06				Hire Janitors [[*X]]
d11_staffalert_tooltip_NEEDS14				Build a Laundry [[*X]]
d11_staffalert_tooltip_NEEDS13				Modify Regime [[*X]]
d11_staffalert_tooltip_NEEDS09				Build Weights Bench [[*X]]
d11_staffalert_tooltip_NEEDS10				Build Radio [[*X]]
d11_staffalert_tooltip_NEEDS11				Build Bench [[*X]]
d11_staffalert_tooltip_POWER01				Build Electrical Cables [[*X]]
d11_staffalert_tooltip_WATER01				Build Water Pipes [[*X]]
d11_staffalert_tooltip_CELLS01				Increase Prisoner Intake [[*X]]
d11_staffalert_tooltip_OBJECTS03			Build CCTV Cameras [[*X]]
d11_staffalert_tooltip_OBJECTS01			Build Sprinklers [[*X]]
d11_staffalert_tooltip_POWER02				Increase Power Supply [[*X]]
d11_staffalert_tooltip_DEATHROW01a			Build a Death Row [[*X]]
d11_staffalert_tooltip_DEATHROW01b			Research Death Row [[*X]]
d11_staffalert_tooltip_STAFF01				Build a Staff Room [[*X]]
d11_staffalert_tooltip_NEEDS12				Create More Cells [[*X]]
d11_staffalert_tooltip_NEEDS19				Build a Library [[*X]]
d11_staffalert_tooltip_NEEDS05				Build Phone Booths [[*X]]
d11_staffalert_tooltip_NEEDS07				View Prisoner Needs [[*X]]
d11_staffalert_tooltip_NEEDS15				Start Pharmacological Therapy [[*X]]
d11_staffalert_tooltip_NEEDS16				Start Alcoholic Group Therapy [[*X]]
d11_staffalert_tooltip_NEEDS18				Start a Spiritual Guidance program [[*X]]
d11_staffalert_tooltip_PRISONERS03			Improve Cells [[*X]]
d11_staffalert_tooltip_DOCTOR01				Hire Doctors [[*X]]
d11_staffalert_tooltip_OBJECTS02			Build Bins [[*X]]
d11_staffalert_summary_MONEY01				We are running low on cash.
d11_staffalert_summary_PRISONERS02			We should hire more Guards.
d11_staffalert_summary_CONTRABAND03			There are high levels of contraband in the prison.
d11_staffalert_summary_CONTRABAND02			Too many prisoners have access to narcotics.
d11_staffalert_summary_CONTRABAND01			Too many prisoners have access to tool and weapons.
d11_staffalert_summary_NEEDS04				Your prisoners are going hungry.
d11_staffalert_summary_NEEDS03				Our prisoners always look really tired.
d11_staffalert_summary_NEEDS01				We should build some more toilets.
d11_staffalert_summary_NEEDS02				We should build some more toilets.
d11_staffalert_summary_NEEDS08				Oh, our prisoners look a little untidy.
d11_staffalert_summary_OBJECTS04			We should improve efficiency by installing a Door Control system.
d11_staffalert_summary_ROOMS01				Some of your rooms are invalid.
d11_staffalert_summary_INFORMANTS01			The inmates are highly suspicious of one of our informants.
d11_staffalert_summary_HOLDINGCELL01		We have too many prisoners in our Holding Cells.
d11_staffalert_summary_NEEDS06				The prison needs cleaning.
d11_staffalert_summary_NEEDS14				Hmm, our prisoners clothes are looking a bit...tatty.
d11_staffalert_summary_NEEDS13				Our prisoners want more Free Time.
d11_staffalert_summary_NEEDS09				Our prisoners are a little unfit.
d11_staffalert_summary_NEEDS10				Our prisoners are feeling a bit bored.
d11_staffalert_summary_NEEDS11				Prisoners are complaining about a lack of seats during Free Time.
d11_staffalert_summary_POWER01				Some areas of the Prison are without power.
d11_staffalert_summary_WATER01				Some areas of the Prison are without water.
d11_staffalert_summary_CELLS01				We have room to take in more prisoners.
d11_staffalert_summary_OBJECTS03			We need to install CCTV Cameras.
d11_staffalert_summary_OBJECTS01			We are at risk if a fire breaks out.
d11_staffalert_summary_POWER02				Your Power Station is overloaded.
d11_staffalert_summary_DEATHROW01			We could make some extra money if we added a Death Row to the prison.
d11_staffalert_summary_STAFF01				Your staff are becoming exhausted.
d11_staffalert_summary_NEEDS12				Our prisoners want some privacy.
d11_staffalert_summary_NEEDS19				Too many prisoners lack basic literacy skills.
d11_staffalert_summary_NEEDS05				Our prisoners are missing their families.
d11_staffalert_summary_NEEDS07				Our prisoners don't feel safe.
d11_staffalert_summary_NEEDS15				Oh dear, it seems a lot of our prisoners have a drug problem.
d11_staffalert_summary_NEEDS16				It seems like a lot of our prisoners are quite partial to a drink.
d11_staffalert_summary_NEEDS18				A lot of our prisoners are seeking spiritual guidance.
d11_staffalert_summary_PRISONERS03			The general quality of our cells is too low.
d11_staffalert_summary_DOCTOR01				We should hire doctors to work in our Infirmary.
d11_staffalert_summary_OBJECTS02			We need to buy some bins.
d11_staffalert_urgentsummary_MONEY01		We are running seriously low on cash!
d11_staffalert_urgentsummary_PRISONERS02	Our Guards are outnumbered, you must hire more Guards!
d11_staffalert_urgentsummary_CONTRABAND03	The levels of contraband in the prison are out of control!
d11_staffalert_urgentsummary_CONTRABAND02	The availability of narcotics in your prison is dangerous!
d11_staffalert_urgentsummary_CONTRABAND01	The availability of tools and weapons in your prison is dangerous!
d11_staffalert_urgentsummary_NEEDS04		Put that cookie down! Our prisoners are starving!
d11_staffalert_urgentsummary_NEEDS03		Hey! Wake up! Your prisoners need sleep!
d11_staffalert_urgentsummary_NEEDS01		Seriously! I'm not joking. Build more toilets!
d11_staffalert_urgentsummary_NEEDS02		Seriously! I'm not joking. Build more toilets!
d11_staffalert_urgentsummary_NEEDS08		Eww, our prisoners are filthy.
d11_staffalert_urgentsummary_OBJECTS04		It's time we increase efficiency and install a Door Control system!
d11_staffalert_urgentsummary_ROOMS01		Some of your rooms are still invalid!
d11_staffalert_urgentsummary_INFORMANTS01	One of our informants is about to be discovered, his life is in danger!
d11_staffalert_urgentsummary_HOLDINGCELL01	We must reduce the number of prisoners in our Holding Cells!
d11_staffalert_urgentsummary_NEEDS06		Yuk! Our prison is disgusting.
d11_staffalert_urgentsummary_NEEDS14		Goodness me! We have a prison full of ragamuffins!
d11_staffalert_urgentsummary_NEEDS13		They're not drones you know, they need Free Time to keep them going!
d11_staffalert_urgentsummary_NEEDS09		Oh dear, our prisoners are very unhealthy.
d11_staffalert_urgentsummary_NEEDS10		Our prisoners are bored out of their skulls!
d11_staffalert_urgentsummary_NEEDS11		Oh come on, all they want is somewhere to sit.
d11_staffalert_urgentsummary_POWER01		Some areas of the Prison are still without power!
d11_staffalert_urgentsummary_WATER01		Some areas of the Prison are still without water!
d11_staffalert_urgentsummary_CELLS01		We have lots of spare room to take in more prisoners!
d11_staffalert_urgentsummary_OBJECTS03		We really need to install more CCTV Cameras!
d11_staffalert_urgentsummary_OBJECTS01		We are seriously at risk if a fire breaks out!
d11_staffalert_urgentsummary_POWER02		Your Power Station is seriously overloaded!
d11_staffalert_urgentsummary_DEATHROW01		We could make a lots of money quickly if we added a Death Row to the prison.
d11_staffalert_urgentsummary_STAFF01		Your staff are exhausted, you must help them!
d11_staffalert_urgentsummary_NEEDS12		Our prisoners are getting angry, you wouldn't like them when they're angry.
d11_staffalert_urgentsummary_NEEDS19		We should make a room for prisoners who can't read good.
d11_staffalert_urgentsummary_NEEDS05		Have a heart...you must allow our prisoners to contact their families!
d11_staffalert_urgentsummary_NEEDS07		Our prisoners don't feel safe here. Please, do something.
d11_staffalert_urgentsummary_NEEDS15		Far too many of our prisoners are addicted to drugs. We must do something!
d11_staffalert_urgentsummary_NEEDS16		Our prisoners have a serious drinking problem!
d11_staffalert_urgentsummary_NEEDS18		Our prisoners are demanding spiritual guidance.
d11_staffalert_urgentsummary_PRISONERS03	The general quality of our cells needs to be improved as soon as possible!
d11_staffalert_urgentsummary_DOCTOR01		We need to hire Doctors to work in our Infirmary!
d11_staffalert_urgentsummary_OBJECTS02		We really need to buy some bins!

