File: pt_BR.po

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7kaa 2.15.4p1%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: bookworm, bullseye, sid
  • size: 131,632 kB
  • sloc: cpp: 133,170; sh: 4,791; asm: 3,523; ansic: 1,801; perl: 1,651; makefile: 1,153; pascal: 27; sed: 16
file content (9191 lines) | stat: -rw-r--r-- 262,576 bytes parent folder | download
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# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER
# This file is distributed under the same license as the PACKAGE package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
msgid ""
msgstr ""
"Project-Id-Version: \n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-27 16:23-0700\n"
"PO-Revision-Date: 2018-09-09 18:19+0200\n"
"Last-Translator: \n"
"Language-Team: \n"
"Language: pt_BR\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=(n > 1);\n"
"X-Generator: Poedit 2.1.1\n"

#: src/CmdLine.cpp:46
#, c-format
msgid "The command line option %s requires an argument."
msgstr ""

#: src/CmdLine.cpp:56
msgid "Multiple startup mode options present on the command line."
msgstr ""

#: src/ConfigAdv.cpp:219
#, c-format
msgid "Error in %s at line %d"
msgstr ""

#: src/OBOX.cpp:180 src/OBOX.cpp:207 src/OBOX.cpp:210 src/OBOX.cpp:262
#: src/OGAMEMP.cpp:1510 src/OGAMEMP.cpp:1610 src/OGAMEMP.cpp:3012
#: src/OGAMEMP.cpp:3077 src/OGAMEMP.cpp:3386 src/OGAMEMP.cpp:3389
#: src/OGAMEMP.cpp:3392 src/OGAMEMP.cpp:3395 src/OGAMEMP.cpp:3398
#: src/OGAMEMP.cpp:3401 src/OGAMEMP.cpp:3404 src/OGAMEMP.cpp:3452
#: src/OGAMEMP.cpp:4928 src/OGAMEMP.cpp:4994 src/OGAMEMP.cpp:5180
#: src/OGAMEMP.cpp:5183 src/OGAMEMP.cpp:5186 src/OGAMEMP.cpp:5189
#: src/OGAMEMP.cpp:5192 src/OGAMEMP.cpp:5195 src/OGAMEMP.cpp:5198
#: src/OGAMEMP.cpp:5246
msgid "Ok"
msgstr "Ok"

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/help.res:70
#: src/OBOX.cpp:213 src/OBOX.cpp:265 src/OFIRMIF3.cpp:241 src/OF_RESE.cpp:284
#: src/OGAMEMP.cpp:1511 src/OGAMEMP.cpp:1611 src/OGAMEMP.cpp:2074
#: src/OGAMEMP.cpp:2176 src/OGAMEMP.cpp:2239 src/OSPYA.cpp:354
#: src/OTOWNIF.cpp:1265 src/OUNITIF.cpp:1042 src/OUNITIF.cpp:1078
msgid "Cancel"
msgstr "Cancelar"

#. TRANSLATORS: <Month> <Day>, <Year>
#: src/ODATE.cpp:231 src/ODATE.cpp:235
#, c-format
msgid "%s %d, %d"
msgstr "%s %d, %d"

#: src/ODATE.cpp:254
#, fuzzy
msgctxt "Month|Full"
msgid "January"
msgstr "Janeiro"

#: src/ODATE.cpp:256
#, fuzzy
msgctxt "Month|Full"
msgid "February"
msgstr "Fevereiro"

#: src/ODATE.cpp:258
#, fuzzy
msgctxt "Month|Full"
msgid "March"
msgstr "Março"

#: src/ODATE.cpp:260
#, fuzzy
msgctxt "Month|Full"
msgid "April"
msgstr "Abril"

#: src/ODATE.cpp:262
#, fuzzy
msgctxt "Month|Full"
msgid "May"
msgstr "Maio"

#: src/ODATE.cpp:264
#, fuzzy
msgctxt "Month|Full"
msgid "June"
msgstr "Junho"

#: src/ODATE.cpp:266
#, fuzzy
msgctxt "Month|Full"
msgid "July"
msgstr "Julho"

#: src/ODATE.cpp:268
#, fuzzy
msgctxt "Month|Full"
msgid "August"
msgstr "Agosto"

#: src/ODATE.cpp:270
#, fuzzy
msgctxt "Month|Full"
msgid "September"
msgstr "Setembro"

#: src/ODATE.cpp:272
#, fuzzy
msgctxt "Month|Full"
msgid "October"
msgstr "Outubro"

#: src/ODATE.cpp:274
#, fuzzy
msgctxt "Month|Full"
msgid "November"
msgstr "Novembro"

#: src/ODATE.cpp:276
#, fuzzy
msgctxt "Month|Full"
msgid "December"
msgstr "Dezembro"

#. TRANSLATORS: An abbreviated month. If not used in your language, spell full month.
#: src/ODATE.cpp:295
#, fuzzy
msgctxt "Month|Short"
msgid "Jan"
msgstr "Jan"

#: src/ODATE.cpp:297
#, fuzzy
msgctxt "Month|Short"
msgid "Feb"
msgstr "Fev"

#: src/ODATE.cpp:299
#, fuzzy
msgctxt "Month|Short"
msgid "Mar"
msgstr "Mar"

#: src/ODATE.cpp:301
#, fuzzy
msgctxt "Month|Short"
msgid "Apr"
msgstr "Abr"

#: src/ODATE.cpp:303
#, fuzzy
msgctxt "Month|Short"
msgid "May"
msgstr "Maio"

#: src/ODATE.cpp:305
#, fuzzy
msgctxt "Month|Short"
msgid "Jun"
msgstr "Jun"

#: src/ODATE.cpp:307
#, fuzzy
msgctxt "Month|Short"
msgid "Jul"
msgstr "Jul"

#: src/ODATE.cpp:309
#, fuzzy
msgctxt "Month|Short"
msgid "Aug"
msgstr "Ago"

#: src/ODATE.cpp:311
#, fuzzy
msgctxt "Month|Short"
msgid "Sep"
msgstr "Set"

#: src/ODATE.cpp:313
#, fuzzy
msgctxt "Month|Short"
msgid "Oct"
msgstr "Out"

#: src/ODATE.cpp:315
#, fuzzy
msgctxt "Month|Short"
msgid "Nov"
msgstr "Nov"

#: src/ODATE.cpp:317
#, fuzzy
msgctxt "Month|Short"
msgid "Dec"
msgstr "Dez"

#. TRANSLATORS: <Town> <Short Firm Name> <Firm #>
#. This is the name of the firm when there are multiple linked firms to a town.
#: src/OFIRM.cpp:492
#, c-format
msgctxt "FirmUI|Name"
msgid "%s %s %d"
msgstr "%s %s %d"

#. TRANSLATORS: <Town> <Short Firm Name>
#. This is the name of the firm.
#: src/OFIRM.cpp:498
#, c-format
msgctxt "FirmUI|Name"
msgid "%s %s"
msgstr "%s %s"

#: src/OFIRMIF.cpp:86
msgid "Under Construction"
msgstr "Em construção"

#: src/OFIRMIF.cpp:643
msgid "Residence"
msgstr "Residência"

#: src/OFIRMIF.cpp:652 src/OFIRMIF.cpp:659 src/OFIRMIF2.cpp:95
#: src/OFIRMIF3.cpp:523 src/OF_BASE.cpp:411 src/OF_CAMP.cpp:598
#: src/OINFO.cpp:744 src/OR_MIL.cpp:101 src/OR_SPY.cpp:77 src/OR_TOWN.cpp:87
#: src/OTOWNIF.cpp:298 src/OTOWNIF.cpp:1415 src/OUNITIF.cpp:1154
#: src/OU_MARIF.cpp:510
msgid "Loyalty"
msgstr "Lealdade"

#: src/OFIRMIF.cpp:652 src/OFIRMIF.cpp:659 src/OFIRMIF.cpp:671
#: src/OFIRMIF.cpp:685 src/OU_MARIF.cpp:510
msgid "N/A"
msgstr "N/D"

#: src/OFIRMIF.cpp:687 src/OFIRMIF.cpp:735 src/OF_INN.cpp:432
#: src/OF_INN.cpp:483 src/OUNITIF.cpp:1166 src/OU_MARIF.cpp:514
msgid "Combat"
msgstr "Combate"

#: src/OFIRMIF.cpp:696 src/OFIRMIF.cpp:744 src/OR_MIL.cpp:102
#: src/OR_TECH.cpp:145 src/OR_TRADE.cpp:147 src/OU_MARIF.cpp:524
msgid "Hit Points"
msgstr "Pontos de Vida"

#: src/OFIRMIF2.cpp:94 src/OTOWNIF.cpp:1414
msgid "Spy Skill"
msgstr "Habilidade de Espionagem"

#: src/OFIRMIF2.cpp:96 src/OR_SPY.cpp:78 src/OTOWNIF.cpp:1416
msgid "Action"
msgstr "Ação"

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/help.res:62
#: src/OFIRMIF3.cpp:88
msgid "Bribe"
msgstr "Suborno"

#: src/OFIRMIF3.cpp:116
msgid "Bribe Succeeded."
msgstr "Suborno bem sucedido."

#: src/OFIRMIF3.cpp:122
msgid "Bribe Failed."
msgstr "Suborno falhou."

#. TRANSLATORS: Part of "Your Spy Was Caught And Executed."
#: src/OFIRMIF3.cpp:123 src/OFIRMIF3.cpp:562 src/OFIRMIF3.cpp:581
msgid "Your Spy Was Caught"
msgstr "Seu espião foi pego"

#. TRANSLATORS: Part of "Your Spy Was Caught And Executed."
#: src/OFIRMIF3.cpp:124 src/OFIRMIF3.cpp:564 src/OFIRMIF3.cpp:583
msgid "And Executed."
msgstr "E executado."

#. TRANSLATORS: Offer <Amount>
#: src/OFIRMIF3.cpp:247
#, c-format
msgid "Offer %s"
msgstr "Oferecer %s"

#: src/OFIRMIF3.cpp:545 src/OFIRMIF3.cpp:560
msgid "Assassination Succeeded."
msgstr "Assassinato bem sucedido."

#: src/OFIRMIF3.cpp:546
msgid "Your Spy Escaped."
msgstr "Seu espião escapou."

#: src/OFIRMIF3.cpp:579
msgid "Assassination Failed."
msgstr "Assassinato falhou."

#: src/OF_BASE.cpp:386 src/OF_CAMP.cpp:573 src/OGAMHALL.cpp:255
#: src/OSaveGameArray.cpp:609 src/OUNIT.cpp:763 src/OUNITIF.cpp:1226
msgid "King"
msgstr "Rei"

#: src/OF_BASE.cpp:400 src/OF_CAMP.cpp:587 src/OR_MIL.cpp:100 src/OSKILL.cpp:35
msgid "Leadership"
msgstr "Liderança"

#: src/OF_FACT.cpp:361
#, fuzzy
msgid "Producing Clay Products"
msgstr "Produzindo %s produtos"

#: src/OF_FACT.cpp:362
#, fuzzy
msgid "Producing Copper Products"
msgstr "Produzindo %s produtos"

#: src/OF_FACT.cpp:363
#, fuzzy
msgid "Producing Iron Products"
msgstr "Produzindo %s produtos"

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# #-#-#-#-#  -  #-#-#-#-#
# data/resource/help.res:309
# #-#-#-#-#  -  #-#-#-#-#
# data/resource/help.res:337
#: src/OF_FACT.cpp:394 src/OF_MINE.cpp:297
msgid "Monthly Production"
msgstr "Produção mensal"

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/help.res:313
#: src/OF_FACT.cpp:400
msgid "Raw Material Stock"
msgstr "Estoque de matéria prima"

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/help.res:317
#: src/OF_FACT.cpp:407 src/OR_TRADE.cpp:917
msgid "Product Stock"
msgstr "Estoque de produtos"

#: src/OF_HARB.cpp:464 src/OU_MARIF.cpp:87
msgid "Units"
msgstr "Unidades"

#: src/OF_HARB.cpp:465 src/OU_MARIF.cpp:88
msgid "Goods"
msgstr "Bens"

#: src/OF_HARB.cpp:638 src/OF_WAR.cpp:293 src/OTOWNIF.cpp:911
msgid "Done"
msgstr "Concluído"

#: src/OF_INN.cpp:447
msgid "Hiring Cost"
msgstr "Custo de contratação"

#: src/OF_MARK.cpp:413
#, fuzzy
msgid "You're not permitted to trade with this market."
msgstr "Você não tem permissão para"

#: src/OF_MARK.cpp:467
msgid "Clear"
msgstr "Terminado"

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/help.res:289
#: src/OF_MARK.cpp:479
msgid "Stock"
msgstr "Ações"

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/help.res:293
#: src/OF_MARK.cpp:481
msgid "Sales"
msgstr "Vendas"

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/help.res:297
#: src/OF_MARK.cpp:489
msgid "Demand"
msgstr "Demanda"

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/help.res:301
#: src/OF_MARK.cpp:508 src/OR_ECO.cpp:75 src/OR_TOWN.cpp:120
msgid "Yearly Income"
msgstr "Receita anual"

#: src/OF_MINE.cpp:263
#, fuzzy
msgid "Mining Clay"
msgstr "Mineiração"

#: src/OF_MINE.cpp:264
#, fuzzy
msgid "Mining Copper"
msgstr "Minerando %s"

#: src/OF_MINE.cpp:265
#, fuzzy
msgid "Mining Iron"
msgstr "Mineiração"

#: src/OF_MINE.cpp:280
msgid "No Natural Resources"
msgstr "Sem recursos naturais"

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/help.res:341
#: src/OF_MINE.cpp:304
msgid "Mined Stock"
msgstr ""

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/help.res:345
#: src/OF_MINE.cpp:307
#, fuzzy
msgid "Untapped Reserve"
msgstr "Reservar não exploradas"

#: src/OF_MONS.cpp:134
msgid "Deezboanz Lair"
msgstr ""

#: src/OF_MONS.cpp:135
#, fuzzy
msgid "Rattus Lair"
msgstr "Covil de %s"

#: src/OF_MONS.cpp:136
msgid "Broosken Lair"
msgstr ""

#: src/OF_MONS.cpp:137
msgid "Haubudam Lair"
msgstr ""

#: src/OF_MONS.cpp:138
msgid "Pfith Lair"
msgstr ""

#: src/OF_MONS.cpp:139
msgid "Rokken Lair"
msgstr ""

#: src/OF_MONS.cpp:140
msgid "Doink Lair"
msgstr ""

#: src/OF_MONS.cpp:141
#, fuzzy
msgid "Wyrm Lair"
msgstr "Covil de %s"

#: src/OF_MONS.cpp:142
msgid "Droog Lair"
msgstr ""

#: src/OF_MONS.cpp:143
#, fuzzy
msgid "Ick Lair"
msgstr "Covil de %s"

#: src/OF_MONS.cpp:144
msgid "Sauroid Lair"
msgstr ""

#: src/OF_MONS.cpp:145
msgid "Karrotten Lair"
msgstr ""

#: src/OF_MONS.cpp:146
msgid "Holgh Lair"
msgstr ""

#: src/OGAMEMP.cpp:526
msgid "Create multiplayer session"
msgstr ""

#: src/OGAMEMP.cpp:527
msgid "Session Name:"
msgstr "Nome da sessão:"

#: src/OGAMEMP.cpp:528
#, fuzzy
msgid "Set Password:"
msgstr "Senha:"

#: src/OGAMEMP.cpp:573 src/OGAMEMP.cpp:832
#, fuzzy
msgid "Unable to connect from lobby"
msgstr "Não foi possível conectar com a sala."

#: src/OGAMEMP.cpp:580 src/OGAMEMP.cpp:839
#, fuzzy
msgid "Cannot initialize ENet"
msgstr "Não foi possível inicializar ENet."

#: src/OGAMEMP.cpp:596 src/OGAMEMP.cpp:855
msgid "Unable to retrieve leaderboard"
msgstr "Não foi possível recuperar o quadro de pontuação"

#: src/OGAMEMP.cpp:624 src/OGAMEMP.cpp:890
#, fuzzy
msgid "Invalid game name"
msgstr "Nome de jogo inválido."

#: src/OGAMEMP.cpp:633 src/OGAMEMP.cpp:899
#, fuzzy
msgid "Cannot create the game"
msgstr "Não foi possível criar o jogo."

#: src/OGAMEMP.cpp:662 src/OGAMEMP.cpp:928
msgid "Enter the game's address:"
msgstr "Entre o endereço do jogo:"

#: src/OGAMEMP.cpp:670 src/OGAMEMP.cpp:936
msgid "Service not supported"
msgstr "Serviço não suportado"

#: src/OGAMEMP.cpp:1044
msgid "Local Area Network"
msgstr ""

#. TRANSLATORS: This is a button label for entering a web or IP Address for connecting to an online game
#: src/OGAMEMP.cpp:1046
#, fuzzy
msgid "Enter Address"
msgstr "Entre o endereço do jogo:"

#: src/OGAMEMP.cpp:1051
msgid "Host or join a game using the local area network"
msgstr ""

#: src/OGAMEMP.cpp:1052
msgid "Join a game by entering an address"
msgstr ""

#: src/OGAMEMP.cpp:1053
msgid "Host or join a game over the internet"
msgstr ""

#: src/OGAMEMP.cpp:1200
msgid ""
"Enter your 7kfans.com/forums account credentials to continue.\n"
"TIP: If you have just previously logged in using the same username, you can "
"leave your password blank, and the previous session is used."
msgstr ""
"Digite os dados de sua conta 7kfans.com/forums para continuar.\n"
"DICA: Se você ingressou recentemente usando o seu nome de usuário, você pode "
"deixar o campo senha em branco, e a sessão prévia será utilizada."

#: src/OGAMEMP.cpp:1201
msgid "Username:"
msgstr "Nome de usuário:"

#: src/OGAMEMP.cpp:1202
msgid "Password:"
msgstr "Senha:"

#: src/OGAMEMP.cpp:1391
msgid ""
"It is not recommended to use this save game file name. Do you wish to "
"continue?"
msgstr ""
"Não é recomendado usar este nome para o arquivo do jogo. Deseja continuar?"

#: src/OGAMEMP.cpp:1447
#, fuzzy
msgid "Unable to connect to 7kfans.com"
msgstr "Não foi possível conectar"

#: src/OGAMEMP.cpp:1738
msgid ""
"Unable to connect to the 7kfans.com service. Verify your account information "
"and try again."
msgstr ""

#: src/OGAMEMP.cpp:1740
msgid ""
"Unable to connect to the 7kfans service. See 7kfans.com/wiki on how to log "
"in.\n"
"(No libcurl)"
msgstr ""

#: src/OGAMEMP.cpp:1930
msgid "Unable to communicate with the network"
msgstr "Não foi possível comunicar com a rede"

#: src/OGAMEMP.cpp:1933
msgid "Trying to connect to the service provider"
msgstr "Tentando conectar com o provedor de serviço"

#: src/OGAMEMP.cpp:1948
msgid ""
"There is a new version of Seven Kingdoms: Ancient Adversaries at www.7kfans."
"com"
msgstr "Uma nova versão de Sete Reinos: Antigos Adversários em www.7kfans.com"

#: src/OGAMEMP.cpp:2062
msgid "Enter the game's password:"
msgstr "Entre a senha do jogo:"

#: src/OGAMEMP.cpp:2069
msgid "Attempting to connect"
msgstr "Tentando conectar"

#: src/OGAMEMP.cpp:2138
msgid "The session you selected no longer exists."
msgstr "A sessão que você selecionou não existe."

#: src/OGAMEMP.cpp:2144
msgid "Unable to connect"
msgstr "Não foi possível conectar"

#: src/OGAMEMP.cpp:2149
msgid "Failed to initiate connection"
msgstr "Falha em iniciar conexão"

#: src/OGAMEMP.cpp:2171
msgid "Please wait while disconnecting..."
msgstr "Desconectando, por favor aguarde…"

#: src/OGAMEMP.cpp:2234
msgid "Retrieving leaderboard"
msgstr "Recuperando quadro de pontuação"

#: src/OGAMEMP.cpp:2939 src/OGAMEMP.cpp:4854
msgid "?anonymous?"
msgstr "?Anônimo?"

#: src/OGAMEMP.cpp:3012 src/OGAMEMP.cpp:4928
msgid "The game host has disconnected."
msgstr "O host do jogo desconectou."

#: src/OGAMEMP.cpp:3077 src/OGAMEMP.cpp:4994
msgid "The game host has aborted the game."
msgstr "O host to jogo abortou a partida."

#: src/OGAMEMP.cpp:3386 src/OGAMEMP.cpp:5180
msgid "Your game version does not match the host's version."
msgstr "Sua versão do jogo não é a mesma que a do host."

#: src/OGAMEMP.cpp:3389 src/OGAMEMP.cpp:5183
msgid "The game you tried to join is currently full."
msgstr "O jogo que você tentou ingressar esta cheio."

#: src/OGAMEMP.cpp:3392 src/OGAMEMP.cpp:5186
msgid "The host refused to authorize your connection."
msgstr "I host não autorizou sua conexão."

#: src/OGAMEMP.cpp:3395 src/OGAMEMP.cpp:5189
msgid "You cannot join the game because the host is loading a save."
msgstr ""
"Você não pode ingressar a partida pois o host está carregando um arquivo "
"salvo."

#: src/OGAMEMP.cpp:3398 src/OGAMEMP.cpp:5192
msgid "You cannot join the game because the host is not loading a save."
msgstr ""
"Você não pode ingressar a partida pois o host não está carregando um arquivo "
"salvo."

#: src/OGAMEMP.cpp:3401 src/OGAMEMP.cpp:5195
msgid ""
"You cannot join the game because the saved multiplayer game you selected is "
"different."
msgstr ""
"Você não pode ingressar a partida pois o arquivo de jogo multi-jogador que "
"você selecionou é diferente."

#: src/OGAMEMP.cpp:3404 src/OGAMEMP.cpp:5198
msgid "The host refused the connection."
msgstr "O host recusou a conexão."

#: src/OGAMEMP.cpp:3452 src/OGAMEMP.cpp:5246
msgid "The host is using a modified game which you are not running."
msgstr ""

#: src/OGAMEMP.cpp:4141 src/OGAMEMP.cpp:5588
msgid "Connection string from host is corrupted"
msgstr "A linha de conexão do host está corrompida"

#: src/OGAMEMP.cpp:4148
#, fuzzy
msgid "Cannot get random seeds from the host"
msgstr "Não foi possível obter uma semente aleatória do host."

#: src/OGAMEMP.cpp:4154
#, fuzzy
msgid "Cannot get game configuration information from the host"
msgstr "Não foi possível obter do host a configuração da partida."

#: src/OGAMEMP.cpp:4160 src/OGAMEMP.cpp:5595
#, fuzzy
msgid "Cannot get kingdom information from the host"
msgstr "Não foi possível obter do host informações do reino."

#: src/OGAMEMP.cpp:4166 src/OGAMEMP.cpp:5601
msgid "The host cannot recognize your machine."
msgstr "O host não pode reconhecer seu computador."

#: src/OGAMEMP.cpp:4172 src/OGAMEMP.cpp:5607
msgid "Cannot receive important information from the host"
msgstr "Não foi possível receber do host informações importantes"

#: src/OGAMEMP.cpp:4224 src/OGAMEMP.cpp:5653
msgid "Some player(s) encountered errors when initializing the game."
msgstr "Alguns jogadores encontraram problemas na inicialização do jogo."

#: src/OGAMEMP.cpp:5336 src/OGAMEMP.cpp:5491
#, fuzzy, c-format
msgid "This multiplayer saved game needs %d human player"
msgid_plural "This multiplayer saved game needs %d human players"
msgstr[0] ""
"Esta arquivo de partida com múltiplos jogadores necessita %d jogadores "
"humanos enquanto no momento apenas %d jogador existe."
msgstr[1] ""
"Esta arquivo de partida com múltiplos jogadores necessita %d jogadores "
"humanos enquanto no momento apenas %d jogadores existem."

#: src/OGAMEMP.cpp:5339 src/OGAMEMP.cpp:5494
#, c-format
msgid "while now there is %d human player."
msgid_plural "while now there are %d human players."
msgstr[0] ""
msgstr[1] ""

#: src/OGAMEMP.cpp:5342 src/OGAMEMP.cpp:5497
#, fuzzy
msgid "The game cannot start."
msgstr " Este jogo não foi salvo."

#: src/OGAMEMP.cpp:5557
msgid "Incorrect kingdom information received from the host."
msgstr "O host recebeu informações incorretas sobre o reino."

#: src/OGAMEND.cpp:218
msgid "Do you want to continue to stay in the game?"
msgstr "Você quer continuar para permanecer na partida?"

#: src/OGAMEND.cpp:218 src/OINGMENU.cpp:229 src/OINGMENU.cpp:254
#: src/OINGMENU.cpp:270 src/OR_NAT.cpp:332 src/OR_NAT.cpp:333
#: src/OR_NAT.cpp:549
msgid "Yes"
msgstr "Sim"

#: src/OGAMEND.cpp:218 src/OINGMENU.cpp:229 src/OINGMENU.cpp:254
#: src/OINGMENU.cpp:270 src/OR_NAT.cpp:332 src/OR_NAT.cpp:333
#: src/OR_NAT.cpp:550
msgid "No"
msgstr "Não"

#: src/OGAMEND.cpp:268
msgid "You Have Lost the Game !"
msgstr "Você perdeu a partida!"

#: src/OGAMEND.cpp:276
msgid "All Fryhtans have been Destroyed !"
msgstr "Todos os Fryhtanianos foram destruídos!"

#: src/OGAMEND.cpp:280
msgid "Your Kingdom has Achieved the Highest Fryhtan Battling Score !"
msgstr "O seu reino obteve a maior pontuação de batalha Fryhtaniana!"

#. TRANSLATORS: <King>'s Kingdom has Achieved the Highest Fryhtan Battling Score !
#: src/OGAMEND.cpp:286
#, fuzzy, c-format
msgid "%s's Kingdom has Achieved the Highest Fryhtan Battling Score !"
msgstr "O seu reino obteve a maior pontuação de batalha Fryhtaniana!"

#. TRANSLATORS: Your Kingdom has Reached its Population/Economic Score/Total Score Goal of <Number> !
#: src/OGAMEND.cpp:297
#, fuzzy, c-format
msgid "Your Kingdom has Reached its Population Goal of %s !"
msgstr "o objetivo de população de %s !"

#. TRANSLATORS: <King>'s Kingdom has Reached its Population/Economic Score/Total Score Goal of <Number> !
#: src/OGAMEND.cpp:302
#, fuzzy, c-format
msgid "%s's Kingdom has Reached its Population Goal of %s !"
msgstr "o objetivo de população de %s !"

#. TRANSLATORS: Your Kingdom has Reached its Population/Economic Score/Total Score Goal of <Number> !
#: src/OGAMEND.cpp:315
#, fuzzy, c-format
msgid "Your Kingdom has Reached its Economic Score Goal of %s !"
msgstr "o objetivo de pontuação econômica de %s !"

#. TRANSLATORS: <King>'s Kingdom has Reached its Population/Economic Score/Total Score Goal of <Number> !
#: src/OGAMEND.cpp:320
#, fuzzy, c-format
msgid "%s's Kingdom has Reached its Economic Score Goal of %s !"
msgstr "o objetivo de pontuação econômica de %s !"

#. TRANSLATORS: Your Kingdom has Reached its Population/Economic Score/Total Score Goal of <Number> !
#: src/OGAMEND.cpp:333
#, fuzzy, c-format
msgid "Your Kingdom has Reached its Total Score Goal of %s !"
msgstr "o objetivo de pontuação total de %s !"

#. TRANSLATORS: <King>'s Kingdom has Reached its Population/Economic Score/Total Score Goal of <Number> !
#: src/OGAMEND.cpp:338
#, fuzzy, c-format
msgid "%s's Kingdom has Reached its Total Score Goal of %s !"
msgstr "o objetivo de pontuação total de %s !"

#: src/OGAMEND.cpp:350
msgid "Your Kingdom has Defeated All Other Kingdoms !"
msgstr "O seu reino derrotou todos os outros reinos!"

#. TRANSLATORS: <King>'s Kingdom has Defeated All Other Kingdoms !
#: src/OGAMEND.cpp:355
#, fuzzy, c-format
msgid "%s's Kingdom has Defeated All Other Kingdoms !"
msgstr "O seu reino derrotou todos os outros reinos!"

#. TRANSLATORS: You Surrendered to <King>'s Kingdom on <Date>.
#: src/OGAMEND.cpp:382
#, fuzzy, c-format
msgid "You Surrendered to %s's Kingdom on %s."
msgstr "Você rendeu-se a %s em %s."

#: src/OGAMEND.cpp:389
msgid "Your Kingdom has Failed to Achieve its Goal Within the Time Limit."
msgstr "Seu reino não conseguiu alcançar o objetivo dentro do limite de tempo."

#: src/OGAMEND.cpp:393
msgid "Your Kingdom has Gone Down to Ignominious Defeat !"
msgstr "Seu reino sofreu uma derrota vergonhosa!"

#. TRANSLATORS: You Retired on <Date>.
#: src/OGAMEND.cpp:408
#, c-format
msgid "You Retired on %s."
msgstr "Você se aposentou em %s."

