en-GB:
#=================== Basescape ===================
#BasescapeState.cpp
  STR_CANNOT_DISMANTLE_FACILITY_UPGRADING: "CANNOT DISMANTLE FACILITY!{SMALLLINE}Facility cannot be removed during upgrading."
#BaseView.cpp
  STR_CANNOT_UPGRADE_FACILITY_ALREADY_UPGRADING: "CANNOT BUILD HERE!{SMALLLINE}Existing facility is already being built over."
  STR_CANNOT_UPGRADE_FACILITY_WRONG_SIZE: "CANNOT BUILD HERE!{SMALLLINE}Selected facility must completely cover existing facility."
  STR_CANNOT_UPGRADE_FACILITY_WRONG_TYPE: "CANNOT BUILD HERE!{SMALLLINE}Existing facility cannot be upgraded over by selected facility."
  STR_CANNOT_UPGRADE_FACILITY_DISALLOWED: "CANNOT BUILD HERE!{SMALLLINE}Existing facility cannot be built over."
  STR_CANNOT_BUILD_QUEUE_OFF: "CANNOT BUILD HERE!{SMALLLINE}Connecting facilities must finish construction first."
  STR_FACILITY_FORBIDDEN_BY_OTHER: "CANNOT BUILD HERE!{SMALLLINE}Some existing facility forbids building this facility."
  STR_FACILITY_OTHER_FORBIDDEN_BY_THIS: "CANNOT BUILD HERE!{SMALLLINE}Some existing facility would be forbidden by this facility."
  STR_NOT_ENOUGH_ITEMS: "NOT ENOUGH MATERIALS!{SMALLLINE}We need more resources to build this facility.{NEWLINE}Missing> {0}: {1}"
#CraftArmorState.cpp
  STR_ID: "ID"
  STR_FIRST_LETTER: "FIRST LETTER"
  STR_SOLDIER_TYPE: "SOLDIER TYPE"
  STR_IDLE_DAYS: "IDLE DAYS"
  STR_MANA: "MANA"
  STR_MANA_POOL: "MANA POOL"
  STR_MANA_MISSING: "MANA MISSING"
#CraftEquipmentLoadState.cpp
  STR_LOAD_CRAFT_LOADOUT_TEMPLATE: "Load Craft Loadout"
  STR_EMPTY_SLOT_N: "Empty slot {0}"
  STR_UNNAMED_SLOT_N: "Unnamed slot {0}"
#CraftEquipmentSaveState.cpp
  STR_SAVE_CRAFT_LOADOUT_TEMPLATE: "Save Craft Loadout"
  STR_SAVE_UC: "SAVE"
#CraftEquipmentState.cpp
  STR_ALL: "Everything"
  STR_EQUIPPED: "Equipped"
  STR_NOT_EQUIPPED: "Not equipped"
  STR_UNASSIGNED: "Other"
  STR_NO_MORE_EQUIPMENT_ALLOWED_BY_SIZE: "NO MORE EQUIPMENT ALLOWED ON BOARD!{SMALLLINE}Maximum storage space: {0}"
#CraftInfoState.cpp
  STR_PILOTS: "PILOTS"
  STR_SHIELD: "SHIELD>{ALT}{0}"
  STR_CRAFT_SKIN_ID: "[{0}]"
#CraftPilotSelectState.cpp
  STR_SELECT_PILOT: "Select Pilot"
#CraftPilotsState.cpp
  STR_PILOTS_FOR_CRAFT: "Pilot(s) for {0}"
  STR_PILOTS_REQUIRED: "Pilot(s) required: {ALT}{0}"
  STR_ADD_PILOT: "Add Pilot"
  STR_REMOVE_ALL_PILOTS: "Remove All Pilots"
  STR_ACCURACY_BONUS: "Accuracy bonus:"
  STR_DODGE_BONUS: "Dodge bonus:"
  STR_APPROACH_SPEED: "Approach speed:"
  STR_COWARDLY: "Cowardly (-50%)"
  STR_NORMAL: "Normal"
  STR_BOLD: "Bold (+50%)"
  STR_VERY_BOLD: "Very bold (+100%)"
#DismantleFacilityState.cpp
  STR_REFUND_VALUE: "Sales value> {ALT}{0}"
#GlobalManufactureState.cpp
  STR_PRODUCTION_OVERVIEW: "PRODUCTION OVERVIEW"
#GlobalResearchState.cpp
  STR_RESEARCH_OVERVIEW: "RESEARCH OVERVIEW"
#ManageAlienContainmentState.cpp
  STR_KILL_SELECTED: "Kill"
  STR_SELL_SELECTED: "Sell"
  STR_GO_TO_TRANSFERS: "Transfer..."