d11_contraband_found_produced				Produced in Prison

#GM Staff Alerts
d11_staffalert_summary_BasicFarming01			Farming rooms allow for the planting of vegetables, fruit trees, and Cereals each, these crops can be either sold as exports or used for prisoner meals.
d11_staffalert_summary_BasicFarming02			The Farmer will handle all jobs related to farming, they are also required to teach inmates how to also perform these jobs.
d11_staffalert_summary_BasicFarming03			Unlike other crops, fruit trees will yield fruit continuously and as such the trees won't need replacing after every harvest.
d11_staffalert_summary_AdvancedFarming01		Vegetable and cereal crops will by default be automatically bought again and re-planted after each harvest.
d11_staffalert_summary_AdvancedFarming02		Crop Distribution provides control over where prison-grown ingredients are moved after being harvested.
d11_staffalert_summary_AdvancedFarming03		Fertilizer can be applied to any area within Farming Rooms, it’s addition will improve the growth of crops.
d11_staffalert_summary_GreenEnergy01			All Green Energy sources need to be connected to a Transformer before their energy can be used.
d11_staffalert_summary_GreenEnergy02			Transformer objects are needed for both using green energy and for charging batteries.
d11_staffalert_summary_GreenEnergy03			Power Export Metres are used to send any unused power back to the regional grid for financial returns.

d11_staffalert_title_BasicFarming01				The Farming System
d11_staffalert_title_BasicFarming02				Farmers
d11_staffalert_title_BasicFarming03				Fruit Trees
d11_staffalert_title_AdvancedFarming01			Automatic Crop Planting
d11_staffalert_title_AdvancedFarming02			Crop Distribution
d11_staffalert_title_AdvancedFarming03			The Fertilizer System
d11_staffalert_title_GreenEnergy01				Green Energy Production
d11_staffalert_title_GreenEnergy02				Transforming Green Energy
d11_staffalert_title_GreenEnergy03				Exporting Stored Power

d11_staffalert_details_BasicFarming01			Each Farming Room needs to be outdoors and must have shed object placed inside.
d11_staffalert_details_BasicFarming02			Farmers will work as teachers to prisoners, for the Farming Training program.
d11_staffalert_details_BasicFarming03			Although Fruit Trees are expensive and have long growth times, they have much higher yields than any other crop type.
d11_staffalert_details_AdvancedFarming01		The Automatic Planting option can be turned on or off via the Policy menu.
d11_staffalert_details_AdvancedFarming02		After being unlocked, this option can be found within the Logistics menu.
d11_staffalert_details_AdvancedFarming03		Researching "Farming" will unlock the Compost Bin and the 2 Fertilizer types.
d11_staffalert_details_GreenEnergy01			Green Energy must flow via the direction following the arrow marks displayed on both sides of the Transformer.
d11_staffalert_details_GreenEnergy02			Similar to Capacitors and Power Stations, Battery objects can only be placed adjacent to a Transformer.
d11_staffalert_details_GreenEnergy03			Power Export Metres must be wired up to a Transformer, with attached Batteries, to operate correctly.

d11_staffalert_hint_BasicFarming01				Unlike Vegetables and Fruit, Cereal crops can only be sold as an export.
d11_staffalert_hint_BasicFarming02				Farmers will also perform all Gardening jobs within their farming areas.
d11_staffalert_hint_BasicFarming03				Fruit Trees provide the most efficient food supply when grown in large quantities.
d11_staffalert_hint_AdvancedFarming01			This behaviour matches that of the Forestry.
d11_staffalert_hint_AdvancedFarming02			Rooms related to growing, utilising, or storing food can be linked to each other, providing micro-management over ingredient distribution.
d11_staffalert_hint_AdvancedFarming03			The Compost Bin will turn food and plant waste along with other substances into Compost Fertilizer for free.
d11_staffalert_hint_GreenEnergy01				If raw green power is directly linked to any appliance it will cause a blackout.
d11_staffalert_hint_GreenEnergy02				Batteries will store any unused power for emergency use or for Power Exporting.
d11_staffalert_hint_GreenEnergy03				Batteries can be charged by any power source connected to a Transformer, even Power Stations.

d11_staffalert_tooltip_BasicFarming01			Open Room [[*X]]
d11_staffalert_tooltip_BasicFarming02			Open Hire Staff [[*X]]
d11_staffalert_tooltip_BasicFarming03			Open Objects [[*X]]
d11_staffalert_tooltip_AdvancedFarming01		Open Policies [[*X]]
d11_staffalert_tooltip_AdvancedFarming02		Open Logistics [[*X]]
d11_staffalert_tooltip_AdvancedFarming03		Open Objects [[*X]]
d11_staffalert_tooltip_GreenEnergy01			Open Utility/Electrical [[*X]]
d11_staffalert_tooltip_GreenEnergy02			Open Utility/Electrical [[*X]]
d11_staffalert_tooltip_GreenEnergy03			Open Wiring [[*X]]

# =============================================================================
# Targets
# =============================================================================

objective_target_SolarPanels						Green Energy Goal 1
objective_target_SolarPanels_description			Unlock the Wind Turbine item.
objective_target_SolarPanels_task					Purchase [3] solar panels.
objective_target_SolarPanels_reward					Green Energy Goal 1 Complete.
objective_target_SolarPanels_reward_text			Wind Turbine Unlocked

objective_target_WindTurbine						Green Energy Goal 2
objective_target_WindTurbine_description			Unlock the Solar/Wind Hybrid item.
objective_target_WindTurbine_task					Purchase [3] wind turbines.
objective_target_WindTurbine_reward					Green Energy Goal 2 Complete.
objective_target_WindTurbine_reward_text			Solar/Wind Hybrid Unlocked

objective_target_ExportPower1						Green Energy Goal 3
objective_target_ExportPower1_description			The power export cap is increased to 1000 units.
objective_target_ExportPower1_task					Export 1000 units of power.
objective_target_ExportPower1_reward				Green Energy Goal 3 Complete.
objective_target_ExportPower1_reward_text			Power export cap increased to 1000 units

objective_target_ExportPower2						Green Energy Goal 4
objective_target_ExportPower2_description			The power export cap is increased to 2500 units.
objective_target_ExportPower2_task					Export 2500 units of power.
objective_target_ExportPower2_reward				Green Energy Goal 4 Complete.
objective_target_ExportPower2_reward_text			Power export cap increased to 2500 units

objective_target_ExportPower3						Green Energy Goal 5
objective_target_ExportPower3_description			The power export cap is increased to 5000 units.
objective_target_ExportPower3_task					Export 5000 units of power.
objective_target_ExportPower3_reward				Green Energy Goal 5 Complete.
objective_target_ExportPower3_reward_text			Power export cap increased to 5000 units

objective_target_PassReform							Green Energy Goal 6
objective_target_PassReform_description				The percentile bonus to reformation rates for completing the program will be increased (currently at 25%).
objective_target_PassReform_task					Have [25] inmates successfully pass the Solar Panel Development program.
objective_target_PassReform_reward					Green Energy Goal 6 Complete.
objective_target_PassReform_reward_text				Percentile bonus to reformation rates for completing Solar Panel Development increased

objective_target_GreenEnergySource					Green Energy Goal 7
objective_target_GreenEnergySource_description		The negative effects of weather are halved and the positive effects are doubled.
objective_target_GreenEnergySource_task				Purchase [10] solar panels.
objective_target_GreenEnergySource_task_1			Purchase [10] wind turbines.
objective_target_GreenEnergySource_task_2			Purchase [10] solar/wind hybrids.
objective_target_GreenEnergySource_reward			Green Energy Goal 7 Complete.
objective_target_GreenEnergySource_reward_text		The negative effects of weather are halved and the positive effects are doubled

objective_target_PowerStation						Green Energy Goal 8
objective_target_PowerStation_description			1 green energy source of each type is delivered to the prison, free of charge.
objective_target_PowerStation_task					The player must not use a Power Station for [10] days ingame (with prisoners present).
objective_target_PowerStation_reward					Green Energy Goal 8 Complete.
objective_target_PowerStation_reward_text			1 green energy source of each type will be delivered to the prison, free of charge.