#: src/OGAMEND.cpp:423
msgid "Duration of Your Rule"
msgstr "Duração de seu reinado"

#: src/OGAMEND.cpp:424
msgid "Total Gaming Time"
msgstr "Tempo total de jogo"

#: src/OGAMEND.cpp:426
msgid "Final Population"
msgstr "População final"

#: src/OGAMEND.cpp:427
msgid "Final Treasure"
msgstr "Tesouro final"

#: src/OGAMEND.cpp:429
msgid "Enemy Soldiers Dispatched"
msgstr "Soldados inimigos mortos"

#: src/OGAMEND.cpp:430
msgid "King's Soldiers Martyred"
msgstr "Soldados reais martirizados"

#: src/OGAMEND.cpp:432
msgid "Enemy Weapons Destroyed"
msgstr "Armas inimigas destruídas"

#: src/OGAMEND.cpp:433
msgid "King's Weapons Rendered Obsolete"
msgstr "Armamento real tornou-se obsoleto"

#: src/OGAMEND.cpp:435
msgid "Enemy Ships Sunk"
msgstr "Navios inimigos afundados"

#: src/OGAMEND.cpp:436
msgid "King's Ships Missing"
msgstr "Navio real desaparecido"

#: src/OGAMEND.cpp:438
msgid "Enemy Buildings Destroyed"
msgstr "Construções inimigas destruídas"

#: src/OGAMEND.cpp:439
msgid "King's Buildings Cleared"
msgstr "Construções reais completadas"

#: src/OGAMEND.cpp:441
msgid "Enemy Civilians Collaterally Damaged"
msgstr "Cidadãos inimigos feridos em fogo cruzado"

#: src/OGAMEND.cpp:442
msgid "King's Civilians Cruelly Murdered"
msgstr "Cidadãos reais assassinados cruelmente"

#: src/OGAMEND.cpp:475 src/OR_NAT.cpp:136 src/OR_RANK.cpp:87
msgid "Kingdom"
msgstr "Reino"

#: src/OGAMEND.cpp:476 src/OGAMHALL.cpp:271 src/OR_RANK.cpp:88
#: src/OTOWNIF.cpp:294
msgid "Population"
msgstr "População"

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/tut_list.res
#: src/OGAMEND.cpp:477 src/OR_RANK.cpp:89 src/OSPYA.cpp:45
msgid "Military"
msgstr "Exército"

#: src/OGAMEND.cpp:478 src/OR_RANK.cpp:90 src/OSPYA.cpp:45
msgid "Economy"
msgstr "Economia"

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/help.res:46
#: src/OGAMEND.cpp:479 src/OR_NAT.cpp:138 src/OR_RANK.cpp:91
msgid "Reputation"
msgstr "Reputação"

#: src/OGAMEND.cpp:481 src/OR_RANK.cpp:92
#, fuzzy
msgid "Fryhtan Battling"
msgstr "Pontuação de batalha com os Fryhtanianos"

#: src/OGAMEND.cpp:528 src/OR_RANK.cpp:137
msgid "Population Score"
msgstr "Pontuação de população"

#: src/OGAMEND.cpp:528 src/OR_RANK.cpp:137
msgid "Military Score"
msgstr "Pontuação militar"

#: src/OGAMEND.cpp:528 src/OR_RANK.cpp:137
msgid "Economic Score"
msgstr "Pontuação econômica"

#: src/OGAMEND.cpp:529 src/OR_RANK.cpp:138
msgid "Reputation Score"
msgstr "Pontuação de reputação"

#: src/OGAMEND.cpp:529 src/OR_RANK.cpp:138
msgid "Fryhtan Battling Score"
msgstr "Pontuação de batalha com os Fryhtanianos"

#: src/OGAMEND.cpp:550 src/OR_RANK.cpp:161
msgid "Total Score"
msgstr "Pontuação total"

#: src/OGAMEND.cpp:563 src/OR_RANK.cpp:174
#, fuzzy
msgid "Final Score"
msgstr "Pontuação final: %s X "

#: src/OGAMEND.cpp:572 src/OR_RANK.cpp:183
#, fuzzy
msgid "(Difficulty Rating)"
msgstr "%s (Dificuldade)"

#: src/OGAMEND.cpp:588
msgid "(Bonus)"
msgstr ""

#: src/OGAMEND.cpp:598 src/OR_RANK.cpp:194
#, fuzzy
msgid "(Cheated)"
msgstr "X  0 (Trapaceou)  =  0"

#: src/OGAMHALL.cpp:263
#, fuzzy
msgid "Score"
msgstr "Pontuação : "

#: src/OGAMHALL.cpp:283
#, fuzzy
msgid "Period"
msgstr "Período : "

#: src/OGAMHALL.cpp:293 src/OGAMSCE2.cpp:462
#, fuzzy
msgid "Difficulty"
msgstr "Dificuldade : "

#: src/OGAMMAIN.cpp:369
msgid "Version"
msgstr "Versão"

#: src/OGAMSCE2.cpp:178
msgid "Scenario files not found."
msgstr "Arquivo de cenário não encontrado."

#: src/OGAMSCE2.cpp:469
#, fuzzy
msgid "Score Bonus"
msgstr "Bônus de pontuação: "

#: src/OGFILE.cpp:326
msgid "Success"
msgstr ""

#: src/OGFILE.cpp:328
#, fuzzy
msgid "Error creating saved game file"
msgstr "Erro criando arquivo de jogo."

#: src/OGFILE.cpp:330
#, fuzzy
msgid "Error creating saved game header"
msgstr "Erro criando cabeçalho de arquivo de jogo."

#: src/OGFILE.cpp:332
#, fuzzy
msgid "Error writing saved game data"
msgstr "Erro escrevendo dados no arquivo."

#: src/OGFILE.cpp:334
msgid "Cannot open save game file"
msgstr "Não foi possível abrir o arquivo de jogo"

#: src/OGFILE.cpp:336
msgid "Cannot read file header"
msgstr "Não foi possível ler o cabeçalho do arquivo"

#: src/OGFILE.cpp:338
msgid "Incompatible save game"
msgstr "Arquivo de jogo incompatível"

#: src/OGFILE.cpp:340
msgid "Load game error"
msgstr "Erro carregando o arquivo de jogo"

#: src/OHELP.cpp:507
#, fuzzy
msgid "Norman General"
msgstr "General humano"

#: src/OHELP.cpp:508
#, fuzzy
msgid "Maya General"
msgstr "General de %s"

#: src/OHELP.cpp:509
#, fuzzy
msgid "Greek General"
msgstr "General de %s"

#: src/OHELP.cpp:510
#, fuzzy
msgid "Viking General"
msgstr "General de %s"

#: src/OHELP.cpp:511
#, fuzzy
msgid "Persian General"
msgstr "General de %s"

#: src/OHELP.cpp:512
#, fuzzy
msgid "Chinese General"
msgstr "General de %s"

#: src/OHELP.cpp:513
#, fuzzy
msgid "Japanese General"
msgstr "General de %s"

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/std/00005-UNIT.dbf
#: src/OHELP.cpp:514 src/OHELP.cpp:562 src/OR_TRADE.cpp:86 src/OR_TRADE.cpp:141
msgid "Caravan"
msgstr "Caravana"

# data/resource/std/00005-UNIT.dbf
#: src/OHELP.cpp:515 src/OHELP.cpp:563
msgid "Catapult"
msgstr ""

# data/resource/std/00005-UNIT.dbf
#: src/OHELP.cpp:516 src/OHELP.cpp:564
msgid "Ballista"
msgstr ""

# data/resource/std/00005-UNIT.dbf
#: src/OHELP.cpp:517 src/OHELP.cpp:565
msgid "Spitfire"
msgstr ""

# data/resource/std/00005-UNIT.dbf
#: src/OHELP.cpp:518 src/OHELP.cpp:566
msgid "Cannon"
msgstr ""

# data/resource/std/00005-UNIT.dbf
#: src/OHELP.cpp:519 src/OHELP.cpp:567
msgid "Porcupine"
msgstr ""

# data/resource/std/00005-UNIT.dbf
#: src/OHELP.cpp:520 src/OHELP.cpp:568
msgid "Trader"
msgstr ""

# data/resource/std/00005-UNIT.dbf
#: src/OHELP.cpp:521 src/OHELP.cpp:569
msgid "Transport"
msgstr ""

# data/resource/std/00005-UNIT.dbf
#: src/OHELP.cpp:522 src/OHELP.cpp:570
msgid "Caravel"
msgstr ""

# data/resource/std/00005-UNIT.dbf
#: src/OHELP.cpp:523 src/OHELP.cpp:571
msgid "Galleon"
msgstr ""

# data/resource/std/00005-UNIT.dbf
#: src/OHELP.cpp:524 src/OHELP.cpp:572
msgid "Dragon"
msgstr ""

# data/resource/std/00005-UNIT.dbf
#: src/OHELP.cpp:525 src/OHELP.cpp:573
msgid "Jing Nung"
msgstr ""

# data/resource/std/00005-UNIT.dbf
#: src/OHELP.cpp:526 src/OHELP.cpp:574
msgid "Lord of Healing"
msgstr ""

# data/resource/std/00005-UNIT.dbf
#: src/OHELP.cpp:527 src/OHELP.cpp:575
msgid "Thor"
msgstr ""

# data/resource/std/00005-UNIT.dbf
#: src/OHELP.cpp:528 src/OHELP.cpp:576
msgid "Phoenix"
msgstr ""

# data/resource/std/00005-UNIT.dbf
#: src/OHELP.cpp:529 src/OHELP.cpp:577
msgid "Kukulcan"
msgstr ""

# data/resource/std/00005-UNIT.dbf
#: src/OHELP.cpp:530 src/OHELP.cpp:578
msgid "Mind Turner"
msgstr ""

#. TRANSLATORS: Unit icon help popup with rank title. In the original game, fryhtans used the human ranks in the help message. Use General or Ordo whichever makes sense.
#: src/OHELP.cpp:532
#, fuzzy
msgid "Deezboanz General"
msgstr "General humano"

#: src/OHELP.cpp:533
#, fuzzy
msgid "Rattus General"
msgstr "General de %s"

#: src/OHELP.cpp:534
#, fuzzy
msgid "Broosken General"
msgstr "General de %s"

#: src/OHELP.cpp:535
#, fuzzy
msgid "Haubudam General"
msgstr "General humano"

#: src/OHELP.cpp:536
#, fuzzy
msgid "Pfith General"
msgstr "General de %s"

#: src/OHELP.cpp:537
#, fuzzy
msgid "Rokken General"
msgstr "General humano"

#: src/OHELP.cpp:538
#, fuzzy
msgid "Doink General"
msgstr "General de %s"

#: src/OHELP.cpp:539
#, fuzzy
msgid "Wyrm General"
msgstr "General de %s"

#: src/OHELP.cpp:540
#, fuzzy
msgid "Droog General"
msgstr "General de %s"

#: src/OHELP.cpp:541
#, fuzzy
msgid "Ick General"
msgstr "General de %s"

#: src/OHELP.cpp:542
#, fuzzy
msgid "Sauroid General"
msgstr "General humano"

#: src/OHELP.cpp:543
#, fuzzy
msgid "Karrotten General"
msgstr "General humano"

#: src/OHELP.cpp:544
#, fuzzy
msgid "Holgh General"
msgstr "General de %s"

#: src/OHELP.cpp:545
#, fuzzy
msgid "Egyptian General"
msgstr "General humano"

#: src/OHELP.cpp:546
#, fuzzy
msgid "Mughul General"
msgstr "General de %s"

#: src/OHELP.cpp:547
#, fuzzy
msgid "Zulu General"
msgstr "General de %s"

# data/resource/std/00005-UNIT.dbf
#: src/OHELP.cpp:548 src/OHELP.cpp:596
msgid "Isis"
msgstr ""

# data/resource/std/00005-UNIT.dbf
#: src/OHELP.cpp:549 src/OHELP.cpp:597
msgid "Djini"
msgstr ""

# data/resource/std/00005-UNIT.dbf
#: src/OHELP.cpp:550 src/OHELP.cpp:598
msgid "uNkulunkulu"
msgstr ""

# data/resource/std/00005-UNIT.dbf
#: src/OHELP.cpp:551 src/OHELP.cpp:599
msgid "Unicorn"
msgstr ""

#: src/OHELP.cpp:555
msgid "Norman King"
msgstr ""

#: src/OHELP.cpp:556
#, fuzzy
msgid "Maya King"
msgstr "Rei de %s"

#: src/OHELP.cpp:557
msgid "Greek King"
msgstr ""

#: src/OHELP.cpp:558
msgid "Viking King"
msgstr ""

#: src/OHELP.cpp:559
#, fuzzy
msgid "Persian King"
msgstr "Rei de %s"

#: src/OHELP.cpp:560
#, fuzzy
msgid "Chinese King"
msgstr "Rei de %s"

#: src/OHELP.cpp:561
#, fuzzy
msgid "Japanese King"
msgstr "Rei de %s"

#. TRANSLATORS: Unit icon help popup with rank title. In the original game, fryhtans used the human ranks in the help message. Use King or All High whichever makes sense.
#: src/OHELP.cpp:580
msgid "Deezboanz King"
msgstr ""

#: src/OHELP.cpp:581
#, fuzzy
msgid "Rattus King"
msgstr "Rei de %s"

#: src/OHELP.cpp:582
#, fuzzy
msgid "Broosken King"
msgstr "Rei de %s"

#: src/OHELP.cpp:583
msgid "Haubudam King"
msgstr ""

#: src/OHELP.cpp:584
msgid "Pfith King"
msgstr ""

#: src/OHELP.cpp:585
msgid "Rokken King"
msgstr ""

#: src/OHELP.cpp:586
msgid "Doink King"
msgstr ""

#: src/OHELP.cpp:587
#, fuzzy
msgid "Wyrm King"
msgstr "Rei de %s"

#: src/OHELP.cpp:588
msgid "Droog King"
msgstr ""

#: src/OHELP.cpp:589
#, fuzzy
msgid "Ick King"
msgstr "Rei de %s"

#: src/OHELP.cpp:590
msgid "Sauroid King"
msgstr ""

#: src/OHELP.cpp:591
msgid "Karrotten King"
msgstr ""

#: src/OHELP.cpp:592
msgid "Holgh King"
msgstr ""

#: src/OHELP.cpp:593
msgid "Egyptian King"
msgstr ""

#: src/OHELP.cpp:594
msgid "Mughul King"
msgstr ""

#: src/OHELP.cpp:595
#, fuzzy
msgid "Zulu King"
msgstr "Rei"

#. TRANSLATORS: Part of "%d hour(s) and %d minute(s)"
#: src/OINFO.cpp:604
#, fuzzy, c-format
msgid "%d hour and"
msgid_plural "%d hours and"
msgstr[0] "%d hora e %d minuto"
msgstr[1] "%d hora e %d minuto"

#: src/OINFO.cpp:608
#, fuzzy, c-format
msgid "%d minute"
msgid_plural "%d minutes"
msgstr[0] "%s minuto"
msgstr[1] "%s minuto"

#. TRANSLATORS: Part of "%d year(s) and %d day(s)"
#. TRANSLATORS: Part of "%d year(s) and %d month(s)"
#: src/OINFO.cpp:649 src/ONATIONB.cpp:2073 src/ONATIONB.cpp:2365
#, fuzzy, c-format
msgid "%d year and"
msgid_plural "%d years and"
msgstr[0] "%d ano e %d dia"
msgstr[1] "%d ano e %d dia"

#: src/OINFO.cpp:653
#, fuzzy, c-format
msgid "%d day"
msgid_plural "%d days"
msgstr[0] "%s dia"
msgstr[1] "%s dia"

#: src/OINGMENU.cpp:153
#, fuzzy
msgid "Map I.D."
msgstr "I.D. do mapa: "

#: src/OINGMENU.cpp:229
msgid "Do you really want to retire?"
msgstr "Você realmente gostaria de se aposentar?"

#: src/OINGMENU.cpp:254
msgid "Do you really want to quit to the Main Menu?"
msgstr "Você realmente gostaria de sair para o Menu Principal?"

#: src/OINGMENU.cpp:270
msgid "Do you really want to quit Seven Kingdoms?"
msgstr "Você realmente gostaria de sair de Sete Reinos?"

#: src/ONATIONB.cpp:56
msgid "War"
msgstr "Guerra"

#: src/ONATIONB.cpp:57
msgid "Tense"
msgstr "Tenso"

#: src/ONATIONB.cpp:58
msgid "Neutral"
msgstr "Neutro"

#: src/ONATIONB.cpp:59
msgid "Friendly"
msgstr "Amigável"

#: src/ONATIONB.cpp:60
msgid "Alliance"
msgstr "Aliança"

#: src/ONATIONB.cpp:65
#, fuzzy
msgid "Duration of War Status"
msgstr "Duração de seu reinado"

#: src/ONATIONB.cpp:66
#, fuzzy
msgid "Duration of Tense Status"
msgstr "Duração de seu reinado"

#: src/ONATIONB.cpp:67
#, fuzzy
msgid "Duration of Neutral Status"
msgstr "Duração de seu reinado"

#: src/ONATIONB.cpp:68
#, fuzzy
msgid "Duration of Friendly Status"
msgstr "Duração de seu reinado"

#: src/ONATIONB.cpp:69
msgid "Duration of Alliance Status"
msgstr ""

#. TRANSLATORS: <Name>'s Kingdom
#: src/ONATIONB.cpp:569 src/ONEWSENG.cpp:1740 src/ONEWSENG.cpp:1742
#: src/ONEWSENG.cpp:1760 src/ONEWSENG.cpp:1762
#, c-format
msgid "%s's Kingdom"
msgstr "Reino de %s"

#: src/ONATIONB.cpp:2077 src/ONATIONB.cpp:2369
#, fuzzy, c-format
msgid "%d month"
msgid_plural "%d months"
msgstr[0] "%d mês"
msgstr[1] "%d mês"

#. TRANSLATORS: <Number> Peasant in <Town> in <King>'s Kingdom<Color> is rebelling.
#. <Number> Peasants in <Town> in <King>'s Kingdom<Color> are rebelling.
#: src/ONEWSENG.cpp:174
#, fuzzy, c-format
msgid "%d Peasant in %s in %s's Kingdom%s is rebelling."
msgid_plural "%d Peasants in %s in %s's Kingdom%s are rebelling."
msgstr[0] "%d camponês em %s em %s está se rebelando."
msgstr[1] "%d camponêses em %s em %s estão se rebelando."

#. TRANSLATORS: A <Race> <Worker> has emigrated from your village of <Town> to <Town> in <King>'s Kingdom<Color>.
#. <Number> <Race> <Worker>s have emigrated from your village of <Town> to <Town> in <King>'s Kingdom<Color>.
#: src/ONEWSENG.cpp:217
#, fuzzy, c-format
msgid "%d %s %s has emigrated from your village of %s to %s in %s's Kingdom%s."
msgid_plural ""
"%d %s %ss have emigrated from your village of %s to %s in %s's Kingdom%s."
msgstr[0] "%d %s %s emigrou da vila de %s para %s em %s."
msgstr[1] "%d %s %s emigraram da vila de %s para %s em %s."

#. TRANSLATORS: A <Race> Peasant has emigrated from your village of <Town> to <Town> in <King>'s Kingdom<Color>.
#. <Number> <Race> Peasants have emigrated from your village of <Town> to <Town> in <King>'s Kingdom<Color>.
#: src/ONEWSENG.cpp:233
#, fuzzy, c-format
msgid ""
"%d %s Peasant has emigrated from your village of %s to %s in %s's Kingdom%s."
msgid_plural ""
"%d %s Peasants have emigrated from your village of %s to %s in %s's Kingdom"
"%s."
msgstr[0] "%d %s camponês emigrou da vila de %s para %s em %s."
msgstr[1] "%d %s camponeses emigraram da vila de %s para %s em %s."

#. TRANSLATORS: A <Race> <Worker> has emigrated from your village of <Town> to <Town>.
#. <Number> <Race> <Worker>s have emigrated from your village of <Town> to <Town>.
#: src/ONEWSENG.cpp:251
#, c-format
msgid "%d %s %s has emigrated from your village of %s to %s."
msgid_plural "%d %s %ss have emigrated from your village of %s to %s."
msgstr[0] "%d %s %s emigrou da vila de %s para %s."
msgstr[1] "%d %s %s emigraram da vila de %s para %s."

#. TRANSLATORS: A <Race> Peasant has emigrated from your village of <Town> to <Town>.
#. <Number> <Race> Peasants have emigrated from your village of <Town> to <Town>.
#: src/ONEWSENG.cpp:266
#, c-format
msgid "%d %s Peasant has emigrated from your village of %s to %s."
msgid_plural "%d %s Peasants have emigrated from your village of %s to %s."
msgstr[0] "%d %s camponês emigrou da vila de %s para %s."
msgstr[1] "%d %s camponeses emigraram da vila de %s para %s."

#. TRANSLATORS: A <Race> <Worker> has immigrated from <Town> in <King>'s Kingdom<Color> to your village of <Town>.
#. <Number> <Race> <Worker>s have immigrated from <Town> in <King>'s Kingdom<Color> to your village of <Town>.
#: src/ONEWSENG.cpp:286
#, fuzzy, c-format
msgid ""
"%d %s %s has immigrated from %s in %s's Kingdom%s to your village of %s."
msgid_plural ""
"%d %s %ss have immigrated from %s in %s's Kingdom%s to your village of %s."
msgstr[0] "%d %s %s imigrou de %s em %s para sua vila em %s."
msgstr[1] "%d %s %ss imigraram de %s em %s para sua vila em %s."

#. TRANSLATORS: A <Race> Peasant has immigrated from <Town> in <King>'s Kingdom<Color> to your village of <Town>.
#. <Number> <Race> Peasants have immigrated from <Town> in <King>'s Kingdom<Color> to your village of <Town>.
#: src/ONEWSENG.cpp:302
#, fuzzy, c-format
msgid ""
"%d %s Peasant has immigrated from %s in %s's Kingdom%s to your village of %s."
msgid_plural ""
"%d %s Peasants have immigrated from %s in %s's Kingdom%s to your village of "
"%s."
msgstr[0] "%d %s camponês imigrou de %s em %s para sua vila em %s."
msgstr[1] "%d %s camponeses imigraram de %s em %s para sua vila em %s."

#. TRANSLATORS: A <Race> <Worker> has immigrated from <Town> to your village of <Town>.
#. <Number> <Race> <Worker>s have immigrated from <Town> to your village of <Town>.
#: src/ONEWSENG.cpp:320
#, c-format
msgid "%d %s %s has immigrated from %s to your village of %s."
msgid_plural "%d %s %ss have immigrated from %s to your village of %s."
msgstr[0] "%d %s %s imigrou de %s para sua vila em %s."
msgstr[1] "%d %s %ss imigraram de %s para sua vila em %s."

#. TRANSLATORS: A <Race> Peasant has immigrated from <Town> to your village of <Town>.
#. <Number> <Race> Peasants have immigrated from <Town> to your village of <Town>.
#: src/ONEWSENG.cpp:335
#, c-format
msgid "%d %s Peasant has immigrated from %s to your village of %s."
msgid_plural "%d %s Peasants have immigrated from %s to your village of %s."
msgstr[0] "%d %s camponês imigrou de %s para sua vila em %s."
msgstr[1] "%d %s camponeses imigraram de %s para sua vila em %s."

#. TRANSLATORS: A new Kingdom has emerged under the leadership of <Name>.
#: src/ONEWSENG.cpp:362
#, c-format
msgid "A new Kingdom has emerged under the leadership of %s."
msgstr "Um novo Reino surgiu sob a liderança de %s."

#. TRANSLATORS: <King>'s Kingdom<Color> has been destroyed.
#: src/ONEWSENG.cpp:380
#, fuzzy, c-format
msgid "%s's Kingdom%s has been destroyed."
msgstr "%s foi destruído."

#. TRANSLATORS: <King>'s Kingdom<Color> has surrendered to you.
#: src/ONEWSENG.cpp:403 src/OTALKENG.cpp:1325
#, fuzzy, c-format
msgid "%s's Kingdom%s has surrendered to you."
msgstr "%s rendeu-se à você."

#. TRANSLATORS: <King 1's Kingdom> has surrendered to <King 2's Kingdom>.
#: src/ONEWSENG.cpp:408
#, fuzzy, c-format
msgid "%s's Kingdom%s has surrendered to %s's Kingdom%s."
msgstr "%s rendeu-se à %s."

#. TRANSLATORS: Your King, <Name>, has been slain.
#: src/ONEWSENG.cpp:433
#, c-format
msgid "Your King, %s, has been slain."
msgstr "Seu Rei, %s, foi morto."

#. TRANSLATORS: King <Name> of <King>'s Kingdom<Color> has been slain.
#: src/ONEWSENG.cpp:438
#, fuzzy, c-format
msgid "King %s of %s's Kingdom%s has been slain."
msgstr "Rei %s de %s foi morto."

#. TRANSLATORS: <Name> has ascended the throne as your new King.
#: src/ONEWSENG.cpp:467
#, c-format
msgid "%s has ascended the throne as your new King."
msgstr "%s subiu ao trono como seu novo Rei."

#. TRANSLATORS: <Name> has ascended the throne as the new King of <King>'s Kingdom<Color>.
#: src/ONEWSENG.cpp:472
#, fuzzy, c-format
msgid "%s has ascended the throne as the new King of %s's Kingdom%s."
msgstr "%s subiu ao trono como o novo Rei de %s."

#. TRANSLATORS: Your <Firm> near <Town> has been destroyed by <King>'s Kingdom<Color>.
#: src/ONEWSENG.cpp:481
#, fuzzy, c-format
msgid "Your Seat of Power near %s has been destroyed by %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi destruído por %s."

#: src/ONEWSENG.cpp:482
#, fuzzy, c-format
msgid "Your Factory near %s has been destroyed by %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi destruído por %s."

#: src/ONEWSENG.cpp:483
#, fuzzy, c-format
msgid "Your Inn near %s has been destroyed by %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi destruído por %s."

#: src/ONEWSENG.cpp:484
#, fuzzy, c-format
msgid "Your Market near %s has been destroyed by %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi destruído por %s."

#: src/ONEWSENG.cpp:485
#, fuzzy, c-format
msgid "Your Fort near %s has been destroyed by %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi destruído por %s."

#: src/ONEWSENG.cpp:486
#, fuzzy, c-format
msgid "Your Mine near %s has been destroyed by %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi destruído por %s."

#: src/ONEWSENG.cpp:487
#, fuzzy, c-format
msgid "Your Tower of Science near %s has been destroyed by %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi destruído por %s."

#: src/ONEWSENG.cpp:488
#, fuzzy, c-format
msgid "Your War Factory near %s has been destroyed by %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi destruído por %s."

#: src/ONEWSENG.cpp:489
#, fuzzy, c-format
msgid "Your Harbor near %s has been destroyed by %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi destruído por %s."

#. TRANSLATORS: Your <Firm> near <Town> has been destroyed by Rebels.
#: src/ONEWSENG.cpp:495
#, fuzzy, c-format
msgid "Your Seat of Power near %s has been destroyed by Rebels."
msgstr "Seu %s próximo de %s foi destruído pelos Rebeldes."

#: src/ONEWSENG.cpp:496
#, fuzzy, c-format
msgid "Your Factory near %s has been destroyed by Rebels."
msgstr "Seu %s próximo de %s foi destruído pelos Rebeldes."

#: src/ONEWSENG.cpp:497
#, fuzzy, c-format
msgid "Your Inn near %s has been destroyed by Rebels."
msgstr "Seu %s próximo de %s foi destruído pelos Rebeldes."

#: src/ONEWSENG.cpp:498
#, fuzzy, c-format
msgid "Your Market near %s has been destroyed by Rebels."
msgstr "Seu %s próximo de %s foi destruído pelos Rebeldes."

#: src/ONEWSENG.cpp:499
#, fuzzy, c-format
msgid "Your Fort near %s has been destroyed by Rebels."
msgstr "Seu %s próximo de %s foi destruído pelos Rebeldes."

#: src/ONEWSENG.cpp:500
#, fuzzy, c-format
msgid "Your Mine near %s has been destroyed by Rebels."
msgstr "Seu %s próximo de %s foi destruído pelos Rebeldes."

#: src/ONEWSENG.cpp:501
#, fuzzy, c-format
msgid "Your Tower of Science near %s has been destroyed by Rebels."
msgstr "Seu %s próximo de %s foi destruído pelos Rebeldes."

#: src/ONEWSENG.cpp:502
#, fuzzy, c-format
msgid "Your War Factroy near %s has been destroyed by Rebels."
msgstr "Seu %s próximo de %s foi destruído pelos Rebeldes."

#: src/ONEWSENG.cpp:503
#, fuzzy, c-format
msgid "Your Harbor near %s has been destroyed by Rebels."
msgstr "Seu %s próximo de %s foi destruído pelos Rebeldes."

#. TRANSLATORS: Your <Firm> near <Town> has been destroyed by Fryhtans.
#: src/ONEWSENG.cpp:509
#, fuzzy, c-format
msgid "Your Seat of Power near %s has been destroyed by Fryhtans."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:510
#, fuzzy, c-format
msgid "Your Factory near %s has been destroyed by Fryhtans."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:511
#, fuzzy, c-format
msgid "Your Inn near %s has been destroyed by Fryhtans."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:512
#, fuzzy, c-format
msgid "Your Market near %s has been destroyed by Fryhtans."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:513
#, fuzzy, c-format
msgid "Your Fort near %s has been destroyed by Fryhtans."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:514
#, fuzzy, c-format
msgid "Your Mine near %s has been destroyed by Fryhtans."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:515
#, fuzzy, c-format
msgid "Your Tower of Science near %s has been destroyed by Fryhtans."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:516
#, fuzzy, c-format
msgid "Your War Factory near %s has been destroyed by Fryhtans."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:517
#, fuzzy, c-format
msgid "Your Harbor near %s has been destroyed by Fryhtans."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#. TRANSLATORS: Your <Firm> near <Town> has been destroyed.
#: src/ONEWSENG.cpp:523
#, fuzzy, c-format
msgid "Your Seat of Power near %s has been destroyed."
msgstr "Seu %s próximo de %s foi destruído."

#: src/ONEWSENG.cpp:524
#, fuzzy, c-format
msgid "Your Factory near %s has been destroyed."
msgstr "Seu %s próximo de %s foi destruído."

#: src/ONEWSENG.cpp:525
#, fuzzy, c-format
msgid "Your Inn near %s has been destroyed."
msgstr "Seu %s próximo de %s foi destruído."

#: src/ONEWSENG.cpp:526
#, fuzzy, c-format
msgid "Your Market near %s has been destroyed."
msgstr "Seu %s próximo de %s foi destruído."

#: src/ONEWSENG.cpp:527
#, fuzzy, c-format
msgid "Your Fort near %s has been destroyed."
msgstr "Seu %s próximo de %s foi destruído."

#: src/ONEWSENG.cpp:528
#, fuzzy, c-format
msgid "Your Mine near %s has been destroyed."
msgstr "Seu %s próximo de %s foi destruído."

#: src/ONEWSENG.cpp:529
#, fuzzy, c-format
msgid "Your Tower of Science near %s has been destroyed."
msgstr "Seu %s próximo de %s foi destruído."

#: src/ONEWSENG.cpp:530
#, fuzzy, c-format
msgid "Your War Factory near %s has been destroyed."
msgstr "Seu %s próximo de %s foi destruído."

#: src/ONEWSENG.cpp:531
#, fuzzy, c-format
msgid "Your Harbor near %s has been destroyed."
msgstr "Seu %s próximo de %s foi destruído."

#. TRANSLATORS: Your <Firm> near <Town> has been captured by a spy from <King>'s Kingdom<Color>.
#: src/ONEWSENG.cpp:577
#, fuzzy, c-format
msgid ""
"Your Seat of Power near %s has been captured by a spy from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/ONEWSENG.cpp:578
#, fuzzy, c-format
msgid "Your Factory near %s has been captured by a spy from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/ONEWSENG.cpp:579
#, fuzzy, c-format
msgid "Your Inn near %s has been captured by a spy from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/ONEWSENG.cpp:580
#, fuzzy, c-format
msgid "Your Market near %s has been captured by a spy from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/ONEWSENG.cpp:581
#, fuzzy, c-format
msgid "Your Fort near %s has been captured by a spy from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/ONEWSENG.cpp:582
#, fuzzy, c-format
msgid "Your Mine near %s has been captured by a spy from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/ONEWSENG.cpp:583
#, fuzzy, c-format
msgid ""
"Your Tower of Science near %s has been captured by a spy from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/ONEWSENG.cpp:584
#, fuzzy, c-format
msgid ""
"Your War Factory near %s has been captured by a spy from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/ONEWSENG.cpp:585
#, fuzzy, c-format
msgid "Your Harbor near %s has been captured by a spy from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#. TRANSLATORS: Your <Firm> near <Town> has been captured by <King>'s Kingdom<Color>.
#: src/ONEWSENG.cpp:591
#, fuzzy, c-format
msgid "Your Seat of Power near %s has been captured by %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por %s."

#: src/ONEWSENG.cpp:592
#, fuzzy, c-format
msgid "Your Factory near %s has been captured by %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por %s."

#: src/ONEWSENG.cpp:593
#, fuzzy, c-format
msgid "Your Inn near %s has been captured by %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por %s."

#: src/ONEWSENG.cpp:594
#, fuzzy, c-format
msgid "Your Market near %s has been captured by %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por %s."

#: src/ONEWSENG.cpp:595
#, fuzzy, c-format
msgid "Your Fort near %s has been captured by %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por %s."

#: src/ONEWSENG.cpp:596
#, fuzzy, c-format
msgid "Your Mine near %s has been captured by %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por %s."

#: src/ONEWSENG.cpp:597
#, fuzzy, c-format
msgid "Your Tower of Science near %s has been captured by %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/ONEWSENG.cpp:598
#, fuzzy, c-format
msgid "Your War Factory near %s has been captured by %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por %s."

#: src/ONEWSENG.cpp:599
#, fuzzy, c-format
msgid "Your Harbor near %s has been captured by %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por %s."

