// ======================
//         2.15
// ======================
u_spearmen_run
{
"Spearmen run by default instead of walking"
}

u_spearmen_run_descr
{
"Makes spearmen run by default like slaves and macemen."
}

o_seed_modification_possibility_title
{
"Manipulate random number generator"
}

o_seed_modification_possibility_only_set
{
"Enable fixed game randomseed"
}

o_seed_modification_possibility_only_set_descr
{
"Setting the Game seed will allow AI-only games to play out the same way if the same map settings are used. For games involving human players, it will ensure the same starting conditions in the map (e.g. AIV selection). To set the game seed, enable this option and create a file called 'live' containing an integer in the [game install]/gameseeds directory. CAUTION: This feature only works after also restarting the game!"
}

o_seed_modification_possibility
{
"Enable & Save game randomseeds"
}

o_seed_modification_possibility_descr
{
"This option will save the seed from games that do not have a live seed set, so you can rename them to 'live' in order to recreate the match afterwards."
}

ai_recruitstate_initialtimer
{
"Set AIs initial time until they recruit by the AIC parameters"
}

ai_recruitstate_initialtimervalue_descr
{
"Set this value to number of months for which the AI will exclusively recruit defence troops, unless it has already filled up its defence total"
}

ai_defense
{
"Fix reinforcement of defense troops"
}

ai_defense_descr
{
	"Fixes a bug which stopped the AI from reinforcing missing troops &
on walls and towers, as long as defensive patrols were still around."
}

ai_housing
{
"Let the AI build houses smarter"
}

build_housing_descr
{
"Difference between current and maximum population, above which the AI stops building houses. This is 0 in vanilla. This also disables deleting of houses for the AI."
}

campfire_housing_descr
{
"Number of idle peasants at the campfire before the AI stops building houses. This also disables deleting of houses for the AI."
}

delete_housing
{
"Disable the AI's ability to delete houses."
}

delete_housing_descr
{
"When this option is selected the AI will never delete houses."
}

aiv_prompt
{
"Custom AIVs detected. Do you want to create a backup Milord?"
}

aiv_cli_prompt
{
"Custom AIVs detected. Enter 'delete' to erase or enter folder name to copy files to."
}

install_abort_io
{
"Installation aborted. Files with the same name already exist in this folder. Please try again and select a different folder."
}

install_abort
{
"Installation aborted"
}

backup_aiv_select
{
"Select Backup AIV folder"
}

o_change_siege_engine_spawn_position_catapult
{
"Spawn siege engines in the center of their tent"
}

o_change_siege_engine_spawn_position_catapult_descr
{
"Siege engines are spawning in the middle of their construction tent, instead of the top right corner."
}

o_stop_player_keep_rotation
{
"Rotate player keeps same as AI's"
}

o_stop_player_keep_rotation_descr
{
"Player keeps now get rotated the same way, that AI keeps rotate on a map, facing with their campfire outwards towards the map edge."
}

o_restore_arabian_engineer_speech
{
"Restore engineer arabian speech"
}

o_restore_arabian_engineer_speech_descr
{
"Allows engineers to speak the originally recorded arabian voicelines when the player uses the Arabian lord."
}

u_fix_lord_animation_stuck_movement
{
"Reset lord animation after destroying buildings"
}

u_fix_lord_animation_stuck_movement_descr
{
"Reset the pose of the lord after it stops moving or destroys a building into the upright position. Usually it would get stuck bend down to the ground."
}

fix_apple_orchard_build_size
{
"Shrink apple orchard's build size"
}

fix_apple_orchard_build_size_descr
{
"Changes the apple orchard's build size to the size it occupies after the farm is placed down. This saves some space when building the farms and increases the rate with which the AI is able to put these farms down."
}

u_fix_applefarm_blocking
{
"Fix apple farm worker getting blocked"
}

u_fix_applefarm_blocking_descr
{
"Apple farmers can no longer be blocked by placing buildings at the top left side of the farm."
}

o_increase_path_update_tick_rate
{
"Check more often for available paths"
}

o_increase_path_update_tick_rate_descr
{
"In vanilla, it took 200 game ticks to check for new paths, often stopping units to move into the castle after destroying a gate or tower immediately.