objective_target_ChargeBattery						Green Energy Goal 9
objective_target_ChargeBattery_description			The output of all green power sources will be increased by a factor of [2].
objective_target_ChargeBattery_task					Fully charge [100] batteries.
objective_target_ChargeBattery_reward				Green Energy Goal 9 Complete.
objective_target_ChargeBattery_reward_text			The output of all green power sources has been increased by a factor of [2].

interface_title_targets								Green Energy Goals

report_target_rewards								[Rewards]
report_target_progress								[Progress]

grant_category_WeatherSystem						Weather and Temperature:
grant_property_Active								Enabled

GrantHeaderButton_0									Grants
GrantHeaderButton_0_description						Accept and complete prison-related grants, to receive monetary rewards.
GrantHeaderButton_1									Green Energy Goals
GrantHeaderButton_1_description						Complete specific goals related to Green Energy to receive different rewards.

# =============================================================================
# New Objectives 
# =============================================================================

objective_HelpBasicFarming				Basic Farming
objective_HelpBasicFarming_child_1			Farming Rooms
objective_HelpBasicFarming_child_1_Description		There are 4 new rooms associated with farming, the Vegetable Allotment, Farming Field, Fruit Orchard, and the Pantry. \n\nThe first 3 rooms are required for the planting of Vegetables, Cereals, and Fruit Trees respectively whilst the Pantry room is a cold storage room for harvested crops. \n\nEach of the 3 main farming rooms must be placed outdoors and will require a shed object which is used as a water source for manual crop watering and as a storage area for seeds and similar items.
objective_HelpBasicFarming_child_2			Planting Crops
objective_HelpBasicFarming_child_2_Description		To plant crops, farming rooms must first be created and Farmers must be hired to manage jobs related to these crops. \n\nCrops can only be grown in their specific rooms and can only grow on the following flooring types: “Dirt”, “Mud”, “Grass”, “Grass Corner”, or “Flowery Field”. \n\nAfter their initial cycle of growth and harvesting, replacing these crops can be automated via the "Continuous Planting" policy \n\nIf you wish to replace these crops with a different type please make sure that this policy has been disabled.
objective_HelpBasicFarming_child_3			Crop Traits
objective_HelpBasicFarming_child_3_Description		Each of the 3 main crop types have different traits, both Cereals and Vegetables only have a single yield and must be replanted after each harvest but fruit trees will continuously yield fruit \n\nAll 3 crop types can be sold as exports but only fruit and vegetables can be used for meals.
objective_HelpBasicFarming_child_4			Crop Benefits
objective_HelpBasicFarming_child_4_Description		The main benefit of using prison-grown ingredients instead of the standard ingredients, that are usually delivered, are the effects they have when consumed. \n\nInmates who eat fresh ingredients will receive a higher effect to their hunger need, whilst other needs  also gain minor boosts \n\nInmates eating an entire course of fresh ingredients will also have the chance of gaining the new "Healthy" status, which has a similar effect to inmates completing the alcohol and drug therapy sessions.
objective_HelpBasicFarming_child_5			Ingredient Storage
objective_HelpBasicFarming_child_5_Description	 	Unlike standard ingredients, crops grown within the prison do not have preservatives to prevent them from spoiling. \n\nAs such, after harvest, crops will need to be moved to either a refrigerated item or to the pantry room which is always refrigerated \n\nOtherwise over the course of 3 days, they will expire and both the effects they have when consumed and their export price will be lowered. 

objective_HelpAdvancedFarming				Advanced Farming
objective_HelpAdvancedFarming_child_1			Farming Research
objective_HelpAdvancedFarming_child_1_Description	Not all farming related items will be available from the start of a new game. \nThe bureaucracy research task "Farming" must first be completed to gain access to all:\n\n-More crops\n-The Crop distribution logistics option\n-Compost Fertilizer, High Quality fertilizer, & Compost Bin \n-Prisoner Labour \n-Automatic Watering, Harvesting, & Gathering Item
objective_HelpAdvancedFarming_child_2			Crop distribution
objective_HelpAdvancedFarming_child_2_Description	This new logistics option allows players to select where crops are moved to after harvest, and the ratio of that distribution. \n\nPlayers can also choose the links between pantries and kitchens, though without using this action links will automatically be created based on distance.

objective_HelpAdvancedFarming_child_3			Fertilizer
objective_HelpAdvancedFarming_child_3_Description	There are two fertilizer items, Compost Fertilizer and High Quality Fertilizer, that can both be used to improve your crop growth speed of crops and also the chance for seeds to be produced upon harvest. \n\nHigh Quality fertilzer has higher effects than the compost version, but is more expensive whereas the compost alternative is both cheaper and can be produced yourself by using the Compost Bin item; via plant and food waste items.

objective_HelpAdvancedFarming_child_4			Automated Farming
objective_HelpAdvancedFarming_child_4_Description	There are 3 farming jobs that can be automated using items, these jobs are watering crops, harvesting crops, and gathering these harvested crops.


objective_HelpGreenEnergy 				Green Energy

objective_HelpGreenEnergy_child_1 			Green energy types
objective_HelpGreenEnergy_child_1_description		There are three new green power sources, that can be used to replace the Power Station. \n\nWind Turbines \nSolar Panels \nSolar-powered Wind Turbines \nOnly solar panels will be available initially. \n\nEach green energy source have slightly different properties including their power output, but unlike Power Stations they can be connected to one another into a large array; though Transformers do have a limit on power input. 

objective_HelpGreenEnergy_child_2 			Weather effects
objective_HelpGreenEnergy_child_2_description		Each power source can have their power production be either negatively or positively effected by weather types. \n\nThese effects will be indicated by a +/- graphic and also a tooltip when cursoring over these energy sources. \n\nAs an example, the solar panel is positively affected by both the Clear and Heatwave weather types, \nbut negatively affected by the overcast, rain, torrential rain, and the frost weather types. 

objective_HelpGreenEnergy_child_3 			Transformers & Batteries
objective_HelpGreenEnergy_child_3_description		Due to the properties of raw green energy, each new energy source must be connected to a transformer item via electrical cables before their power can be used for electrical appliances. \n\nThe Transformer itself not only transforms raw green energy into a usable form of energy, but it can also charge any adjacent battery items. \n\nThe energy stored within Battery items can be used as emergency power as well as a new export via the Power Export Meter.

objective_HelpGreenEnergy_child_4 			Power Export
objective_HelpGreenEnergy_child_4_description		The Power Export Meter can be connected to a transformer through wiring, if this trasformer has batteries attached then any power stored within can be sold as a limitted export every day. \n\nThis export limit can be increased by completing a certain green energy goals.

objective_HelpGreenEnergy_child_5 			Green energy goals
objective_HelpGreenEnergy_child_5_description		A number of targets for green energy can be found within the Grant menu, by completing these objectives rewards will be gained including: \n\n- Raising the daily limit of power export \n- Unlocking additional energy sources \n- Increasing the performance of any purchased green energy sources.