  STR_PRISON_CLEANUP: "Prison Cleanup"
#ManufactureDependenciesTreeState.cpp
  STR_TOPIC: "Topic>{ALT} {0}"
  STR_SHOW_ALL: "Show all"
  STR_NO_DEPENDENCIES: "No dependencies."
  STR_DIRECT_DEPENDENCIES: "Direct dependencies"
  STR_LEVEL_2_DEPENDENCIES: "Level 2 dependencies"
  STR_LEVEL_3_DEPENDENCIES: "Level 3 dependencies"
  STR_LEVEL_4_DEPENDENCIES: "Level 4 dependencies"
  STR_MORE_DEPENDENCIES: "There are even deeper dependencies..."
  STR_END_OF_SEARCH: "End of search."
#ManufactureInfoState.cpp
  STR_REFUND_PRODUCTION: "REFUND!"
  STR_HOURS_PER_UNIT: "HOURS PER UNIT>{ALT}{0}"
#ManufactureStartState.cpp
  STR_PERSON_JOINING: "Person Joining"
  STR_RANDOM_PRODUCTION_DISCLAIMER: "Random production!"
#MonthlyCostsState.cpp
  STR_OTHER_EMPLOYEES: "Other Staff & Inventory"
#NewManufactureListState.cpp
  STR_SHOW_ONLY_NEW: "Show only new"
  STR_FILTER_DEFAULT: "Default"
  STR_FILTER_DEFAULT_SUPPLIES_OK: "Default (supplies OK)"
  STR_FILTER_DEFAULT_NO_SUPPLIES: "Default (no supplies)"
  STR_FILTER_FACILITY_REQUIRED: "Facility Missing"
  STR_FILTER_HIDDEN: "Hidden"
  STR_FILTER_MISSING: "Missing"
#NewResearchListState.cpp
  STR_SORT_DEFAULT: "Default"
  STR_SORT_BY_COST: "By cost"
  STR_SORT_BY_NAME: "By name"
#ProductionCompleteState.cpp
  STR_RANDOM_PRODUCTION_SUMMARY: "Summary"
#PurchaseState.cpp
  STR_NOT_ENOUGH_PRISON_SPACE: "NOT ENOUGH ALIEN CONTAINMENT!{SMALLLINE}Build new alien containment or transfer aliens to other bases."
#SoldierArmorState.cpp
  STR_NOT_ENOUGH_CRAFT_SPACE: "Not enough space onboard!"
#SoldierAvatarState.cpp
  STR_SELECT_AVATAR_FOR: "SELECT AVATAR FOR{NEWLINE}{0}"
#SoldierBonusState.cpp
  STR_SOLDIER_BONUSES_FOR: "SOLDIER BONUSES FOR{NEWLINE}{0}"
  STR_SUMMARY: "Summary"
#SoldierInfoState.cpp
  STR_MANA_RECOVERY: "MANA RECOVERY> {ALT}{0}"
  STR_HEALTH_RECOVERY: "HEALTH RECOVERY> {ALT}{0}"
  STR_BONUSES_BUTTON: "+"
#SoldierDiaryOverviewState.cpp
  STR_KILLER_AND_WEAPON: "{0}, {1}"
#SoldiersState.h
  STR_TRAINING: "Training"
  STR_SOLDIER_INFO: "Soldier Info"
#SoldierTransformationAssignState.cpp
  STR_TRANSFER_TIME: "Transfer Time>{ALT}{0}"
  STR_RECOVERY_TIME: "Recovery Time>{ALT}{0}"
  STR_CURRENT_STATS: "Current stats"
  STR_CHANGES: "Changes"
  STR_CHANGES_MIN: "Changes (min)"
  STR_CHANGES_MAX: "Changes (max)"
  STR_BONUS_STATS: "Bonus stats"
#SoldierTransformationListState.cpp
  STR_TRANSFORMATIONS_OVERVIEW: "Transformations Overview"
  STR_PROJECT_NAME: "PROJECT NAME"
  STR_AVAILABLE_MATERIALS: "AVAILABLE MATERIALS"
  STR_ELIGIBLE_SOLDIERS: "ELIGIBLE SOLDIERS"
  STR_SHOW_ONLY_ELIGIBLE: "Show Only Eligible"
  STR_ALL_SOLDIER_TYPES: "All Soldier Types"
  STR_ALL_SOLDIERS: "All Soldiers"
  STR_HEALTHY_SOLDIERS: "Healthy Soldiers"
  STR_WOUNDED_SOLDIERS: "Wounded Soldiers"
  STR_DEAD_SOLDIERS: "Dead Soldiers"
#StoresState.cpp
  STR_GRAND_TOTAL: "Grand Total"
#TechTreeSelectState.cpp
  STR_AVAILABLE_TOPICS: "AVAILABLE TOPICS"
  STR_QS_THREE_LETTERS_A: "Please enter at least 3 letters"
  STR_QS_THREE_LETTERS_B: "into the Quick Search box..."
