interface_action_rank					Rank
rank_title						Civil Protection Ranks
rank_subtitle						Change Rank to:
rank_senior							25+ Ground Unit (05)
rank_officer						40+ Ground Unit (03)
rank_specialist						75+ Ground Unit (01)

rank_popup_text_1					05's, 03's and 01's will be stronger and harder to kill. However, given the chance they will prioritise calmer areas of the prison.\n\n
rank_popup_text_2					All units must complete Guard Tazer Certification to begin the Promotion Process. 03 Ground Units will need to have had at least 10 days in the prison, 02 Ground Units require 20 days.\nNot everyone can be promoted, only 4 in 10 03 Ground Units can become 02's, and only 1 in 3 02's can become 01's.

finance_cost_gun					Equipment: Firearm
mainMenu_upsell						.

# Gangs (colors are for vanilla without DLC)

gang_vipers					Extreme Anarchists
gang_bonebreakers			Authoritarian Paramilitary
gang_jackals				The Lambda Resistance

gang_red				Red
gang_blue				Blue
gang_green				Green

reformprogram_TattooRemovalProgram			Anti-Civil Insignia Removal
reformprogram_TattooRemovalProgram_text		If your citizens have regrets about getting their gang tattoos, you can facilitate their "rehabilitation" by providing tattoo removal sessions. However, completing this program will make them a target.

reformprogram_HandToHandCombat				Disarming Certification
reformprogram_HandToHandCombat_text			When things get tough, we get tougher. Train your Civil Protection advanced techniques to disarm rowdy citizens.

reformprogram_GangRehabilitation			Rehabilitation
reformprogram_GangRehabilitation_text		If a gang member has been causing too much trouble around the prison, try to get them to complete this program. It is the first step to severing ties with their gang and turning a new leaf. Completing this program will make them a target. Referral Type: Violence and Destruction.
reform_program_intake_ReferralGangViolenceDestruction	Referral: Violence and Destruction Gangs Only.
reform_program_intake_GangOnly				Gangs Only

reformprogram_FaithProgram					Brainwash Faith
reformprogram_FaithProgram_text				Citizens participating in this intensive program will be more willing to part with their bad lifestyles and embrace a better life. Completing this program might want to severe their ties with their Gang.

reformprogram_BreatheProgram				Breathe Therapy
reformprogram_BreatheProgram_text			Teach your citizens how to breathe and relax. After each class your citizens will feel a lot calmer, they might even consider behaving better.


reformprogram_FightClub					Fight Club
reformprogram_FightClub_text			These training sessions are meant to direct your inmates destructive energy into fighting in a controlled environment. They may be too tired to fight afterwards. Wait… what was the first rule again?

interfacecallout_pestcontrol						Pest Infestation Control
interfacecallout_airpestcontrol						Aerial Pest Control
interfacecallout_reconstructionspecialists			Combine Engineers
interfacecallout_airreconstructionspecialists		Aerial Combine Engineers
interfacecallout_drainagespecialists				Plumbering Engineers
interfacecallout_airdrainagespecialists				Aerial Plumbing Engineers


object_classic									Manhack
buildtoolbar_popup_obj_classic					The classic Combine autonomous drone.
object_companion								City Scanner
buildtoolbar_popup_obj_companion				An autonomous flying mechanical entity with a camera.

mutator_name_DoggieDoo                  Doggie doo!
mutator_tooltip_DoggieDoo               Dogs will now have a small calamity of their own, providing an additional job for cleaners, and a small impact to the Hygiene need in areas with prisoners. Both guard dogs and those from programs can poop!