objective_HelpNarcoticProduction 			Narcotic Production

objective_HelpNarcoticProduction_child_1 		Booze Production	
objective_HelpNarcoticProduction_child_1_description	Prisoners who meet certain conditions are able to brew their own booze. \n\nFirst they will retrieve ingredients for brewing from farming rooms, kitchen areas, or any vending machine they have access to. \n\nThey will then prepare these ingredients at night within their cells before stashing the brewing booze for a number of days to ferment.  

objective_HelpNarcoticProduction_child_2		Drug Production
objective_HelpNarcoticProduction_child_2_description 	Drug production on the other hand will only be based within a single room, the Farming Field - inmates will attempt to tamper with existing crops to hide growable drugs. \n\nThese tampered plants will have the smelly trait and as such can be detected by guard dogs, but these areas will never be counted within shakedowns and as such manual search order must be given - though each search will have a chance to damage crops. \n\nWhen these crops are harvested the narcotics will also be retrieved, if the correct inmate does the harvesting . \n\nGangs are also able to take control of Farming Field rooms to guarantee that they control the production of narcotics.

objective_GoingGreenInfo				Going Green!
objective_GoingGreenInfo_child_1			The main features of Going Green are listed below, by hovering your cursor over each sub heading a description and explanation for each feature will be displayed. 

objectiveWindow_FilterButton_0_title			Tasks
objectiveWindow_FilterButton_1_title			Going Green
objectiveWindow_FilterButton_0_tooltip			Ongoing Tasks
objectiveWindow_FilterButton_1_tooltip			A collection of information describing and explaining the key features of Going Green

# =============================================================================
# Mutators
# =============================================================================

mutator_name_Noir							Noir
mutator_tooltip_Noir						A dark and grimey filter that removes most colour from your prison.
mutator_name_RoofView						Roof View
mutator_tooltip_RoofView					Applies an effect similar to the fog of war, but showing the roof of buildings in areas with low visibility instead of the 'fog'.

# =============================================================================
# Miscellaneous
# =============================================================================

finances_other							Other Transactions
interfacetopbar_tension_activeeliteops				+ *X eilte operatives are on site
interfacetopbar_budget_othermoneyin				Other Income: $*M /day
interfacetopbar_budget_othermoneyout				Other Expenses: $*M /day
escapemode_info_board						Board Ferry

d11_expireIn								Expires In *X days

reformProgram_flowertherapy							Flower Therapy
reformProgram_flowertherapy_text					These sessions will be based around the idea of calming and relaxing prisoners by giving them something to care for and look after.

job_group_hovering_expand					Click to expand similar job types
job_group_hovering_collapse					Click to collapse similar job types

reports_ingredients_usageTitle			Fresh / Imported Ingredient Usage Ratio	


# =============================================================================
# Stings Missed from localisation 13/11/20  - Any strings added after this day, place here
# =============================================================================


objective_HelpEnvironmentallyFriendly						Environmentally Friendly

objective_HelpEnvironmentallyFriendly_child_1					Recycling
objective_HelpEnvironmentallyFriendly_child_1_description			A new eco friendly method to remove waste has been introduced by the recyling system. \n\nBy purchasing the Recycle Bin object and Reasearching the "Recycling Incentive" Bureaucracy task, all waste that is recycled instead of dumped as garbage will reward you with $10 for each bag.

objective_HelpEnvironmentallyFriendly_child_2					 Recreational Gardening
objective_HelpEnvironmentallyFriendly_child_2_description			By researching the "Grounds Keeping" Bureaucracy task, inmates will be able to tend plants within the new Flower Garden room. \n\nFlowers can't be harvested or exported like crops can, but they not only provide an improvement to the prison's aesthetics but they also help calm any prisoners tending to them.

equipment_WateringCan							Watering Can	


interfacemode_objectPack_filter_all					All Packs

# =============================================================================
# Stings Missed from localisation 02/12/20  - Any Green Machine strings added after this day, place here
# =============================================================================

codex_options_staffalertscaption						Staff Alerts

reform_program_and	and

# ==========================================================================================================
# Chinese New Year update
# ==========================================================================================================


# =============================================================================
# Objects (inc. descriptions)
# =============================================================================

object_OxStatue								Ox Statue
object_PaperDragonHead						Dragon (head)
object_PaperDragonBody						Dragon (body)
object_PaperDragonTail						Dragon (tail)
object_PaperLantern							Paper Lantern 
object_CoupletBanner						Couplet Banner
object_FoodTrayPack							Food Tray Pack

buildtoolbar_popup_obj_OxStatue				A zodiac statue representing the mighty Ox
buildtoolbar_popup_obj_PaperDragonHead		A paper cutting, in the form of a dragon's head
buildtoolbar_popup_obj_PaperDragonBody		A paper cutting, in the form of a dragon's body
buildtoolbar_popup_obj_PaperDragonTail		A paper cutting, in the form of a dragon's tail
buildtoolbar_popup_obj_PaperLantern			A decorative red paper lantern to bring light to your prison
buildtoolbar_popup_obj_CoupletBanner		A decorative banner with Chinese couplets written upon it
buildtoolbar_popup_obj_FoodTrayPack			A pack of 40 food trays

buildtoolbar_popup_help_farmer_1           Farmers will handle most jobs related to farming rooms, from planting and harvesting crops to storing any required items in the appropriate Shed objects.\n\n
buildtoolbar_popup_help_farmer_2           ^Tips
buildtoolbar_popup_help_farmer_3           - Most of the jobs performed by Farmers can also be performed by working prisoners, besides those that require exiting the prison.
buildtoolbar_popup_help_farmer_4           - Some jobs can also be automated by using new objects, such as watering and harvesting crops.


# =============================================================================
# Objectives
# =============================================================================

#PC only
objective_intake_closedriot				Intake unavailable during prison riot

#==========GM bugs 15/02======= 
reputation_swimmer_high						Swimmer

# =========================================================================================================================================================
# 																Shelby DLC
# =========================================================================================================================================================

# =============================================================================
# Materials (inc. descriptions)
# =============================================================================

# =============================================================================
# Objects (inc. descriptions)
# =============================================================================

object_TherapyAnimal							Therapy Animal 
object_TherapyAnimalContainer					Therapy Animal Container
object_AnimalTherapist							Animal Therapist
object_RestaurantCustomer               		Civilian Customer
object_DisplayCounter                   		Display Counter
object_RehabilitatedPrisoner					Reformed Prisoner
object_Oven                             		Oven
object_DoughMixer                       		Dough Mixer
object_Dough                            		Dough
object_BreadLoaf                        		Bread Loaf
object_BreadBun                         		Bread Bun
object_Cake                         			Cake
object_Cupcake                        			Cupcake
object_Baguette                        			Baguette
object_CivilianChild							Delinquent
object_RestaurantMeal                  		 	Restaurant Meal
object_RestaurantIngredientsCooking     		Restaurant Meal (Cooking)
object_RestaurantPlateDirty     		        Plate (Dirty)
object_CakeStand								Cake Stand
object_GrassBridge								Grass Road Bridge
object_DiningTableLarge							Dining Table (Large)
object_DiningTableSmall							Dining Table (Small)
object_DinerBooth								Diner Booth
object_DiningChair								Dining Chair
object_SaloonDoor								Saloon Doors (double)
object_OrnateLantern							Ornate Lantern
object_Chandelier								Chandelier
object_WallPanel								Wall Panel (Red)
object_WallPanelWood							Wall Panel (Wood)
object_WallPanelStone							Wall Panel (Stone)
object_WallPanelCorner_A						Wall Panel Corner Type A (Red)
object_WallPanelWoodCorner_A					Wall Panel Corner Type A (Wood)
object_WallPanelStoneCorner_A					Wall Panel Corner Type A (Stone)
object_WallPanelCorner_B						Wall Panel Corner Type B (Red)
object_WallPanelWoodCorner_B					Wall Panel Corner Type B (Wood)
object_WallPanelStoneCorner_B					Wall Panel Corner Type B (Stone)
object_ShopCounter								Shop Counter
object_NoEntrySign								Sign (no entry)
object_GymSign									Sign (gym)
object_PhoneSign								Sign (phone)
object_RestaurantSign							Sign (restaurant)
object_BakerySign								Sign (bakery)
object_VisitationSign							Sign (visitation)
object_BakeryRawProduct                			Raw Bakery Product
object_BakeryCookedProduct             			Baked Bakery Product
object_Flour                                    Flour