  STR_M_FLAG: " [m]"
  STR_F_FLAG: " [f]"
  STR_I_FLAG: " [i]"
#TechTreeViewerState.cpp
  STR_THIS_FEATURE_IS_DISABLED_1: "This feature is disabled."
  STR_THIS_FEATURE_IS_DISABLED_2: "This feature is disabled."
  STR_THIS_FEATURE_IS_DISABLED_3: "This feature is disabled."
  STR_THIS_FEATURE_IS_DISABLED_4: "This feature is disabled."
  STR_THIS_FEATURE_IS_DISABLED_5: "This feature is disabled."
  STR_TECH_TREE_VIEWER: "Tech Tree Viewer"
  STR_SELECT_TOPIC: "Select Topic"
  STR_RESEARCH_PROGRESS: "Progress>{ALT} {0}%"
  STR_ITEM_DESTROYED: "Item destroyed:"
  STR_ITEM_REQUIRED: "Item required:"
  STR_SERVICES_REQUIRED: "Services required:"
  STR_SERVICES_PROVIDED: "Services provided:"
  STR_SERVICES_FORBIDDEN: "Services forbidden:"
  STR_REQUIRES: "Requires:"
  STR_DEPENDS_ON: "Depends on:"
  STR_UNLOCKED_BY: "Unlocked by:"
  STR_DISABLED_BY: "Disabled by:"
  STR_REENABLED_BY: "Re-enabled by:"
  STR_GET_FOR_FREE_FROM: "Get for free from:"
  STR_IS_LOOKUP_OF: "Is lookup of:"
  STR_LOOKUP: "Lookup:"
  STR_SPAWNED_ITEMS: "Spawned items:"
  STR_SPAWNED_EVENT: "Spawned event:"
  STR_REQUIRED_BY: "Required by:"
  STR_REQUIRED_BY_TRANSFORMATIONS: "Required by transformations:"
  STR_LEADS_TO: "Leads to:"
  STR_UNLOCKS: "Unlocks:"
  STR_DISABLES: "Disables:"
  STR_REENABLES: "Re-enables:"
  STR_GIVES_ONE_FOR_FREE_SEQ: "Gives one for free (sequential):"
  STR_GIVES_ONE_FOR_FREE: "Gives one for free:"
  STR_RESEARCH_REQUIRED: "Research required:"
  STR_RESEARCH_REQUIRED_USE: "Research required (use):"
  STR_RESEARCH_REQUIRED_BUY: "Research required (buy):"
  STR_SERVICES_REQUIRED_BUY: "Services required (buy):"
  STR_PRODUCED_BY: "Produced by:"
  STR_SPAWNED_BY: "Spawned by:"
  STR_MATERIALS_REQUIRED: "Materials required:"
  STR_TTV_COST_PER_UNIT: "Cost per unit:"
  STR_TTV_ENGINEER_HOURS: "Engineer hours:"
  STR_TTV_WORK_SPACE_REQUIRED: "Work space required:"
  STR_ITEMS_PRODUCED: "Items produced:"
  STR_PERSON_RECRUITED: "Person recruited:"
  STR_UNLOCKS_ARCS: "Unlocks arcs:"
  STR_DISABLES_ARCS: "Disables arcs:"
  STR_UNLOCKS_MISSIONS: "Unlocks missions:"
  STR_DISABLES_MISSIONS: "Disables missions:"
  STR_UNLOCKS_EVENTS: "Unlocks events:"
  STR_DISABLES_EVENTS: "Disables events:"
  STR_AFFECTS_GAME_PROGRESSION: "Affects game progression!"
#TransferItemsState.cpp
  STR_ITEMS_AT_DESTINATION: "Items at destination"
  STR_PRISONERS: "Prisoners"
  STR_ARMORS: "Armors"
#=================== Battlescape ===================
#ActionMenuState.cpp
  STR_MUST_USE_BOTH_HANDS: "Both hands are required for this!"
#BattlescapeGame.cpp
  STR_NOT_ENOUGH_MORALE: "Not Enough Morale!"
  STR_NOT_ENOUGH_HEALTH: "Not Enough Health!"
  STR_NOT_ENOUGH_MANA: "Not Enough Mana!"
  STR_NOT_ENOUGH_STUN: "Stun level is too high!"
  STR_LINE_OF_SIGHT_REQUIRED: "Line of sight (LoS) required."