Availability is calculated every 50 gameticks now, allowing the units to 'realize' new paths more quickly."
}

o_fix_ladderclimb
{
"Fix ladder climbing destination bug"
}

o_fix_ladderclimb_descr
{
"Units will now remember their original destination after climbing a ladder, not getting stuck on the ladder."
}

u_tanner_fix
{
"Fix tanners getting all the same cow"
}

u_tanner_fix_descr
{
"Tanners will no longer return without a cow when another tanner took their target cow. They will now instead stand around a bit and then get another one."
}

o_fix_fletcher_bug
{
"Fix fletcher pathing"
}

o_fix_fletcher_bug_descr
{
"Fixes the behaviour where fletchers go back to the workplace after depositing the bow/crossbow instead of going straight to the stockpile."
}

ai_fix_crusader_archers_pitch
{
"Fix AI's crusader archers not lighting pitch"
}

ai_fix_crusader_archers_pitch_descr
{
"AI's European archers light pitch the same way arabian archers do, defending against enemy units."
}

o_fix_baker_disappear
{
"Fix bakers despawning"
}

o_fix_baker_disappear_descr
{
"Bakers no longer disappear when they don't find flour at their targeted stockpile."
}

o_fix_moat_digging_unit_disappearing
{
"Fix despawning of digging units"
}

o_fix_moat_digging_unit_disappearing_descr
{
"Fixes the bug where moat digging units would disappear while digging. Note that they can still disappear if you order them to move while standing on unwalkable terrain!"
}

ui_welcometext
{
"This is an unofficial patch for Stronghold Crusader.
The project ist available as open-source on [GitHub](https://github.com/UnofficialCrusaderPatch/UnofficialCrusaderPatch).

Any Crusader version is potentially supported, but since the changes were derived from the 1.41 Steam-Version, incompatibilities may appear.
The setup will then show error messages. The installed patch version is shown in the bottom left corner of the main menu of the game. 
Before any changes, backup files will be created. These can be restored via the 'Uninstall'-button or manually.

The team behind the UCP

Creator of the UCP
[Sh0wdown](https://github.com/Sh0wdown)  

Project Management
[Kimberly Azula](https://github.com/ByBurton/)  
[Krarilotus (Youtube)](https://www.youtube.com/channel/UCMXHqa2vmclSoSkuCu_q5rw)

Developers
[LordHansCapon](https://github.com/LordHansCapon)  
[np123](https://github.com/patel-nikhil)  
[J-T-de](https://github.com/J-T-de)
[gynt](https://github.com/gynt)
[Le spec](https://github.com/LeSpec)  
[Chaf1812](https://github.com/Chaf1812)

Translators
[Lutel (YouTube)](https://www.youtube.com/user/MrLutel05) (Polish)  
[Lolasik011](https://github.com/Lolasik011) (Russian)  
[Skysoul (e-mail)](mailto:theskysoul@vip.qq.com) (Chinese)
[Liegav (YouTube)](https://www.youtube.com/channel/UCFqQMKfYgGb7iFKJagQl_wA) (Hungarian)

Content Creators   
[Evrey](https://github.com/Evrey) (aiv)  
[Tatha](https://www.youtube.com/channel/UC4BrhBzHp1ymnczlkdKcSkg) (aiv,aic)  
[PitchNeeded](https://github.com/PitchNeeded) (aiv)  
[Xander10alpha (YouTube)](https://www.youtube.com/channel/UCYlyixfoKPcz-Ixi6Nc383Q) (aic)

Special thanks of course go to  
[Firefly Studios](https://fireflyworlds.com/)  
for the creation of the Stronghold series

And many more
[Udwin (YouTube)](https://www.youtube.com/user/UdwinLP)  
[PodeCaradox](https://github.com/PodeCaradox)  
[GRhin](https://www.twitch.tv/grhin)  
[Heroesflorian](https://github.com/Heroesflorian)"
}