buildtoolbar_popup_obj_DisplayCounter			A serving unit, used to store baked goods. 
buildtoolbar_popup_obj_Oven						A specialised cooking unit used to cook baked goods.
buildtoolbar_popup_obj_DoughMixer				Transforms flour (and other hidden ingredients) into dough for baked goods.
buildtoolbar_popup_obj_CakeStand				A display stand to display deliciously sweet treats
buildtoolbar_popup_obj_GrassBridge				A grass covered bridge that allows safe passage over roads.
buildtoolbar_popup_obj_DiningTableLarge			A high quality table which will bring a higher degree of class to any meal.
buildtoolbar_popup_obj_DiningTableSmall			A high quality table which will bring a higher degree of class to any meal.
buildtoolbar_popup_obj_DinerBooth				A seated booth in the style of classic american diners.  
buildtoolbar_popup_obj_DiningChair				A high quality Chair which will bring a higher degree of class to any meal.
buildtoolbar_popup_obj_SaloonDoor				Double wooden doors in the style of an old Saloon
buildtoolbar_popup_obj_OrnateLantern			A high quality wall lantern which will bring a higher degree of class to any area.
buildtoolbar_popup_obj_Chandelier				A high quality ceiling light which will bring a higher degree of class to any area.
buildtoolbar_popup_obj_NoEntrySign				A wall sign with a No Entry symbol upon it.
buildtoolbar_popup_obj_GymSign					A wall sign with a Gym symbol upon it.
buildtoolbar_popup_obj_PhoneSign				A wall sign with a Phone symbol upon it.
buildtoolbar_popup_obj_RestaurantSign			A wall sign with a Restaurant symbol upon it.
buildtoolbar_popup_obj_BakerySign				A wall sign with a Bakery symbol upon it.
buildtoolbar_popup_obj_VisitationSign			A wall sign with a Visitation symbol upon it.
buildtoolbar_popup_obj_WallPanel				Short individual wall panels used to create separated areas without clearing room tiles.
buildtoolbar_popup_obj_WallPanelWood			Short individual wall panels used to create separated areas without clearing room tiles.
buildtoolbar_popup_obj_WallPanelStone			Short individual wall panels used to create separated areas without clearing room tiles.
buildtoolbar_popup_obj_WallPanelCorner_A		Individual corner pieces for wall panels, used to create separated areas without clearing room tiles.
buildtoolbar_popup_obj_WallPanelWoodCorner_A	Individual corner pieces for wall panels, used to create separated areas without clearing room tiles.
buildtoolbar_popup_obj_WallPanelStoneCorner_A	Individual corner pieces for wall panels, used to create separated areas without clearing room tiles.
buildtoolbar_popup_obj_WallPanelCorner_B		Individual corner pieces for wall panels, used to create separated areas without clearing room tiles.
buildtoolbar_popup_obj_WallPanelWoodCorner_B	Individual corner pieces for wall panels, used to create separated areas without clearing room tiles.
buildtoolbar_popup_obj_WallPanelStoneCorner_B	Individual corner pieces for wall panels, used to create separated areas without clearing room tiles.
buildtoolbar_popup_obj_ShopCounter				A counter for commercial transactions, which does not require a wall to be placed. 

# =============================================================================
# Rooms (inc. descriptions)
# =============================================================================
room_Restaurant                         Restaurant
room_Bakery                             Bakery
room_TherapyRoom                        Meeting Room


d11_restaurant_work                     Restaurant
d11_restaurant_work_desc                Assign prisoners to work within one of our Restaurants to cook for and serve civilian customers. Though they must have work experience in either cooking or customer service.
d11_bakery_work                         Bakery
d11_bakery_work_desc                    Assign prisoners to work within one of our Bakeries to cook baked goods for civilian customers. Though they must have work experience in cooking or customer service.

buildtoolbar_popup_room_TherapyRoom     A "safe space" for Animal Therapy sessions and discussions with former prisoners to take place.
buildtoolbar_popup_room_Restaurant		Prisoners with experience in cooking or customer service can prepare and serve food to civilian customers.
buildtoolbar_popup_room_Bakery  		Prisoners with experience in cooking or customer service can bake bread and cakes to sell to civilian customers.

# =============================================================================
# Quick Build Room
# =============================================================================
	
quickbuild_Therapy                        		Meeting Room
quickbuild_Restaurant                         		Restaurant
quickbuild_Bakery                         		Bakery

#Already translated
quickbuild_Reception					Reception 	
# =============================================================================
# Reform Programs (inc. descriptions)
# =============================================================================

reformprogram_AnimalTherapy             Animal Therapy
reformprogram_AnimalTherapy_text        Inmates can often struggle to control their temper or other negative thoughts. Through these sessions and the bonds that form through them, hopefully inmates will learn how to stay calm and de-escalate any situation they find themselves in before it becomes violent.

reformProgram_ConflictResolution		Conflict Resolution
reformProgram_ConflictResolution_text	An ex-inmate who has now reformed will come in to speak about the possible difficulties found upon release. Different problematic scenarios will be roleplayed for inmates to learn how to avoid resorting to violence.

reformProgram_ReformedPrisonerConsultation				Reformed Prisoner Consultation
reformProgram_ReformedPrisonerConsultation_text			The idea of this program is to change the mindset of the currently incarcerated, by having an ex-inmate who has now reformed to speak about their experiences and new life.

reformProgram_juvenilecorrection						Three Strikes Program
reformProgram_juvenilecorrection_text					Allowing inmates and civilian "delinquents" to interact should have a positive effect on both, as long as inmates have either been trained or have the correct level of customer service experience to interact with these "delinquents".

reformProgram_socialtraining							Three Strikes Training
reformProgram_socialtraining_text						Allowing inmates to interact with civilians that have no relation to them can be a worry for many, as such this program teaches which actions are and are not okay; whilst also increasing an inmate's customer service experience.

reformProgram_RehabilitatedPrisoner_text	This former prisoner has reformed into a model citizen and along with their current occupation they have taken it upon themselves to use their time to help others who are struggling to reform, as a prison consultant.
reformProgram_Occupation					Workplace:

# =============================================================================
# Sentence Reductions & Extensions (inc. descriptions)
# =============================================================================

report_Sentences						Sentence Adjustments

sentences_tooltip_onOff					Toggle this option to enable or disable sentence adjustments OFF/ON.
sentences_tooltip_resetCriteria			Reset the adjustment criteria back to the prison's proposed values.
sentences_tooltip_extensionValue		Select the amount of time that an inmate's sentence will be extended by, once they meet the required criteria.
sentences_tooltip_reductionValue		Select the amount of time that an inmate's sentence will be reduced by, once they meet the required criteria.

sentences_description					Set the criteria for adjusting a prisoner's sentence, whether it's reduced for good behaviour or extended for poor behaviour.\nSentence extensions and reductions can both happen in the same week, but both types of adjustment have a 7 day cool down.
sentences_unavailable					N/A

reduction_caption						Reduction Value
extension_caption						Extension Value

adjustment_criteria						Adjustment Criteria

goodBehaviour_DaysInLabour				Days In Labour
goodBehaviour_LoweredRate				Lowered Reoffending Rate

sentences_resetCriteria					Reset Criteria

misconduct_tooltip_InjuredStaff			Prisoners will qualify for sentence extensions if they have assaulted any staff member the specified number of times.
misconduct_tooltip_InjuredPrisoner		Prisoners will qualify for sentence extensions if they have assaulted other inmates the specified number of times.
misconduct_tooltip_SeriousInjury		Prisoners will qualify for sentence extensions if they have caused serious injury the specified number of times.
misconduct_tooltip_Murder				Prisoners will qualify for sentence extensions if they have committed murder within prison the specified number of times.
misconduct_tooltip_EscapeAttempt		Prisoners will qualify for sentence extensions if they have attempted to escape prison the specified number of times.

goodBehaviour_tooltip_NoIncident		Prisoners will qualify for sentence reductions if they have had no incidents reported for the specified number of days.
goodBehaviour_tooltip_ProgramsPassed	Prisoners will qualify for sentence reductions if they have passed a specified number of programs.
goodBehaviour_tooltip_DaysInLabour		Prisoners will qualify for sentence reductions if they have consecutively taken part in prison labour for the specified number of days.
goodBehaviour_tooltip_LoweredRate		Prisoners will qualify for sentence reductions if their re-offending rate has been lowered by the specified amount.

sentences_tooltip_criteriaMet			Adjust this value to decide how much criteria a prisoner must meet to have their sentence adjusted.