#BattlescapeState.cpp
  STR_CENTER_ON_WOUNDED_FRIEND: "Centre on Wounded Friend"
  STR_CENTER_ON_DIZZY_FRIEND: "Centre on Dizzy Friend"
  STR_BUG_HUNT_ACTIVATED: "Bug Hunt mode activated: enemies are visible on the minimap!"
  STR_TARGET_ENEMY: "; Target = ENEMY"
  STR_TARGET_NEUTRAL: "; Target = NEUTRAL"
  STR_TARGET_FRIEND: "; Target = FRIEND"
  STR_TARGET_YOURSELF: "; Target = YOURSELF"
  STR_TARGET_ON_THE_GROUND: " (on the ground)"
  STR_USE_SPECIAL_ITEM: "Use Special Item"
  STR_NO_EXPERIENCE_YET: "No experience yet:"
#BriefingState.cpp
  STR_OPERATION_UC: "OPERATION> {0}"
#BriefingLightState.cpp
  STR_WHAT_CAN_I_WEAR: "What can I wear?"
  STR_STARTING_CONDITION_ARMORS_FORBIDDEN: "This mission requires specific gear.{NEWLINE}{NEWLINE}Forbidden armour types are: {0}"
  STR_STARTING_CONDITION_ARMORS_ALLOWED: "This mission requires specific gear.{NEWLINE}{NEWLINE}Allowed armour types are: {0}"
#ConfirmEndMissionState.cpp
  STR_MISSION_OVER: "Mission complete."
  STR_UNITS_WITH_FATAL_WOUNDS:
    one: "{N} of us is still fatally wounded"
    other: "{N} of us are still fatally wounded"
  STR_END_MISSION_QUESTION: "End Mission?"
#DebriefingState.cpp
  STR_LOOT: "LOOT"
  STR_SELL: "SELL"
  STR_LIVE_ALIENS_SURRENDERED: "ENEMIES SURRENDERED"
  STR_MISSION_ABORTED: "MISSION ABORTED"
  STR_VIPS_SAVED: "VIPS SAVED"
  STR_VIPS_LOST: "VIPS LOST"
  STR_BOUNTY: "BOUNTY"
  STR_MANA_ABBREVIATION: "MAN"
#Inventory.cpp
  STR_CANNOT_PLACE_ITEM_INTO_THIS_SECTION: "It's not allowed to place that item there.{NEWLINE}Don't ask why!"
  STR_ONE_HAND_MUST_BE_EMPTY: "At least one hand must be empty!"
#InventoryLoadState.cpp
  STR_LOAD_EQUIPMENT_TEMPLATE: "Load Equipment Template"
#InventorySaveState.cpp
  STR_SAVE_EQUIPMENT_TEMPLATE: "Save Equipment Template"
#InventoryState.cpp
  STR_FIRING_SHORT: "Firing>{ALT}{0}"
  STR_THROWING_SHORT: "Throw>{ALT}{0}"
  STR_MELEE_SHORT: "Melee>{ALT}{0}"
  STR_PERSONAL_EQUIPMENT: "PERSONAL EQUIPMENT"
  STR_SAVE_PERSONAL_EQUIPMENT: "Save Personal Equipment"
  STR_LOAD_PERSONAL_EQUIPMENT: "Load Personal Equipment"
  STR_PERSONAL_EQUIPMENT_SAVED: "Personal equipment saved."
#NextTurnState.cpp
  STR_TELL_ME_MORE: "Tell me more..."
  STR_REINFORCEMENTS_ALERT: "Reinforcements alert!"
  STR_HIT_LOG_NEW_TURN: "New Turn"
#ProjectileFlyBState.cpp
  STR_FAILED_CQB_CHECK: "Enemy managed to interrupt your attack!"
  STR_NO_TRAJECTORY: "No viable trajectory!"
  STR_HIT_LOG_NEW_BULLET: "=> "
#SkillMenuState.cpp
  STR_MANA_SHORT: "MA>{ALT}{0}"
  STR_SKILL_NEEDS_ITEM: "This skill needs an item!"
#TileEngine.cpp
  STR_HIT_LOG_NO_DAMAGE: "0 "
  STR_HIT_LOG_SMALL_DAMAGE: "hit "
  STR_HIT_LOG_BIG_DAMAGE: "HIT "
  STR_HIT_LOG_REACTION_FIRE: "Reaction fire..."
#TurnDiaryState.cpp
  STR_HIT_LOG: "Hit Log"
#=================== Engine ===================
#Options.cpp
  STR_UPDATE_CHECK: "Automatic update check"
  STR_UPDATE_CHECK_DESC: "If enabled, OpenXcom will automatically check for updates and give you an option to update itself by a single button click."