d11_prisoner_programs			Citizen Programs
d11_staff_programs				Staff Programs

# Some undead DLC strings (converted to zombie among other changes)

warden_wardenzombieskeller_name		The Janitor
warden_wardenzombieskeller_desc		A veteran in biochemical operations. Casulties are just a statistic.  \n- -15% Decrease in Zombie Walk Speed \n- +10% Increase Damage to Zombie \n- Increases the value of Daily Payments for secured Zombie  
warden_wardenzombieskeller_desc_short            - -15% Decrease in Zombie Walk Speed \n- +10% Increase Damage to Zombie \n- Increases the value of Daily Payments for secured Zombie   
object_zombie						Zombie
interface_zombieTier				Zombie Tier : 

finances_category_zombiepayments	Zombie Payments

dlc_name_graveyardShift				Zombie
codex_new_theUndead					The Zombies
codex_tooltip_theUndead				An outbreak? This is not your typical virus, let’s hope you can manage to cut this evil by its root.\n\nDisabled - Let the dead rest.\n\nLow – Easy and manageable.\n\nMedium – For a little bit more of a challenge.\n\nHigh – Nightmare mode, with higher stats, spawn rates, and also giving Zombie the ability to heal when attacking defenceless units.

event_infect_entities				There's been a spike in reports of containment breach headcrabs. Prepare for a biological emergency.

equipment_Crowbar                   Anti-Zombie Stunstick 
equipment_BarbedWireBat             Containment Bat
equipment_ModifiedHandgun           Containment Pulse SMG
equipment_ModifiedAssaultRifle      Containment Rifle
equipment_ChainsawWeapon            Combat Chainsaw

interfacecallout_BountyHunters		Containment Team
object_BountyHunter					Containment Unit
object_BountyHunterTrike			APC
d11_staffalert_title_BountyHunter	Sector overrun, requesting containment support Code 3.

object_ZombieChum					Zombie Chum
buildtoolbar_popup_obj_ZombieChum   	Place a piece of chum down to lure the Zombie away from the prison population. Will heal any injured Zombie.

object_ornamentalgravestone                 Experimental Headcrab Shell
buildtoolbar_popup_obj_ornamentalgravestone	The newest progress in warfare. Will spawn zombies if DLC map setting is enabled.

room_graveyard                      Headcrab Shell Testing
quickbuild_graveyard               	Headcrab Shell Testing Grounds
buildtoolbar_popup_room_graveyard   Headcrab Shell Testing Site. You will be paid for housing zombies for research purposes.

d11_graveyard_advisor_onboarding    Movement detected in Headcrab Test Zone. Safe containment for research will be rewarded. Failure will be punished.


d11_logging_zombified		[*T] *X became a Zombie.
d11_logging_infection		[*T] A Headcrab infection is spreading.
d11_logging_graveZombie		[*T] A Zombie has spawned from the canisters.

codex_new_zombieOverlay				Zombie Overlay

damage_eaten 						*X% Eaten
uniformPack_GraveyardShift			Zombie Uniforms
uniformPack_GraveyardShift_desc		Changes the uniforms of Base game Staff to show signs of wear and tear.

d11_zombie_advisor_onboarding		Foreign headcrab activity detected. Prepare security measures.

objective_undeadCount				Biotics
objective_undeadCount_infections	Infected Units:
objective_undeadCount_undead		Zombie Units:
objective_undeadCount_low			Zombie:
objective_undeadCount_mid			Fast Zombie:
objective_undeadCount_high			Armored Zombie:

objective_undeadCount_description	Although these Headcrab pests can cause a bit of issue, keep in mind that you will be given a payment for each Zombie you house based on their tier, if you have them secured correctly that is. 


victory_adviserwarning_UndeadEscapes1   Test subjects have escaped. This is a grave violation. Do not repeat your mistake.
victory_advisernotice_UndeadEscapes1    The situation is spiraling out of control. You will pay for your careless actions.
victory_UndeadEscapes                   Zombie Escaped
victory_warning_UndeadEscapes           You will be held accountable for this
victory_UndeadEscapes_units             Escaped

codex_mod_modsupdated			Workshop Subscriptions Updating
codex_mod_modsupdated_msg		Some of your active mods have been updated. Click OK to apply the new changes. Your game will be autosaved. DO NOT CLICK ANYTHING DURING LOADING, or else the game will crash (the mod loader is very outdated... -Combine Mod Team)

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