#. TRANSLATORS: Your village of <Town> has been destroyed by <King>'s Kingdom<Color>.
#: src/ONEWSENG.cpp:655
#, fuzzy, c-format
msgid "Your village of %s has been destroyed by %s's Kingdom%s."
msgstr "Sua vila %s foi destruída por %s."

#. TRANSLATORS: Your village of <Town> has been destroyed by Rebels.
#: src/ONEWSENG.cpp:660
#, c-format
msgid "Your village of %s has been destroyed by Rebels."
msgstr "Sua vila %s foi destruída pelos Rebeldes."

#. TRANSLATORS: Your village of <Town> has been destroyed by Fryhtans.
#: src/ONEWSENG.cpp:665
#, c-format
msgid "Your village of %s has been destroyed by Fryhtans."
msgstr "Sua vila %s foi destruída pelos Fryhtanianos."

#. TRANSLATORS: Your village of <Town> has been destroyed.
#: src/ONEWSENG.cpp:670
#, c-format
msgid "Your village of %s has been destroyed."
msgstr "Sua vila %s foi destruída."

#. TRANSLATORS: Your village of <Town> has been abandoned by its people.
#: src/ONEWSENG.cpp:691
#, c-format
msgid "Your village of %s has been abandoned by its people."
msgstr "Sua vila %s foi abandonada pelo seu povo."

#. TRANSLATORS: Your village of <Town> has surrendered to <King>'s Kingdom<Color>.
#: src/ONEWSENG.cpp:721
#, fuzzy, c-format
msgid "Your village of %s has surrendered to %s's Kingdom%s."
msgstr "Sua vila %s rendeu-se à %s."

#. TRANSLATORS: The village of <Town> in <King>'s Kingdom<Color> has surrendered to you.
#: src/ONEWSENG.cpp:726
#, fuzzy, c-format
msgid "The village of %s in %s's Kingdom%s has surrendered to you."
msgstr "A vila %s em %s rendeu-se à você."

#. TRANSLATORS: The independent village of <Town> has surrendered to you.
#: src/ONEWSENG.cpp:731
#, c-format
msgid "The independent village of %s has surrendered to you."
msgstr "A vila independente %s rendeu-se à você."

#. TRANSLATORS: An All High <monster type> has been slain.
#: src/ONEWSENG.cpp:740
#, fuzzy
msgid "An All High Deezboanz has been slain."
msgstr "Rei %s de %s foi morto."

#: src/ONEWSENG.cpp:741
#, fuzzy
msgid "An All High Rattus has been slain."
msgstr "Rei %s de %s foi morto."

#: src/ONEWSENG.cpp:742
#, fuzzy
msgid "An All High Broosken has been slain."
msgstr "Rei %s de %s foi morto."

#: src/ONEWSENG.cpp:743
#, fuzzy
msgid "An All High Haubudam has been slain."
msgstr "Rei %s de %s foi morto."

#: src/ONEWSENG.cpp:744
#, fuzzy
msgid "An All High Pfith has been slain."
msgstr "Rei %s de %s foi morto."

#: src/ONEWSENG.cpp:745
#, fuzzy
msgid "An All High Rokken has been slain."
msgstr "Rei %s de %s foi morto."

#: src/ONEWSENG.cpp:746
#, fuzzy
msgid "An All High Doink has been slain."
msgstr "Rei %s de %s foi morto."

#: src/ONEWSENG.cpp:747
#, fuzzy
msgid "An All High Wyrm has been slain."
msgstr "Rei %s de %s foi morto."

#: src/ONEWSENG.cpp:748
#, fuzzy
msgid "An All High Droog has been slain."
msgstr "Rei %s de %s foi morto."

#: src/ONEWSENG.cpp:749
#, fuzzy
msgid "An All High Ick has been slain."
msgstr "Rei %s de %s foi morto."

#: src/ONEWSENG.cpp:750
#, fuzzy
msgid "An All High Sauroid has been slain."
msgstr "Rei %s de %s foi morto."

#: src/ONEWSENG.cpp:751
#, fuzzy
msgid "An All High Karrotten has been slain."
msgstr "Rei %s de %s foi morto."

#: src/ONEWSENG.cpp:752
#, fuzzy
msgid "An All High Holgh has been slain."
msgstr "Rei %s de %s foi morto."

#. TRANSLATORS: A <Fryhtan> Lair has been destroyed.
#: src/ONEWSENG.cpp:774
#, fuzzy
msgid "A Deezboanz Lair has been destroyed."
msgstr "Um Covil de %s foi destruído."

#: src/ONEWSENG.cpp:775
#, fuzzy
msgid "A Rattus Lair has been destroyed."
msgstr "Um Covil de %s foi destruído."

#: src/ONEWSENG.cpp:776
#, fuzzy
msgid "A Broosken Lair has been destroyed."
msgstr "Um Covil de %s foi destruído."

#: src/ONEWSENG.cpp:777
#, fuzzy
msgid "A Haubudam Lair has been destroyed."
msgstr "Um Covil de %s foi destruído."

#: src/ONEWSENG.cpp:778
#, fuzzy
msgid "A Pfith Lair has been destroyed."
msgstr "Um Covil de %s foi destruído."

#: src/ONEWSENG.cpp:779
#, fuzzy
msgid "A Rokken Lair has been destroyed."
msgstr "Um Covil de %s foi destruído."

#: src/ONEWSENG.cpp:780
#, fuzzy
msgid "A Doink Lair has been destroyed."
msgstr "Um Covil de %s foi destruído."

#: src/ONEWSENG.cpp:781
#, fuzzy
msgid "A Wyrm Lair has been destroyed."
msgstr "Um Covil de %s foi destruído."

#: src/ONEWSENG.cpp:782
#, fuzzy
msgid "A Droog Lair has been destroyed."
msgstr "Um Covil de %s foi destruído."

#: src/ONEWSENG.cpp:783
#, fuzzy
msgid "An Ick Lair has been destroyed."
msgstr "Um Covil de %s foi destruído."

#: src/ONEWSENG.cpp:784
#, fuzzy
msgid "A Sauroid Lair has been destroyed."
msgstr "Um Covil de %s foi destruído."

#: src/ONEWSENG.cpp:785
#, fuzzy
msgid "A Karrotten Lair has been destroyed."
msgstr "Um Covil de %s foi destruído."

#: src/ONEWSENG.cpp:786
#, fuzzy
msgid "A Holgh Lair has been destroyed."
msgstr "Um Covil de %s foi destruído."

#. TRANSLATORS: You have acquired the <Race> Scroll of Power.
#: src/ONEWSENG.cpp:808
#, fuzzy
msgid "You have acquired the Norman Scroll of Power."
msgstr "Você adquiriu o Pergaminho do Poder de %s."

#: src/ONEWSENG.cpp:809
#, fuzzy
msgid "You have acquired the Mayan Scroll of Power."
msgstr "Você adquiriu o Pergaminho do Poder de %s."

#: src/ONEWSENG.cpp:810
#, fuzzy
msgid "You have acquired the Greek Scroll of Power."
msgstr "Você adquiriu o Pergaminho do Poder de %s."

#: src/ONEWSENG.cpp:811
#, fuzzy
msgid "You have acquired the Viking Scroll of Power."
msgstr "Você adquiriu o Pergaminho do Poder de %s."

#: src/ONEWSENG.cpp:812
#, fuzzy
msgid "You have acquired the Persian Scroll of Power."
msgstr "Você adquiriu o Pergaminho do Poder de %s."

#: src/ONEWSENG.cpp:813
#, fuzzy
msgid "You have acquired the Chinese Scroll of Power."
msgstr "Você adquiriu o Pergaminho do Poder de %s."

#: src/ONEWSENG.cpp:814
#, fuzzy
msgid "You have acquired the Japanese Scroll of Power."
msgstr "Você adquiriu o Pergaminho do Poder de %s."

#: src/ONEWSENG.cpp:815
#, fuzzy
msgid "You have acquired the Egyptian Scroll of Power."
msgstr "Você adquiriu o Pergaminho do Poder de %s."

#: src/ONEWSENG.cpp:816
#, fuzzy
msgid "You have acquired the Mughul Scroll of Power."
msgstr "Você adquiriu o Pergaminho do Poder de %s."

#: src/ONEWSENG.cpp:817
#, fuzzy
msgid "You have acquired the Zulu Scroll of Power."
msgstr "Você adquiriu o Pergaminho do Poder de %s."

#. TRANSLATORS: <King>'s Kingdom<Color> has acquired the <Race> Scroll of Power.
#: src/ONEWSENG.cpp:822
#, fuzzy, c-format
msgid "%s's Kingdom%s has acquired the Norman Scroll of Power."
msgstr "%s adquiriu o Pergaminho do Power de %s."

#: src/ONEWSENG.cpp:823
#, fuzzy, c-format
msgid "%s's Kingdom%s has acquired the Mayan Scroll of Power."
msgstr "%s adquiriu o Pergaminho do Power de %s."

#: src/ONEWSENG.cpp:824
#, fuzzy, c-format
msgid "%s's Kingdom%s has acquired the Greek Scroll of Power."
msgstr "%s adquiriu o Pergaminho do Power de %s."

#: src/ONEWSENG.cpp:825
#, fuzzy, c-format
msgid "%s's Kingdom%s has acquired the Viking Scroll of Power."
msgstr "%s adquiriu o Pergaminho do Power de %s."

#: src/ONEWSENG.cpp:826
#, fuzzy, c-format
msgid "%s's Kingdom%s has acquired the Persian Scroll of Power."
msgstr "%s adquiriu o Pergaminho do Power de %s."

#: src/ONEWSENG.cpp:827
#, fuzzy, c-format
msgid "%s's Kingdom%s has acquired the Chinese Scroll of Power."
msgstr "%s adquiriu o Pergaminho do Power de %s."

#: src/ONEWSENG.cpp:828
#, fuzzy, c-format
msgid "%s's Kingdom%s has acquired the Japanese Scroll of Power."
msgstr "%s adquiriu o Pergaminho do Power de %s."

#: src/ONEWSENG.cpp:829
#, fuzzy, c-format
msgid "%s's Kingdom%s has acquired the Egyptian Scroll of Power."
msgstr "%s adquiriu o Pergaminho do Power de %s."

#: src/ONEWSENG.cpp:830
#, fuzzy, c-format
msgid "%s's Kingdom%s has acquired the Mughul Scroll of Power."
msgstr "%s adquiriu o Pergaminho do Power de %s."

#: src/ONEWSENG.cpp:831
#, fuzzy, c-format
msgid "%s's Kingdom%s has acquired the Zulu Scroll of Power."
msgstr "%s adquiriu o Pergaminho do Power de %s."

#. TRANSLATORS: You have recovered <Amount> worth of treasure from the Fryhtans.
#: src/ONEWSENG.cpp:875
#, c-format
msgid "You have recovered %s worth of treasure from the Fryhtans."
msgstr "Você recuperou dos Fryhtanianos tesouros avaliados em %s."

#. TRANSLATORS: Your spy has been exposed and executed on his mission to a <Firm> near <Town> in <King>'s Kingdom<Color>.
#: src/ONEWSENG.cpp:883
#, fuzzy, c-format
msgid ""
"Your spy has been exposed and executed on his mission to a Seat of Power "
"near %s in %s's Kingdom%s."
msgstr ""
"Seu espião foi descoberto e executado durante sua missão em %s próxima de %s "
"em %s."

#: src/ONEWSENG.cpp:884
#, fuzzy, c-format
msgid ""
"Your spy has been exposed and executed on his mission to a Factory near %s "
"in %s's Kingdom%s."
msgstr ""
"Seu espião foi descoberto e executado durante sua missão em %s próxima de %s "
"em %s."

#: src/ONEWSENG.cpp:885
#, fuzzy, c-format
msgid ""
"Your spy has been exposed and executed on his mission to a Inn near %s in "
"%s's Kingdom%s."
msgstr ""
"Seu espião foi descoberto e executado durante sua missão em %s próxima de %s "
"em %s."

#: src/ONEWSENG.cpp:886
#, fuzzy, c-format
msgid ""
"Your spy has been exposed and executed on his mission to a Market near %s in "
"%s's Kingdom%s."
msgstr ""
"Seu espião foi descoberto e executado durante sua missão em %s próxima de %s "
"em %s."

#: src/ONEWSENG.cpp:887
#, fuzzy, c-format
msgid ""
"Your spy has been exposed and executed on his mission to a Fort near %s in "
"%s's Kingdom%s."
msgstr ""
"Seu espião foi descoberto e executado durante sua missão em %s próxima de %s "
"em %s."

#: src/ONEWSENG.cpp:888
#, fuzzy, c-format
msgid ""
"Your spy has been exposed and executed on his mission to a Mine near %s in "
"%s's Kingdom%s."
msgstr ""
"Seu espião foi descoberto e executado durante sua missão em %s próxima de %s "
"em %s."

#: src/ONEWSENG.cpp:889
#, fuzzy, c-format
msgid ""
"Your spy has been exposed and executed on his mission to a Tower of Science "
"near %s in %s's Kingdom%s."
msgstr ""
"Seu espião foi descoberto e executado durante sua missão em %s próxima de %s "
"em %s."

#: src/ONEWSENG.cpp:890
#, fuzzy, c-format
msgid ""
"Your spy has been exposed and executed on his mission to a War Factory near "
"%s in %s's Kingdom%s."
msgstr ""
"Seu espião foi descoberto e executado durante sua missão em %s próxima de %s "
"em %s."

#: src/ONEWSENG.cpp:891
#, fuzzy, c-format
msgid ""
"Your spy has been exposed and executed on his mission to a Harbor near %s in "
"%s's Kingdom%s."
msgstr ""
"Seu espião foi descoberto e executado durante sua missão em %s próxima de %s "
"em %s."

#: src/ONEWSENG.cpp:892
#, fuzzy, c-format
msgid ""
"Your spy has been exposed and executed on his mission to a Fryhtan Lair near "
"%s in %s's Kingdom%s."
msgstr ""
"Seu espião foi descoberto e executado durante sua missão em %s próxima de %s "
"em %s."

#. TRANSLATORS: Your spy has been exposed and executed on his mission to a <Firm> near <Town>.
#: src/ONEWSENG.cpp:897
#, fuzzy, c-format
msgid ""
"Your spy has been exposed and executed on his mission to a Seat of Power "
"near %s."
msgstr ""
"Seu espião foi descoberto e executado durante sua missão em %s próxima de %s."

#: src/ONEWSENG.cpp:898
#, fuzzy, c-format
msgid ""
"Your spy has been exposed and executed on his mission to a Factory near %s."
msgstr ""
"Seu espião foi descoberto e executado durante sua missão em %s próxima de %s."

#: src/ONEWSENG.cpp:899
#, fuzzy, c-format
msgid "Your spy has been exposed and executed on his mission to a Inn near %s."
msgstr ""
"Seu espião foi descoberto e executado durante sua missão em %s próxima de %s."

#: src/ONEWSENG.cpp:900
#, fuzzy, c-format
msgid ""
"Your spy has been exposed and executed on his mission to a Market near %s."
msgstr ""
"Seu espião foi descoberto e executado durante sua missão em %s próxima de %s."

#: src/ONEWSENG.cpp:901
#, fuzzy, c-format
msgid ""
"Your spy has been exposed and executed on his mission to a Fort near %s."
msgstr ""
"Seu espião foi descoberto e executado durante sua missão em %s próxima de %s."

#: src/ONEWSENG.cpp:902
#, fuzzy, c-format
msgid ""
"Your spy has been exposed and executed on his mission to a Mine near %s."
msgstr ""
"Seu espião foi descoberto e executado durante sua missão em %s próxima de %s."

#: src/ONEWSENG.cpp:903
#, fuzzy, c-format
msgid ""
"Your spy has been exposed and executed on his mission to a Tower of Science "
"near %s."
msgstr ""
"Seu espião foi descoberto e executado durante sua missão em %s próxima de %s."

#: src/ONEWSENG.cpp:904
#, fuzzy, c-format
msgid ""
"Your spy has been exposed and executed on his mission to a War Factory near "
"%s."
msgstr ""
"Seu espião foi descoberto e executado durante sua missão em %s próxima de %s."

#: src/ONEWSENG.cpp:905
#, fuzzy, c-format
msgid ""
"Your spy has been exposed and executed on his mission to a Harbor near %s."
msgstr ""
"Seu espião foi descoberto e executado durante sua missão em %s próxima de %s."

#: src/ONEWSENG.cpp:906
#, fuzzy, c-format
msgid ""
"Your spy has been exposed and executed on his mission to a Fryhtan Lair near "
"%s."
msgstr ""
"Seu espião foi descoberto e executado durante sua missão em %s próxima de %s."

#. TRANSLATORS: Your spy has been exposed and executed on his mission to <Town> in <King>'s Kingdom<Color>.
#: src/ONEWSENG.cpp:951
#, fuzzy, c-format
msgid ""
"Your spy has been exposed and executed on his mission to %s in %s's Kingdom"
"%s."
msgstr "Seu espião foi descoberto e executado durante sua missão em %s em %s."

#. TRANSLATORS: Your spy has been exposed and executed on his mission to <Town>.
#: src/ONEWSENG.cpp:956
#, c-format
msgid "Your spy has been exposed and executed on his mission to %s."
msgstr "Seu espião foi descoberto e executado durante sua missão em %s."

#. TRANSLATORS: Your spy <Name> has been exposed and executed on his mission to <King>'s Kingdom<Color>.
#: src/ONEWSENG.cpp:964
#, fuzzy, c-format
msgid ""
"Your spy %s has been exposed and executed on his mission to %s's Kingdom%s."
msgstr "Seu espião foi descoberto e executado durante sua missão em %s em %s."

#. TRANSLATORS: Your spy <Name> has been exposed and executed on his mission.
#: src/ONEWSENG.cpp:969
#, c-format
msgid "Your spy %s has been exposed and executed on his mission."
msgstr "Seu espião %s foi descoberto e executado durante sua missão."

#. TRANSLATORS: A spy from <King>'s Kingdom<Color> has been uncovered and executed in your <Firm> near <Town>.
#: src/ONEWSENG.cpp:979
#, fuzzy, c-format
msgid ""
"A spy from %s's Kingdom%s has been uncovered and executed in your Seat of "
"Power near %s."
msgstr "Um espião de %s foi descoberto e executado em sua %s próxima de %s."

#: src/ONEWSENG.cpp:980
#, fuzzy, c-format
msgid ""
"A spy from %s's Kingdom%s has been uncovered and executed in your Factory "
"near %s."
msgstr "Um espião de %s foi descoberto e executado em sua %s próxima de %s."

#: src/ONEWSENG.cpp:981
#, fuzzy, c-format
msgid ""
"A spy from %s's Kingdom%s has been uncovered and executed in your Inn near "
"%s."
msgstr "Um espião de %s foi descoberto e executado em sua %s próxima de %s."

#: src/ONEWSENG.cpp:982
#, fuzzy, c-format
msgid ""
"A spy from %s's Kingdom%s has been uncovered and executed in your Market "
"near %s."
msgstr "Um espião de %s foi descoberto e executado em sua %s próxima de %s."

#: src/ONEWSENG.cpp:983
#, fuzzy, c-format
msgid ""
"A spy from %s's Kingdom%s has been uncovered and executed in your Fort near "
"%s."
msgstr "Um espião de %s foi descoberto e executado em sua %s próxima de %s."

#: src/ONEWSENG.cpp:984
#, fuzzy, c-format
msgid ""
"A spy from %s's Kingdom%s has been uncovered and executed in your Mine near "
"%s."
msgstr "Um espião de %s foi descoberto e executado em sua %s próxima de %s."

#: src/ONEWSENG.cpp:985
#, fuzzy, c-format
msgid ""
"A spy from %s's Kingdom%s has been uncovered and executed in your Tower of "
"Science near %s."
msgstr "Um espião de %s foi descoberto e executado em sua %s próxima de %s."

#: src/ONEWSENG.cpp:986
#, fuzzy, c-format
msgid ""
"A spy from %s's Kingdom%s has been uncovered and executed in your War "
"Factory near %s."
msgstr "Um espião de %s foi descoberto e executado em sua %s próxima de %s."

#: src/ONEWSENG.cpp:987
#, fuzzy, c-format
msgid ""
"A spy from %s's Kingdom%s has been uncovered and executed in your Harbor "
"near %s."
msgstr "Um espião de %s foi descoberto e executado em sua %s próxima de %s."

#: src/ONEWSENG.cpp:988
#, fuzzy, c-format
msgid ""
"A spy from %s's Kingdom%s has been uncovered and executed in your Fryhtan "
"Lair near %s."
msgstr "Um espião de %s foi descoberto e executado em sua %s próxima de %s."

#. TRANSLATORS: A spy from <King>'s Kingdom<Color> has been uncovered and executed in your village of <Town>.
#: src/ONEWSENG.cpp:1024
#, fuzzy, c-format
msgid ""
"A spy from %s's Kingdom%s has been uncovered and executed in your village of "
"%s."
msgstr "Um espião de %s foi descoberto e executado em sua vila %s."

#. TRANSLATORS: Spy <Name> from <King>'s Kingdom<Color> has been uncovered and executed.
#: src/ONEWSENG.cpp:1032
#, fuzzy, c-format
msgid "Spy %s from %s's Kingdom%s has been uncovered and executed."
msgstr "O espião %s de %s foi descoberto e executado."

#. TRANSLATORS: Independent unit <Name> has joined your force.
#: src/ONEWSENG.cpp:1068
#, c-format
msgid "Independent unit %s has joined your force."
msgstr "A unidade independente %s uniu-se as suas forças."

#. TRANSLATORS: General <Name> has renounced you and become independent.
#: src/ONEWSENG.cpp:1080
#, c-format
msgid "General %s has renounced you and become independent."
msgstr "O General %s renunciou ao seu comando e tornou-se independente."

#. TRANSLATORS: <Name> has renounced you and become independent.
#: src/ONEWSENG.cpp:1085
#, c-format
msgid "%s has renounced you and become independent."
msgstr "%s renunciou ao seu comando e tornou-se independente."

#. TRANSLATORS: General <Name> has betrayed you and turned towards <King>'s Kingdom<Color>.
#: src/ONEWSENG.cpp:1095
#, fuzzy, c-format
msgid "General %s has betrayed you and turned towards %s's Kingdom%s."
msgstr "O General %s o traiu e aliou-se com %s."

#. TRANSLATORS: <Name> has betrayed you and turned towards <King>'s Kingdom<Color>.
#: src/ONEWSENG.cpp:1100
#, fuzzy, c-format
msgid "%s has betrayed you and turned towards %s's Kingdom%s."
msgstr "%s o traiu e aliou-se com %s."

#. TRANSLATORS: General <Name> of <King>'s Kingdom<Color> has defected to your forces.
#: src/ONEWSENG.cpp:1108
#, c-format
msgid "General %s of %s's Kingdom%s has defected to your forces."
msgstr ""

#. TRANSLATORS: <Name> of <King>'s Kingdom<Color> has defected to your forces.
#: src/ONEWSENG.cpp:1113
#, c-format
msgid "%s of %s's Kingdom%s has defected to your forces."
msgstr ""

#. TRANSLATORS: Your general, <Name>, has been slain.
#: src/ONEWSENG.cpp:1135
#, c-format
msgid "Your general, %s, has been slain."
msgstr ""

#. TRANSLATORS: Your King, <Name>, has been assassinated by an enemy spy.
#: src/ONEWSENG.cpp:1161
#, c-format
msgid "Your King, %s, has been assassinated by an enemy spy."
msgstr ""

#. TRANSLATORS: Your general, <Name>, has been assassinated by an enemy spy.
#: src/ONEWSENG.cpp:1166
#, c-format
msgid "Your general, %s, has been assassinated by an enemy spy."
msgstr ""

#: src/ONEWSENG.cpp:1172
msgid "The enemy spy has been killed."
msgstr ""

#: src/ONEWSENG.cpp:1192
msgid "An enemy spy has been killed while attempting to assassinate your King."
msgstr ""

#: src/ONEWSENG.cpp:1194
msgid ""
"An enemy spy has been killed while attempting to assassinate your General."
msgstr ""

#. TRANSLATORS: Your <Clay/Copper/Iron> Mine has exhausted its <Clay/Copper/Iron> deposit.
#: src/ONEWSENG.cpp:1202
msgid "Your Clay Mine has exhausted its Clay deposit."
msgstr ""

#: src/ONEWSENG.cpp:1203
msgid "Your Copper Mine has exhausted its Copper deposit."
msgstr ""

#: src/ONEWSENG.cpp:1204
msgid "Your Iron Mine has exhausted its Iron deposit."
msgstr ""

#. TRANSLATORS: Your scientists have finished their <Tech> Mark <Level Roman Numeral> research.
#: src/ONEWSENG.cpp:1226
#, c-format
msgid "Your scientists have finished their Catapult Mark %s research."
msgstr ""

#: src/ONEWSENG.cpp:1227
#, c-format
msgid "Your scientists have finished their Porcupine Mark %s research."
msgstr ""

#: src/ONEWSENG.cpp:1228
#, c-format
msgid "Your scientists have finished their Ballista Mark %s research."
msgstr ""

#: src/ONEWSENG.cpp:1229
#, c-format
msgid "Your scientists have finished their Cannon Mark %s research."
msgstr ""

#: src/ONEWSENG.cpp:1230
#, c-format
msgid "Your scientists have finished their Spitfire Mark %s research."
msgstr ""

#: src/ONEWSENG.cpp:1231
#, c-format
msgid "Your scientists have finished their Caravel Mark %s research."
msgstr ""

#: src/ONEWSENG.cpp:1232
#, c-format
msgid "Your scientists have finished their Galleon Mark %s research."
msgstr ""

#: src/ONEWSENG.cpp:1233
#, c-format
msgid "Your scientists have finished their Unicorn Mark %s research."
msgstr ""

#. TRANSLATORS: Your scientists have finished their <Tech> research.
#: src/ONEWSENG.cpp:1238
msgid "Your scientists have finished their Catapult research."
msgstr ""

#: src/ONEWSENG.cpp:1239
msgid "Your scientists have finished their Porcupine research."
msgstr ""

#: src/ONEWSENG.cpp:1240
msgid "Your scientists have finished their Ballista research."
msgstr ""

#: src/ONEWSENG.cpp:1241
msgid "Your scientists have finished their Cannon research."
msgstr ""

#: src/ONEWSENG.cpp:1242
msgid "Your scientists have finished their Spitfire research."
msgstr ""

#: src/ONEWSENG.cpp:1243
msgid "Your scientists have finished their Caravel research."
msgstr ""

#: src/ONEWSENG.cpp:1244
msgid "Your scientists have finished their Galleon research."
msgstr ""

#: src/ONEWSENG.cpp:1245
msgid "Your scientists have finished their Unicorn research."
msgstr ""

#. TRANSLATORS: Your <Firm> near <Town> has been destroyed by lightning.
#: src/ONEWSENG.cpp:1276
#, fuzzy, c-format
msgid "Your Seat of Power near %s has been destroyed by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1277
#, fuzzy, c-format
msgid "Your Factory near %s has been destroyed by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1278
#, fuzzy, c-format
msgid "Your Inn near %s has been destroyed by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1279
#, fuzzy, c-format
msgid "Your Market near %s has been destroyed by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1280
#, fuzzy, c-format
msgid "Your Fort near %s has been destroyed by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1281
#, fuzzy, c-format
msgid "Your Mine near %s has been destroyed by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1282
#, fuzzy, c-format
msgid "Your Tower of Science near %s has been destroyed by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1283
#, fuzzy, c-format
msgid "Your War Factory near %s has been destroyed by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1284
#, fuzzy, c-format
msgid "Your Harbor near %s has been destroyed by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#. TRANSLATORS: Your <Firm> near <Town> has been struck by lightning.
#: src/ONEWSENG.cpp:1290
#, fuzzy, c-format
msgid "Your Seat of Power near %s has been struck by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1291
#, fuzzy, c-format
msgid "Your Factory near %s has been struck by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1292
#, fuzzy, c-format
msgid "Your Inn near %s has been struck by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1293
#, fuzzy, c-format
msgid "Your Market near %s has been struck by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1294
#, fuzzy, c-format
msgid "Your Fort near %s has been struck by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1295
#, fuzzy, c-format
msgid "Your Mine near %s has been struck by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1296
#, fuzzy, c-format
msgid "Your Tower of Science near %s has been struck by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1297
#, fuzzy, c-format
msgid "Your War Factory near %s has been struck by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1298
#, fuzzy, c-format
msgid "Your Harbor near %s has been struck by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#. TRANSLATORS: Your <Firm> has been destroyed by lightning.
#: src/ONEWSENG.cpp:1304
#, fuzzy
msgid "Your Seat of Power has been destroyed by lightning."
msgstr "Sua vila %s foi destruída pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1305
#, fuzzy
msgid "Your Factory has been destroyed by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1306
#, fuzzy
msgid "Your Inn has been destroyed by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1307
#, fuzzy
msgid "Your Market has been destroyed by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1308
#, fuzzy
msgid "Your Fort has been destroyed by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1309
#, fuzzy
msgid "Your Mine has been destroyed by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1310
#, fuzzy
msgid "Your Tower of Science has been destroyed by lightning."
msgstr "Sua vila %s foi destruída pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1311
#, fuzzy
msgid "Your War Factory has been destroyed by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1312
#, fuzzy
msgid "Your Harbor has been destroyed by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#. TRANSLATORS: Your <Firm> has been struck by lightning.
#: src/ONEWSENG.cpp:1318
#, fuzzy
msgid "Your Seat of Power has been struck by lightning."
msgstr "Sua vila %s foi destruída pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1319
#, fuzzy
msgid "Your Factory has been struck by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1320
#, fuzzy
msgid "Your Inn has been struck by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1321
#, fuzzy
msgid "Your Market has been struck by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1322
#, fuzzy
msgid "Your Fort has been struck by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1323
#, fuzzy
msgid "Your Mine has been struck by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1324
#, fuzzy
msgid "Your Tower of Science has been struck by lightning."
msgstr "Sua vila %s foi destruída pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1325
#, fuzzy
msgid "Your War Factory has been struck by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#: src/ONEWSENG.cpp:1326
#, fuzzy
msgid "Your Harbor has been struck by lightning."
msgstr "Seu %s próximo de %s foi destruído pelos Fryhtanianos."