  STR_AUTOSAVE_SLOTS: "Autosave slots"
  STR_AUTOSAVE_SLOTS_DESC: "Number of slots for Battlescape autosaves."
  STR_AUTO_SAVE_BATTLESCAPE_SLOT_WITH_NUMBER: "<AUTO BATTLESCAPE> {0}"
  STR_LAZY_LOADING: "Lazy loading"
  STR_LAZY_LOADING_DESC: "If enabled, graphic resources are loaded on-demand. Otherwise everything is loaded at start-up."
  STR_VSYNC_FOR_OPENGL: "VSync for OpenGL"
  STR_VSYNC_FOR_OPENGL_DESC: "Turn off for maximum enemy hidden movement speed and (optionally) soldier movement speed. DO NOT set FPS limit to 0. Only applies to OpenGL rendering."
#===================
  STR_OXCE_LINKS: "Extended links"
  STR_OXCE_LINKS_DESC: "Enables additional menus/buttons/links for OXCE features."
  STR_UFO_LANDING_ALERT: "UFO landing alert"
  STR_UFO_LANDING_ALERT_DESC: "If enabled, a message will pop up each time a detected UFO lands."
  STR_WOUNDED_DEFEND_BASE_IF: "Wounded defend (if HP above x%)"
  STR_WOUNDED_DEFEND_BASE_IF_DESC: "Wounded soldiers defend the base too, if their health is above the given percentage threshold."
  STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT: "Play Briefing music longer"
  STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT_DESC: "Briefing music will continue playing during equipment phase until the Battlescape is displayed."
  STR_NIGHT_VISION_COLOR: "Select Night Vision colour"
  STR_NIGHT_VISION_COLOR_DESC: "Values from 1 to 15, each representing a different shade colour."
  STR_AUTO_NIGHT_VISION_THRESHOLD: "Auto Night Vision threshold"
  STR_AUTO_NIGHT_VISION_THRESHOLD_DESC: "If darker than this threshold, toggle Night Vision on automatically."
  STR_AUTO_SELL: "Auto-Sell Manager"
  STR_AUTO_SELL_DESC: "In the battle debriefing sell screen, any item types you sold in previous battles will be automatically marked for selling."
  STR_REMEMBER_DISABLED_CRAFT_WEAPONS: "Remember disabled craft weapons"
  STR_REMEMBER_DISABLED_CRAFT_WEAPONS_DESC: "Craft weapons disabled during a dogfight will stay disabled. They will also not be rearmed at the base."
  STR_OFF_CENTRE_SHOOTING: "Off-centre shooting"
  STR_OFF_CENTRE_SHOOTING_DESC: "Soldiers will automatically try to adjust the firing angle slightly in case there is no line of fire."
#===================
  STR_GRAPHS_ZOOM_IN: "Zoom In (Graphs)"
  STR_GRAPHS_ZOOM_OUT: "Zoom Out (Graphs)"
  STR_MARK_ALL_AS_SEEN: "Mark All As Seen"
  STR_SELL_ALL: "Sell All"
  STR_SELL_ALL_BUT_ONE: "Sell All But One"
  STR_TRANSFER_ALL: "Transfer All"
  STR_REMOVE_SOLDIERS_FROM_ALL_CRAFTS: "Remove Soldiers From All Crafts"
  STR_REMOVE_SOLDIERS_FROM_CRAFT: "Remove Soldiers From Craft"
  STR_REMOVE_EQUIPMENT_FROM_CRAFT: "Remove Equipment From Craft"
  STR_REMOVE_ARMOR_FROM_ALL_CRAFTS: "Remove Armor From All Crafts"
  STR_REMOVE_ARMOR_FROM_CRAFT: "Remove Armor From Craft"
  STR_REMOVE_SOLDIERS_FROM_TRAINING: "Remove Soldiers From Training"
  STR_ADD_SOLDIERS_TO_TRAINING: "Add Soldiers To Training"
  STR_INVENTORY_ARMOR: "Change Armor"
  STR_INVENTORY_AVATAR: "Change Avatar"
  STR_ACTION_ITEM_1: "Item Action 1 (Aim/Use)"
  STR_ACTION_ITEM_2: "Item Action 2 (Snap)"
  STR_ACTION_ITEM_3: "Item Action 3 (Auto)"
  STR_ACTION_ITEM_4: "Item Action 4 (Melee)"
  STR_ACTION_ITEM_5: "Item Action 5 (Throw)"
  STR_TOGGLE_QUICK_SEARCH: "Toggle Quick Search Field"
  STR_TOGGLE_NIGHT_VISION: "Toggle Night Vision"
  STR_HOLD_NIGHT_VISION: "Short Night Vision"
  STR_SELECT_MUSIC_TRACK: "Select Music Track"
#===================
  STR_TOGGLE_TOUCH_BUTTONS: "Toggle Touch Buttons"
  STR_TOGGLE_BRIGHTNESS: "Toggle Brightness (visual only)"
  STR_BRIEFING: "Briefing"
  STR_TOGGLE_DEBUG_MODE: "Toggle Debug Mode"
  STR_DEBUG_KILL_ALL_ALIENS: "DEBUG: Kill All Aliens"
#=================== Geoscape ===================
#AllocateTrainingState.cpp
  STR_PHYSICAL_TRAINING: "Martial Training"
  STR_REMAINING_TRAINING_FACILITY_CAPACITY: "REMAINING TRAINING CAPACITY> {ALT}{0}"
  STR_NO_WOUNDED: "-"
  STR_NO_QUEUED: "+"
  STR_NO_DONE: "DONE"
#BaseDefenseState.cpp
  STR_NO_AMMO: "NO AMMO!"