# =============================================================================
# Work stuffs
# =============================================================================

# Menu title for the menu that show a prisoner work and education information
work_and_education						Work & Training
d11_work_experience						Work Experience

# These are title for prisoner's experiences in certain work field
experience_WorkCook						Cooking Experience
experience_WorkCleaner					Cleaning Experience
experience_WorkCraftsman				Craftsmanship Experience
experience_WorkLabourer					Labouring Experience
experience_WorkRCS						Customer Service Experience

experience_WorkReform                   Completing this program will increase the prisoner's work experience by 50% for the *X field.

# These are tooltips for each specific experience type 

experience_WorkCook_desc				Prisoners who have 50% experience in this field can directly work in kitchens, restaurants, or bakeries. A higher experience also increases their efficiency in associated jobs.
experience_WorkCleaner_desc				Prisoners gaining experience in this field will increase their efficiency in cleaning related jobs.
experience_WorkCraftsman_desc			Prisoners who have 50% experience in this field can directly work in the workshop, further experience also increases their efficiency.
experience_WorkLabourer_desc			Prisoners gaining experience in this field will increase their efficiency in manual labour jobs.
experience_WorkRCS_desc					Prisoners who have 50% experience in this field can directly take part in the Three Strikes program and service work, further experience also increases their efficiency in jobs related to customer service.

# Name of prisoner's previous jobs before going to jail
d11_cleaner								Cleaner
d11_craftsman							Craftsman
d11_labourer							Labourer
d11_RACS								Customer Service

# Hover tip explain prisoner's total work experience percentage *X will be replaced by a number .e.g 50
experiencefactor_FactorWorkExperience	Has *X% work experiences across all expertise

# =============================================================================
# Reform Menu
# =============================================================================

# Reform Menu Misc. Hints
d11_reform_reformation								Reformation

# Reform Menu Statistic Subtitles
d11_reform_average_reoffending_rate_x_days			Average Reoffending % (-*X Days)
d11_reform_average_punishment_grade					Average Punishment Grade
d11_reform_average_health_grade						Average Health Grade
d11_reform_average_security_grade					Average Security Grade
d11_reform_average_exp_grade						Average Work Experience Grade
d11_reform_average_reform_grade						Average Reform Grade
d11_reform_progrom_live								Live Reform Programs
d11_reform_program_places							Reform Program Places
d11_reform_program_attendance						Reform Program Attendance
d11_reform_program_pass_rate						Reform Program Pass Rate

# Design Info
d11_reform_released_prisoners_design_info			Once an inmate has been released from your prison you will be notified of their subsequent actions, depending on whether they reoffended or reformed and successfully found work. Your prison will be fined or rewarded respectively.

# Released Prisoners Page
d11_reform_prisoners_action_reformed				REFORMED!
d11_reform_prisoners_action_reoffended				REOFFENDED!
d11_reform_prisoners_action_reoffended_returned			was sent back to your prison.
d11_reform_prisoners_outcome_reformed				They found work in the town's *X.
d11_reform_prisoners_outcome_reoffended				They were arrested and will return to prison.
d11_reform_prisoners_outcome_reoffended_returned		Be careful as prisoners become more dangerous with increased stints.
d11_reform_reformed_prisoner_rewards				Reformed Prisoner Rewards (Yesterday)
d11_reform_reformed_reoffending_prisoner_fines		Reoffending Prison Fines (Yesterday)

#PC only
d11_reform_reoffending_stats_title				Reoffending % Statistics

d11_reform_initial_reoffending_chance				Initial Reoffending %:
d11_reform_current_reoffending_chance				Current Reoffending %
d11_reform_reoffending_chance_delta					Reoffending % Change:

# Outcomes
d11_reform_job_outcome_cook							Restaurant
d11_reform_job_outcome_cleaner						Cleaning Agency
d11_reform_job_outcome_craftsman					Factory
d11_reform_job_outcome_labourer						Construction Company
d11_reform_job_outcome_RAC							Shopping Mall
d11_reform_job_outcome_default						Post Office

# Reform Menu Misc.
d11_reform_required_reoffending_rate_title			Parole Cutoff %: 
d11_reform_no_prisoners_found						No prisoners found!

# =============================================================================
# Wage rating
# =============================================================================

d11_all_prisoner_wages					All prisoner wages
d11_report_policy_wage_hint				Higher wages motivate inmates to take part in prison labour and work related programs.
d11_wage								Wage
d11_adjust_wage_description				Prisoners are paid a wage for their participation in jobs around the prison.  Wages can be adjusted individually or globally for each job type. Higher wages motivate inmates to take part in prison labour and work related programs.
# =============================================================================
# Custom Intake
# =============================================================================

d11_intake_arrival_caption				Intake Arrival
d11_intake_arrival_tooltip				The standard time that a new intake of prisoners will arrive at the prison is 8 AM, this option allows you to customise this time to suit your prison’s needs.

d11_intake_restrictions_caption			Remove Intake Restrictions
d11_intake_restrictions_tooltip			Troublesome events such as prisoner riots or a staff strike will normally block prisoner intake until the next available day. This option will allow prisoners to be sent to your prison under any circumstances as long as there's a delivery area available).

# =============================================================================
# Reoffending Prisoners
# =============================================================================

#Reoffendering Prisoners
rapsheet_stint							Stint
reform_reward 							Prisoner Reformed Reward
help_warning_prisonerreleased					Reform Programs are key to prisoners successfully reintegrating into society. Some offenders will start successful new lives whilst others fall back into old ones and reoffend. Reformed prisoners will bring an additional cash reward but some prisoners who reoffend could return to your prison. Not only will you incur a fine for their failed rehabilitation, but they may also have picked up additional bad habits whilst on the outside.
finances_category_reformed					Reformed Prisoners
finances_category_reoffended					Reoffending Fines
finances_category_prisonerbonus					Prisoner Grant Bonus

# =============================================================================
# Labour Management Menu
# =============================================================================

d11_labour_management					Labour Management
d11_LabourManagementDescription         This menu provides you with control over the inmates allowed to work here, the labour times, along with quick guard deployment options.
d11_HighestSecurityLevel				Highest Security Level

d11_LabourManagement_RegimeActivity_hint          Select the available regime slots that customers are able to arrive in, between Work, Freetime or both.
d11_LabourManagement_HighestSecurityLevel_hint    The maximum security level of prisoners allowed to work here, unable to override the room's security sector.
d11_LabourManagement_MealType_hint                Customers will pay more for high quality and also be more satisfied, but higher quality requires longer cooking times.
d11_LabourManagement_GuardDeployment_hint         A quick way to assign guards to the area while civilians are present.


# =============================================================================
# Miscellaneous
# =============================================================================

#quantity per hour
d11_dollar_per_hour						$*X/ Hour

d11_incomplete							Incomplete

d11_restaurant_payment_desc             Civilian Commerce
finances_category_civilian_commerce     Civilian Commerce

d11_mealquality                    		Meal Quality

policy_staff_keys						Allow Staff Keys
d11_report_policy_staffKeys_hint		If enabled, all hired staff members will carry keys. \nWhilst this option, if selected, will improve efficiency within the prison \nit also introduces an additional security risk with more keys being in circulation.  