#. TRANSLATORS: Your General <Name> has been struck and killed by lightning.
#: src/ONEWSENG.cpp:1358
#, c-format
msgid "Your General %s has been struck and killed by lightning."
msgstr ""

#. TRANSLATORS: Your General <Name> has been struck and injured by lightning.
#: src/ONEWSENG.cpp:1363
#, c-format
msgid "Your General %s has been struck and injured by lightning."
msgstr ""

#. TRANSLATORS: Your King <Name> has been struck and killed by lightning.
#: src/ONEWSENG.cpp:1371
#, c-format
msgid "Your King %s has been struck and killed by lightning."
msgstr ""

#. TRANSLATORS: Your King <Name> has been struck and injured by lightning.
#: src/ONEWSENG.cpp:1376
#, c-format
msgid "Your King %s has been struck and injured by lightning."
msgstr ""

#. TRANSLATORS: Your unit <Name> has been struck and killed by lightning.
#: src/ONEWSENG.cpp:1384
#, c-format
msgid "Your unit %s has been struck and killed by lightning."
msgstr ""

#. TRANSLATORS: Your unit <Name> has been struck and injured by lightning.
#: src/ONEWSENG.cpp:1389
#, c-format
msgid "Your unit %s has been struck and injured by lightning."
msgstr ""

#. TRANSLATORS: Your village <Town> has been destroyed by lightning.
#: src/ONEWSENG.cpp:1423
#, c-format
msgid "Your village %s has been destroyed by lightning."
msgstr ""

#. TRANSLATORS: Your village <Town> has been struck by lightning.
#: src/ONEWSENG.cpp:1428
#, c-format
msgid "Your village %s has been struck by lightning."
msgstr ""

#. TRANSLATORS: Part of "<Number> of your units has/have been injured and <Number referring to units> killed in an earthquake."
#: src/ONEWSENG.cpp:1463
#, c-format
msgid "%d of your units has been injured"
msgid_plural "%d of your units have been injured"
msgstr[0] ""
msgstr[1] ""

#. TRANSLATORS: Part of "<Number> of your units has/have been injured and <Number referring to units> killed in an earthquake."
#: src/ONEWSENG.cpp:1467
#, c-format
msgid "and %d killed in an earthquake."
msgid_plural "and %d killed in an earthquake."
msgstr[0] ""
msgstr[1] ""

#. TRANSLATORS: <Number> of your units has/have been injured in an earthquake.
#: src/ONEWSENG.cpp:1473
#, c-format
msgid "%d of your units has been injured in an earthquake."
msgid_plural "%d of your units have been injured in an earthquake."
msgstr[0] ""
msgstr[1] ""

#. TRANSLATORS: <Number> of your villagers has/have been killed in an earthquake.
#: src/ONEWSENG.cpp:1480
#, c-format
msgid "%d of your villagers has been killed in an earthquake."
msgid_plural "%d of your villagers have been killed in an earthquake."
msgstr[0] ""
msgstr[1] ""

#. TRANSLATORS: Part of "<Number> of your buildings has/have been damaged and <Number referring to buildings> destroyed in an earthquake."
#: src/ONEWSENG.cpp:1488
#, c-format
msgid "%d of your buildings has been damaged"
msgid_plural "%d of your buildings have been damaged"
msgstr[0] ""
msgstr[1] ""

#. TRANSLATORS: Part of "<Number> of your buildings has/have been damaged and <Number referring to buildings> destroyed in an earthquake."
#: src/ONEWSENG.cpp:1492
#, c-format
msgid "and %d destroyed in an earthquake."
msgid_plural "and %d destroyed in an earthquake."
msgstr[0] ""
msgstr[1] ""

#. TRANSLATORS: <Number> of your buildings has/have been damaged in an earthquake.
#: src/ONEWSENG.cpp:1498
#, c-format
msgid "%d of your buildings has been damaged in an earthquake."
msgid_plural "%d of your buildings have been damaged in an earthquake."
msgstr[0] ""
msgstr[1] ""

#: src/ONEWSENG.cpp:1525
msgid "Make haste!"
msgstr ""

#: src/ONEWSENG.cpp:1537
#, c-format
msgid "You have only %d year left to achieve your goal."
msgid_plural "You have only %d years left to achieve your goal."
msgstr[0] ""
msgstr[1] ""

#: src/ONEWSENG.cpp:1544
#, c-format
msgid "You have only %d month left to achieve your goal."
msgid_plural "You have only %d months left to achieve your goal."
msgstr[0] ""
msgstr[1] ""

#. TRANSLATORS: Part of "You have only %d year(s) and and %d month(s) left to achieve your goal."
#: src/ONEWSENG.cpp:1551
#, c-format
msgid "You have only %d year"
msgid_plural "You have only %d years"
msgstr[0] ""
msgstr[1] ""

#. TRANSLATORS: Part of "You have only %d year(s) and and %d month(s) left to achieve your goal."
#: src/ONEWSENG.cpp:1556
#, c-format
msgid "and %d month left to achieve your goal."
msgid_plural "and %d months left to achieve your goal."
msgstr[0] ""
msgstr[1] ""

#. TRANSLATORS: A <Weapon> <Tech Level Number> of yours has broken down due to the lack of maintenance funds.
#: src/ONEWSENG.cpp:1566
#, c-format
msgid ""
"A Catapult %s of yours has broken down due to the lack of maintenance funds."
msgstr ""

#: src/ONEWSENG.cpp:1567
#, c-format
msgid ""
"A Ballista %s of yours has broken down due to the lack of maintenance funds."
msgstr ""

#: src/ONEWSENG.cpp:1568
#, c-format
msgid ""
"A Spitfire %s of yours has broken down due to the lack of maintenance funds."
msgstr ""

#: src/ONEWSENG.cpp:1569
#, c-format
msgid ""
"A Cannon %s of yours has broken down due to the lack of maintenance funds."
msgstr ""

#: src/ONEWSENG.cpp:1570
#, c-format
msgid ""
"A Porcupine %s of yours has broken down due to the lack of maintenance funds."
msgstr ""

#. TRANSLATORS: A <Ship> of yours has broken down due to the lack of maintenance funds.
#: src/ONEWSENG.cpp:1572
msgid "A Trader of yours has broken down due to the lack of maintenance funds."
msgstr ""

#: src/ONEWSENG.cpp:1573
msgid ""
"A Transport of yours has broken down due to the lack of maintenance funds."
msgstr ""

#: src/ONEWSENG.cpp:1574
msgid ""
"A Caravel of yours has broken down due to the lack of maintenance funds."
msgstr ""

#: src/ONEWSENG.cpp:1575
msgid ""
"A Galleon of yours has broken down due to the lack of maintenance funds."
msgstr ""

#: src/ONEWSENG.cpp:1577
#, c-format
msgid ""
"A Unicorn %s of yours has broken down due to the lack of maintenance funds."
msgstr ""

#. TRANSLATORS: Your <Firm> near <Town> has fallen into disrepair due to the lack of maintenance funds.
#: src/ONEWSENG.cpp:1615
#, c-format
msgid ""
"Your Seat of Power near %s has fallen into disrepair due to the lack of "
"maintenance funds."
msgstr ""

#: src/ONEWSENG.cpp:1616
#, c-format
msgid ""
"Your Factory near %s has fallen into disrepair due to the lack of "
"maintenance funds."
msgstr ""

#: src/ONEWSENG.cpp:1617
#, c-format
msgid ""
"Your Inn near %s has fallen into disrepair due to the lack of maintenance "
"funds."
msgstr ""

#: src/ONEWSENG.cpp:1618
#, c-format
msgid ""
"Your Market near %s has fallen into disrepair due to the lack of maintenance "
"funds."
msgstr ""

#: src/ONEWSENG.cpp:1619
#, c-format
msgid ""
"Your Fort near %s has fallen into disrepair due to the lack of maintenance "
"funds."
msgstr ""

#: src/ONEWSENG.cpp:1620
#, c-format
msgid ""
"Your Mine near %s has fallen into disrepair due to the lack of maintenance "
"funds."
msgstr ""

#: src/ONEWSENG.cpp:1621
#, c-format
msgid ""
"Your Tower of Science near %s has fallen into disrepair due to the lack of "
"maintenance funds."
msgstr ""

#: src/ONEWSENG.cpp:1622
#, c-format
msgid ""
"Your War Factory near %s has fallen into disrepair due to the lack of "
"maintenance funds."
msgstr ""

#: src/ONEWSENG.cpp:1623
#, c-format
msgid ""
"Your Harbor near %s has fallen into disrepair due to the lack of maintenance "
"funds."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> has retired and quit the game.
#: src/ONEWSENG.cpp:1674
#, fuzzy, c-format
msgid "%s's Kingdom%s has retired and quit the game."
msgstr "%s saiu da partida."

#. TRANSLATORS: <King>'s Kingdom<Color> has quit the game.
#: src/ONEWSENG.cpp:1692
#, fuzzy, c-format
msgid "%s's Kingdom%s has quit the game."
msgstr "%s saiu da partida."

#. TRANSLATORS: The current game has been saved to <File>.
#: src/ONEWSENG.cpp:1710
#, c-format
msgid "The current game has been saved to %s."
msgstr ""

#. TRANSLATORS: The connection with <King>'s Kingdom<Color> has been lost.
#: src/ONEWSENG.cpp:1728
#, c-format
msgid "The connection with %s's Kingdom%s has been lost."
msgstr ""

#: src/ORAWRES.cpp:285
#, fuzzy
msgid "Clay Products"
msgstr "%s produtos"

#: src/ORAWRES.cpp:286
#, fuzzy
msgid "Copper Products"
msgstr "%s produtos"

#: src/ORAWRES.cpp:287
#, fuzzy
msgid "Iron Products"
msgstr "%s produtos"

#: src/OREMOTEM.cpp:464 src/OSYS2.cpp:1023
msgid "Multiplayer Random Seed Sync Error"
msgstr ""

#: src/OREMOTEM.cpp:2874 src/OSYS2.cpp:1025
msgid "Multiplayer Object Sync Error"
msgstr ""

#: src/OR_ECO.cpp:74
msgid "Income Item"
msgstr "Item de receita"

#: src/OR_ECO.cpp:107
msgid "Expense Item"
msgstr "Item de despesa"

#: src/OR_ECO.cpp:108 src/OR_TOWN.cpp:119
msgid "Yearly Expense"
msgstr "Receita anual"

#: src/OR_ECO.cpp:168
msgid "Total Yearly Income"
msgstr "Receita total anual"

#: src/OR_ECO.cpp:178
msgid "Total Yearly Expenses"
msgstr "Despesa total anual"

#: src/OR_ECO.cpp:187
msgid "Yearly Balance"
msgstr "Orçamento anual"

#: src/OR_ECO.cpp:201
msgid "Sale of Goods"
msgstr "Venda de bens"

#: src/OR_ECO.cpp:202
msgid "Exports"
msgstr "Exportações"

#: src/OR_ECO.cpp:203
msgid "Taxes"
msgstr "Impostos"

#: src/OR_ECO.cpp:204
msgid "Recovered Treasure"
msgstr "Tesouro recuperado"

#: src/OR_ECO.cpp:205
msgid "Worker Income"
msgstr "Receita do operário"

#: src/OR_ECO.cpp:206
msgid "Sale of Buildings"
msgstr "Venda de construções"

#: src/OR_ECO.cpp:207
msgid "Aid/Tribute from Other Kingdoms"
msgstr "Ajuda / tributo de outros Reinos"

#: src/OR_ECO.cpp:208
msgid "Cheating"
msgstr "Trapaça"

#: src/OR_ECO.cpp:232
msgid "General Costs"
msgstr "Custos gerais"

#: src/OR_ECO.cpp:233
msgid "Spy Costs"
msgstr "Custos de espionagem"

#: src/OR_ECO.cpp:234
msgid "Other Mobile Human Unit Costs"
msgstr "Custos de outras unidades móveis humanas"

#: src/OR_ECO.cpp:235
msgid "Caravan Costs"
msgstr "Custos de Caravana"

#: src/OR_ECO.cpp:236
msgid "Weapons Costs"
msgstr "Custos de armamentos"

#: src/OR_ECO.cpp:237
msgid "Ship Costs"
msgstr "Custos de navios"

#: src/OR_ECO.cpp:238
msgid "Buildings Costs"
msgstr "Custos de construções"

#: src/OR_ECO.cpp:239
msgid "Training Units"
msgstr "Treinando unidades"

#: src/OR_ECO.cpp:240
msgid "Hiring Units"
msgstr "Contratando unidades"

#: src/OR_ECO.cpp:241
msgid "Honoring Units"
msgstr "Honrando unidades"

#: src/OR_ECO.cpp:242
msgid "Foreign Worker Salaries"
msgstr "Salário de operários estrangeiros"

#: src/OR_ECO.cpp:243
msgid "Grants to Your Villagers"
msgstr "Subsídio para seus camponeses"

#: src/OR_ECO.cpp:244
msgid "Grants to Other Villagers"
msgstr "Subsídio para outros camponeses"

#: src/OR_ECO.cpp:245
msgid "Imports"
msgstr "Importações"

#: src/OR_ECO.cpp:246
msgid "Aid/Tribute to Other Kingdoms"
msgstr "Ajuda / Tributo para outros Reinos"

#: src/OR_ECO.cpp:247
msgid "Bribes"
msgstr "Subornos"

#: src/OR_MIL.cpp:99
msgid "Commander"
msgstr "Comandante"

#: src/OR_MIL.cpp:103
#, fuzzy
msgid "Commanded Soldiers"
msgstr "Comandado"

#: src/OR_MIL.cpp:104 src/OR_NAT.cpp:139
msgid "Status"
msgstr "Status"

#: src/OR_MIL.cpp:129
msgid "Unit Type"
msgstr "Tipo de unidade"

#: src/OR_MIL.cpp:130
msgid "No. of Units"
msgstr "Número de unidades"

#: src/OR_MIL.cpp:226
#, c-format
msgid "Total Commanders: %s"
msgstr "Comandantes totais: %s"

#: src/OR_MIL.cpp:232
#, c-format
msgid "Total Soldiers Under Command: %s"
msgstr "Total de soldados sob comando: %s"

#: src/OR_MIL.cpp:238
#, c-format
msgid "Total Soldiers: %s"
msgstr "Total de soldados: %s"

#: src/OR_MIL.cpp:285
#, c-format
msgid "Total Units: %s"
msgstr "Total de unidades: %s"

#: src/OR_MIL.cpp:378
msgid "In Fort"
msgstr "Na fortificação"

#: src/OR_MIL.cpp:381
msgid "In Seat"
msgstr "Na cadeira"

#: src/OR_MIL.cpp:388 src/OR_SPY.cpp:266
msgid "On Ship"
msgstr "No navio"

#: src/OR_MIL.cpp:392 src/OR_SPY.cpp:270
msgid "Mobile"
msgstr "Móvel"

#: src/OR_MIL.cpp:470
msgid "Human General"
msgstr "General humano"

#: src/OR_NAT.cpp:69
msgid "Information"
msgstr "Informação"

#: src/OR_NAT.cpp:70
msgid "Diplomacy"
msgstr "Diplomacia"

#: src/OR_NAT.cpp:71
msgid "Chat"
msgstr "Chat"

#: src/OR_NAT.cpp:72
msgid "Diplomatic Log"
msgstr "Minuta diplomática"

#: src/OR_NAT.cpp:73
msgid "Debug"
msgstr "Debug"

#: src/OR_NAT.cpp:80
msgid "Send to the selected kingdom"
msgstr "Enviar para o Reino selecionado"

#: src/OR_NAT.cpp:81
msgid "Send to all allied human controlled kingdoms"
msgstr "Enviar para todos os Reinos aliados controlados por humanos"

#: src/OR_NAT.cpp:82
msgid "Send to all human controlled kingdoms"
msgstr "Enviar para todos os Reinos humanos"

# data/resource/help.res:365
#: src/OR_NAT.cpp:170
msgid "Allow Attack"
msgstr ""

#: src/OR_NAT.cpp:172 src/OR_NAT.cpp:604
msgid "Trade Treaty"
msgstr "Tratado comercial"

#: src/OR_NAT.cpp:174
#, fuzzy
msgid "Trade Amount"
msgstr "Quantidade"

#: src/OR_NAT.cpp:508
msgid "Your Food"
msgstr "Sua comida"

#: src/OR_NAT.cpp:513
msgid "Your Treasure"
msgstr "Seu tesouro"

#: src/OR_NAT.cpp:515
msgid "Your Continuous Peace Time"
msgstr "Seu tempo de paz contínuo"

#. TRANSLATORS: Your Yearly Import from <King>'s Kingdom
#: src/OR_NAT.cpp:520
#, c-format
msgid "Your Yearly Import from %s's Kingdom"
msgstr ""

#. TRANSLATORS: Your Yearly Export to <King>'s Kingdom
#: src/OR_NAT.cpp:526
#, c-format
msgid "Your Yearly Export to %s's Kingdom"
msgstr ""

#. TRANSLATORS: Continuous Peace Time of <King>'s Kingdom
#: src/OR_NAT.cpp:532
#, c-format
msgid "Continuous Peace Time of %s's Kingdom"
msgstr ""

#. TRANSLATORS: Allow Your Units to Attack <Kings>'s Kingdom
#: src/OR_NAT.cpp:544
#, c-format
msgid "Allow Your Units to Attack %s's Kingdom"
msgstr ""

#. TRANSLATORS: <King>'s Kingdom's Treasure
#: src/OR_NAT.cpp:559
#, c-format
msgid "%s's Kingdom's Treasure"
msgstr ""

#. TRANSLATORS: <King>'s Kingdom's Food
#: src/OR_NAT.cpp:565
#, c-format
msgid "%s's Kingdom's Food"
msgstr ""

#. TRANSLATORS: <King>'s Kingdom's Diplomatic Status with Other Kingdoms:
#: src/OR_NAT.cpp:581
#, c-format
msgid "%s's Kingdom's Diplomatic Status with Other Kingdoms:"
msgstr ""

#. TRANSLATORS: To<Nation color> on <Date> :
#: src/OR_NAT.cpp:874
#, fuzzy, c-format
msgid "To%s on %s :"
msgstr "em %s :"

#. TRANSLATORS: From<Nation color> on <Date> :
#: src/OR_NAT.cpp:877
#, fuzzy, c-format
msgid "From%s on %s :"
msgstr "em %s :"

#: src/OR_NAT.cpp:907
msgid "Please enter your chat message and press <Enter> to send."
msgstr ""

#. TRANSLATORS: GOAL: Achieve One of the Following Before <Date>:
#: src/OR_RANK.cpp:243
#, c-format
msgid "GOAL: Achieve One of the Following Before %s:"
msgstr ""

#: src/OR_RANK.cpp:247
msgid "GOAL: Achieve One of the Following:"
msgstr ""

#. TRANSLATORS: GOAL: Defeat All Other Kingdoms Before <Date>.
#: src/OR_RANK.cpp:255
#, c-format
msgid "GOAL: Defeat All Other Kingdoms Before %s."
msgstr ""

#: src/OR_RANK.cpp:259
msgid "GOAL: Defeat All Other Kingdoms."
msgstr ""

#: src/OR_RANK.cpp:274
msgid "Defeat All Other Kingdoms."
msgstr ""

#: src/OR_RANK.cpp:283
msgid "Destroy All Fryhtans."
msgstr ""

#. TRANSLATORS: Achieve a Population of <Number>.
#: src/OR_RANK.cpp:295
#, c-format
msgid "Achieve a Population of %s."
msgstr ""

#. TRANSLATORS: Achieve an Economic Score of <Number>.
#: src/OR_RANK.cpp:307
#, c-format
msgid "Achieve an Economic Score of %s."
msgstr ""

#. TRANSLATORS: Achieve a Total Score of <Number>.
#: src/OR_RANK.cpp:319
#, c-format
msgid "Achieve a Total Score of %s."
msgstr ""

#. TRANSLATORS: Total Playing Time: <Time duration>
#: src/OR_RANK.cpp:338
#, c-format
msgid "Total Playing Time: %s"
msgstr ""

#. TRANSLATORS: Ordinal number for ranking players
#: src/OR_RANK.cpp:472
msgid "1st"
msgstr ""

#: src/OR_RANK.cpp:473
msgid "2nd"
msgstr ""

#: src/OR_RANK.cpp:474
msgid "3rd"
msgstr ""

#: src/OR_RANK.cpp:475
msgid "4th"
msgstr ""

#: src/OR_RANK.cpp:476
msgid "5th"
msgstr ""

#: src/OR_RANK.cpp:477
msgid "6th"
msgstr ""

#: src/OR_RANK.cpp:478
msgid "7th"
msgstr ""

#: src/OR_SPY.cpp:73
msgid "Spy Name"
msgstr "Nome do espião"

#: src/OR_SPY.cpp:74
msgid "Cloak"
msgstr "Disfarce"

#: src/OR_SPY.cpp:75 src/OR_TRADE.cpp:201
msgid "Location"
msgstr "Localização"

#: src/OR_SPY.cpp:76
msgid "Skill"
msgstr "Habilidade"

#: src/OR_SPY.cpp:135
#, c-format
msgid "Total Spies: %s"
msgstr "Total de espiões: %s"

#: src/OR_TECH.cpp:87 src/OSPYA.cpp:45
msgid "Technology"
msgstr "Tecnologia"

#: src/OR_TECH.cpp:114
#, fuzzy
msgid "Present Version"
msgstr "Versão"

#: src/OR_TECH.cpp:115
#, fuzzy
msgid "Researching Version"
msgstr "Pesquisando"

#: src/OR_TECH.cpp:116
msgid "Research Progress"
msgstr "Progresso da pesquisa"

# data/resource/std/00007-FIRM.dbf
#: src/OR_TECH.cpp:117
msgid "Tower of Science"
msgstr ""

#: src/OR_TECH.cpp:144 src/OUNITIF.cpp:1247
msgid "Greater Being"
msgstr "Ser superior"

#: src/OR_TECH.cpp:366
#, fuzzy
msgid "Acquired Scroll:"
msgid_plural "Acquired Scrolls:"
msgstr[0] "Pergaminho obtido:"
msgstr[1] "Pergaminho obtido:"

#: src/OR_TOWN.cpp:84
msgid "Village"
msgstr "Vila"

#: src/OR_TOWN.cpp:85
msgid "Villagers"
msgstr "Moradores"

#: src/OR_TOWN.cpp:86 src/OTOWNIF.cpp:295
msgid "Peasants"
msgstr "Camponeses"

#: src/OR_TOWN.cpp:88
msgid "Races"
msgstr "Raças"

#: src/OR_TOWN.cpp:112
msgid "Structure"
msgstr "Estrutura"

#: src/OR_TOWN.cpp:113
msgid "Unit Cost"
msgstr "Custo da unidade"

#: src/OR_TOWN.cpp:117
msgid "No. of Structures"
msgstr "Número de estruturas"

#: src/OR_TOWN.cpp:202
#, c-format
msgid "Total Villages: %s"
msgstr "Total de vilas: %s"

#: src/OR_TOWN.cpp:208
#, c-format
msgid "Total Villagers: %s"
msgstr "Total de moradores: %s"

#: src/OR_TOWN.cpp:214
#, c-format
msgid "Total Peasants: %s"
msgstr "Total de camponeses:  %s"

#: src/OR_TOWN.cpp:227
#, c-format
msgid "Total Other Human Units: %s"
msgstr "Total de outras unidades humanas: %s"

#: src/OR_TOWN.cpp:231
#, c-format
msgid "Total Population: %s"
msgstr "Polulação total: %s"

#: src/OR_TOWN.cpp:242 src/OTOWNIF.cpp:321
msgid "Total"
msgstr "Total"

# data/resource/std/00007-FIRM.dbf
#: src/OR_TRADE.cpp:77
msgid "Market"
msgstr ""

# data/resource/std/00007-FIRM.dbf
#: src/OR_TRADE.cpp:78
msgid "Factory"
msgstr ""

# data/resource/std/00007-FIRM.dbf
#: src/OR_TRADE.cpp:79
msgid "Mine"
msgstr ""

#: src/OR_TRADE.cpp:80
msgid "Any"
msgstr ""

#: src/OR_TRADE.cpp:87 src/OR_TRADE.cpp:143
msgid "Ship"
msgstr "Navio"

#: src/OR_TRADE.cpp:149
msgid "Stop 1"
msgstr "Parada 1"

#: src/OR_TRADE.cpp:150
msgid "Stop 2"
msgstr "Parada 2"

#: src/OR_TRADE.cpp:151
msgid "Stop 3"
msgstr "Parada 3"

#: src/OR_TRADE.cpp:152
msgid "Goods Carried"
msgstr "Bens carregados"

#: src/OR_TRADE.cpp:202
msgid "Stock/Sales/Demand"
msgstr ""

#: src/OR_TRADE.cpp:204
msgid "(In Range of Unit)"
msgstr ""

#: src/OR_TRADE.cpp:422
#, c-format
msgid "Total Caravans: %s"
msgstr "Total de caravanas: %s"

#: src/OR_TRADE.cpp:424
#, c-format
msgid "Total Ships: %s"
msgstr "Total de navios: %s"

#: src/OR_TRADE.cpp:430
#, fuzzy, c-format
msgid "*Idle Caravans: %s"
msgstr "Total de caravanas: %s"

#: src/OR_TRADE.cpp:441
#, fuzzy, c-format
msgid "Total Locations: %s"
msgstr "Polulação total: %s"

#: src/OR_TRADE.cpp:445
#, fuzzy, c-format
msgid "*Idle Locations: %s"
msgstr "Polulação total: %s"

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/help.res:289
#: src/OR_TRADE.cpp:906 src/OR_TRADE.cpp:942
#, fuzzy
msgid "Raw Stock"
msgstr "Ações"

#: src/OR_TRADE.cpp:931 src/OSITEDRW.cpp:54
msgid "Reserve"
msgstr "Reserva"

#: src/OR_TRADE.cpp:952
msgid "Markets"
msgstr ""

#: src/OR_TRADE.cpp:959
msgid "Factories"
msgstr ""

#: src/OR_TRADE.cpp:966
msgid "Mines"
msgstr ""

#: src/OSITEDRW.cpp:48
msgid "Natural Resource"
msgstr "Recursos naturais"

#: src/OSITEDRW.cpp:53
msgid "Resource"
msgstr "Recursos"

#: src/OSITEDRW.cpp:61
msgid "Scroll of Power"
msgstr "Pergaminho do poder"

#: src/OSITEDRW.cpp:68
msgid "Nationality"
msgstr "Nacionalidade"

#: src/OSITEDRW.cpp:69
msgid "Invoke"
msgstr "Invocar"

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/help.res:38
#: src/OSITEDRW.cpp:76
msgid "Treasure"
msgstr "Tesouro"

#: src/OSITEDRW.cpp:81
msgid "Worth"
msgstr "Valor"

#: src/OSKILL.cpp:34
msgid "Construction"
msgstr "Construção"

#: src/OSKILL.cpp:36
msgid "Mining"
msgstr "Mineiração"

#: src/OSKILL.cpp:37
msgid "Manufacture"
msgstr "Manufatura"

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/tut_list.res
#: src/OSKILL.cpp:38
msgid "Research"
msgstr "Pesquisa"

#: src/OSKILL.cpp:39 src/OUNITIF.cpp:1186
msgid "Spying"
msgstr "Espionagem"

#: src/OSKILL.cpp:40
msgid "Praying"
msgstr "Oração"

#: src/OSPY.cpp:599
msgid "Counter-Spy"
msgstr "Countra-espionagem"

#: src/OSPY.cpp:602
msgid "Sleep"
msgstr "Dormir"

#: src/OSPY.cpp:606
msgid "Sow Dissent"
msgstr "Semear discórdia"

#: src/OSPY.cpp:609
msgid "Sabotage"
msgstr "Sabotar"

#: src/OSPYA.cpp:45
msgid "Kingdoms"
msgstr "Reinos"

#: src/OSPYA.cpp:45
msgid "Villages"
msgstr "Vilas"

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/tut_list.res
#: src/OSPYA.cpp:45
msgid "Trade"
msgstr "Comércio"

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/tut_list.res
#: src/OSPYA.cpp:45
msgid "Espionage"
msgstr "Espionagem"

#: src/OSPYA.cpp:331
msgid "Steal which type of secrets?"
msgstr "Roubar que tipo de segredos?"

#: src/OSYS.cpp:536
msgid "Unable to determine a location for storing the game configuration"
msgstr ""

#. TRANSLATORS: Waiting for <King>'s Kingdom
#: src/OSYS.cpp:907
#, fuzzy, c-format
msgid "Waiting for %s's Kingdom"
msgstr "Esperar por %s"

#: src/OSYS.cpp:1540
msgid "Cheat Mode Enabled."
msgstr "Modo de trapaça ativado."

#: src/OSYS.cpp:1616
msgid "Opaque report mode"
msgstr ""

#: src/OSYS.cpp:1618
msgid "Transparent report mode"
msgstr ""

#: src/OSYS.cpp:1824
msgid ""
"Your technology has advanced.\n"
"You can now invoke all Greater Beings."
msgstr ""

#: src/OSYS.cpp:1856
msgid "Your king is now immortal."
msgstr "Seu Rei agora é imortal."

#: src/OSYS.cpp:1858
msgid "King immortal mode is now disabled."
msgstr "Modo Rei Imortal desativado."

#: src/OSYS.cpp:1886
#, fuzzy
msgid "Fast build is now disabled."
msgstr "Construção rápida desativada"

#: src/OSYS.cpp:1888
#, fuzzy
msgid "Fast build is now enabled."
msgstr "Construção rápida ativada"

#: src/OSYS.cpp:2647
#, c-format
msgid "The current screen has been written to file %s."
msgstr ""

#: src/OSYS.cpp:2688
msgid "Failed Loading Game"
msgstr "Falha ao carregar partida"

#: src/OSYS.cpp:2699
msgid "Game Loaded Successfully"
msgstr "Partida carregara com sucesso"

#: src/OSYS.cpp:2726
msgid "Game Saved Successfully"
msgstr "Partida salva com sucesso"

#: src/OSYS.cpp:2798
#, fuzzy
msgid "Unable to locate the game resources"
msgstr "Não foi possível localizar recursos da partida."

#: src/OSaveGameArray.cpp:201
msgid "You haven't saved any games yet."
msgstr ""

#: src/OSaveGameArray.cpp:387
msgid "Empty Game Slot"
msgstr ""

#: src/OSaveGameArray.cpp:537
msgid "Cannot delete this slot"
msgstr ""

#: src/OSaveGameArray.cpp:617
#, fuzzy
msgid "Game Date"
msgstr "Data da partida: "

#: src/OSaveGameArray.cpp:625
#, fuzzy
msgid "File Name"
msgstr "Nome do arquivo: "

#: src/OSaveGameArray.cpp:637
#, fuzzy
msgid "File Date"
msgstr "Data do arquivo: "

#: src/OSaveGameArray.cpp:676
#, fuzzy
msgid "Overwrite the existing saved game?"
msgstr "Isto irá sobrescrever um arquivo de partida pre-existente. Continuar?"

#: src/OSaveGameArray.cpp:737
#, fuzzy
msgid "Cannot save the game because the path is too long"
msgstr ""
"Você não pode ingressar a partida pois o host não está carregando um arquivo "
"salvo."

#: src/OSaveGameArray.cpp:892
msgid "This saved game will be deleted. Proceed?"
msgstr "Este arquivo de partida será apagado. Continuar?"