// ======================
//         2.14
// ======================

ui_StartTroops
{
	"StartTroops"
}

ui_Resource
{
	"StartGoods"
}

ui_aicconflict
{
	"conflict and will be ignored"
}

o_shfy
{
	"Strongholdify"
}

o_shfy_beer
{
	"Popularity bonus from beer"
}

o_shfy_beer_descr
{
	" "
}

o_shfy_religion
{
	"Popularity bonus from cathedral and church"
}

o_shfy_religion_descr
{
	" "
}

o_shfy_peasantspawnrate
{
	"Spawnrate peasants"
}

o_shfy_peasantspawnrate_descr
{
	" "
}

o_shfy_resourcequantity
{
	"Quantity of delivered resources"
}

o_shfy_resourcequantity_descr
{
	"Adapts listed aspects to match Stronghold 1. Attention: Every change influences the AI lords, in the worst case renders them useless!"
}

o_armory_marketplace_weapon_order_fix
{
	"Fix armory/marketplace weapon orders to match"
}

o_armory_marketplace_weapon_order_fix_descr
{
	"Reorders Weapon icons in Armory and Marketplace to have the same order. Also moves Leather Armor between Mace and Crossbow, and moves Metal Armor between Polearm and Sword for easier access while in Marketplace scrolling through items."
}

ai_fix_laddermen_with_enclosed_keep
{
    "Fix AI not using laddermen if they are enclosed"
}

ai_fix_laddermen_with_enclosed_keep_descr
{
    "AI (notably Snake) no longer stops using Laddermen with their sieging units if their keep is enclosed."
}

o_override_identity_menu
{
    "Override the Set-up Identity menu adding new features"
}

o_override_identity_menu_descr
{
    "Adds Ranged and Melee unit selection to Set-up Identity menu. ONLY FOR NORMAL GAME MODE!"
}

o_default_multiplayer_speed
{
    "Set default multiplayer speed."
}

o_default_multiplayer_speed_descr
{
    " "
}

u_fireballistafix
{
    "Fire ballistae shoot monks and tunnelers"
}

u_fireballistafix_descr
{
    "Fire ballistae automatically shoot at monks and tunnelers."
}

ui_browsepath
{
	"Please choose your Stronghold Crusader installation directory."
}

ui_aicoldversion
{
	"Old version detected. Click to convert"
}

ui_aicofferconvert
{
	"Convert aic file to newer version?"
}

ui_aicconvertprompt
{
	"AIC Conversion"
}

ui_aicselect
{
	"Please deselect other AIC file(s) first. The following aic characters are already selected: "
}

// ======================
//         2.13
// ======================

o_firecooldown
{
	"Extend fireproof duration of extinguished buildings"
}

o_firecooldown_descr
{
	"The duration in which extinguished buildings cannot catch fire again can be extended here."
}

u_ballistamonk
{
	"Fire ballistas shoot monks"
}

u_ballistamonk_descr
{
	"Fire ballistas shoot automatically at monks with this setting."
}


// ======================
//         2.12
// ======================

ui_AIC
{
	"AIC"
}

ui_aicExport
{
	"Export"
}

ui_aicExport_success
{
	"Exported successfully."
}

ui_aicHint
{
	"Exports the .aic-file from the installer into the crusader folder."
}

// ======================
//         1.00
// ======================

Name
{
	"Unofficial Crusader Patcher"
}

u_ArabXBow
{
	"Increased armor of Arabic Swordsmen against crossbows"
}

u_arabxbow_descr
{
	" - Arabic Swordsmen only die after 6 crossbow hits intead of 3"
}

u_ArabWall
{
	"Arabic Swordsmen destroy walls faster"
}

u_ArabWall_descr
{
	"In Vanilla, arabic swordsmen destroy walls slower than any other melee unit. &
With this option, the tear down speed against walls is about doubled for them, &
putting them slightly above Spearmen."
}

u_spearmen
{
	"Increased armor of spearmen against ranged units"
}

u_spearmen_descr
{
	" - Spearmen only die after 5 arrow hits instead of 3
 - Spearmen barely survive one crossbow hit, instead of getting one-shot"
}

ui_error
{
	"Error"
}

ui_SearchPath
{
	" Please select your installation folder:"
}

ui_search
{
	"Browse"
}

ui_continue
{
	"Continue"
}

ui_wrongpath
{
	"Stronghold Crusader could not be found in the specified path!"
}

ui_back
{
	"Back"
}

ui_install
{
	"Install"
}

ui_finished
{
	"Finished"
}

ui_chooseLangTitle
{
	"Setup language"
}

ui_chooseLang
{
	"Please choose a language for this setup from the list below."
}