  STR_START_FIRING: "Fire!"
  STR_SKIP_FIRING: "Let them in..."
#BaseDestroyedState.cpp
  STR_ALIEN_MISSILES_HAVE_DAMAGED_OUR_BASE: "Alien missiles have damaged our base {0}"
  STR_ALIEN_MISSILES_HAVE_DESTROYED_OUR_BASE: "Alien missiles have destroyed our base {0}"
#ConfirmDestinationState.cpp
  STR_STARTING_CONDITION_CRAFT: "This craft is unsuitable for this mission."
  STR_STARTING_CONDITION_CRAFT_ALLOWED: "This craft is unsuitable for this mission.{NEWLINE}{NEWLINE}Allowed craft: {0}"
  STR_STARTING_CONDITION_CRAFT_FORBIDDEN: "This craft is unsuitable for this mission.{NEWLINE}{NEWLINE}Forbidden craft: {0}"
  STR_STARTING_CONDITION_SOLDIER_TYPE: "Some soldiers cannot participate in this mission."
  STR_STARTING_CONDITION_SOLDIER_TYPE_ALLOWED: "Some soldiers cannot participate in this mission.{NEWLINE}{NEWLINE}Allowed soldier types: {0}"
  STR_STARTING_CONDITION_SOLDIER_TYPE_FORBIDDEN: "Some soldiers cannot participate in this mission.{NEWLINE}{NEWLINE}Forbidden soldier types: {0}"
  STR_STARTING_CONDITION_ITEM: "This mission requires specific item(s):{NEWLINE}{NEWLINE}{0}"
  STR_NOT_ENOUGH_FUEL_TO_REACH_TARGET: "NOT ENOUGH FUEL!{SMALLLINE}The destination is too far for the range of the craft."
#CraftNotEnoughPilotsState.cpp
  STR_ASSIGN_PILOTS: "Assign pilots..."
  STR_NOT_ENOUGH_PILOTS: "Not enough pilots!{NEWLINE}Minimum: {0}"
#DogfightExperienceState.cpp
  STR_DAILY_PILOT_EXPERIENCE: "Daily Pilot Experience"
#DogfightState.cpp
  STR_UFO_SHIELD_HIT: "HIT THE SHIELDS!"
  STR_UFO_HIT_NO_DAMAGE: "BOUNCED OFF THE HULL!"
  STR_UFO_SHIELD_DOWN: "ENEMY SHIELDS DOWN!"
  STR_UFO_HIT_GLANCING: "GLANCING HIT!"
  STR_INTERCEPTOR_SHIELD_HIT: "OUR SHIELDS ARE HOLDING!"
  STR_TRACTOR_BEAM_ENGAGED: "TRACTOR BEAM IS ENGAGED!"
  STR_TRACTOR_BEAM_DISENGAGED: "DISENGAGING TRACTOR BEAM"
  STR_SELF_DESTRUCT_ACTIVATED: "SELF-DESTRUCT ACTIVATED!"
  STR_SELF_DESTRUCT_CANCELLED: "SELF-DESTRUCT CANCELLED"
#ExtendedGeoscapeLinksState.cpp
  STR_EXTENDED_LINKS: "Links"
#GeoscapeCraftState.cpp
  STR_AUTO_PATROL: "AUTO-PATROL"
#GeoscapeState.cpp
  STR_UFO_STARTED_HUNTING: "{0} is on an intercept course with {1}"
  STR_CRAFT_IS_READY: "{0} at {1} is ready."