#. TRANSLATORS: You propose a trade treaty to <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:195
#, c-format
msgid "You propose a trade treaty to %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You propose a friendly treaty to <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:200
#, c-format
msgid "You propose a friendly treaty to %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You propose an alliance treaty to <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:205
#, c-format
msgid "You propose an alliance treaty to %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> proposes a trade treaty to you.
#: src/OTALKENG.cpp:213
#, c-format
msgid "%s's Kingdom%s proposes a trade treaty to you."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> proposes a friendly treaty to you.
#: src/OTALKENG.cpp:218
#, c-format
msgid "%s's Kingdom%s proposes a friendly treaty to you."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> proposes an alliance treaty to you.
#: src/OTALKENG.cpp:223
#, c-format
msgid "%s's Kingdom%s proposes an alliance treaty to you."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> accepts your proposed trade treaty.
#: src/OTALKENG.cpp:236
#, c-format
msgid "%s's Kingdom%s accepts your proposed trade treaty."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> accepts your proposed friendly treaty.
#: src/OTALKENG.cpp:241
#, c-format
msgid "%s's Kingdom%s accepts your proposed friendly treaty."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> accepts your proposed alliance treaty.
#: src/OTALKENG.cpp:246
#, c-format
msgid "%s's Kingdom%s accepts your proposed alliance treaty."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> rejects your proposed trade treaty.
#: src/OTALKENG.cpp:254
#, c-format
msgid "%s's Kingdom%s rejects your proposed trade treaty."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> rejects your proposed friendly treaty.
#: src/OTALKENG.cpp:259
#, c-format
msgid "%s's Kingdom%s rejects your proposed friendly treaty."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> rejects your proposed alliance treaty.
#: src/OTALKENG.cpp:264
#, c-format
msgid "%s's Kingdom%s rejects your proposed alliance treaty."
msgstr ""

#. TRANSLATORS: You accept the trade treaty proposed by <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:275
#, c-format
msgid "You accept the trade treaty proposed by %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You accept the friendly treaty proposed by <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:280
#, c-format
msgid "You accept the friendly treaty proposed by %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You accept the alliance treaty proposed by <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:285
#, c-format
msgid "You accept the alliance treaty proposed by %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You reject the trade treaty proposed by <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:293
#, c-format
msgid "You reject the trade treaty proposed by %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You reject the friendly treaty proposed by <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:298
#, c-format
msgid "You reject the friendly treaty proposed by %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You reject the alliance treaty proposed by <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:303
#, c-format
msgid "You reject the alliance treaty proposed by %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You terminate your trade treaty with <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:331
#, c-format
msgid "You terminate your trade treaty with %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You terminate your friendly treaty with <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:336
#, c-format
msgid "You terminate your friendly treaty with %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You terminate your alliance treaty with <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:341
#, c-format
msgid "You terminate your alliance treaty with %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> terminates its trade treaty with you.
#: src/OTALKENG.cpp:349
#, c-format
msgid "%s's Kingdom%s terminates its trade treaty with you."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> terminates its friendly treaty with you.
#: src/OTALKENG.cpp:354
#, c-format
msgid "%s's Kingdom%s terminates its friendly treaty with you."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> terminates its alliance treaty with you.
#: src/OTALKENG.cpp:359
#, c-format
msgid "%s's Kingdom%s terminates its alliance treaty with you."
msgstr ""

#. TRANSLATORS: You request a cease-fire with <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:389
#, c-format
msgid "You request a cease-fire with %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> requests a cease-fire.
#: src/OTALKENG.cpp:394
#, c-format
msgid "%s's Kingdom%s requests a cease-fire."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> agrees to a cease-fire.
#: src/OTALKENG.cpp:403
#, c-format
msgid "%s's Kingdom%s agrees to a cease-fire."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> refuses a cease-fire.
#: src/OTALKENG.cpp:406
#, c-format
msgid "%s's Kingdom%s refuses a cease-fire."
msgstr ""

#. TRANSLATORS: You agree to a cease-fire with <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:412
#, c-format
msgid "You agree to a cease-fire with %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You refuse a cease-fire with <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:415
#, c-format
msgid "You refuse a cease-fire with %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You request <King 1>'s Kingdom<Color> to declare war on <King 2>'s Kingdom<Kingdom color>.
#: src/OTALKENG.cpp:445
#, c-format
msgid "You request %s's Kingdom%s to declare war on %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: <King 1>'s Kingdom<Color> requests that you declare war on <King 2>'s Kingdom<Kingdom color>.
#: src/OTALKENG.cpp:450
#, c-format
msgid "%s's Kingdom%s requests that you declare war on %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: <King 1>'s Kingdom<Color> agrees to declare war on <King 2>'s Kingdom<Kingdom color>.
#: src/OTALKENG.cpp:459
#, c-format
msgid "%s's Kingdom%s agrees to declare war on %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: <King 1>'s Kingdom<Color> refuses to declare war on <King 2>'s Kingdom<Kingdom color>.
#: src/OTALKENG.cpp:462
#, c-format
msgid "%s's Kingdom%s refuses to declare war on %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You agree to declare war on <King>'s Kingdom<Kingdom color>.
#: src/OTALKENG.cpp:468
#, c-format
msgid "You agree to declare war on %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You refuse to declare war on <King>'s Kingdom<Kingdom color>.
#: src/OTALKENG.cpp:471
#, c-format
msgid "You refuse to declare war on %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> offers <Amount> for 10 units of food.
#: src/OTALKENG.cpp:494
#, c-format
msgid "%s's Kingdom%s offers %s for 10 units of food."
msgstr ""

#. TRANSLATORS: You request to purchase <Number> units of food from <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:522
#, c-format
msgid "You request to purchase %s units of food from %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> requests to purchase <Number> units of food from you.
#: src/OTALKENG.cpp:527
#, c-format
msgid "%s's Kingdom%s requests to purchase %s units of food from you."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> agrees to sell <Number> units of food to you.
#: src/OTALKENG.cpp:536
#, c-format
msgid "%s's Kingdom%s agrees to sell %s units of food to you."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> refuses to sell <Number> units of food to you.
#: src/OTALKENG.cpp:539
#, c-format
msgid "%s's Kingdom%s refuses to sell %s units of food to you."
msgstr ""

#. TRANSLATORS: You agree to sell <Number> units of food to <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:545
#, c-format
msgid "You agree to sell %s units of food to %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You refuse to sell <Number> units of food to <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:548
#, c-format
msgid "You refuse to sell %s units of food to %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You declare war on <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:570
#, c-format
msgid "You declare war on %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> declares war on you.
#: src/OTALKENG.cpp:575
#, c-format
msgid "%s's Kingdom%s declares war on you."
msgstr ""

#. TRANSLATORS: You offer <King>'s Kingdom<Color> <Amount> in aid.
#: src/OTALKENG.cpp:615
#, c-format
msgid "You offer %s's Kingdom%s %s in aid."
msgstr ""

#. TRANSLATORS: You offer <King>'s Kingdom<Color> <Amount> in tribute.
#: src/OTALKENG.cpp:620
#, c-format
msgid "You offer %s's Kingdom%s %s in tribute."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> offers you <Amount> in aid.
#: src/OTALKENG.cpp:628
#, c-format
msgid "%s's Kingdom%s offers you %s in aid."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> offers you <Amount> in tribute.
#: src/OTALKENG.cpp:633
#, c-format
msgid "%s's Kingdom%s offers you %s in tribute."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> accepts your aid of <Amount>.
#: src/OTALKENG.cpp:646
#, c-format
msgid "%s's Kingdom%s accepts your aid of %s."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> accepts your tribute of <Amount>.
#: src/OTALKENG.cpp:651
#, c-format
msgid "%s's Kingdom%s accepts your tribute of %s."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> rejects your aid of <Amount>.
#: src/OTALKENG.cpp:659
#, c-format
msgid "%s's Kingdom%s rejects your aid of %s."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> rejects your tribute of <Amount>.
#: src/OTALKENG.cpp:664
#, c-format
msgid "%s's Kingdom%s rejects your tribute of %s."
msgstr ""

#. TRANSLATORS: You accept the <Amount> in aid from <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:675
#, c-format
msgid "You accept the %s's Kingdom%s in aid from %s."
msgstr ""

#. TRANSLATORS: You accept the <Amount> in tribute from <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:680
#, c-format
msgid "You accept the %s's Kingdom%s in tribute from %s."
msgstr ""

#. TRANSLATORS: You reject the <Amount> in aid from <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:688
#, c-format
msgid "You reject the %s's Kingdom%s in aid from %s."
msgstr ""

#. TRANSLATORS: You reject the <Amount> in tribute from <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:693
#, c-format
msgid "You reject the %s's Kingdom%s in tribute from %s."
msgstr ""

#. TRANSLATORS: You request <Amount> in aid from <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:734
#, c-format
msgid "You request %s in aid from %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You demand <Amount> in tribute from <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:737
#, c-format
msgid "You demand %s in tribute from %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> requests <Amount> in aid from you.
#: src/OTALKENG.cpp:743
#, c-format
msgid "%s's Kingdom%s requests %s in aid from you."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> demands <Amount> in tribute from you.
#: src/OTALKENG.cpp:746
#, c-format
msgid "%s's Kingdom%s demands %s in tribute from you."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> agrees to give you <Amount> in aid.
#: src/OTALKENG.cpp:758
#, c-format
msgid "%s's Kingdom%s agrees to give you %s in aid."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> agrees to pay you <Amount> in tribute.
#: src/OTALKENG.cpp:760
#, c-format
msgid "%s's Kingdom%s agrees to pay you %s in tribute."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> refuses to give you <Amount> in aid.
#: src/OTALKENG.cpp:768
#, c-format
msgid "%s's Kingdom%s refuses to give you %s in aid."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> refuses to pay you <Amount> in tribute.
#: src/OTALKENG.cpp:770
#, c-format
msgid "%s's Kingdom%s refuses to pay you %s in tribute."
msgstr ""

#. TRANSLATORS: You agree to give <King>'s Kingdom<Color> <Amount> in aid.
#: src/OTALKENG.cpp:781
#, c-format
msgid "You agree to give %s's Kingdom%s %s in aid."
msgstr ""

#. TRANSLATORS: You agree to pay <King>'s Kingdom<Color> <Amount> in tribute.
#: src/OTALKENG.cpp:783
#, c-format
msgid "You agree to pay %s's Kingdom%s %s in tribute."
msgstr ""

#. TRANSLATORS: You refuse to give <King>'s Kingdom<Color> <Amount> in aid.
#: src/OTALKENG.cpp:791
#, c-format
msgid "You refuse to give %s's Kingdom%s %s in aid."
msgstr ""

#. TRANSLATORS: You refuse to pay <King>'s Kingdom<Color> <Amount> in tribute.
#: src/OTALKENG.cpp:793
#, c-format
msgid "You refuse to pay %s's Kingdom%s %s in tribute."
msgstr ""

#. TRANSLATORS: You offer <Tech><Level> technology to <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:805
#, fuzzy, c-format
msgid "You offer Catapult%s technology to %s's Kingdom%s."
msgstr "Você rendeu-se a %s em %s."

#: src/OTALKENG.cpp:806
#, fuzzy, c-format
msgid "You offer Porcupine%s technology to %s's Kingdom%s."
msgstr "Você rendeu-se a %s em %s."

#: src/OTALKENG.cpp:807
#, fuzzy, c-format
msgid "You offer Ballista%s technology to %s's Kingdom%s."
msgstr "Você rendeu-se a %s em %s."

#: src/OTALKENG.cpp:808
#, fuzzy, c-format
msgid "You offer Cannon%s technology to %s's Kingdom%s."
msgstr "Você rendeu-se a %s em %s."

#: src/OTALKENG.cpp:809
#, fuzzy, c-format
msgid "You offer Spitfire%s technology to %s's Kingdom%s."
msgstr "Você rendeu-se a %s em %s."

#: src/OTALKENG.cpp:810
#, fuzzy, c-format
msgid "You offer Caravel%s technology to %s's Kingdom%s."
msgstr "Você rendeu-se a %s em %s."

#: src/OTALKENG.cpp:811
#, fuzzy, c-format
msgid "You offer Galleon%s technology to %s's Kingdom%s."
msgstr "Sua vila %s rendeu-se à %s."

#: src/OTALKENG.cpp:812
#, fuzzy, c-format
msgid "You offer Unicorn%s technology to %s's Kingdom%s."
msgstr "Você rendeu-se a %s em %s."

#. TRANSLATORS: <King>'s Kingdom<Color> offers <Tech><Level> technology to you.
#: src/OTALKENG.cpp:817
#, fuzzy, c-format
msgid "%s's Kingdom%s offers Catapult%s technology to you."
msgstr "%s rendeu-se à você."

#: src/OTALKENG.cpp:818
#, fuzzy, c-format
msgid "%s's Kingdom%s offers Porcupine%s technology to you."
msgstr "%s rendeu-se à você."

#: src/OTALKENG.cpp:819
#, fuzzy, c-format
msgid "%s's Kingdom%s offers Ballista%s technology to you."
msgstr "%s rendeu-se à você."

#: src/OTALKENG.cpp:820
#, fuzzy, c-format
msgid "%s's Kingdom%s offers Cannon%s technology to you."
msgstr "%s rendeu-se à você."

#: src/OTALKENG.cpp:821
#, fuzzy, c-format
msgid "%s's Kingdom%s offers Spitfire%s technology to you."
msgstr "%s rendeu-se à você."

#: src/OTALKENG.cpp:822
#, fuzzy, c-format
msgid "%s's Kingdom%s offers Caravel%s technology to you."
msgstr "%s rendeu-se à você."

#: src/OTALKENG.cpp:823
#, fuzzy, c-format
msgid "%s's Kingdom%s offers Galleon%s technology to you."
msgstr "%s rendeu-se à você."

#: src/OTALKENG.cpp:824
#, fuzzy, c-format
msgid "%s's Kingdom%s offers Unicorn%s technology to you."
msgstr "%s rendeu-se à você."

#. TRANSLATORS: <King>'s Kingdom<Color> accepts your gift of <Tech> technology.
#: src/OTALKENG.cpp:829
#, c-format
msgid "%s's Kingdom%s accepts your gift of Catapult%s technology."
msgstr ""

#: src/OTALKENG.cpp:830
#, c-format
msgid "%s's Kingdom%s accepts your gift of Porcupine%s technology."
msgstr ""

#: src/OTALKENG.cpp:831
#, c-format
msgid "%s's Kingdom%s accepts your gift of Ballista%s technology."
msgstr ""

#: src/OTALKENG.cpp:832
#, c-format
msgid "%s's Kingdom%s accepts your gift of Cannon%s technology."
msgstr ""

#: src/OTALKENG.cpp:833
#, c-format
msgid "%s's Kingdom%s accepts your gift of Spitfire%s technology."
msgstr ""

#: src/OTALKENG.cpp:834
#, c-format
msgid "%s's Kingdom%s accepts your gift of Caravel%s technology."
msgstr ""

#: src/OTALKENG.cpp:835
#, c-format
msgid "%s's Kingdom%s accepts your gift of Galleon%s technology."
msgstr ""

#: src/OTALKENG.cpp:836
#, c-format
msgid "%s's Kingdom%s accepts your gift of Unicorn%s technology."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> rejects your gift of <Tech><Level> technology.
#: src/OTALKENG.cpp:841
#, c-format
msgid "%s's Kingdom%s rejects your gift of Catapult%s technology."
msgstr ""

#: src/OTALKENG.cpp:842
#, c-format
msgid "%s's Kingdom%s rejects your gift of Porcupine%s technology."
msgstr ""

#: src/OTALKENG.cpp:843
#, c-format
msgid "%s's Kingdom%s rejects your gift of Ballista%s technology."
msgstr ""

#: src/OTALKENG.cpp:844
#, c-format
msgid "%s's Kingdom%s rejects your gift of Cannon%s technology."
msgstr ""

#: src/OTALKENG.cpp:845
#, c-format
msgid "%s's Kingdom%s rejects your gift of Spitfire%s technology."
msgstr ""

#: src/OTALKENG.cpp:846
#, c-format
msgid "%s's Kingdom%s rejects your gift of Caravel%s technology."
msgstr ""

#: src/OTALKENG.cpp:847
#, c-format
msgid "%s's Kingdom%s rejects your gift of Galleon%s technology."
msgstr ""

#: src/OTALKENG.cpp:848
#, c-format
msgid "%s's Kingdom%s rejects your gift of Unicorn%s technology."
msgstr ""

#. TRANSLATORS: You accept the gift of <Tech><Level> technology from <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:853
#, c-format
msgid "You accept the gift of Catapult%s technology from %s's Kingdom%s."
msgstr ""

#: src/OTALKENG.cpp:854
#, fuzzy, c-format
msgid "You accept the gift of Porcupine%s technology from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/OTALKENG.cpp:855
#, c-format
msgid "You accept the gift of Ballista%s technology from %s's Kingdom%s."
msgstr ""

#: src/OTALKENG.cpp:856
#, c-format
msgid "You accept the gift of Cannon%s technology from %s's Kingdom%s."
msgstr ""

#: src/OTALKENG.cpp:857
#, c-format
msgid "You accept the gift of Spitfire%s technology from %s's Kingdom%s."
msgstr ""

#: src/OTALKENG.cpp:858
#, c-format
msgid "You accept the gift of Caravel%s technology from %s's Kingdom%s."
msgstr ""

#: src/OTALKENG.cpp:859
#, c-format
msgid "You accept the gift of Galleon%s technology from %s's Kingdom%s."
msgstr ""

#: src/OTALKENG.cpp:860
#, c-format
msgid "You accept the gift of Unicorn%s technology from %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You reject the gift of <Tech><Level> technology from <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:865
#, c-format
msgid "You reject the gift of Catapult%s technology from %s's Kingdom%s."
msgstr ""

#: src/OTALKENG.cpp:866
#, fuzzy, c-format
msgid "You reject the gift of Porcupine%s technology from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi destruído por %s."

#: src/OTALKENG.cpp:867
#, c-format
msgid "You reject the gift of Ballista%s technology from %s's Kingdom%s."
msgstr ""

#: src/OTALKENG.cpp:868
#, c-format
msgid "You reject the gift of Cannon%s technology from %s's Kingdom%s."
msgstr ""

#: src/OTALKENG.cpp:869
#, c-format
msgid "You reject the gift of Spitfire%s technology from %s's Kingdom%s."
msgstr ""

#: src/OTALKENG.cpp:870
#, c-format
msgid "You reject the gift of Caravel%s technology from %s's Kingdom%s."
msgstr ""

#: src/OTALKENG.cpp:871
#, c-format
msgid "You reject the gift of Galleon%s technology from %s's Kingdom%s."
msgstr ""

#: src/OTALKENG.cpp:872
#, c-format
msgid "You reject the gift of Unicorn%s technology from %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You request the latest <Tech> technology from <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:940
#, fuzzy, c-format
msgid "You request the latest Catapult technology from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/OTALKENG.cpp:941
#, c-format
msgid "You request the latest Porcupine technology from %s's Kingdom%s."
msgstr ""

#: src/OTALKENG.cpp:942
#, fuzzy, c-format
msgid "You request the latest Ballista technology from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/OTALKENG.cpp:943
#, fuzzy, c-format
msgid "You request the latest Cannon technology from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/OTALKENG.cpp:944
#, fuzzy, c-format
msgid "You request the latest Spitfire technology from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/OTALKENG.cpp:945
#, fuzzy, c-format
msgid "You request the latest Caravel technology from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/OTALKENG.cpp:946
#, fuzzy, c-format
msgid "You request the latest Galleon technology from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/OTALKENG.cpp:947
#, fuzzy, c-format
msgid "You request the latest Unicorn technology from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#. TRANSLATORS: You demand the latest <Tech> technology from <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:952
#, fuzzy, c-format
msgid "You demand the latest Catapult technology from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/OTALKENG.cpp:953
#, c-format
msgid "You demand the latest Porcupine technology from %s's Kingdom%s."
msgstr ""

#: src/OTALKENG.cpp:954
#, fuzzy, c-format
msgid "You demand the latest Ballista technology from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/OTALKENG.cpp:955
#, fuzzy, c-format
msgid "You demand the latest Cannon technology from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/OTALKENG.cpp:956
#, fuzzy, c-format
msgid "You demand the latest Spitfire technology from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/OTALKENG.cpp:957
#, fuzzy, c-format
msgid "You demand the latest Caravel technology from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/OTALKENG.cpp:958
#, fuzzy, c-format
msgid "You demand the latest Galleon technology from %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por um espião de %s."

#: src/OTALKENG.cpp:959
#, c-format
msgid "You demand the latest Unicorn technology from %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> requests the latest <Tech> technology from you.
#: src/OTALKENG.cpp:964
#, c-format
msgid "%s's Kingdom%s requests the latest Catapult technology from you."
msgstr ""

#: src/OTALKENG.cpp:965
#, c-format
msgid "%s's Kingdom%s requests the latest Porcupine technology from you."
msgstr ""

#: src/OTALKENG.cpp:966
#, fuzzy, c-format
msgid "%s's Kingdom%s requests the latest Ballista technology from you."
msgstr "%s adquiriu o Pergaminho do Power de %s."

#: src/OTALKENG.cpp:967
#, fuzzy, c-format
msgid "%s's Kingdom%s requests the latest Cannon technology from you."
msgstr "%s adquiriu o Pergaminho do Power de %s."

#: src/OTALKENG.cpp:968
#, c-format
msgid "%s's Kingdom%s requests the latest Spitfire technology from you."
msgstr ""

#: src/OTALKENG.cpp:969
#, fuzzy, c-format
msgid "%s's Kingdom%s requests the latest Caravel technology from you."
msgstr "%s adquiriu o Pergaminho do Power de %s."

#: src/OTALKENG.cpp:970
#, fuzzy, c-format
msgid "%s's Kingdom%s requests the latest Galleon technology from you."
msgstr "%s adquiriu o Pergaminho do Power de %s."

#: src/OTALKENG.cpp:971
#, fuzzy, c-format
msgid "%s's Kingdom%s requests the latest Unicorn technology from you."
msgstr "%s adquiriu o Pergaminho do Power de %s."

#. TRANSLATORS: <King>'s Kingdom<Color> demands the latest <Tech> technology from you.
#: src/OTALKENG.cpp:976
#, c-format
msgid "%s's Kingdom%s demands the latest Catapult technology from you."
msgstr ""

#: src/OTALKENG.cpp:977
#, fuzzy, c-format
msgid "%s's Kingdom%s demands the latest Porcupine technology from you."
msgstr "%s adquiriu o Pergaminho do Power de %s."

#: src/OTALKENG.cpp:978
#, c-format
msgid "%s's Kingdom%s demands the latest Ballista technology from you."
msgstr ""

#: src/OTALKENG.cpp:979
#, c-format
msgid "%s's Kingdom%s demands the latest Cannon technology from you."
msgstr ""

#: src/OTALKENG.cpp:980
#, c-format
msgid "%s's Kingdom%s demands the latest Spitfire technology from you."
msgstr ""

#: src/OTALKENG.cpp:981
#, fuzzy, c-format
msgid "%s's Kingdom%s demands the latest Caravel technology from you."
msgstr "%s rendeu-se à você."

#: src/OTALKENG.cpp:982
#, c-format
msgid "%s's Kingdom%s demands the latest Galleon technology from you."
msgstr ""

#: src/OTALKENG.cpp:983
#, c-format
msgid "%s's Kingdom%s demands the latest Unicorn technology from you."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> agrees to transfer its latest <Tech> technology to you.
#: src/OTALKENG.cpp:988
#, c-format
msgid ""
"%s's Kingdom%s agrees to transfer its latest Catapult technology to you."
msgstr ""

#: src/OTALKENG.cpp:989
#, c-format
msgid ""
"%s's Kingdom%s agrees to transfer its latest Porcupine technology to you."
msgstr ""

#: src/OTALKENG.cpp:990
#, c-format
msgid ""
"%s's Kingdom%s agrees to transfer its latest Ballista technology to you."
msgstr ""

#: src/OTALKENG.cpp:991
#, c-format
msgid "%s's Kingdom%s agrees to transfer its latest Cannon technology to you."
msgstr ""

#: src/OTALKENG.cpp:992
#, c-format
msgid ""
"%s's Kingdom%s agrees to transfer its latest Spitfire technology to you."
msgstr ""

#: src/OTALKENG.cpp:993
#, c-format
msgid "%s's Kingdom%s agrees to transfer its latest Caravel technology to you."
msgstr ""

#: src/OTALKENG.cpp:994
#, c-format
msgid "%s's Kingdom%s agrees to transfer its latest Galleon technology to you."
msgstr ""

#: src/OTALKENG.cpp:995
#, c-format
msgid "%s's Kingdom%s agrees to transfer its latest Unicorn technology to you."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> refuses to transfer its latest <Tech> technology to you.
#: src/OTALKENG.cpp:1000
#, c-format
msgid ""
"%s's Kingdom%s refuses to transfer its latest Catapult technology to you."
msgstr ""

#: src/OTALKENG.cpp:1001
#, c-format
msgid ""
"%s's Kingdom%s refuses to transfer its latest Porcupine technology to you."
msgstr ""

#: src/OTALKENG.cpp:1002
#, c-format
msgid ""
"%s's Kingdom%s refuses to transfer its latest Ballista technology to you."
msgstr ""

#: src/OTALKENG.cpp:1003
#, c-format
msgid "%s's Kingdom%s refuses to transfer its latest Cannon technology to you."
msgstr ""

#: src/OTALKENG.cpp:1004
#, c-format
msgid ""
"%s's Kingdom%s refuses to transfer its latest Spitfire technology to you."
msgstr ""

#: src/OTALKENG.cpp:1005
#, c-format
msgid ""
"%s's Kingdom%s refuses to transfer its latest Caravel technology to you."
msgstr ""

#: src/OTALKENG.cpp:1006
#, c-format
msgid ""
"%s's Kingdom%s refuses to transfer its latest Galleon technology to you."
msgstr ""

#: src/OTALKENG.cpp:1007
#, c-format
msgid ""
"%s's Kingdom%s refuses to transfer its latest Unicorn technology to you."
msgstr ""

#. TRANSLATORS: You agree to transfer your latest <Tech> technology to <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:1012
#, c-format
msgid ""
"You agree to transfer your latest Catapult technology to %s's Kingdom%s."
msgstr ""

#: src/OTALKENG.cpp:1013
#, fuzzy, c-format
msgid ""
"You agree to transfer your latest Porcupine technology to %s's Kingdom%s."
msgstr "Sua vila %s rendeu-se à %s."

#: src/OTALKENG.cpp:1014
#, fuzzy, c-format
msgid ""
"You agree to transfer your latest Ballista technology to %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi destruído por %s."

#: src/OTALKENG.cpp:1015
#, fuzzy, c-format
msgid "You agree to transfer your latest Cannon technology to %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi destruído por %s."

#: src/OTALKENG.cpp:1016
#, fuzzy, c-format
msgid ""
"You agree to transfer your latest Spitfire technology to %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi capturado por %s."

#: src/OTALKENG.cpp:1017
#, fuzzy, c-format
msgid "You agree to transfer your latest Caravel technology to %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi destruído por %s."

#: src/OTALKENG.cpp:1018
#, fuzzy, c-format
msgid "You agree to transfer your latest Galleon technology to %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi destruído por %s."

#: src/OTALKENG.cpp:1019
#, fuzzy, c-format
msgid "You agree to transfer your latest Unicorn technology to %s's Kingdom%s."
msgstr "Sua vila %s rendeu-se à %s."

#. TRANSLATORS: You refuse to transfer your latest <Tech> technology to <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:1024
#, c-format
msgid ""
"You refuse to transfer your latest Catapult technology to %s's Kingdom%s."
msgstr ""

#: src/OTALKENG.cpp:1025
#, c-format
msgid ""
"You refuse to transfer your latest Porcupine technology to %s's Kingdom%s."
msgstr ""

#: src/OTALKENG.cpp:1026
#, c-format
msgid ""
"You refuse to transfer your latest Ballista technology to %s's Kingdom%s."
msgstr ""

#: src/OTALKENG.cpp:1027
#, c-format
msgid "You refuse to transfer your latest Cannon technology to %s's Kingdom%s."
msgstr ""

#: src/OTALKENG.cpp:1028
#, c-format
msgid ""
"You refuse to transfer your latest Spitfire technology to %s's Kingdom%s."
msgstr ""

#: src/OTALKENG.cpp:1029
#, c-format
msgid ""
"You refuse to transfer your latest Caravel technology to %s's Kingdom%s."
msgstr ""

#: src/OTALKENG.cpp:1030
#, fuzzy, c-format
msgid ""
"You refuse to transfer your latest Galleon technology to %s's Kingdom%s."
msgstr "Seu %s próximo de %s foi destruído por %s."

#: src/OTALKENG.cpp:1031
#, c-format
msgid ""
"You refuse to transfer your latest Unicorn technology to %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You request immediate military aid from <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:1142
#, c-format
msgid "You request immediate military aid from %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> requests immediate military aid from you.
#: src/OTALKENG.cpp:1147
#, c-format
msgid "%s's Kingdom%s requests immediate military aid from you."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> agrees to immediately send your requested military aid.
#: src/OTALKENG.cpp:1156
#, c-format
msgid "%s's Kingdom%s agrees to immediately send your requested military aid."
msgstr ""

#. TRANSLATORS: <King>'s Kingdom<Color> denies you your requested military aid.
#: src/OTALKENG.cpp:1159
#, c-format
msgid "%s's Kingdom%s denies you your requested military aid."
msgstr ""

#. TRANSLATORS: You agree to immediately send military aid to <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:1165
#, c-format
msgid "You agree to immediately send military aid to %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You refuse to send military aid to <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:1168
#, c-format
msgid "You refuse to send military aid to %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You request <King 1>'s Kingdom<Color> to join an embargo on trade with <King 2>'s Kingdom<Kingdom color>.
#: src/OTALKENG.cpp:1204
#, c-format
msgid ""
"You request %s's Kingdom%s to join an embargo on trade with %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: <King 1>'s Kingdom<Color> requests you to join an embargo on trade with <King 2>'s Kingdom<Kingdom color>.
#: src/OTALKENG.cpp:1209
#, c-format
msgid ""
"%s's Kingdom%s requests you to join an embargo on trade with %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: <King 1>'s Kingdom<Color> agrees to join an embargo on trade with <King 2>'s Kingdom<Kingdom color>.
#: src/OTALKENG.cpp:1218
#, c-format
msgid "%s's Kingdom%s agrees to join an embargo on trade with %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: <King 1>'s Kingdom<Color> refuses to join an embargo on trade with <King 2>'s Kingdom<Kingdom color>.
#: src/OTALKENG.cpp:1221
#, c-format
msgid "%s's Kingdom%s refuses to join an embargo on trade with %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You agree to join an embargo on trade with <King 1>'s Kingdom<Kingdom color> as requested by <King 2>'s Kingdom<Color>.
#: src/OTALKENG.cpp:1227
#, c-format
msgid ""
"You agree to join an embargo on trade with %s's Kingdom%s as requested by "
"%s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You refuse to join an embargo on trade with <King 1>'s Kingdom<Kingdom color> as requested by <King 2>'s Kingdom<Color>.
#: src/OTALKENG.cpp:1230
#, c-format
msgid ""
"You refuse to join an embargo on trade with %s's Kingdom%s as requested by "
"%s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You offer <Amount> for the throne of <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:1269
#, c-format
msgid "You offer %s for the throne of %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: To unite our two Kingdoms under his rule, King <Name> offers <Amount> for your throne.
#: src/OTALKENG.cpp:1274
#, c-format
msgid ""
"To unite our two Kingdoms under his rule, King %s offers %s for your throne."
msgstr ""

#. TRANSLATORS: King <Name> agrees to take your money in exchange for his throne.
#: src/OTALKENG.cpp:1283
#, c-format
msgid "King %s agrees to take your money in exchange for his throne."
msgstr ""

#. TRANSLATORS: King <Name> refuses to dishonor himself by selling his throne!
#: src/OTALKENG.cpp:1286
#, c-format
msgid "King %s refuses to dishonor himself by selling his throne!"
msgstr ""

#: src/OTALKENG.cpp:1292
msgid "You agree to take the money in exchange for your throne."
msgstr ""

#. TRANSLATORS: You refuse to dishonor yourself by selling your throne to <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:1297
#, c-format
msgid ""
"You refuse to dishonor yourself by selling your throne to %s's Kingdom%s."
msgstr ""

#. TRANSLATORS: You have surrendered to <King>'s Kingdom<Color>.
#: src/OTALKENG.cpp:1320
#, fuzzy, c-format
msgid "You have surrendered to %s's Kingdom%s."
msgstr "Você rendeu-se a %s em %s."