# PC - Only 
codex_new_uniformColour                 Uniform Colour:
codex_new_defaultColour					Default Colour : 

# =============================================================================
# Uniform Colours - PC - Non Console translations only. 
# =============================================================================
uniform_color_1								Grey
uniform_color_2								Orange
uniform_color_3								Red
uniform_color_4								Yellow
uniform_color_5								Maroon
uniform_color_6								Black
uniform_color_7								White
uniform_color_9								Pink
uniform_color_10							Brown
uniform_color_11							Green
uniform_color_12							Blue
uniform_color_13							Sky Blue
uniform_color_14							Salmon
uniform_color_15							Velvet
uniform_color_16							Purple
uniform_color_17							Lime
uniform_color_18							Hot Pink
uniform_color_19							Aqua
uniform_color_20							Gun Metal
uniform_color_21							Sand
uniform_color_22							Burgundy
uniform_color_23							Slop
uniform_color_24							Acid
uniform_color_25							Storm
uniform_color_26							Violet
uniform_color_27							Dirt
uniform_color_28							Steel
uniform_color_29							Lilac
uniform_color_30							Egg Shell
uniform_color_31							Ocean
uniform_color_32							Gruel

# =============================================================================
# In Game Messaging for Shelby
#
#	Localization notes:
#	- objective_.. (IE: objective_WorkCredentials) is the same as objective_WorkCredentials_x_SubTitle
#		- only exception to this is the NewRooms ones, which for PC is a concatenation of for example, "objective_NewRooms_1_SectionTitle" + " - " + "objective_NewRooms_1_Subtitle"
#	- objective_WorkCredentials_1_Description on console is identical to objective_WorkCredentials_child_1_Description and objective_WorkCredentials_2_Description is identical to objective_WorkCredentials_child_2_Description
#	- d11_tooltip_.. on console is not used on PC
#
# =============================================================================

# Same as d11_todo_title_shelby on Console
objectiveWindow_FilterButton_2_title				About Second Chances

objectiveWindow_FilterButton_2_toolTip				Help and information relating to the new Second Chances DLC.


# Work Experience

objective_WorkExperience							Work Experience

objective_WorkExperience_child_1					Introduction to Work Experience
objective_WorkExperience_child_1_Description		Prisoners will now have work experience recorded, this can help them in reforming into model citizens and can also aid them in prison. For example, after gaining experience in a specific field prisoners will perform jobs associated with that field of work more efficiently than they would previously. Prisoners with 50% in Cooking, Craftmanship, or Customer Service can work any related jobs without completing the associated training. Prisoners will also achieve points toward their reoffending rate when reaching 50% and 100% experience in any field of work.   

objective_WorkExperience_child_2					How to Gain Work Experience
objective_WorkExperience_child_2_Description		There are 3 ways in which inmates can gain work experience: \n\nPre-existing Work Credentials - Prisoners up to the Maximum security level can possess work experience due to their previous occupations. \n\nTraining Programs - Inmates who complete 1 of the 3 training programs (Workshop Safety, Kitchen safety or Three Strikes Training) will gain 50% of the experience required in their respective field (Cooking, Craftsman or Customer Service respectively). \n\nPrison Labour - Any inmate taking part in labour jobs will gain experience in the relevant field every hour.

# New Rooms

objective_NewRooms									New Rooms

objective_NewRooms_child_2							New Rooms - Compatible Inmates
objective_NewRooms_child_2_Description				Inmates that possess the required experience in Customer Service or cooking will be able to work inside either the Bakery or Restaurant. The required experience level for both fields is 50%, which can be achieved by prisoners completing the appropriate training program.

objective_NewRooms_child_3							New Rooms - Managing these rooms
objective_NewRooms_child_3_Description				Labour Management is a sub menu within the Prison Labour Logistics. \n\nUsing this sub menu allows players to set the work hours for the room, along with the security level of the inmates permitted to work on the premises, the quality and speed of production and the number of guards deployed to the room. With the potential to have a substantial number of prisoners and civilians present, there is a chance that prisoners could turn violent in certain situations.

objective_NewRooms_child_9							The Restaurant Room - Customer Satisfaction
objective_NewRooms_child_9_Description				The number of customers that arrive is based on the prior group's satisfaction. Customers who don't get served will have low satisfaction, low quality meals will give a medium level of satisfaction, and high quality meals will give customers high satisfaction.

# Juvenile Correction Program

objective_ScaredStraight							Three Strikes Program

objective_ScaredStraight_child_1					How the Program Works
objective_ScaredStraight_child_1_Description		The program invites civilians on their final warning with the law, into the prison to learn directly from inmates about the realities of prison life. Inmates must pass the training program before they are allowed to share their knowledge with civilian groups. As Three Strikes is a social program, any inmates who already possess the required experience in ‘Customer Service’ will be able to take part in the program without the need for training. A Guard will oversee the smooth and orderly running of the group sessions.

objective_ScaredStraight_child_3					Benefits of Completing the Program
objective_ScaredStraight_child_3_Description		Inmates will receive a small boost to their Reoffending Rate and the appropriate increase to their Work Experience for successful completion of the program. In addition, inmates will also see a reduction to their boiling point, and also receive a bonus to their Family and/or Freedom needs.

# Behavioural Programs

objective_BehaviouralPrograms						New Behavioural Programs

objective_BehaviouralPrograms_child_1				Animal Therapy Program
objective_BehaviouralPrograms_child_1_Description	Animal Therapy is similar to other existing programs but brings additional boosts to inmates who successfully complete the course. \n\nThe program is split over multiple sessions. Prisoners attending and completing will see a reduction of their reoffending rate, a reduction to their boiling point, gain a small boost to Comfort, Freedom and Luxury needs - as well as having a chance of removing any negative Reputation the inmate may currently have.

objective_BehaviouralPrograms_child_2				Conflict Resolution Program
objective_BehaviouralPrograms_child_2_Description	The aim of Conflict Resolution is to educate the prisoners on how best to deal with difficult, real world situations without resorting to violence. This program is tutored by former prisoners, allowing for a more open and constructive session. The program is split over multiple sessions. On successful completion, the prisoners will: see a reduction  in their boiling point as well as the chance of removing any violence based Reputation.

objective_BehaviouralPrograms_child_3				Former Prisoner Consultation
objective_BehaviouralPrograms_child_3_Description	Former prisoners who have successfully reformed upon leaving prison are invited back to guest speak to the currently incarcerated. Prisoners have a greater appreciation when words are delivered from 'one of their own' and are more willing to be open and share their thoughts with a teacher who has been in the same position. \n\nThe program is split over multiple sessions. On successful completion, the prisoners will: see a reduction in their reoffending rate, improve or reduce specific Needs such as Family, Freedom and Safety as well as the chance of removing any negative behavioural Reputation.

# Sentence Reductions

objective_SentenceReductions						Sentence Reductions & Extensions

objective_SentenceReductions_child_1				Adding & Reducing Time to Prisoner Sentences via their Behaviour
objective_SentenceReductions_child_1_Description	A prisoner's behaviour can directly influence the duration of their remaining sentence. \n\n Behaviour Criteria, Criteria value and Sentence Reduction parameters can all be modified in the Sentence Adjustments menu. By adhering to the criteria set for Good Behaviour, the prisoner will be rewarded with a reduction to their sentence. \n\nPrisoners who do not adhere to the set criteria and cause Misconduct may face an increase to their current sentence. Whilst minor infractions will escape punishment, serious crimes will cause an extension to the duration of a prisoner's sentence.

# Released Prisoners

objective_ReleasedPrisoners				Released Prisoners

objective_ReleasedPrisoners_child_1				Reward & Punishments for Reforming & Re-offence 
objective_ReleasedPrisoners_child_1_Description			Released prisoners will either start a new life or fall back into old habits and return to prison. \n\nFor every prisoner that successfully reforms, a cash bonus will be paid. \n\nFor every prisoner that reoffends and returns to the prison, a fine will be issued for their failed rehabilitation.

objective_ReleasedPrisoners_child_2			Returning Prisoners
objective_ReleasedPrisoners_child_2_Description			Freed prisoners who reoffend and are returned to the prison may pick up additional bad habits whilst on the outside. \n\nPrisoners could return with either an additional reputation or an upgrade to an existing reputation - such as being ‘Strong’ on release and ‘Extremely Strong’ upon their return. These prisoners can be spotted by an icon above their head, and can also be found via a notification within the Released Prisoners menu.