ui_accept
{
	"OK"
}

ui_cancel
{
	"Cancel"
}

ui_uninstall
{
	"Uninstall"
}

ui_uninstalldone
{
	"Uninstall completed."
}

ai_recruitinterval
{
	"Increased recruitment speed"
}

ai_recruitinterval_descr
{
	"Sets the recruitment interval of all AIs to the lowest value (Rat/Richard niveau)"
}

ai_attacklimit
{
	"Increase of the attacking troops limit of the AIs"
}

ai_attacklimit_descr
{
	"The number of additional units which are added after the first attack is &
limited to 200 in Vanilla. Here you can change this limit."
}

o_gamespeed
{
	"Extended game speed limits"
}

o_gamespeed_descr
{
	"The game speed can now be changed as follows:
 - From 10 to 90 in intervals of 5
 - From 90 to 200 in intervals of 10
 - From 200 to 1000 in intervals of 100
The new values are only available ingame via the +- keys, the slider in the &
game menu remains unchanged."
}

ui_bugfix
{
	"Bugfixes"
}

ui_ailords
{
	"AI lords"
}

ui_troops
{
	"Units"
}

ui_other
{
	"Other"
}

o_responsivegates
{
	"Quicker responsiveness of gates towards enemies"
}

o_responsivegates_descr
{
	"Gates close themselves later if enemies get into range and open faster &
when the danger is gone. The distance of an enemy for which the gates close &
will be reduced from 200 to 140. The time after which the gates open, after & 
all enemies left will be reduced from 1200 to 100."
}

ai_addattack
{
	"Increase of the rate of additional attack troops"
}

ai_addattack_descr
{
	"In Vanilla the attack troop number is increased after each attack by 5 &
units on average. This value is the same for all AI lords and can be changed &
here."
}

ai_addattack_alt_descr
{
	"Alternatively, the additional troop count can be made dependent on the &
troop count of the first attack. Since this value is different for each AI, &
the following attacks will also scale, instead of increasing by the same value &
for each AI lord.
Example: Scale factor = 0.5
Sultan's attack troops = 10, 15, 20, 25, ...
Saladin's attack troops = 50, 75, 100, 125, ..."
}

u_laddermen
{
	"Increased armor of laddermen against ranged units"
}

u_laddermen_descr
{
	" - Laddermen die after 12 arrow hits instead of 5
 - Laddermen die after 5 crossbow or slinger hits instead of 2
 - Laddermen cost 20 gold instead of 4"
}

o_playercolor
{
	"Change the color of player 1"
}

o_playercolor_descr
{
	" "
}

ai_demolish
{
	"Deactivate demolishing for money of the AI lords"
}

ai_demolish_walls
{
	"fortification buildings"
}

ai_demolish_eco
{
	"econonmy buildings"
}

ai_demolish_walls_descr
{
	" "
}

ai_demolish_eco_descr
{
	"If the AI feels pressured, it likes to demolishes its economy or &
fortification buildings to get quick money for troops. This feature sometimes &
seems to be triggered without any visible reason and thus can be disabled here."
}

ai_tethers
{
	"Disable ox tether spam"
}

ai_tethers_descr
{
	"Usually, the AI builds for each new stone quarry a new ox tether, &
independent of how many tether already exist. This can be disabled here, since &
it leads to ox tether spam if the AIs' quarries get destroyed repeatedly."
}










// =======================
//          2.06
// =======================

ai_nosleep
{
	"Disable sleeping mode for lack of resources"
}

ai_nosleep_descr
{
	"The AI usually puts its processing buildings to sleep, as soon &
as the needed resource is missing. This is done without the regard for &
losing products which are just on the way f.e. to the weapon chamber.
This feature can be completely disabled here."
}








// 5.12.2018

o_onlyai
{
	"Activate Spectator-mode [bug possible]"
}

o_onlyai_descr
{
	"Removes player 1 so that you can only spectate and makes 8 AIs in one &
round possible. Savegames now load properly in this mode. Sometimes a bug &
appears in which random objects spawn all over the map. This is just visually &
and can be removed by saving the game, ending the mission and reloading the &
save file."
}

o_moatvisibility
{
	"Always show planned moat"
}

o_moatvisibility_descr
{
	"Your own placed but not digged out moat will always be shown with this &
setting, even if you deselect the moat placing."
}

o_engineertent
{
	"No siege tent deselection"
}

o_engineertent_descr
{
	"With this setting, the game will not deselect your chosen siege equipment &
after placing one tent anymore. This way you can create several tents after another &
without having to reselect the same siege equipment every time."
}