#: src/OTALKRES.cpp:52
msgid "The message has been sent."
msgstr ""

#: src/OTALKRES.cpp:167
msgid "How much tribute?"
msgstr ""

#: src/OTALKRES.cpp:174
msgid "How much aid?"
msgstr ""

#: src/OTALKRES.cpp:195 src/OTALKRES.cpp:1053
msgid "Cancel."
msgstr ""

#: src/OTALKRES.cpp:208
msgid "Propose a trade treaty."
msgstr ""

#: src/OTALKRES.cpp:209
msgid "Propose a friendly treaty."
msgstr ""

#: src/OTALKRES.cpp:210
msgid "Propose an alliance treaty."
msgstr ""

#: src/OTALKRES.cpp:211
msgid "Terminate our trade treaty."
msgstr ""

#: src/OTALKRES.cpp:212
msgid "Terminate our friendly treaty."
msgstr ""

#: src/OTALKRES.cpp:213
msgid "Terminate our alliance treaty."
msgstr ""

#: src/OTALKRES.cpp:214
msgid "Request immediate military aid."
msgstr ""

#: src/OTALKRES.cpp:215
msgid "Request a trade embargo."
msgstr ""

#: src/OTALKRES.cpp:216
msgid "Request a cease-fire."
msgstr ""

#: src/OTALKRES.cpp:217
msgid "Request a declaration of war against a foe."
msgstr ""

#: src/OTALKRES.cpp:218
msgid "Request to purchase food."
msgstr ""

#: src/OTALKRES.cpp:219
msgid "Declare war."
msgstr ""

#: src/OTALKRES.cpp:220
msgid "Offer to pay tribute."
msgstr ""

#: src/OTALKRES.cpp:221
msgid "Demand tribute."
msgstr ""

#: src/OTALKRES.cpp:222
msgid "Offer aid."
msgstr ""

#: src/OTALKRES.cpp:223
msgid "Request aid."
msgstr ""

#: src/OTALKRES.cpp:224
msgid "Offer to transfer technology."
msgstr ""

#: src/OTALKRES.cpp:225
msgid "Request technology."
msgstr ""

#: src/OTALKRES.cpp:226
msgid "Offer to purchase throne and unite kingdoms."
msgstr ""

#: src/OTALKRES.cpp:227
msgid "Surrender."
msgstr ""

#: src/OTALKRES.cpp:258
msgid "Request an embargo on trade with which kingdom?"
msgstr ""

#: src/OTALKRES.cpp:303
msgid "Declare war on which kingdom?"
msgstr ""

#: src/OTALKRES.cpp:345
msgid "How much food do you want to purchase?"
msgstr ""

#: src/OTALKRES.cpp:360
msgid "How much do you offer for 10 units of food?"
msgstr ""

#: src/OTALKRES.cpp:417
msgid "Which technology?"
msgstr ""

#: src/OTALKRES.cpp:436
msgid "Which version?"
msgstr ""

#: src/OTALKRES.cpp:462
msgid "How much do you offer?"
msgstr ""

#: src/OTALKRES.cpp:491
#, c-format
msgid "Do you really want to Surrender to %s's Kingdom?"
msgstr ""

#: src/OTALKRES.cpp:494
msgid "Confirm."
msgstr ""

#: src/OTALKRES.cpp:898
msgid ""
"You've sent too many messages to this kingdom. You cannot send any new "
"messages until the existing ones are processed."
msgstr ""

#: src/OTALKRES.cpp:1087
msgid "Continue."
msgstr ""

#: src/OTALKRES.cpp:1336
msgid "Accept."
msgstr ""

#: src/OTALKRES.cpp:1338
msgid "Reject."
msgstr ""

#: src/OTOWNIF.cpp:304
msgid "Resistance"
msgstr ""

#: src/OTOWNIF.cpp:322
msgid "Avg"
msgstr ""

#: src/OTOWNIF.cpp:356
msgid "Controlled by Rebels"
msgstr ""

#: src/OTOWNIF.cpp:892
msgid "Train (Cost: $30, Skill: 20)"
msgstr ""

#: src/OTOWNIF.cpp:968
msgid "Manufacturing"
msgstr ""

#: src/OTOWNIF.cpp:1246
msgid "Automatically Collect Tax from Villagers when their Loyalty reaches:"
msgstr ""

#: src/OTOWNIF.cpp:1248
msgid "Automatically Grant Money to Villagers when their Loyalty drops below:"
msgstr ""

#: src/OTOWNIF.cpp:1251
msgid ""
"(Left-click below to apply to this village. Right-click below to apply to "
"all your villages.)"
msgstr ""

#: src/OTOWNIF.cpp:1262
msgid "Disabled"
msgstr ""

#: src/OTUTOR.cpp:501
msgid "Next Training"
msgstr ""

#: src/OTUTOR.cpp:502
msgid "Quit Training"
msgstr ""

#: src/OTUTOR2.cpp:133
msgid "Tutorial files not found."
msgstr ""

#: src/OUNIT.cpp:755 src/OUNITIF.cpp:1232
msgid "Rebel Leader"
msgstr ""

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/std/00007-FIRM.dbf
#: src/OUNIT.cpp:768 src/OUNITIF.cpp:1234
msgid "General"
msgstr ""

#. TRANSLATORS: Please select a location to build the <Firm>.
#: src/OUNITIF.cpp:1009
msgid "Please select a location to build the Seat of Power."
msgstr ""

#: src/OUNITIF.cpp:1010
msgid "Please select a location to build the Factory."
msgstr ""

#: src/OUNITIF.cpp:1011
msgid "Please select a location to build the Inn."
msgstr ""

#: src/OUNITIF.cpp:1012
msgid "Please select a location to build the Market."
msgstr ""

#: src/OUNITIF.cpp:1013
msgid "Please select a location to build the Fort."
msgstr ""

#: src/OUNITIF.cpp:1014
msgid "Please select a location to build the Mine."
msgstr ""

#: src/OUNITIF.cpp:1015
msgid "Please select a location to build the Tower of Science."
msgstr ""

#: src/OUNITIF.cpp:1016
msgid "Please select a location to build the War Factory."
msgstr ""

#: src/OUNITIF.cpp:1017
msgid "Please select a location to build the Harbor."
msgstr ""

#: src/OUNITIF.cpp:1076
msgid "Please select a location to settle."
msgstr ""

#: src/OUNITIF.cpp:1194
msgid "Contribution"
msgstr ""

#: src/OUNITIF.cpp:1239
msgid "Defending Villager"
msgstr ""

#: src/OUNITIF.cpp:1243
msgid "Rebel"
msgstr ""

#: src/OUNITIF.cpp:1256 src/OUNITIF.cpp:1287
msgid "Soldier"
msgstr ""

#: src/OUNITIF.cpp:1260
msgid "Construction Worker"
msgstr ""

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/std/00007-FIRM.dbf
#: src/OUNITIF.cpp:1264
msgid "Miner"
msgstr ""

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/std/00007-FIRM.dbf
#: src/OUNITIF.cpp:1268
msgid "Worker"
msgstr ""

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/std/00007-FIRM.dbf
#: src/OUNITIF.cpp:1272
msgid "Scientist"
msgstr ""

#: src/OUNITIF.cpp:1276
msgid "Spy"
msgstr ""

#: src/OUNITIF.cpp:1280
msgid "Peasant"
msgstr ""

#: src/OUNITIF.cpp:1290
msgid "Civilian"
msgstr ""

#: src/OUNITIF.cpp:1373
msgid "Enemies Nearby"
msgstr ""

#: src/OUNITIF.cpp:1384
msgid "Spy Cloak:"
msgstr ""

#: src/OU_CARA.cpp:162 src/OU_CARA.cpp:183 src/OU_MARIF.cpp:613
#: src/OU_MARIF.cpp:633
msgid "Set Stop"
msgstr ""

#: src/OU_CARA.cpp:178 src/OU_MARIF.cpp:628
msgid "Pick up:"
msgstr ""

#: src/OU_CARA.cpp:191 src/OU_MARIF.cpp:641
msgid "View Stop"
msgstr ""

#: src/OU_MONS.cpp:55
#, fuzzy
msgid "All High Deezboanz"
msgstr "Rei %s de %s foi morto."

#: src/OU_MONS.cpp:56
#, fuzzy
msgid "All High Rattus"
msgstr "Rei %s de %s foi morto."

#: src/OU_MONS.cpp:57
#, fuzzy
msgid "All High Broosken"
msgstr "Rei %s de %s foi morto."

#: src/OU_MONS.cpp:58
#, fuzzy
msgid "All High Haubudam"
msgstr "Rei %s de %s foi morto."

#: src/OU_MONS.cpp:59
msgid "All High Pfith"
msgstr ""

#: src/OU_MONS.cpp:60
#, fuzzy
msgid "All High Rokken"
msgstr "Rei %s de %s foi morto."

#: src/OU_MONS.cpp:61
msgid "All High Doink"
msgstr ""

#: src/OU_MONS.cpp:62
msgid "All High Wyrm"
msgstr ""

#: src/OU_MONS.cpp:63
msgid "All High Droog"
msgstr ""

#: src/OU_MONS.cpp:64
msgid "All High Ick"
msgstr ""

#: src/OU_MONS.cpp:65
#, fuzzy
msgid "All High Sauroid"
msgstr "Rei %s de %s foi morto."

#: src/OU_MONS.cpp:66
#, fuzzy
msgid "All High Karrotten"
msgstr "Rei %s de %s foi morto."

#: src/OU_MONS.cpp:67
msgid "All High Holgh"
msgstr ""

#: src/OU_MONS.cpp:71
msgid "Deezboanz Ordo"
msgstr ""

#: src/OU_MONS.cpp:72
msgid "Rattus Ordo"
msgstr ""

#: src/OU_MONS.cpp:73
msgid "Broosken Ordo"
msgstr ""

#: src/OU_MONS.cpp:74
msgid "Haubudam Ordo"
msgstr ""

#: src/OU_MONS.cpp:75
msgid "Pfith Ordo"
msgstr ""

#: src/OU_MONS.cpp:76
msgid "Rokken Ordo"
msgstr ""

#: src/OU_MONS.cpp:77
msgid "Doink Ordo"
msgstr ""

#: src/OU_MONS.cpp:78
msgid "Wyrm Ordo"
msgstr ""

#: src/OU_MONS.cpp:79
msgid "Droog Ordo"
msgstr ""

#: src/OU_MONS.cpp:80
msgid "Ick Ordo"
msgstr ""

#: src/OU_MONS.cpp:81
msgid "Sauroid Ordo"
msgstr ""

#: src/OU_MONS.cpp:82
msgid "Karrotten Ordo"
msgstr ""

#: src/OU_MONS.cpp:83
msgid "Holgh Ordo"
msgstr ""

#: src/OVGABUF.cpp:73
msgid "An error occurred creating the front surface!"
msgstr ""

#: src/OVGABUF.cpp:75
msgid "An error occurred creating the back surface!"
msgstr ""

#: src/OWORLD_Z.cpp:985 src/OWORLD_Z.cpp:1005
msgid "(Spy)"
msgstr ""

#: src/ReplayFile.cpp:115
msgid "The selected replay file uses an unsupported format."
msgstr ""

#: src/ReplayFile.cpp:125
#, c-format
msgid ""
"Replay version %u.%u.%u.%u.%u mismatches with current game version %u.%u.%u."
"%u.%u"
msgstr ""

# POT extraction from 7KAA data files
# data/resource/tut_list.res
msgid "Basic Economics"
msgstr ""

# data/resource/tut_list.res
msgid "Capturing Villages"
msgstr ""

# data/resource/tut_list.res
msgid "Fryhtans"
msgstr ""

# data/resource/tut_list.res
msgid "Loyalty & Reputation"
msgstr ""

# data/resource/tut_list.res
msgid "Mercenaries"
msgstr ""

# data/resource/tut_list.res
msgid "Seaborne Trade"
msgstr ""

# data/resource/tut_list.res
msgid "Seats of Power & Greater Beings"
msgstr ""

# data/resource/tut_list.res
msgid "Ships"
msgstr ""

# data/resource/tut_list.res
msgid "Weapons"
msgstr ""

# data/resource/std/00003-RAW.dbf
msgid "Clay"
msgstr ""

# data/resource/std/00003-RAW.dbf
msgid "Copper"
msgstr ""

# data/resource/std/00003-RAW.dbf
msgid "Iron"
msgstr ""

# data/resource/std/00005-UNIT.dbf
msgid "Broosken"
msgstr ""

# #-#-#-#-#  -  #-#-#-#-#
# data/resource/std/00005-UNIT.dbf
# #-#-#-#-#  -  #-#-#-#-#
# data/resource/std/00006-RACE.dbf
msgid "Chinese"
msgstr ""

# data/resource/std/00005-UNIT.dbf
msgid "Deezboanz"
msgstr ""

# data/resource/std/00005-UNIT.dbf
msgid "Doink"
msgstr ""

# data/resource/std/00005-UNIT.dbf
msgid "Droog"
msgstr ""

# #-#-#-#-#  -  #-#-#-#-#
# data/resource/std/00005-UNIT.dbf
# #-#-#-#-#  -  #-#-#-#-#
# data/resource/std/00006-RACE.dbf
msgid "Egyptian"
msgstr ""

# #-#-#-#-#  -  #-#-#-#-#
# data/resource/std/00005-UNIT.dbf
# #-#-#-#-#  -  #-#-#-#-#
# data/resource/std/00006-RACE.dbf
msgid "Greek"
msgstr ""

# data/resource/std/00005-UNIT.dbf
msgid "Haubudam"
msgstr ""

# data/resource/std/00005-UNIT.dbf
msgid "Holgh"
msgstr ""

# data/resource/std/00005-UNIT.dbf
msgid "Ick"
msgstr ""

# #-#-#-#-#  -  #-#-#-#-#
# data/resource/std/00005-UNIT.dbf
# #-#-#-#-#  -  #-#-#-#-#
# data/resource/std/00006-RACE.dbf
msgid "Japanese"
msgstr ""

# data/resource/std/00005-UNIT.dbf
msgid "Karrotten"
msgstr ""

# #-#-#-#-#  -  #-#-#-#-#
# data/resource/std/00005-UNIT.dbf
# #-#-#-#-#  -  #-#-#-#-#
# data/resource/std/00006-RACE.dbf
msgid "Maya"
msgstr ""

# #-#-#-#-#  -  #-#-#-#-#
# data/resource/std/00005-UNIT.dbf
# #-#-#-#-#  -  #-#-#-#-#
# data/resource/std/00006-RACE.dbf
msgid "Mughul"
msgstr ""

# #-#-#-#-#  -  #-#-#-#-#
# data/resource/std/00005-UNIT.dbf
# #-#-#-#-#  -  #-#-#-#-#
# data/resource/std/00006-RACE.dbf
msgid "Norman"
msgstr ""

# #-#-#-#-#  -  #-#-#-#-#
# data/resource/std/00005-UNIT.dbf
# #-#-#-#-#  -  #-#-#-#-#
# data/resource/std/00006-RACE.dbf
msgid "Persian"
msgstr ""

# data/resource/std/00005-UNIT.dbf
msgid "Pfith"
msgstr ""

# data/resource/std/00005-UNIT.dbf
msgid "Rattus"
msgstr ""

# data/resource/std/00005-UNIT.dbf
msgid "Rokken"
msgstr ""

# data/resource/std/00005-UNIT.dbf
msgid "Sauroid"
msgstr ""

# #-#-#-#-#  -  #-#-#-#-#
# data/resource/std/00005-UNIT.dbf
# #-#-#-#-#  -  #-#-#-#-#
# data/resource/std/00006-RACE.dbf
msgid "Viking"
msgstr ""

# data/resource/std/00005-UNIT.dbf
msgid "Wyrm"
msgstr ""

# #-#-#-#-#  -  #-#-#-#-#
# data/resource/std/00005-UNIT.dbf
# #-#-#-#-#  -  #-#-#-#-#
# data/resource/std/00006-RACE.dbf
msgid "Zulu"
msgstr ""

# data/resource/std/00007-FIRM.dbf
msgid "Fort"
msgstr ""

# data/resource/std/00007-FIRM.dbf
msgid "Fryhtan Lair"
msgstr ""

# data/resource/std/00007-FIRM.dbf
msgid "Harbor"
msgstr ""

# data/resource/std/00007-FIRM.dbf
msgid "Inn"
msgstr ""

# data/resource/std/00007-FIRM.dbf
msgid "Prayer"
msgstr ""

# data/resource/std/00007-FIRM.dbf
msgid "Seat of Power"
msgstr ""

# data/resource/std/00007-FIRM.dbf
msgid "Solider"
msgstr ""

# data/resource/std/00007-FIRM.dbf
msgid "War Factory"
msgstr ""

# data/resource/tut_intr/00000-1BAS_MIL.txt:1
msgid ""
"In this first lesson you will learn how to recruit a group of Peasants and "
"then train them as a Troop of Soldiers. You will learn how to Sortie your "
"Troop from your Fort and how to quickly select and control it in the field. "
msgstr ""

# data/resource/tut_intr/00001-2BAS_ECO.txt:1
msgid ""
"In this lesson you will learn how to find Natural Resources and then how to "
"build a Mine to exploit them. You will also learn how to build a Factory and "
"a Market and how to make use of Links between your Buildings and Villages. "
"Finally, you will learn how to collect taxes from your people effectively. "
msgstr ""

# data/resource/tut_intr/00002-6SEATRAD.txt:1
msgid ""
"In this lesson you learn how to use your Ships for trading with distant "
"Kingdoms, or for linking the distant parts of your empire. You will also "
"learn how to set ports of call, and how to manage cargo for your Ships, as "
"well as how to switch between Automatic Trading mode and Control mode. "
msgstr ""

# data/resource/tut_intr/00003-8FRYHTAN.txt:1
msgid ""
"In this lesson you will learn how to locate the Lairs of the Fryhtans and "
"the reasons why it can be highly rewarding to attack and defeat them. You "
"will also learn how to recover their hoarded treasures, including the long-"
"lost Scrolls of Power. "
msgstr ""

# data/resource/tut_intr/00004-4WEAPONS.txt:1
msgid ""
"In this lesson you will learn to make use of your Weapons Research by the "
"building of War Factories and the production of Weapons. You will also learn "
"how to control those Weapons in the field, and how to maximize their "
"effectiveness. Special attention will be given to the most unusual weapon, "
"the Porcupine. "
msgstr ""

# data/resource/tut_intr/00005-5BAS_NAV.txt:1
msgid ""
"In this lesson you learn how to build a Harbor and use it to construct "
"Ships. You will learn how to load them with troops, how to move them and "
"then how to disembark the troops. You will also learn the benefits of on-"
"board Leadership and how it can enhance your fighting ability. "
msgstr ""

# data/resource/tut_intr/00006-7MERCENA.txt:1
msgid ""
"In this lesson you will learn how to build an Inn, how to use it to attract "
"Mercenaries from the world over. You will also learn how to evaluate their "
"skills and then how to hire them to work for your Kingdom. "
msgstr ""

# data/resource/tut_intr/00007-9SEATPOW.txt:1
msgid ""
"In this lesson you will learn How to Best Make Use of Scrolls of Power, and "
"How to Construct and Use Seats of Power. After learning about Seats of "
"Power, you will learn How to Usher In the Faithful, and how to make use of "
"their powers of prayer to invoke Greater Beings.  "
msgstr ""

# data/resource/tut_intr/00008-3RESEARC.txt:1
msgid ""
"In this lesson you will learn how to build a Tower of Science and then use "
"it to conduct research into advanced Weaponry and Ships. "
msgstr ""

# data/resource/tut_intr/00009-2B_TRADE.txt:1
msgid ""
"With these basic concepts of economics understood, you will next learn how "
"to conduct international and domestic Trade and how to transport Raw "
"Materials. "
msgstr ""

# data/resource/tut_intr/00010-LOYALTY.txt:1
msgid ""
"In this lesson you will learn of the many things you can do to insure the "
"loyalty of your people. We will also cover how to avoid gaining the "
"reputation of a tyrant, and how to project the image of being a true and "
"noble King. "
msgstr ""

# data/resource/tut_intr/00011-SPYING.txt:1
msgid ""
"In this lesson you will learn how to train or hire Spies, how to infiltrate "
"the ranks of the enemy and how to use Spies to bribe, sabotage, capture and "
"steal. "
msgstr ""

# data/resource/tut_intr/00012-10CAPTUR.txt:1
msgid ""
"In this lesson you will learn how to capture both Independent and enemy "
"Villages. When you finish, you will know how to bring large numbers of "
"people into your Empire quickly. "
msgstr ""

# data/resource/tut_text/00000-3RESEARC.txt:3
msgid ""
"To conduct research on Weapons and Ships, your Kingdom must posses at least "
"one Tower of Science. "
msgstr ""

# data/resource/tut_text/00000-3RESEARC.txt:5
msgid ""
"To construct a Tower, you should first train a Peasant in the skill of "
"Research. "
msgstr ""

# data/resource/tut_text/00000-3RESEARC.txt:8
msgid ""
"When the new researcher has exited your Village, select him and order him to "
"build a Tower of Science, within Linking distance of the Village. "
msgstr ""

# data/resource/tut_text/00000-3RESEARC.txt:10
msgid ""
"When construction is complete, the researcher will stay in the Tower. With a "
"Link to the Village operating, Peasants will quickly volunteer for positions "
"inside. "
msgstr ""

# data/resource/tut_text/00000-3RESEARC.txt:13
msgid ""
"To begin a research project, select the Tower of Science and Click on the "
"Research Tile. "
msgstr ""

# data/resource/tut_text/00000-3RESEARC.txt:16
msgid ""
"You have now been presented with a choice of projects. Some projects are as "
"yet unavailable, because you do not yet have the knowledge to even begin "
"thinking about them. "
msgstr ""

# data/resource/tut_text/00000-3RESEARC.txt:19
msgid ""
"Click now on one of the two choices. When you have done so, your group of "
"researchers will immediately get to work. "
msgstr ""

# data/resource/tut_text/00000-3RESEARC.txt:22
msgid ""
"You will notice that the Skill Levels of the researchers are very low. They "
"will increase over time, however; later projects will finish much more "
"quickly than your first ones do. "
msgstr ""

# data/resource/tut_text/00000-3RESEARC.txt:25
msgid ""
"When a research project has been completed, you will be notified in a news "
"message at the bottom of your screen. "
msgstr ""

# data/resource/tut_text/00000-3RESEARC.txt:27
msgid ""
"For most of the Weapons projects, there are three possible levels to be "
"researched. Once the Mark I research of a Weapon has been completed, your "
"researchers will immediately begin work on the Mark II. "
msgstr ""

# data/resource/tut_text/00000-3RESEARC.txt:30
msgid ""
"Once a Mark III level project has been completed, you must return to your "
"Towers of Science and designate a new project. You may, of course, change "
"projects any time you wish. "
msgstr ""

# data/resource/tut_text/00000-3RESEARC.txt:33
msgid ""
"To view your research progress and your current technological level quickly, "
"Click on the Technology Scroll at the top of your screen, or press the F6 "
"key on your keyboard.  "
msgstr ""

# data/resource/tut_text/00001-5BAS_NAV.txt:3
msgid ""
"Before you can build a single Ship, you must build a Harbor. Harbors may be "
"built only in certain places along coastal areas. Only Construction units or "
"your King can build Harbors. When selecting a site to build a Harbor, make "
"sure that the large square is flashing before you Click your mouse. "
msgstr ""

# data/resource/tut_text/00001-5BAS_NAV.txt:7
msgid ""
"Once the Harbor has been built, Clicking on it will reveal the Build Ship "
"Tile. Clicking on that Tile will present you with a list of Ships you can "
"build. The Ships available depend on the research you have done. "
msgstr ""

# data/resource/tut_text/00001-5BAS_NAV.txt:11
msgid ""
"You can build Transports and Traders without having to do any research. "
"Caravels and Galleons require research. Let us first build a Transport. "
msgstr ""

# data/resource/tut_text/00001-5BAS_NAV.txt:14
msgid "Click on the Transport Button. "
msgstr ""

# data/resource/tut_text/00001-5BAS_NAV.txt:16
msgid ""
"After any Ship has been built, it will remain in the safety of the Harbor. "
"You'll see the Ship listed in the Harbor's registry. A maximum of four ships "
"may be in the Harbor at any one time. "
msgstr ""

# data/resource/tut_text/00001-5BAS_NAV.txt:20
msgid ""
"To move the Ship out of your Harbor, first Click on it in the Harbor "
"registry, then Click on the Set Sail Tile. "
msgstr ""

# data/resource/tut_text/00001-5BAS_NAV.txt:23
msgid "Your Transport will now appear immediately outside the Harbor. "
msgstr ""

# data/resource/tut_text/00001-5BAS_NAV.txt:25
msgid ""
"Transports are for transporting Soldiers or Weapons; let's look next at how "
"to load them. "
msgstr ""

# data/resource/tut_text/00001-5BAS_NAV.txt:27
msgid ""
"Select as many as nine Soldiers or Weapons, then Right-Click on the "
"Transport. You will see those units and your Transport moving towards the "
"shore at the same time. "
msgstr ""

# data/resource/tut_text/00001-5BAS_NAV.txt:30
msgid ""
"When the two come together, the selected units will board the Transport. "
"Clicking on the Transport will then show all the units inside. The numbers "
"you see next to the units are their Hit-Points. "
msgstr ""

# data/resource/tut_text/00001-5BAS_NAV.txt:34
msgid ""
"To get your units off a Transport, first move the Ship up onto the shore and "
"then Click on the Disembark Tile.  This will unload the entire ship's "
"company. The units will all be selected and ready for your orders. "
msgstr ""

# data/resource/tut_text/00001-5BAS_NAV.txt:38
msgid ""
"If you wish to unload a single unit, first move the Transport onto the shore "
"and then Right-Click on the picture of the unit you wish to disembark. That "
"unit will then exit the Transport and stand on the shore. "
msgstr ""

# data/resource/tut_text/00001-5BAS_NAV.txt:41
msgid ""
"If you have done your research, you'll also have Caravels and Galleons at "
"your disposal. These two Ships are built in the same way you build your "
"Transport. "
msgstr ""

# data/resource/tut_text/00001-5BAS_NAV.txt:44
msgid ""
"Unlike Transports and Traders, which are defenseless, Caravels and Galleons "
"are built with Cannon aboard. Caravels and Galleons can thus both transport "
"goods and units, and attack enemy Ships and targets on shore. "
msgstr ""

# data/resource/tut_text/00001-5BAS_NAV.txt:47
msgid ""
"You may order your Ships to attack the enemy in exactly the same way you "
"order your Soldiers on land. "
msgstr ""

# data/resource/tut_text/00001-5BAS_NAV.txt:49
msgid ""
"The power of these Ships' Cannons can be enhanced by boarding a General with "
"a high Leadership Level. A General with a Leadership Level of 100 will "
"double the effectiveness of a Cannon as compared to a Ship with no Leaders. "
msgstr ""

# data/resource/tut_text/00002-6SEATRAD.txt:3
msgid ""
"For a Kingdom separated by the sea from other Kingdoms and resources, sea-"
"borne trade will become important to your survival. "
msgstr ""

# data/resource/tut_text/00002-6SEATRAD.txt:5
msgid ""
"In some cases, even when you are not cut off by water, sea-borne Trade along "
"a coastline may be much faster than trade by Caravan. "
msgstr ""

# data/resource/tut_text/00002-6SEATRAD.txt:7
msgid ""
"Ships that can be used for trade are your Traders, Caravels and Galleons. "
msgstr ""

# data/resource/tut_text/00002-6SEATRAD.txt:9
msgid ""
"Your Trading Ships may also provide simple transport, without having to "
"engage in trade. With Trading Ships, you may carry Raw Materials from "
"distant Mines to where your Factories are located. "
msgstr ""

# data/resource/tut_text/00002-6SEATRAD.txt:12
msgid ""
"In order to set a sea-trading route, there must be at least one Harbor. The "
"other Harbor required in a trading route can belong either to your Kingdom, "
"or to another Kingdom with which you have a trade treaty. "
msgstr ""

# data/resource/tut_text/00002-6SEATRAD.txt:15
msgid ""
"Any Harbor used as a terminus in a trading route must be Linked to either "
"Markets, Mines or Factories. If a link is not made, your Trading Ships will "
"have nothing to carry, as Harbors keep no goods in storage. They are simply "
"a link between resource places and your Ships. "
msgstr ""

# data/resource/tut_text/00002-6SEATRAD.txt:19
msgid ""
"To set your stops on your trading route, first select your Ship. It must, of "
"course, be outside the Harbor. "
msgstr ""

# data/resource/tut_text/00002-6SEATRAD.txt:22
msgid ""
"If you have selected a Caravel or a Galleon, you will have two choices of "
"what to view inside the Ship: Goods or Units. "
msgstr ""

# data/resource/tut_text/00002-6SEATRAD.txt:24
msgid "For trading purposes, you will need to Click on the Goods Button. "
msgstr ""

# data/resource/tut_text/00002-6SEATRAD.txt:26
msgid ""
"Now you will see that, as with your Caravans, you can set three different "
"stops for your Trading Ships. "
msgstr ""

# data/resource/tut_text/00002-6SEATRAD.txt:28
msgid ""
"When you Click on the Ship's Set Stop Button, your Hand Cursor will change "
"into the Ship & Arrow Cursor. Use this cursor to Click on the first Harbor. "
msgstr ""

# data/resource/tut_text/00002-6SEATRAD.txt:31
msgid ""
"Now you will see a list of items you can pick up from that Harbor. The items "
"available will depend upon what the Harbor is linked to. You may also choose "
"not to pick up anything. "
msgstr ""

# data/resource/tut_text/00002-6SEATRAD.txt:35
msgid ""
"For your second or third stops you will need to Click on other Harbors. When "
"you do, lists of goods you can pick up will appear. "
msgstr ""

# data/resource/tut_text/00002-6SEATRAD.txt:38
msgid ""
"If a second Harbor is your own, your Ship will drop off the goods, if any, "
"that you picked up from the first Harbor. "
msgstr ""

# data/resource/tut_text/00002-6SEATRAD.txt:40
msgid ""
"If the second Harbor belongs to another Kingdom, you won't be able to drop "
"off any goods. In foreign Harbors you will only be able to pick up goods "
"from Markets linked to them. "
msgstr ""

# data/resource/tut_text/00002-6SEATRAD.txt:43
msgid ""
"You may NOT pick up Finished Goods or Raw Materials from foreign Factories "
"or Mines linked to their Harbors. This is to make sure Kingdoms can keep "
"control over their production and distribution. "
msgstr ""

# data/resource/tut_text/00002-6SEATRAD.txt:46
msgid ""
"When a Galleon or Caravel is selected, you will notice a \"T\" Button to the "
"right of the Goods Button. If you Click on this button it will change to a "
"\"C\" Button. "
msgstr ""

# data/resource/tut_text/00002-6SEATRAD.txt:49
msgid ""
"When the button is set to \"T,\" the Ship will continue to ply its trade "
"route. If at any time you wish to regain total control over that Ship you "
"must Click on the button, changing it to a \"C\". "
msgstr ""

# data/resource/tut_text/00002-6SEATRAD.txt:52
msgid ""
"When the button is set to \"C,\" you can use the Ship for other purposes, "
"such as transporting Soldiers or for war at sea.  Once those tasks finished, "
"Clicking on the \"C\" Button will change it back into a \"T\". Your Ship "
"will then immediately return to its existing trading route.    "
msgstr ""

# data/resource/tut_text/00003-8FRYHTAN.txt:3
msgid ""
"Across the landscape you will come across a number of Fryhtans' Lairs; these "
"harbor a great variety of dangerous beings. The Lairs will appear on your "
"world map as white dots, slightly smaller than those denoting Independent "
"Villages. "
msgstr ""

# data/resource/tut_text/00003-8FRYHTAN.txt:6
msgid ""
"If left alone, these Fryhtans will seldom attack you; if you disturb them, "
"however, they will sally forth and attack without mercy. "
msgstr ""

# data/resource/tut_text/00003-8FRYHTAN.txt:8
msgid ""
"Why then would you disturb them? Fryhtan Lairs hold great wealth in gold, as "
"well as ancient Scrolls of Power; the latter will give you the ability to "
"build Your Seats of Power. "
msgstr ""