# Prison Labour Wages

objective_LabourWages 			Prison Labour Wages

objective_LabourWages_child_1				Adjusting Labour Wages and the Effects  
objective_LabourWages_child_1_Description				Each labour job worked pays the prisoner an hourly wage.Wages can be tailored to each labour type via the finance menu. Higher wages motivate inmates to take part in prison labour and work related programs.\n Increasing the wage for kitchen will increase interest in the hygiene program, wage increase for Bakeries and Restaurants increase interest in the Hygiene program and three strikes training, whereas increasing the wages for the Workshop and Library jobs will increase interest for the Safety and education programs respectively.    


# Prisoner Grant Bonus

objective_PrisonerGrantBonus 		Prisoner Grant Bonus

objective_PrisonerGrantBonus_child_1			Benefits of Low Reoffending Rates 
objective_PrisonerGrantBonus_child_1_Description			Prisons that have a successful rehabilitation program will have their low offending rates acknowledged by way of an increase to the value paid per prisoner each day. The lower the rate, the higher the daily bonus.\nThis additional income can be found in the Finance Menu under the name Prisoner Grant Bonus.

objective_PrisonerGrantBonus_child_2			Specific Payments 
objective_PrisonerGrantBonus_child_2_Description			Daily payments will be provided depending on prisoner security levels and whether these prisoners have reoffending rates lower than 30%, 20%, and 10%. For Minimium Security these bonus payments will be $10, $20, and $50 respectively, for Medium Security $20, $30, and $50, for Maximum Security $30, $50, and $100, and for SuperMax $40, $60, and $100.
		

# Drug Bust / Narcotic Search
crisisToolbarTitle_DrugBust							Narcotic Search
buildtoolbar_DrugBust                  				Narcotic Search
buildtoolbar_tooltip_DrugBust          				Send an order to all available Dog Handlers to search the prison for any hidden narcotic contraband.
drug_bust_underway                 	 				NARCOTIC SEARCH IN PROGRESS

# =============================================================================
# Grants
# =============================================================================

objective_grant_bakeryProduction                                        Bakery Production Skills
objective_grant_bakeryProduction_description                            Baking and selling great tasting products to paying customers is both a skill and an achievement for prisoners looking for a potential career path upon release.\n\nPrisoners will earn a wage and the Prison will revenue. 
objective_grant_bakeryProduction_bakery                                 Build a Bakery
objective_grant_bakeryProduction_bakedGoods                             Sell 25 baked goods to customers   

objective_grant_restaurantService                                       Restaurant Service Scheme
objective_grant_restaurantService_description                           Allowing prisoners the opportunity to earn a wage and provide visiting civilians with a service is a great way to introduce some normality back into prisoner’s lives.\n\nThe prison will also benefit from the revenue generated through products sold.
objective_grant_restaurantService_restaurant                            Build a Restaurant
objective_grant_restaurantService_serveCustomers                        Serve 30 Civilians

objective_grant_reformedPrisoner                                        Reformed Prisoner Initiative
objective_grant_reformedPrisoner_description                            The government is focussing on the benefits of prisoner investment and wants to champion the success of prisons that successfully reform inmates. \n\nReformed Prisoner programs play a vital role in prisoners reforming after their release from prison. Provide prisoners the best opportunity to turn their lives around.  
objective_grant_reformedPrisoner_reformedPrisoners                      Achieve 100 reformed prisoners after release

objective_grant_prisonerReoffendRate                                    Prisoner Reoffending Rate
objective_grant_prisonerReoffendRate_description                        Reducing the prisoner reoffending rate is good for all involved. The likelihood of prisoners reoffending is reduced when they are well cared for in terms of healthcare, given opportunities in life skills and reform programs and kept safe from harm by adequate security.
objective_grant_prisonerReoffendRate_reduceRate                         Reduce the reoffending rate to 30%

objective_grant_reformProgramResearch                                   Reform Program Research
objective_grant_reformProgramResearch_description                       Preliminary studies have shown that programs that are able to reduce violent tendencies and decrease conflict offer one of the best opportunities for prisoners to successfully reintegrate into society.\n\nSet up a series of Reform Programs to investigate their positive effects.

objective_grant_reformProgramResearch_enrollAnimalTherapy               Enrollment of 10 prisoners in Animal Therapy
objective_grant_reformProgramResearch_passAnimalTherapy                 1 Prisoner passed Animal Therapy

objective_grant_reformProgramResearch_enrollJuvenileCorrection          Enrollment of 10 prisoners in Three Strikes Program
objective_grant_reformProgramResearch_passJuvenileCorrection            1 Prisoner passed Three Strikes Program

objective_grant_reformProgramResearch_enrollPrisonerConsultation        Enrollment of 10 prisoners in Reformed Prisoner Consultation
objective_grant_reformProgramResearch_passPrisonerConsultation          1 Prisoner passed Reformed Prisoner Consultation

grant_category_ReformPassed                                             At least one prisoner passed


# =============================================================================
# Shelby Batch 2
# =============================================================================

dlc_name_shelby								Second Chances

# =============================================================================
# Halloween Items
# =============================================================================

object_JackOLantern						Jack-o'-lantern
object_DecoratedTree					Decorated Tree (spooky)
object_CoffinBed						Coffin Bed
object_SpiderWeb						Spider Web

buildtoolbar_popup_obj_JackOLantern		Creepy and possibly edible light sources.
buildtoolbar_popup_obj_DecoratedTree	An old eerie tree with decorations to match it.
buildtoolbar_popup_obj_CoffinBed		A creepy yet somewhat comfortable bed for prisoners.
buildtoolbar_popup_obj_SpiderWeb		To add a little a scrae factor to your walls.

# =============================================================================
# Reform Menu Tooltips - PC Only
# =============================================================================

d11_reform_design_info						The lower the re-offending chance, the greater likelihood prisoners will have of successful reform.

# Prisoners Popup
# Reads "%" on console due to lack of space, but "chance" on PC

d11_reform_punishment_grade_tooltip_title			Average Punishment Grade
d11_reform_punishment_grade_tooltip				Robust Punishments keep prisoners in line and maintain the rule of law within the prison. 

d11_reform_reform_grade_tooltip_title				Average Reform Grade
d11_reform_reform_grade_tooltip					Prisoners who take part and pass the Reform Programs available to them will have a better chance of reforming themselves once released from prison.

d11_reform_work_exp_grade_tooltip_title				Average Work Experience Grade
d11_reform_work_exp_grade_tooltip				Life Skills are an important part of reform. Giving prisoners jobs within the prison will improve the average Work Experience Grade.

d11_reform_security_grade_tooltip_title				Average Security Grade
d11_reform_security_grade_tooltip				Keeping inmates safe from harm inside the prison will increase the overall Security Grade.	

d11_reform_health_grade_tooltip_title				Average Health Grade
d11_reform_health_grade_tooltip					Looking after the general wellbeing of prisoners and the treatment of addictions will improve the average Health grade in the prison.

d11_reform_reoffending_chance_tooltip_title			Average Reoffending %
d11_reform_reoffending_chance_tooltip				The higher the percentage, the more likely reoffending will occur.

# =============================================================================
# Misc.
# =============================================================================
score_tooltip_WorkExperience					Prisoners will now have work experience recorded, this can help them in reforming into model citizens and can also aid them in prison. For example, after gaining experience in a specific field prisoners will perform jobs associated with that field of work more efficiently than they would previously. Prisoners with 50% in Cooking, Craftmanship, or Customer Service can work any related jobs without completing the associated training. Prisoners will also achieve points toward their reoffending rate when reaching 50% and 100% experience in any field of work.

# ====================================
# SHELBY BATCH 3
# ======================================

d11_work_credentials					Work Credentials

d11_staffalert_hint_NEEDS14				A fresh and clean uniform can make a big difference to a prisoner's quality of life. A Laundry Service is essential to catering to your prisoners 'Clothing' need.
d11_shakedown_searched						Searched *A/*B places