  STR_ECONOMY_WARNING: "The funds {0} and income {1} are low and the maintenance {2} too high! Sell something to avoid taking a credit... funds missing: {3}"
  STR_SLACKING_INDICATOR: "{0}:{1}"
  STR_EXTENDED_UC: "EXTENDED"
#InterceptState.cpp
  STR_RETURNING: "RETURNING"
  STR_INTERCEPTING: "INTERCEPTING"
  STR_ESCORTING: "ESCORTING"
  STR_EN_ROUTE: "EN ROUTE"
  STR_PILOT_MISSING: "PILOT MISSING"
  STR_DAY_SHORT: "{0}d"
  STR_HOUR_SHORT: "{0}h"
#MonthlyReportState.cpp
  STR_PERFORMANCE_BONUS: "Performance Bonus"
  STR_COUNTRY_HAS_CANCELLED_A_SECRET_PACT: "{0} has renounced the pact with alien forces and was allowed to return to the project."
  STR_COUNTRIES_HAVE_CANCELLED_A_SECRET_PACT: "{0} have renounced the pact with alien forces and were allowed to return to the project."
#NewPossibleCraftState.cpp
  STR_WE_CAN_NOW_RENT: "We can now rent"
#NewPossibleFacilityState.cpp
  STR_REQUIRED_BASE_SERVICES: "Required base services: {0}"
  STR_WE_CAN_NOW_BUILD: "We can now build"
#NewPossiblePurchaseState.cpp
  STR_WE_CAN_NOW_PURCHASE: "We can now purchase"
#ProductionCompleteState.cpp
  STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "Not enough living space to accomodate{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}"
#TargetInfoState.cpp
  STR_INFO: "INFO"
  STR_DESPAWN_PENALTY: "Despawn penalty> {0}"
#TrainingFinishedState.cpp
  STR_TRAINING_FINISHED: "Training Finished{NEWLINE}at {0}"
  STR_PSI_TRAINING_FINISHED: "Psi Training Finished{NEWLINE}at {0}"
#UfoDetectedState.cpp
  STR_IGNORE_UC: "IGNORE"
#UfoTrackerState.cpp
  STR_UFO_TRACKER: "UFO Tracker"
#=================== Menu ===================
#MainMenuState.cpp
  STR_UPDATE: "Update"
  STR_LATEST_VERSION_INFO: "You are using the latest OpenXcom version."
#NotesState.cpp
  STR_NOTES: "Notes"
  STR_NEW_NOTE: "<NEW NOTE>"
#OptionsAdvancedState.cpp
  STR_OXCE: "Extended"
#OptionsBaseState.cpp
  STR_FOLDERS: "FOLDERS"
#OptionsFoldersState.cpp
  STR_DATA_FOLDER: "Data Folder (original resources)"
  STR_USER_FOLDER: "User Folder (mods, openxcom.log)"
  STR_SAVE_FOLDER: "Save Folder (saved games, screenshots)"
  STR_CONFIG_FOLDER: "Config Folder (options.cfg)"
  STR_DATA_FOLDER_DESC: "This is where OpenXcom looks for the original game resources (UFO and/or TFTD) and also where the OpenXcom built-in mods are stored."
  STR_USER_FOLDER_DESC: "The log file ('openxcom.log') is stored here. All custom mods belong here too (in the 'mods' sub-folder)."
  STR_SAVE_FOLDER_DESC: "Your saved games are located here. Also, the mission generator settings ('battle.cfg') can be found here."
  STR_CONFIG_FOLDER_DESC: "This is where OpenXcom settings ('options.cfg') are stored. Normally the same as the User Folder."
#OptionsInformExtendedState.cpp
  STR_VERSION_REQUIRED_QUESTION: "This mod requires OXCE v{0} to run correctly. Enable this mod?"
#OptionsVideoState.cpp
  STR_FOURTH_DISPLAY: "1/4 Display"
  STR_FIFTH_DISPLAY: "1/5 Display"
  STR_SIXTH_DISPLAY: "1/6 Display"
#TestState.cpp
  STR_TEST_SCREEN: "TEST SCREEN"
  STR_PALETTE: "Palette:"
  STR_PREVIEW: "Preview"
  STR_TINY_BORDERLESS: "Tiny, borderless"
  STR_TINY_BORDER: "Tiny"
  STR_SMALL_LOW_CONTRAST: "Small"
  STR_SMALL_HIGH_CONTRAST: "Small, high contrast"
  STR_BIG_LOW_CONTRAST: "Big"
  STR_BIG_HIGH_CONTRAST: "Big, high contrast"
  STR_TEST_CASE: "Test case:"
  STR_RUN: "Run selected test!"
  STR_TESTS_STARTING: "Starting..."
  STR_TESTS_ERRORS_FOUND: "Total errors found (there may be duplicates): {0}"
  STR_TESTS_NO_ERRORS_FOUND: "No errors found."
  STR_TESTS_FINISHED: "Finished."