// ================================
//              2.07
// ================================


ai_demolish_trapped
{
	"If enclosed"
}

ai_demolish_trapped_descr
{
	" "
}

o_freetrader
{
	"Free trader post"
}

o_freetrader_descr
{
	"Since the AI sometimes plays itself, when they're out of wood and their trader post &
is destroyed. With this setting, the trader post will become free of cost to prevent this."
}

ai_towerengines
{
	"No limit for siege engines on towers"
}

ai_towerengines_descr
{
	"Usually the AI only builds up to three mangonels and ballistae each on its towers. &
This limit can be lifted here."
}

ai_buywood
{
	"Buy enough wood"
}

ai_buywood_descr
{
	"To prevent thievish fletchers from stealing wood which the AI just bought for &
buildings, 2 extra wood will now be bought for each building."
}

o_keys
{
	"WASD-Keys and quicksaves"
}

o_keys_descr
{
	"The WASD-keys can be used to move around with this setting as well as &
CTRL-S and CTRL-L to quicksave and load respectively."
}





















// ===========
//    2.07a
// ===========



ai_attacktarget
{
	"Set AI attack target"
}

ai_attacktarget_nearest
{
	"Nearest enemy"
}

ai_attacktarget_nearest_descr
{
	" "
}

ai_attacktarget_richest
{
	"Richest Enemy"
}

ai_attacktarget_richest_descr
{
	" "
}

ai_attacktarget_weakest
{
	"Weakest Enemy"
}

ai_attacktarget_weakest_descr
{
	"With this setting, all AI lords will chose their next attack target in &
the same way. This prevents troops switching targets during a castle assault &
as well as sending them past other enemies' castles to gather."
}









// ====================
//        2.08
// ====================





ai_assaultswitch
{
	"No AI target change during sieges"
}

ai_assaultswitch_descr
{
	"AI lords which attack the mightiest oder weakest enemy sometimes &
switch their target in the middle of an ongoing assault and send their &
troops to a different castle. This is prevented with this setting, as soon &
as the assault has started, i.e. during the troop gathering phase in front of &
a castle a change can still happen."
}



ai_rebuild
{
	"Improved AI repairs"
}

ai_rebuild_descr
{
	"The AI will repair tower ruins, slightly damaged walls, as well as &
destroyed engineer's and tunneler's guilds and oil smelters, of which the gathering place &
still exists. Furthermore, the AI can now build over the collection platform &
of quarries."
}





// ====================
//        2.09
// ====================

o_healer
{
	"Healer heals casualties"
}

o_healer_descr
{
	"The healer of the apothecary building now actively seeks out injured soldiers, &
civilists and animals to heal them. The nearest targets are treated first. With each &
healing animation ca. 1/3 of a spearman's health is recovered. The strolling through &
gardens and investigation of plague clouds is not replaced! Only the strolling through &
the castle is skipped until no more wounded targets are in the area."
}






// ====================
//        2.10
// ====================



o_xtreme
{
	"Remove the magic bar in Extreme"
}

o_xtreme_descr
{
	"Removes the magic bar in Crusader Extreme."
}


// ======================
//         2.11
// ======================


ui_AIV
{
	"AIV"
}

ai_access
{
	"No demolishing of inaccessible buildings"
}

ai_access_descr
{
	"Prevents the AI from demolishing buildings without access. This should &
stop the AI from continuously demolishing and rebuilding buildings where no &
access is available."
}

ai_attackwave
{
	"Improve attack waves"
}

ai_attackwave_descr
{
	"The AI in an attack in vanilla only sends as many troops at once as &
there are wall parts reachable. This causes units to drop in in small waves &
when the target castle has a lot of buildings directly at its walls.
This option makes units also attack civil and fortification buildings, as &
well as wall parts which are already being attacked by one unit. Moreover,
the AI sends more troops to the enemy lord as soon as it detects a breach."
}