# data/resource/tut_text/00003-8FRYHTAN.txt:11
msgid ""
"Do not attempt to attack a Fryhtan's Lair unless your troops are extremely "
"well trained and numerous. If you succeed in dispatching the horde "
"dispersing from the Lair, you will be able to pick up the treasures they "
"drop. "
msgstr ""

# data/resource/tut_text/00003-8FRYHTAN.txt:14
msgid ""
"Do this by sending one of your soldiers to the spot where the treasure lies. "
msgstr ""

# data/resource/tut_text/00003-8FRYHTAN.txt:16
msgid ""
"When all the Fryhtans from a particular Lair have been disposed of, keep "
"attacking the Lair until it is destroyed. Inside you will find a final hoard "
"of treasure. "
msgstr ""

# data/resource/tut_text/00003-8FRYHTAN.txt:19
msgid ""
"Most of the treasure will consist of coins and other precious objects; the "
"most precious of all, however, are the Scrolls of Power. To see how to make "
"use of these, please continue to the next section.  "
msgstr ""

# data/resource/tut_text/00004-7MERCENA.txt:3
msgid ""
"A quick -- although sometimes expensive -- way of building a multi-cultural "
"Kingdom of highly skilled people is to hire Mercenaries. "
msgstr ""

# data/resource/tut_text/00004-7MERCENA.txt:5
msgid ""
"Mercenaries are hired in Inns, so to begin we must first build one. To build "
"an Inn, you should use a Construction Worker. Inns, unlike other buildings, "
"need not be placed within Linking distance of any other structure. "
msgstr ""

# data/resource/tut_text/00004-7MERCENA.txt:9
msgid ""
"Once your Inn has been built, Mercenaries will start to arrive. Clicking on "
"the Inn will display the people present inside. These people will leave "
"after a while, to be replaced by new faces. "
msgstr ""

# data/resource/tut_text/00004-7MERCENA.txt:13
msgid ""
"To the right of the Mercenaries' images you will see their skills, skill "
"levels and asking prices. The asking price is a one-time payment. "
msgstr ""

# data/resource/tut_text/00004-7MERCENA.txt:16
msgid ""
"If you choose to hire a particular Mercenary, Click on his image and then "
"Click on the Hire tile. When you do, the Mercenary will exit the Inn and "
"wait for your further commands. "
msgstr ""

# data/resource/tut_text/00005-10CAPTUR.txt:3
msgid ""
"Your most precious resource, people, may be found in abundant numbers, "
"either in Independent Villages or in enemy Villages. In this lesson you will "
"learn how to capture an Independent Village without the use of force; you'll "
"also learn how to capture an enemy Village with the use of force. "
msgstr ""

# data/resource/tut_text/00005-10CAPTUR.txt:6
msgid ""
"We will begin with Independent Villages. The easiest ones to capture are "
"those inhabited by a single nationality, especially if the nationality is "
"the same as your own. To find one quickly, first Click on any Independent "
"Village. "
msgstr ""

# data/resource/tut_text/00005-10CAPTUR.txt:10
msgid ""
"You will be able to tell if the Village has a single nationality when you "
"Click on it. For each nationality there will be one row listing the number "
"of people, peasants and their resistance level to your rule. "
msgstr ""

# data/resource/tut_text/00005-10CAPTUR.txt:13
msgid ""
"If you have an Independent Village selected, press the left or right arrow "
"key on your keyboard. This will cycle you through all of the Independent "
"Villages in the world. "
msgstr ""

# data/resource/tut_text/00005-10CAPTUR.txt:16
msgid ""
"You can judge the nationality of the Villagers by the little picture at the "
"far left of the row. You will also be able to distinguish them by the style "
"of houses in the Village. "
msgstr ""

# data/resource/tut_text/00005-10CAPTUR.txt:19
msgid ""
"If you have found an ideal Village, one of your nationality and one "
"relatively close to you, then you may begin the process of absorbing it. "
msgstr ""

# data/resource/tut_text/00005-10CAPTUR.txt:21
msgid ""
"You should first send a Construction worker to build a Fort within linking "
"distance of the selected Village. "
msgstr ""

# data/resource/tut_text/00005-10CAPTUR.txt:23
msgid ""
"When the Fort is complete, you need to staff it with a commander of high "
"leadership ability. This will cause the Village's resistance to you to "
"decrease rather quickly. "
msgstr ""

# data/resource/tut_text/00005-10CAPTUR.txt:26
msgid ""
"If you have no General with high leadership ability, then it is best to use "
"your King. Whichever you use, send him into the new Fort. If you do use your "
"King, be sure to send with him an escort of well-trained troops. "
msgstr ""

# data/resource/tut_text/00005-10CAPTUR.txt:30
msgid ""
"With the leader in the Fort, you will see the resistance of the Village "
"decrease. To see this, you must select the Village by Left-Clicking on it. "
msgstr ""

# data/resource/tut_text/00005-10CAPTUR.txt:33
msgid ""
"The number displayed on the left in the Village window is the current "
"resistance level. The number on the right is the level to which it is "
"decreasing. "
msgstr ""

# data/resource/tut_text/00005-10CAPTUR.txt:36
msgid ""
"When the level decreases to zero, the Village will join your Empire. At the "
"early stages of the game, however, when your reputation is still low, it's "
"unlikely a Village's resistance will decrease to 0, no matter what you do. "
msgstr ""

# data/resource/tut_text/00005-10CAPTUR.txt:39
msgid ""
"If the Resistance is no longer decreasing, but is not yet 0, you may lower "
"it further by Clicking on the Grant Tile. When you do so, the Village's "
"resistance will decrease by around 10 points. This can be very expensive, "
"especially if the village has a large population, so don't do it until the "
"Resistance level is already quite low. "
msgstr ""

# data/resource/tut_text/00005-10CAPTUR.txt:44
msgid ""
"When the Village has raised your flag and become yours, you should probably "
"return your King to his home Fort. You will, however, need to leave a new "
"General in the new Village's Fort. "
msgstr ""

# #-#-#-#-#  -  #-#-#-#-#
# data/resource/tut_text/00005-10CAPTUR.txt:47
# #-#-#-#-#  -  #-#-#-#-#
# data/resource/tut_text/00007-LOYALTY.txt:53
msgid ""
"To make a new General, you need to promote a common soldier. It is by far "
"best to choose the common soldier with the highest leadership level in your "
"army. After he is selected, Click on the Promote Tile. "
msgstr ""

# data/resource/tut_text/00005-10CAPTUR.txt:52
msgid ""
"As you can see, the common soldier's Sword Icon has changed into a General's "
"Star. Now send him into the Fort, so that he can begin to exert his control "
"over the new Village. "
msgstr ""

# data/resource/tut_text/00005-10CAPTUR.txt:55
msgid ""
"We will now turn to enemy Villages.  You can't capture any enemy Villages if "
"enemy Forts are still Linked to them. Your first task must then be to "
"destroy the Forts, if present. "
msgstr ""

# data/resource/tut_text/00005-10CAPTUR.txt:58
msgid ""
"When the enemy Fort or Forts have been destroyed, you must build your own, "
"just as you did above. Forts may be built by any soldier, not just by "
"Construction workers. "
msgstr ""

# data/resource/tut_text/00005-10CAPTUR.txt:61
msgid ""
"Once the Fort has been built and staffed with a General or your King, the "
"enemy Village should soon acknowledge your rule, and raise your flag. If "
"they take too long recognizing you as lord, exit your Fort and attack the "
"Village. When their resistance falls to zero, return your troops to the "
"Fort. The Village should then surrender. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:3
msgid ""
"In these training lessons for Seven Kingdoms we will cover every major "
"aspect of the game. To go to the next or previous page of a lesson, you may "
"either Click on the Arrow Buttons on your screen or you may press the \"<\" "
"and \">\" keys on your keyboard. Every lesson will begin with the game "
"running at the speed of 3. Press higher numbers on your keyboard to make "
"things move faster, or press lower numbers to slow things down.  Pressing 0 "
"will pause the game. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:7
msgid ""
"It is highly recommended that you start with this first training lesson and "
"then go through the rest in order. This is because later lessons will make "
"use of techniques outlined in previous ones. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:11
msgid ""
"While playing the game, try holding your cursor over any button or icon for "
"a few seconds. This will pause the game and bring up a tooltip, describing "
"the button's or icon's function. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:14
msgid ""
"You may also wish to set the speed of the game to slower than normal. 0 will "
"pause the game; 9 is the fastest. You may give orders to your units while "
"the game is paused.  When the game is started again, the units will carry "
"out their orders. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:17
msgid ""
"In this training lesson, you will be instructed in the most basic methods of "
"building a prosperous Kingdom and keeping it safe from those who would take "
"it from you. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:21
msgid "The game begins with the Recruiting of at least one Troop of Soldiers. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:23
msgid ""
"These Soldiers will be drawn from your first Village, where they are now "
"working their fields as Peasants. Click on your Village with your Hand "
"Cursor. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:26
msgid ""
"You will now see information on the people resident in your Village in the "
"window to your lower right. Displayed are their total number, the number of "
"Peasants (which should be the same at this time) and their level of loyalty "
"to the King, which will begin the game at 100. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:29
msgid ""
"You want to Recruit eight of these Peasants to serve as Soldiers under the "
"King's command. You should therefore Click eight times on the Recruit Tile "
"at the bottom left of the Village Control Area. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:33
msgid ""
"With each Click, you'll notice that one Peasant has left the Village and is "
"now standing outside. With eight Clicks you should now see eight Peasants "
"milling around, outside the Village. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:36
msgid ""
"You should also note that with every Click of the Recruit Tile, the Loyalty "
"Level of the village decreases. Be careful to watch your Loyalty Level when "
"Recruiting. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:39
msgid ""
"The number on the left now displays the present Loyalty Level. The number on "
"the right is the level to which it is increasing or decreasing. The arrow "
"indicates the direction of the movement. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:43
msgid ""
"You must also be careful to leave enough Peasants in the field, because it "
"is they who grow the food. You can see how much food you have by looking at "
"the number to the right of the bread icon, at the top center of your screen. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:46
msgid ""
"Group Select the Peasants outside your Village by drawing a selection box "
"around them. Do this by holding down your Left mouse button and then pulling "
"the box around them. Release your mouse button when all eight Peasants are "
"inside the box. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:50
msgid ""
"Now that the eight Peasants have been selected, order them into the Fort to "
"begin their training. Right-Click your crooked Golden Arrow Cursor on the "
"Fort. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:53
msgid ""
"Soldiers may only train and increase their Combat Skills in Forts, during "
"battle or while aboard Ships. If there's no General or King in the Fort, no "
"training will take place. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:56
msgid ""
"You should now train this new Troop to a competent level of Combat Skill. "
"After basic training, they should be just good enough to hold their own in a "
"small battle. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:59
msgid ""
"To check up on your Peasants' training, Click on the Fort. Inside you will "
"see the King, as well as the eight new Recruits. The King is now training "
"that Troop of eight Recruits in Combat Skills. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:63
msgid ""
"You'll see a number next to each soldier's picture. This is his Combat "
"Skill, which ranges from a minimum of 10 to a maximum of 100. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:66
msgid ""
"Over time, the Combat Skills of soldiers will increase while they're "
"undergoing training with the King. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:68
msgid ""
"To move your Troops out of your Fort immediately, Click on the Sortie Tile. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:71
msgid ""
"You can now see the entire Troop, with the King in command, standing outside "
"the Fort. They are already selected and ready to move. The soldiers will all "
"have Sword Icons over their heads. The King will have a Crown Icon. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:75
msgid ""
"Now it's time to learn a fast and easy way to select an entire group. To "
"illustrate, first Click on the Fort or the Village (anything to de-select "
"the Troops). "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:78
msgid ""
"Now that the Troops are no longer selected, Right-Click on any Soldier of "
"your Troop. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:80
msgid ""
"As you can see, the entire Troop has been selected again. This is the "
"fastest method of selection; it's especially useful in the heat of battle. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:83
msgid ""
"If you wish to select a single soldier, you should Click, and not Right-"
"Click on him. You may then direct him anywhere by himself. He will still "
"remain a member of that Troop, unless he is sent into a Fort. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:87
msgid ""
"To move your selected Troop, Right-Click either on any area of the main "
"screen, or on the small World Map. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:89
msgid ""
"To order it to disengage from all activity and move to the selected area, "
"Double-Click on that area. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:91
msgid ""
"To center your main screen over a certain area of the world quickly, Click "
"on that area of the small World Map. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:93
msgid ""
"Now you should return the Troop to the Fort for continued training. Do this "
"by Clicking on the Withdraw Tile.  If your Fort has been destroyed, this "
"Tile will not be available. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:97
msgid ""
"You have now completed this training lesson.  To go to the next lesson, "
"Click on the Next Training Button.  To continue this game as a normal game, "
"Click on the Quit Training Button. "
msgstr ""

# data/resource/tut_text/00006-1BAS_MIL.txt:99
msgid ""
"If you wish to review a lesson from within any game, Click on the Menu "
"Button at the top right of your screen and then Click on the Training "
"Button.  Then select the lesson you want to review.  When you Click on the "
"Start Button, the lesson will be overlaid on your present game.   "
msgstr ""

# data/resource/tut_text/00007-LOYALTY.txt:3
msgid ""
"Your people are your most precious resource. Your success at gaining and "
"keeping their loyalty will play a large part in determining your success in "
"the game. "
msgstr ""

# data/resource/tut_text/00007-LOYALTY.txt:6
msgid ""
"To see the loyalty of a village or a unit, click on it. After clicking on a "
"village, you will see the loyalty level for each nationality listed on the "
"right. "
msgstr ""

# data/resource/tut_text/00007-LOYALTY.txt:9
msgid ""
"You may also see another number to the right of the loyalty number; this is "
"the level to which it is rising or falling.  If there is more than one "
"nationality in your village, you will see the average of the villagers' "
"loyalties listed at the bottom. "
msgstr ""

# data/resource/tut_text/00007-LOYALTY.txt:11
msgid ""
"To judge the loyalty of a unit, click on him. On the right you will see a "
"number representing his loyalty. As with your villages, the loyalty rating "
"may include another number, indicating the level to which loyalty is rising "
"or falling. "
msgstr ""

# data/resource/tut_text/00007-LOYALTY.txt:14
msgid ""
"If the loyalty level of one of your villages is too low and you wish to "
"increase it quickly, there are several things you can do. First, when the "
"village is selected, try Clicking the Grant Tile. This will distribute 10 "
"dollars to each villager and increase his loyalty by 10 points. "
msgstr ""

# data/resource/tut_text/00007-LOYALTY.txt:19
msgid ""
"Notice that if you click the Grant Tile repeatedly, the amount of increase "
"in loyalty will reduce; the people are beginning to take the extra money for "
"granted. It is therefore best to wait a while after you Grant money to a "
"village before you do it again. "
msgstr ""

# data/resource/tut_text/00007-LOYALTY.txt:22
msgid ""
"If you have a fort staffed with a General or King and linked to an "
"independent village, you may grant money to these villagers as well. In this "
"case a grant will cost you 30 dollars for each villager. This is one way to "
"lower an independent village's resistance to 0, but it is costly and risky. "
msgstr ""

# data/resource/tut_text/00007-LOYALTY.txt:25
msgid ""
"You can increase the loyalty of your individual units in a similar way.  To "
"see this, select a unit, other than your King, whose loyalty level is below "
"100. Now click on the Honor Tile. "
msgstr ""

# data/resource/tut_text/00007-LOYALTY.txt:29
msgid ""
"Giving Honors will pin a medal to your selected unit's chest, and raise his "
"loyalty to your Kingdom. This is especially useful for mercenaries, who have "
"little natural loyalty to your Kingdom. Honors can also be granted to units "
"inside your buildings.  To do this, select one of your Buildings. Then "
"choose one unit's picture; then Click on the Honor Tile. "
msgstr ""

# data/resource/tut_text/00007-LOYALTY.txt:32
msgid ""
"The loyalty levels of your people, in villages and out, can be greatly "
"affected by the reputation of your Kingdom. You can see your Kingdom's "
"reputation to the right of the \"Thumbs Up\" or \"Thumbs Down\" icon at the "
"top of your screen. "
msgstr ""

# data/resource/tut_text/00007-LOYALTY.txt:35
msgid ""
"It will always be to your advantage to have a better reputation than other "
"Kingdoms; a higher reputation will help to keep your people loyal, and will "
"also tend to draw immigrants to your Kingdom. "
msgstr ""

# data/resource/tut_text/00007-LOYALTY.txt:37
msgid ""
"What should you avoid if you want to keep your reputation? Do not attack "
"civilians, do not attack caravans or traders, do not allow your civilians to "
"be killed and do not initiate sneak attacks on your allies or friends. "
msgstr ""

# data/resource/tut_text/00007-LOYALTY.txt:40
msgid ""
"What should you do to help your reputation grow? If you do nothing wrong, "
"your reputation will grow steadily on its own.  This assumes that you have a "
"King with a high leadership level. If your King is slain, it is therefore "
"important to give the throne to a soldier with a high leadership level. "
msgstr ""

# data/resource/tut_text/00007-LOYALTY.txt:44
msgid ""
"Another thing you may do to raise your reputation more quickly is to attack "
"Fryhtan Lairs.  Everybody respects the extermination of these creatures. "
msgstr ""

# data/resource/tut_text/00007-LOYALTY.txt:46
msgid ""
"What should you avoid if you wish to keep your villagers' loyalty at a high "
"level? Avoid taxing your villagers too much, and avoid recruiting too many "
"peasants too often.  It is also important, obviously, not to run out of "
"food. "
msgstr ""

# data/resource/tut_text/00007-LOYALTY.txt:49
msgid ""
"What should you do to help increase your villagers' loyalty? In forts linked "
"to new villages, appoint as General a soldier with a high leadership level. "
"It is just as important to appoint a General of the same nationality as the "
"majority of the people in the village. "
msgstr ""

# data/resource/tut_text/00007-LOYALTY.txt:58
msgid ""
"It is also prudent to make sure your people have access to consumer goods, "
"by having well-stocked markets linked to their villages. "
msgstr ""

# data/resource/tut_text/00007-LOYALTY.txt:60
msgid ""
"You may have noticed that when you send your local troops into the field, "
"the villagers' loyalty decreases. This is because there is no one in the "
"fort to enforce your will.  It is wise, therefore, to return your troops to "
"their home fort on occasion. "
msgstr ""

# data/resource/tut_text/00007-LOYALTY.txt:62
msgid ""
"Being away from home also has a negative effect on the loyalty of your "
"troops.  As soon as you sortie them from their fort you will see their "
"loyalty decrease.  Don't panic.  Their loyalty will decrease slowly enough "
"that they'll stay loyal to you while away at battle. "
msgstr ""

# data/resource/tut_text/00007-LOYALTY.txt:64
msgid ""
"If you run out of money, you won't be able to pay your troops.  This is a "
"big mistake.  If their loyalty falls to 30 or lower, they may change their "
"colors and march off to ally with another Kingdom. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:3
msgid ""
"To prevent excessive dependence on the whims of lesser Kingdoms, it is "
"desirable to have your own source of Raw Materials. That source will be a "
"working Mine. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:6
msgid ""
"You should be able to see, near your first Village, a deposit of Natural "
"Resources. It will appear as a small black dot on your World Map, and as a "
"graphic image of that resource on your main screen. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:9
msgid ""
"Click on the image on the map on your main screen to see what kind of "
"Natural Resource it is. You will also discover the size of the deposit. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:11
msgid ""
"You must build a Mine to exploit a Natural Resource. The best unit to build "
"a Mine is a Miner. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:14
msgid ""
"Train a Miner by first Clicking on your Village and then Clicking on the "
"Train Tile. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:17
msgid ""
"Clicking once on the Mining option will train one Miner. If you wish to "
"train more, Click on the number until it shows the number of Miners you want "
"to train; then Click on the Done Button. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:20
msgid ""
"After a Miner has been trained, select him and then Click on the Build Tile. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:23
msgid ""
"You will see that Miners can only build Mines. Click on the Build Mine "
"Button. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:26
msgid ""
"Your Hand Cursor has now changed into a Hammer & Nail cursor along with a "
"large purple flashing square. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:28
msgid ""
"The square will be flashing when it is over an open area of land, and black "
"when it is over an area where nothing can be built. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:30
msgid ""
"Click your mouse once when the square is flashing and is over the Natural "
"Resource image. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:32
msgid ""
"Once the Mine has been built, the Miner will begin his work of extracting "
"Raw Materials. If you have trained more than one Miner, group select them "
"and send them into the Mine with a Right-Click. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:35
msgid ""
"A Mine can hold eight Miners. If there are any jobs left in the Mine, "
"Peasants from your Village will now start going to work there. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:38
msgid ""
"Peasants are going on their own to your Mine because there is an active "
"Linking Line between their Village and the Mine. If the Mine were beyond "
"Linking range of your Village, you would have to send the Peasants there "
"yourself. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:41
msgid ""
"It's not necessary to train these Peasants as Miners; they will gradually "
"learn their skill at work. They will, however, begin with half the skill of "
"trained Miners. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:44
msgid ""
"You now need to make use of the Raw Materials from your Mine. To turn the "
"Mine's Raw Materials into Finished Goods you can sell, you must build a "
"Factory. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:47
msgid ""
"To build a Factory you should first Train one or more Peasants in "
"Manufacturing. Do this in the same way you trained your Miner, except this "
"time, choose the Manufacturing option. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:50
msgid ""
"After your Manufacturer has been trained, select him and then Click on the "
"Build Tile. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:53
msgid ""
"You will see that Manufacturers can build only Factories or War Factories. "
"To build a Factory, Click on the Factory Button. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:56
msgid ""
"Your Hand Cursor has now changed into a Hammer & Nail Cursor, combined with "
"a large black or purple flashing square. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:58
msgid ""
"Click your mouse when the square is flashing and when there are Linking "
"Lines between it, your Mine and your Village. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:60
msgid ""
"These Links will allow Raw Materials to be transferred directly from the "
"Mine to the Factory, and will allow Peasants from your Village to volunteer "
"to work in the Factory. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:62
msgid ""
"After your Factory has been built, the Manufacturer who built it will go to "
"work there, and Peasants from the Village will begin to volunteer. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:64
msgid ""
"If you have trained more than one Manufacturer, send them quickly into the "
"Factory before the Peasants take up all the existing places. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:66
msgid ""
"Another thing you can do is to close the Link between the Village and the "
"Factory, by Clicking on the rotating Green & Yellow ring. If close the Link "
"it will change into a green cross. This will prevent any Peasants from "
"volunteering for work in the Factory. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:70
msgid ""
"When a Factory is built within Linking distance of a Mine, it will "
"automatically adjust its production to suit the type of Raw Material coming "
"from the Mine. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:72
msgid ""
"If you later build a Factory out of Linking distance from a Mine, you will "
"have to adjust your Factory's production manually by Clicking on the Change "
"Production Tile. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:75
msgid ""
"With your Factory full of workers and the Raw Materials coming in from the "
"Mine, you have started producing Finished Goods. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:77
msgid ""
"These Finished Goods will pile up inside and outside your Factory, unless "
"you have a Market from which to sell them. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:79
msgid "To build a Market, you should first train a Peasant in Construction. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:81
msgid ""
"When the newly trained Construction worker exits the Village, select him and "
"then Click on the Build Tile. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:84
msgid ""
"You will see that a Construction worker will be able to build every kind of "
"building. To build a Market, Click on the Market option. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:87
msgid ""
"Your Hand Cursor will change into a Hammer & Nail Cursor, with a black or "
"purple flashing square.  "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:89
msgid ""
"Click your mouse when the square is flashing and when there are Linking "
"Lines between it, your Factory and your Village. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:91
msgid ""
"With a Link to the Factory, Finished Goods will be sent to the Market for "
"sale. With a Link to the Village, Villagers will be able to buy goods from "
"the Market. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:94
msgid ""
"When a Market is finished, you will begin to see goods from the Factory "
"arriving  there. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:96
msgid ""
"Your Construction worker will now be standing outside the Market. Select him "
"and send him into the Fort. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:99
msgid ""
"Every building can hold one Construction Worker. When inside a building, a "
"Construction Worker will repair the building unless it is under attack. To "
"take a Construction Worker out of the building, first select the building "
"and then Click or Right-Click on the hammer icon you'll see to the left of "
"the blue bar. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:102
msgid ""
"If you now Click on the Market, you will see information on how much money "
"is flowing into your treasury. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:104
msgid ""
"You will also notice that there is space in the Market for three different "
"types of goods. To generate the most money for your Empire, you must do your "
"best to fill these spaces with a variety of goods. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:107
msgid ""
"This may be done either by Mining different Natural Resources and then "
"building Factories to produce different Finished Goods, or by importing "
"Finished Goods or Raw Materials from other Kingdoms. You will learn how to "
"do both in the next lesson. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:110
msgid ""
"A simpler way to get money is to tax your people. There are several ways of "
"doing so: "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:113
msgid ""
"The most basic way is to select one of your Villages and then Click on the "
"Tax Tile. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:116
msgid ""
"This will immediately liberate $5 from each Village resident. It will also "
"cause their loyalty to decrease, so taxing too much can be a dangerous "
"proposition. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:119
msgid ""
"A more systematic way of collecting taxes from your people is to Right-Click "
"on the Tax Tile. This will bring up a selection of buttons. Clicking on one "
"of them will collect tax from that Village whenever its Loyalty Level "
"reaches the number on the button. "
msgstr ""

# data/resource/tut_text/00008-2BAS_ECO.txt:123
msgid ""
"If you wish to collect tax from all your Villages in the same way, Right-"
"Click on this number instead of Clicking on it. You will then collect tax "
"from all of your present and future Villages whenever their Loyalty Level "
"reaches this number.   "
msgstr ""

# data/resource/tut_text/00009-4WEAPONS.txt:3
msgid ""
"You have not acquired knowledge in Weaponry just for the sake of knowledge. "
"You have acquired it to better confound your enemies. Putting this knowledge "
"to use demands that you build a War Factory. "
msgstr ""

# data/resource/tut_text/00009-4WEAPONS.txt:7
msgid ""
"A War Factory is built in the same manner as a Factory, and is staffed with "
"the same kind of skilled Manufacturers. "
msgstr ""

# data/resource/tut_text/00009-4WEAPONS.txt:9
msgid ""
"You now want to make a single Weapon. To make a weapon, first select the War "
"Factory you've built, then Click on the Make Weapon Tile. "
msgstr ""

# data/resource/tut_text/00009-4WEAPONS.txt:13
msgid ""
"This takes you to the Weapon production area. Click once on the name of the "
"Weapon that you wish to make. That weapon will exit the War Factory as soon "
"as it is finished. "
msgstr ""

# data/resource/tut_text/00009-4WEAPONS.txt:17
msgid ""
"You'll probably want to build a large number of weapons simultaneously. To "
"do so, Click on the Make Weapon Tile as before. "
msgstr ""

# data/resource/tut_text/00009-4WEAPONS.txt:20
msgid ""
"Now, instead of Clicking on the name of a single Weapon, Click on the number "
"to the right of a Weapon or Weapons until the number you wish to build is "
"displayed. When you are finished, Click on the Done Button. "
msgstr ""

# data/resource/tut_text/00009-4WEAPONS.txt:23
msgid ""
"Production of all Weapons will then take place in the order you originally "
"selected them. "
msgstr ""

# data/resource/tut_text/00009-4WEAPONS.txt:26
msgid ""
"Weapons, like Soldiers, may be assigned to Forts under the leadership of a "
"General. Unlike Soldiers, however, the Hit-Points of Weapons cannot "
"increase. "
msgstr ""

# data/resource/tut_text/00009-4WEAPONS.txt:29
msgid ""
"Weapons combined in a Troop, under a commander, will receive a boost in "
"their effectiveness from the leadership rating of their commander. Once "
"combined into a Troop, they will also be easier to control. "
msgstr ""

# data/resource/tut_text/00009-4WEAPONS.txt:32
msgid ""
"Weapons are selected and targeted in exactly the same way as Soldiers. The "
"exception is the Porcupine. "
msgstr ""

# data/resource/tut_text/00009-4WEAPONS.txt:35
msgid ""
"A Porcupine is a Weapon designed to be destroyed by your own forces. Send "
"one or -- better yet -- several Porcupines into the midst of the enemy. "
msgstr ""

# data/resource/tut_text/00009-4WEAPONS.txt:38
msgid ""
"Now, with a Cannon, Catapult, Spitfire or flaming arrow (Egyptian), target "
"and attack a Porcupine. To do so, first select any other weapon. Then, while "
"holding down the Shift key on your keyboard, Click the Green Hand Cursor on "
"a Porcupine. "
msgstr ""

# data/resource/tut_text/00009-4WEAPONS.txt:42
msgid ""
"When your missile hits the Porcupine, it will cause it to explode and start "
"a fire. If you have any other Porcupines adjacent to the one you targeted, "
"it will cause a chain reaction explosion between all of them. "
msgstr ""

# data/resource/tut_text/00009-4WEAPONS.txt:45
msgid ""
"This chain reaction can cause great devastation in the ranks of enemy "
"soldiers.  "
msgstr ""

# data/resource/tut_text/00010-9SEATPOW.txt:3
msgid ""
"Each nationality in the Seven Kingdoms will be searching for its own ancient "
"Scroll of Power, taken ages ago by the Fryhtans. With these Scrolls the "
"Kingdoms will regain the lost knowledge of how to build Seats of Power and "
"how to invoke Greater Beings. "
msgstr ""

# data/resource/tut_text/00010-9SEATPOW.txt:6
msgid ""
"When you have recovered a Scroll of Power, you may build a Seat of Power "
"using a Construction Worker, a General or your King, providing they are of "
"the same nationality as the scroll. "
msgstr ""

# data/resource/tut_text/00010-9SEATPOW.txt:8
msgid ""
"For the Seat of Power to be of use it must open its doors to the faithful, "
"so that they may gather in prayer and Invoke the Greater Being who helped "
"the people in ages past. "
msgstr ""

# data/resource/tut_text/00010-9SEATPOW.txt:10
msgid ""
"To gather the people, send up to eight Peasants into the Seat of Power with "
"a Right-Click. You must also assign either a General or a King to a Seat of "
"Power, to lead the people in prayer. As they pray, you will see your units "
"slowly increasing the efficacy of their prayer . "
msgstr ""

# data/resource/tut_text/00010-9SEATPOW.txt:14
msgid ""
"You will know your units' prayers have reached the desired level when you "
"see the blue bar to the right of the Greater Being filled to 100%. Now you "
"can Invoke the Greater Being at his full strength and power, by Clicking on "
"the Invoke Tile. "
msgstr ""

# data/resource/tut_text/00010-9SEATPOW.txt:18
msgid ""
"You can summon a Greater Being before the prayers have reached 100%, but one "
"summoned before his time will not last as long in this world. "
msgstr ""