  STR_DETAILED_INFO_IN_LOG_FILE: "Detailed info has been saved into openxcom.log"
#=================== Savegame ===================
#Soldier.cpp
  STR_RANK_NONE: "-"
#=================== Ufopaedia ===================
#ArticleState.cpp
  STR_DAMAGE_NONE: "NONE"
  STR_INFO_UFOPEDIA: "INFO"
#ArticleStateCraft.cpp
  STR_COCKPIT_CAPACITY: "PILOTS>{ALT}{0}{ALT}"
  STR_MAXIMUM_RANGE: "MAX RANGE>{ALT}{0}{ALT}"
  STR_MINIMUM_RANGE: "MIN RANGE>{ALT}{0}{ALT}"
  STR_INFINITE_RANGE: "N/A"
#ArticleStateCraftWeapon.cpp
  STR_TRACTOR_BEAM_POWER: "Power"
#ArticleStateItem.cpp
  STR_WEIGHT_PEDIA1: "Wt: {0}"
  STR_WEIGHT_PEDIA2: "Wt: {0}/{1}"
  STR_SHOT_TYPE_MELEE: "Melee"
  STR_ACCURACY_MODIFIER: "Accuracy modifier>{ALT} {0}"
  STR_POWER_BONUS: "Power bonus>{ALT} {0}"
  STR_MULTIPLE_DIFFERENT_BONUSES: "multiple bonuses on various compatible ammo"
#StatsForNerdsState.cpp
  STR_STATS_FOR_NERDS: "Stats for Nerds"
  STR_ARTICLE: "Article>{ALT} {0}"
  STR_COMPATIBLE_AMMO: "Compatible ammo:"
  STR_BUILT_IN_ITEMS: "Built-in items:"
  STR_CLIP_SIZE_UNLIMITED: "unlimited"
  STR_SHOTGUN_BEHAVIOR_OXCE: "extended"
  STR_INCLUDE_DEBUG: "DEBUG"
  STR_INCLUDE_IDS: "IDs"
  STR_INCLUDE_DEFAULTS: "DEFAULTS"
  STR_TRUE: "true"
  STR_FALSE: "false"
#
  STR_PSI_SKILL_AND_PSI_STRENGTH: "PSI SKILL*PSI STRENGTH"
  STR_STRENGTH_AND_MELEE_ACCURACY: "STRENGTH*MELEE ACCURACY"
  STR_STRENGTH_AND_THROWING_ACCURACY: "STRENGTH*THROWING ACCURACY"
  STR_FIRING_ACCURACY_AND_REACTIONS: "FIRING ACCURACY*REACTIONS"
  STR_HEALTH_CURRENT: "CURRENT HEALTH"
  STR_MANA_CURRENT: "CURRENT MANA"
  STR_TIME_UNITS_CURRENT: "CURRENT TIME UNITS"
  STR_STUN_LEVEL_CURRENT: "CURRENT STUN LEVEL"
  STR_HEALTH_NORMALIZED: "NORMALISED HEALTH"
  STR_MANA_NORMALIZED: "NORMALIZED MANA"
  STR_TIME_UNITS_NORMALIZED: "NORMALISED TIME UNITS"
  STR_ENERGY_NORMALIZED: "NORMALISED ENERGY"
  STR_MORALE_NORMALIZED: "NORMALISED MORALE"
  STR_STUN_LEVEL_NORMALIZED: "NORMALISED STUN LEVEL"
  STR_ENERGY_REGENERATION: "ENERGY REGENERATION"
#
  STR_COST_TIME: "time"
  STR_COST_ENERGY: "energy"
  STR_COST_MORALE: "morale"
  STR_COST_HEALTH: "health"
  STR_COST_STUN: "stun"
  STR_COST_MANA: "mana"
  STR_COST_BUILD: "build"
  STR_COST_REFUND: "refund"
#
  STR_DAMAGE_10: "10"
  STR_DAMAGE_11: "11"
  STR_DAMAGE_12: "12"
  STR_DAMAGE_13: "13"
  STR_DAMAGE_14: "14"
  STR_DAMAGE_15: "15"
  STR_DAMAGE_16: "16"
  STR_DAMAGE_17: "17"
  STR_DAMAGE_18: "18"
  STR_DAMAGE_19: "19"
#
  STR_NAUTICAL_MILES: "{0} nautical miles"
  STR_KILOMETERS_PER_HOUR: "{0} km/h"
  STR_SECONDS_LONG: "{0} seconds"
  STR_RACE_BONUS: "Race bonus"
  STR_FOR_DIFFICULTY: "for difficulty: {0}"
#UfopaediaSelectState.cpp
  STR_NOT_AWARDED_YET: "Not awarded yet"