# data/resource/tut_text/00010-9SEATPOW.txt:20
msgid ""
"Greater Beings differ widely in their powers; you should refer to your "
"manual for more details.  "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:3
msgid ""
"At the beginning of the game you will have only one Village, so domestic "
"trade will not yet be possible. That leaves Trade with foreign Kingdoms. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:6
msgid ""
"You won't be able to import anything, either, unless you have a trade treaty "
"with a foreign Kingdom. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:8
msgid ""
"To make a trade treaty, you must either press the F1 key on your keyboard or "
"else Click on the Kingdoms Scroll at the top left of your screen. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:10
msgid ""
"You will now see information on all the Kingdoms of the world that have been "
"discovered by your people. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:12
msgid ""
"To initiate contact, you must first Click on one of the Kingdoms listed. "
"Below that area you will then see a row of new buttons. Click on the "
"Diplomacy Button. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:16
msgid ""
"You will be presented with a long list of options, the first of which is, "
"\"Propose a trade treaty.\" Click on this option and your message will be "
"sent to the selected Kingdom. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:19
msgid ""
"There will be a brief delay while the message is being delivered and an "
"answer is being returned. When the answer arrives, it will be displayed at "
"the bottom of your main screen. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:22
msgid ""
"If a lesser Kingdom has accepted your proposal, you can then pick up goods "
"from their Markets, and they can also pick up goods from yours. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:24
msgid ""
"If a Kingdom has rejected your proposal, you can try another Kingdom, try "
"the same Kingdom again later, or else harbor a grudge and make them pay for "
"their insult at another time. You may make the same proposal to other "
"Kingdoms until one of them accepts. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:27
msgid ""
"You're not the only Kingdom that can initiate a treaty proposal. If another "
"Kingdom does so, you will see their message at the bottom of the main "
"screen. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:30
msgid ""
"If you want to reply to this message, Click on the colored square next to "
"it. This will take you to the Kingdoms Scroll page, where you can Click on "
"either Accept or Reject. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:33
msgid ""
"If you have established a trade treaty with another Kingdom, you can then "
"pick up any goods you want from their Markets. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:35
msgid ""
"To do that you will need to hire a Caravan. Since all Caravans are hired in "
"Markets, Click now on your Market.   "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:38
msgid ""
"A Caravan will be hired when you Click on the Hire Caravan Tile. It will "
"stand outside on the South side of the Market. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:41
msgid ""
"The Hire Caravan Tile will be disabled if you do not have enough Villagers "
"to support your Caravan. Each of your Caravans needs 10 Villagers to support "
"it. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:44
msgid ""
"If you later lose some of your Village population, you will not lose the "
"Caravans you already hired. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:46
msgid "Now select the Caravan you've hired. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:48
msgid ""
"To import goods from a foreign Kingdom, you must send your Caravan to one of "
"their Markets to pick up the goods you want. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:50
msgid ""
"Note that in the window on the lower right, the First Stop of your Caravan "
"has been set by default to the market where the Caravan was hired. You will "
"want to set the Second Stop as a Market in a foreign Kingdom. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:53
msgid ""
"To do that, Click on the Set Stop Button in the second row. Your Hand Cursor "
"will change into a Camel & Arrow Cursor. With the new Cursor, Left-Click on "
"a Market in a Kingdom you've established a treaty with. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:57
msgid ""
"Be sure to choose a foreign Market that is displaying some goods. If the "
"Market is empty, your Caravan will return with nothing. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:59
msgid ""
"When you Click on a Market, you will be presented with a small list of "
"buttons; these allow you to choose which goods to pick up from that Market. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:61
msgid ""
"Click on the buttons of the goods you want, making sure that they are goods "
"you're not already producing and selling in your Market. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:63
msgid ""
"Your Caravan will already be on its way to the foreign Market. When it "
"arrives, it will pick up the selected goods and return to its home Market to "
"drop them off. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:66
msgid ""
"The foreign Market will make money on the sale of its goods to you, and your "
"Kingdom will also make a profit on the sale of the imported goods to your "
"people. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:68
msgid ""
"You must understand that you are NOT allowed to drop off any goods in "
"foreign Markets. The goods on sale in Markets are solely under the control "
"of the Kingdoms that built them. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:71
msgid ""
"If you want to sell your goods to a foreign Kingdom, you can do two things: "
"either wait for their Caravans to come to your Markets and pick up the goods "
"that you have for sale; "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:73
msgid ""
". . . or build your own Markets within Linking distance of their Villages. "
"Then you can send Caravans to drop your goods off near a foreign Village. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:76
msgid ""
"To drop off goods, you must first be carrying them. The first row of your "
"Caravan control area is set as your Market. To pick up goods from your "
"Market, you must Click on the small buttons showing what is available there. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:80
msgid ""
"You will notice that there are two other buttons: A and N. If you Click on "
"A, your Caravan will Automatically pick up your surpluses. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:83
msgid ""
"If you Click on N, your Caravan will pick up Nothing. This is useful when "
"your route is between a Mine and a Factory, as described below. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:86
msgid ""
"If you want to choose yourself, Click on the goods you wish to export. Your "
"Caravan will pick up the selected goods from your Market and then drop them "
"off at your Second Stop. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:89
msgid ""
"When your Kingdom is bigger and you have more than one Village and Market, "
"you can use these techniques to move goods between areas with surplus and "
"areas with shortages. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:91
msgid ""
"Be sure that the goods you plan to export to your Markets in foreign "
"Kingdoms are not already on sale in that Kingdom's Markets.  Foreign people "
"will always buy from their own Markets first, and only buy from you if their "
"Market does not sell what you're offering. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:93
msgid ""
"If you wish to clear a stop from one of the stops you've chosen, Click on "
"the X Button for that stop. The stop will be cleared, and ready for you to "
"set to another stop. You may, alternately, set a new stop on top of the old "
"one.  The old one will be replaced with the new. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:97
msgid ""
"If you are a bit confused with your routing and wish to see the location of "
"one of the stops you've set, Click on the View Stop Button.  When you do so, "
"your main screen will be centered over that stop. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:99
msgid ""
"If you go to war against a Kingdom you've established a trade treaty with, "
"the treaty will automatically be terminated. You may also terminate a trade "
"treaty at any time by Clicking on the \"Terminate our trade treaty\" option "
"under the Kingdoms Scroll /Diplomacy Button. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:102
msgid ""
"Caravans are also a necessity if you are currently working a Mine beyond "
"direct Linking distance to a Factory. In this case, you'll need to use a "
"Caravan to move the Raw Material from the Mine to the Factory. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:105
msgid "To do so, first hire a Caravan in one of your Markets. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:107
msgid ""
"The default first stop for this Caravan is now the Market where you hired "
"it. You should change the first stop, because you will want the Caravan to "
"go from the Mine directly to the Factory. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:110
msgid ""
"Click on the Set Stop Button in the first row. Using the Camel & Arrow Icon, "
"now Click on the Mine. As you can see, your Caravan has begun to move "
"towards the Mine. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:114
msgid ""
"You now need to set the Factory as the second stop. Click on the Set Stop "
"Button in the second row and then Click on the Factory where you intend to "
"process the Mine's Raw Materials. Make sure that the Caravan will not pick "
"up any Finished Goods from the Factory by checking that the small Finished "
"Goods Icon is not pressed in. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:118
msgid ""
"Because the Factory is beyond direct Linking distance with the Mine, you may "
"have to set the production there manually, to match the Mine's Raw "
"Materials.  Do this by Clicking on the Change Production Tile until the "
"Factory's production matches the incoming Raw Material. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:121
msgid ""
"You may sometimes see Raw Materials for sale in foreign Markets. If you have "
"a trade treaty with those Kingdoms, you will be able to send your Caravans "
"there to pick up those Raw Materials, just as you do with your Mine. "
msgstr ""

# data/resource/tut_text/00011-2B_TRADE.txt:124
msgid ""
"You may NOT send a Caravan to a foreign Mine to pick up Raw Materials, even "
"if you have a trade treaty with that Kingdom. All trade must take place "
"through the Market. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:3
msgid ""
"To conduct espionage against your current or future enemies, you must train "
"or hire Spies. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:5
msgid ""
"Spies are trained by selecting a Village, Clicking on the Train Tile and "
"then Clicking on the Spying option. Spies may also be hired in Inns, along "
"with other mercenaries. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:8
msgid ""
"Spies may either be sent into your own Villages or Buildings to act as "
"Counterspies, or be placed in Independent Villages or Foreign Kingdoms, for "
"more dangerous duties. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:10
msgid ""
"To send a Spy into a foreign Kingdom or an Independent Village, first change "
"the color of his cloak to that of the intended target. Choose white for "
"Independent Villages. Change the color by clicking on one of the color "
"squares at the bottom right. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:14
msgid ""
"Above the color choices you will see the Sneak Tile. This Tile means that "
"when you change the color of your Spy's cloak, it will be done secretly. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:18
msgid ""
"If you Click on the Sneak Tile it will change into the Surrender Tile. When "
"this Tile is active, the changing of a Spy's color will notify the Kingdom "
"of that color that a person from your Kingdom has betrayed you and joined "
"them. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:22
msgid ""
"To infiltrate a Foreign or Independent Village with your Spy, you must click "
"on the Settle Button while your Spy is selected. The Hand Cursor will then "
"change into a Flag and Arrow Cursor; use it to click on the targeted "
"Village. Your Spy will now travel to and infiltrate the targeted Village. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:27
msgid ""
"Once your Spy has settled in a Village, he will have several new options "
"available to him. Once you select a Village you've infiltrated with your "
"Spy, you will see, on the right, the Spying Tile. Click on this Tile to "
"bring up your Spy's options. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:32
msgid ""
"In a Village a Spy will have but two choices: Sleeping or Sowing Dissent. "
"The default task is Sleeping. To toggle from Sleeping to Sowing Dissent, "
"Click the Tile again. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:36
msgid ""
"When Sleeping, a Spy will not conduct any espionage activity. He will be "
"insinuating himself with the local people, gaining their confidence and "
"becoming more familiar with their ways. A Spy will not be exposed while he "
"is in this mode. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:40
msgid ""
"Once he's infiltrated, your Spy's skill level will start to increase slowly. "
"This is important, because a Spy with a high Skill Level will be more "
"effective in his work; he will also decrease his risk of exposure. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:43
msgid ""
"When Sowing Discord, your Spy will be helping the people around him to see "
"the advantages of becoming part of your Empire. It is his task to lower an "
"Independent Village's resistance to your rule, and to lower the Loyalty "
"Level in the Villages or Buildings of other Kingdoms. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:46
msgid ""
"It is important to understand that a Spy will be far more effective with "
"people of his own nationality, as he speaks their language and understands "
"their customs. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:48
msgid ""
"To infiltrate an enemy Building, such as a Mine, Factory, War Factory or "
"Tower of Science, Right-Click on the Building with your Spy selected. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:50
msgid ""
"If the Building is full of workers, it will be impossible to infiltrate; "
"with a Spy already settled in an enemy Village, however, there's a chance "
"the Spy will be hired for work in a Building. You will, however, have no "
"control over which Building the Spy is sent to work in. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:54
msgid ""
"Once he's in a Building, your Spy will have the opportunity to Bribe, "
"Sabotage or Steal Information. He can also Sleep (which means he will "
"function as a normal worker). "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:56
msgid ""
"If you choose Sabotage, the Spy will do his best to slow production in the "
"Building. In a Mine he will slow the extraction of Raw Material, in a "
"Factory or War Factory he will slow the production of Goods and Weapons, and "
"in a Tower of Science he will slow Research. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:59
msgid ""
"If you choose Bribe, your Spy will be asking an enemy unit to join him in "
"his spying activities. If the enemy refuses the bribe, your Spy will be "
"exposed and executed. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:62
msgid ""
"To Bribe an enemy unit, select the Enemy Building the Spy has infiltrated. "
"Then Click on the picture of the Enemy Unit you wish to bribe. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:65
msgid ""
"Click on the Bribe Tile. You will now see a pop-up of different monetary "
"amounts. Click on the amount you wish to offer to the enemy unit. If he "
"accepts the bribe, he will become yours and, like your first Spy, will "
"slowly increase his Skill Level. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:71
msgid ""
"If you wish to steal Information, Click on the Steal Information Tile. You "
"will be presented with a list of subjects; they're the same as the subjects "
"beneath the Scrolls on the top of your screen. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:75
msgid ""
"The information the Spy can access will depend on his skill level. The "
"higher his Skill Level, the more sensitive the information he will have "
"access to. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:78
msgid ""
"If his Skill Level reaches 90, your Spy will gain access to Espionage "
"information; he can then discover who the enemy's Spies are, and where they "
"are located. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:80
msgid ""
"If your Spy or Spies are the only residents of an Enemy's Building, you will "
"have the option of Capturing the Building. While the Building is selected, "
"Clicking the Capture Tile will make it yours. If your Spy is a General in an "
"enemy Fort, you may capture it even if there are loyal enemy units still in "
"the Fort. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:85
msgid ""
"A Spy in a Fort or a Seat of Power will be able to attempt an assassination "
"on the enemy commander, be he General or King. To do this, Click on the "
"building and then on the Assassinate Button. You do not need to select the "
"enemy target as the commander is the only possible one. "
msgstr ""

# data/resource/tut_text/00012-SPYING.txt:89
msgid ""
"If you wish your Spy to evacuate an infiltrated area you must first select "
"the Building or Village where he resides, Click on the Spy Tile, select your "
"Spy and then Click on the Evacuate Tile option.  "
msgstr ""

# data/scenario/7for7.sct:1
msgid "Seven Forts for Seven Generals"
msgstr ""

# data/scenario/7for7.sct:5
msgid ""
"You will begin this scenario with seven generals, each of a different "
"nationality. They all possess the highest fighting and leadership skills. It "
"is up to you to make the best use of these skills in your race to achieve a "
"total score of 1000. You may check up on your total score in the middle "
"section of the Ranking Scroll (F8). To check on the score of other Kingdoms, "
"click on their names in the top section. A reminder of your goal will be "
"displayed in the bottom section. "
msgstr ""

# data/scenario/c&d.sct:1
msgid "Cloak & Dagger"
msgstr ""

# data/scenario/c&d.sct:5
msgid ""
"You will begin this scenario with a number of spies in important enemy "
"forts. You must put these agents to good use in your quest of raising your "
"weak kingdom to complete world domination. In order to win you must "
"completely destroy every other kingdom. "
msgstr ""

# data/scenario/desbow.sct:1
msgid "Desperate Bowmen"
msgstr ""

# data/scenario/desbow.sct:5
msgid ""
"You will begin this scenario with six forts full of well-trained Persian "
"archers. The problem is that your treasuries and granaries will soon be "
"empty, which would encourage your archers to take their services elsewhere. "
"You must first, therefore, find the gold and food that will keep your "
"archer's loyalty and then use these well-trained men to build an empire and, "
"ultimately, rule the world. To be victorious you must completely destroy the "
"world's other kingdoms. "
msgstr ""

# data/scenario/desperdo.sct:1
msgid "Desperados"
msgstr ""

# data/scenario/desperdo.sct:5
msgid ""
"At the end of the \"The War to End all Wars for a While\", a band of "
"unemployed mercenaries roams the ravaged countryside. Take control of this "
"band, elect a King from among them and try to re-establish the destroyed "
"Kingdom for which they once fought. You must survive the inevitable attacks "
"of your old enemies and then go on to destroy them as punishment for their "
"warmongering past. Ultimate victory will be gained by the destruction of all "
"other kingdoms. "
msgstr ""

# data/scenario/eradicat.sct:1
msgid "Eradication"
msgstr ""

# data/scenario/eradicat.sct:5
msgid ""
"Your world is overrun with Fryhtans and your kingdom, as well as the others, "
"are weak and almost helpless. You must ally with these other Kingdoms and "
"wipe out every last Fryhtan. After they have all been destroyed, victory "
"will go to the kingdom with the highest Fryhtan Battling Score. You may "
"check up on your Fryhtan Battling Score in the middle section of the Ranking "
"Scroll (F8). To check on the score of other kingdoms, click on their names "
"in the top section. A reminder of your goal will be displayed in the bottom "
"section. "
msgstr ""

# data/scenario/ftfrautn.sct:1
msgid "Fight for Autonomy"
msgstr ""

# data/scenario/ftfrautn.sct:5
msgid ""
"The people in your homeland are being governed from an enemy controlled "
"fort. Destroy this fort and its soldiers and reestablish your rule over your "
"people. Then, to ensure perpetual freedom, go on to destroy all other "
"Kingdoms. Final victory will come with the destruction of every person who "
"does not wear your colors. "
msgstr ""

# data/scenario/h&m.sct:1
msgid "Winning Hearts & Minds"
msgstr ""

# data/scenario/h&m.sct:5
msgid ""
"Although you will begin this scenario with all technological advances, the "
"Japanese Scroll of Power and a troop of extremely well-trained soldiers, you "
"will have no peasants and control no villages. To win you must build a "
"population of 700 within 20 years and, of course, prevent other Kingdoms "
"from doing the same. You may check up on your Population Score in the middle "
"section of the Ranking Scroll (F8). To check on the Population Score of "
"other Kingdoms, click on their names in the top section. A reminder of your "
"goal will be displayed in the bottom section. "
msgstr ""

# data/scenario/insulpos.sct:1
msgid "An Insular Possession"
msgstr ""

# data/scenario/insulpos.sct:5
msgid ""
"Your homeland is a small, underdeveloped land separated from the \"civilized"
"\" mainland. Your goal is to rapidly catch up to and surpass the other "
"kingdoms before they can overwhelm you with their decadent ways. Achieve an "
"economic score of 600 within 25 years (and before any other kingdom) and you "
"shall be victorious. You will also win if you can destroy every other "
"kingdom by this time. You may check up on your Economic Score in the middle "
"section of the Ranking Scroll (F8). To check on the Economic Score of other "
"kingdoms, click on their names in the top section. A reminder of your goal "
"will be displayed in the bottom section. "
msgstr ""

# data/scenario/ironfist.sct:1
msgid "Iron Fist & Velvet Glove"
msgstr ""

# data/scenario/ironfist.sct:5
msgid ""
"You have built your large empire through treachery and bloody conquest. Your "
"reputation has reached rock bottom  and your people are beginning to tire of "
"your rule. Will you succeed in changing your ways and finding a way to deal "
"with this crisis or will you go on as before and suffer the consequences? "
"Your goal is to reach a total score of 1000 before any other kingdom. You "
"may check up on your Total Score in the middle section of the Ranking Scroll "
"(F8). To check on the Total Score of other kingdoms, click on their names in "
"the top section. A reminder of your goal will be displayed in the bottom "
"section. Destroying all of the other kingdoms will also ensure your victory. "
msgstr ""

# data/scenario/kukulcns.sct:1
msgid "Kukulcan's People"
msgstr ""

# data/scenario/kukulcns.sct:5
msgid ""
"Although your people lack the numbers, wealth and technology of your rivals, "
"you have something that they all lack; the support of the great God "
"Kukulcan. Use the faith of your people to invoke Kukulcan and channel his "
"powers to your advantage. Your goal is nothing less than the total defeat of "
"the unfaithful within 20 years. "
msgstr ""

# data/scenario/makebrek.sct:1
msgid "Make or Break"
msgstr ""

# data/scenario/makebrek.sct:5
msgid ""
"You possess all technologies and a large number of weapons. Although this "
"makes you powerful it is also a powerful drain upon your resources. All "
"other Kingdoms, fearing your power, have allied against you and put you in "
"position of defeating them all at once or of going bankrupt and collapsing. "
"Find your way out of this crisis, either by defeating your enemies "
"immediately or by staving off collapse and defeating them at a later date. "
"Either way, victory will only come when you stand alone. "
msgstr ""

# data/scenario/meltpot.sct:1
msgid "Melting Pot"
msgstr ""

# data/scenario/meltpot.sct:5
msgid ""
"Although it can be of great benefit to have a multiracial Kingdom, it can "
"also be the cause of strife. Overcome these difficulties and lead your "
"melting-pot society to total world dominance. You will achieve victory only "
"with the total elimination of all rivals. "
msgstr ""

# data/scenario/monorwar.sct:1
msgid "Make Money or War?"
msgstr ""

# data/scenario/monorwar.sct:5
msgid ""
"Although you have a wide ranging trading empire, your King and your "
"militarily are weak. Other, stronger kingdoms are demanding tribute from "
"you. Will you pay tribute and keep a low profile or will you use your money "
"to build a strong military and punish those who would presume to make "
"demands? Whichever path you choose, you must be the only kingdom remaining "
"to be declared the victor. "
msgstr ""

# data/scenario/newworld.sct:1
msgid "The New World"
msgstr ""

# data/scenario/newworld.sct:5
msgid ""
"It is rumored that the semi-mythical lands in the Western Ocean may actually "
"exist. These lands may contain vast riches that could be the difference "
"between extinction and survival for your poor and weak kingdom. If these "
"rumored lands do exist, seize them before your enemies can, subdue the "
"barbarous tribes living there and then use your new wealth to finance the "
"destruction of your two powerful enemies. Victory will come when you stand "
"alone. "
msgstr ""

# data/scenario/norman.sct:1
msgid "United Normandy"
msgstr ""

# data/scenario/norman.sct:5
msgid ""
"Your goal in this scenario is to unite all warring Norman kingdoms under "
"your rule. To do this you must ruthlessly defeat all pretenders, though you "
"may find it to your advantage to feign friendship at times. Be well prepared "
"to spy and to be spied upon. You will be victorious when there is only one "
"kingdom remaining; your own. "
msgstr ""

# data/scenario/notlost.sct:1
msgid "Not all those who Wander are Lost"
msgstr ""

# data/scenario/notlost.sct:5
msgid ""
"Your armies have just suffered crushing defeat in battle.  Only your King "
"remains alive.  Although the situation is desperate, your extensive treasure "
"is well hidden and with it you may eventually be able to exact your revenge. "
"You will have 20 years in which to raise your population to 500.  You must "
"do this before any other kingdom. You may check up on your Population Score "
"in the middle section of the Ranking Scroll (F8). To check on the Population "
"Score of other kingdoms, click on their names in the top section. A reminder "
"of your goal will be displayed in the bottom section. Victory will also come "
"with the total defeat of other kingdoms within the allotted time period. "
msgstr ""

# data/scenario/pirates.sct:1
msgid "Pirates"
msgstr ""

# data/scenario/pirates.sct:5
msgid ""
"Four ships and four well-trained crews of cutthroat pirates are all that you "
"have to face the might of six enemy kingdoms. You are advised to find a "
"country free from the clutches of those kingdoms and there establish your "
"rule. Your ultimate goal is to return in force to the lands of your enemies "
"and make them your own. No enemy units must remain above ground. As you will "
"begin with no King, you must choose one from among the captains of your "
"fleet. "
msgstr ""

# data/scenario/prnctkao.sct:1
msgid "Prince Takao"
msgstr ""

# data/scenario/prnctkao.sct:5
msgid ""
"Your father, the King, has been slain and all of his forts destroyed.  A few "
"villages still retain their allegiance to your family, but their level of "
"loyalty is rapidly falling. Your task is to take your father's crown and "
"reestablish your authority over these remaining villages.  Once the "
"situation has stabilized, you must act as an honorable son and take revenge "
"on your father's enemies.  Destroy them utterly. "
msgstr ""

# data/scenario/quesuccn.sct:1
msgid "A Question of Succession"
msgstr ""

# data/scenario/quesuccn.sct:5
msgid ""
"Your King is surrounded and fighting for his life. If he is slain you will "
"have to choose the successor to his throne. You choices are two good leaders "
"of minority factions or a weak leader of the majority. Choose well, for your "
"survival will depend upon it. Victory will be achieved when your kingdom "
"stands alone.  "
msgstr ""

# data/scenario/resdep.sct:1
msgid "Resource Depletion"
msgstr ""

# data/scenario/resdep.sct:5
msgid ""
"At the present time your population is large and your income is great. The "
"difficulty is that your deposits of natural resources will soon be depleted. "
"The wealth and cohesiveness of your empire hinge on your ability to find new "
"sources of income to support your people's way of life. Overcome these "
"difficulties and lead your people into everlasting peace and prosperity by "
"making all enemy lands and subjects your own. "
msgstr ""

# data/scenario/treadcar.sct:1
msgid "Tread Carefully"
msgstr ""

# data/scenario/treadcar.sct:5
msgid ""
"You are the weakest of the world's three kingdoms and must tread carefully "
"around your two larger rivals. Survive your initial desperate situation and "
"carefully build your power until you are strong enough to defeat the other "
"two kingdoms. Only then will you achieve victory. "
msgstr ""

# data/scenario/vikblitz.sct:1
msgid "Viking Blitz"
msgstr ""

# data/scenario/vikblitz.sct:5
msgid ""
"You will have five and twenty things in this scenario: Five forts filled "
"with the best Viking berserkers and 20 years in which to conquer the world. "
"If you can reach a population of 500 you shall also be victorious. You may "
"check up on your Population Score in the middle section of the Ranking "
"Scroll (F8). To check on the Population Score of other kingdoms, click on "
"their names in the top section. A reminder of your goal will be displayed in "
"the bottom section. "
msgstr ""

# data/scenario/weakened.sct:1
msgid "A Weakened State"
msgstr ""

# data/scenario/weakened.sct:5
msgid ""
"At the end of a long and destructive war, you and your rival are severely "
"weakened. Pull back, regroup and prepare your forces to finish your mission; "
"the liberation of all of the world's peoples from their oppressors. When you "
"stand, the world shall truly be free and you will be the victor. "
msgstr ""

# data/scenari2/scn_01.sct:1
msgid "The Quick & the Dead"
msgstr ""

# data/scenari2/scn_01.sct:5
msgid ""
"There comes a time in every young man's life when he must leave his shores, "
"travel to distant lands and make his name by destroying that which others "
"have so patiently built. Your task in this scenario is to complete the "
"destruction of the world's remaining independent kingdom before two years "
"have passed.   "
msgstr ""

# data/scenari2/scn_02.sct:1
msgid "Go Forth & Multiply"
msgstr ""

# data/scenari2/scn_02.sct:5
msgid ""
"Use the vast deposits of natural resources near your village to build a "
"powerful economic base. With this economic wealth you should be able to "
"build a population of 100 before any other kingdom. You may check up on your "
"population under the Ranking Scroll (F8). To check on the population of "
"other Kingdoms, click on their names in the top section. A reminder of your "
"goal will be displayed in the bottom section. "
msgstr ""

# data/scenari2/scn_03.sct:1
msgid "The Riches of Kemet"
msgstr ""

# data/scenari2/scn_03.sct:5
msgid ""
"You find yourself in a land rich with natural resources.  Make good use of "
"the world's bounty to fill your treasury and raise your Kingdom's economic "
"score to 200. This must be done within the space of five years. You may "
"check up on your economic score under the Ranking Scroll (F8). To check on "
"the economic score of other Kingdoms, click on their names in the top "
"section. A reminder of your goal will be displayed in the bottom section. "
msgstr ""

# data/scenari2/scn_04.sct:1
msgid "Shaken to the Core"
msgstr ""

# data/scenari2/scn_04.sct:5
msgid ""
"While king and army are away pacifying a foreign land, your Kingdom has been "
"rocked by an earthquake. Your population has plummeted and food is scarce.  "
"You must stave off famine, rebuild your ravaged kingdom and raise your "
"economic score to 400 within 10 years. You may check up on your economic "
"score under the Ranking Scroll (F8). To check on the economic score of other "
"Kingdoms, click on their names in the top section. "
msgstr ""

# data/scenari2/scn_05.sct:1
msgid "The Great Mughul"
msgstr ""

# data/scenari2/scn_05.sct:5
msgid ""
"Become the greatest of all Mughul Emperors by leading your Kingdom to a "
"total score of 500. You must not let more than 15 years pass before you "
"complete your task. You may check up on your total score under the Ranking "
"Scroll (F8). To check on the total score of other Kingdoms, click on their "
"names in the top section. "
msgstr ""

# data/scenari2/scn_06.sct:1
msgid "Plague"
msgstr ""

# data/scenari2/scn_06.sct:5
msgid ""
"Your kingdom has lost most of its peasants through an attack of the farmer's "
"foot fungus plague. To win this scenario you must first stabilize and then "
"increase your food supply. When your people's bellies are full, send them "
"into the field to utterly destroy your rival kingdom. "
msgstr ""

# data/scenari2/scn_07.sct:1
msgid "All That is Gold"
msgstr ""

# data/scenari2/scn_07.sct:5
msgid ""
"Although you will begin this scenario with little treasure, you should "
"possess enough of the skills necessary to raise your Kingdom's economic "
"score to 300. You will have ten years in which to do this. You may check up "
"on your economic score under the Ranking Scroll (F8). To check on the "
"economic score of other Kingdoms, click on their names in the top section. "
msgstr ""

# data/scenari2/scn_08.sct:1
msgid "First Born"
msgstr ""

# data/scenari2/scn_08.sct:5
msgid ""
"With your long-established temple to the fertility Goddess Isis, you should "
"have little difficulty invoking her aid in the quest to raise your Kingdom's "
"population to 500; a task that you must accomplish within ten years. Do not "
"anger the Goddess with your failure. You may check up on your population "
"under the Ranking Scroll (F8). To check on the populations of other "
"Kingdoms, click on their names in the top section. "
msgstr ""

# data/scenari2/scn_09.sct:1
msgid "Fryhtanfest"
msgstr ""

# data/scenari2/scn_09.sct:5
msgid ""
"In this scenario you will have 15 years in which to eradicate the world's "
"Fryhtans. If you tire of this noble task, you may instead turn your sword on "
"the world's human kingdoms. Destroying them will also result in victory for "
"you. "
msgstr ""

# data/scenari2/scn_10.sct:1
msgid "Impassable Isthmus"
msgstr ""

# data/scenari2/scn_10.sct:5
msgid ""
"Your enemy lies to the south across a narrow spit of land - too narrow for a "
"single soldier to cross. Although the insult that caused your enmity has "
"been long forgotten, it is best to be on the safe side and destroy them "
"utterly. You must not tarry too long in your quest as you have been allowed "
"a mere four years. "
msgstr ""

# data/scenari2/scn_11.sct:1
msgid "The Great Lakes"
msgstr ""

# data/scenari2/scn_11.sct:5
msgid ""
"An aggressive Zulu Kingdom  has been established between the two Great "
"Lakes, blocking your route to the Northern Wastes. You have seven years in "
"which to \"persuade\" this Kingdom that it would be much better off not "
"existing. "
msgstr ""

# data/scenari2/scn_12.sct:1
msgid "Eye of the Storm"
msgstr ""

# data/scenari2/scn_12.sct:5
msgid ""
"You have inherited a Kingdom surrounded by many a warlike nation. You must "
"survive their repeated attacks and somehow find a way to pay them all back "
"for their evil deeds. Use all means at your disposal - rely on and trust in "
"no one. "
msgstr ""

# data/scenari2/scn_13.sct:1
msgid "A Warlike People"
msgstr ""

# data/scenari2/scn_13.sct:5
msgid ""
"Although you have no industry or technology and must import all of your "
"goods, you have a long tradition of strong and proud warriors. It is these "
"warriors who must protect you against the repeted onslaughts of your foes.  "
"You may achieve ultimate victory either by defeating every human Kingdom or "
"by having the highest Fryhtan battling score upon the elimination of the "
"last Fryhtan. "
msgstr ""

# data/scenari2/scn_14.sct:1
msgid "Nine Lord's Quest"
msgstr ""

# data/scenari2/scn_14.sct:5
msgid ""
"Nine Lords, possessing the highest levels of combat skill and leadership, "
"are on a quest to make the known world their own. Their powers have been "
"granted to them for a mere seven years, so do not waste time with trade or "
"with treaties. "
msgstr ""

# data/scenari2/scn_15.sct:1
msgid "Lowlands"
msgstr ""

# data/scenari2/scn_15.sct:5
msgid ""
"You are master of the only Kindom in the fertile Lowlands.  All lesser kings "
"hold sway over the resource rich Highland regions. You will have 12 years in "
"which to bring these barbarians under your control. Victory may also be "
"claimed if you reach a total score of 1,000 points within this time. You may "
"check up on your total score under the Ranking Scroll (F8). "
msgstr ""

# data/resource/help.res:2
msgid "Kingdoms Report"
msgstr ""

# data/resource/help.res:3
msgid ""
"Click on this scroll or press F1 to bring up the Kingdoms Report. Click on "
"it again or press ESC to close it. "
msgstr ""

# data/resource/help.res:6
msgid "Villages Report"
msgstr ""

# data/resource/help.res:7
msgid ""
"Click on this scroll or press F2 to bring up the Villages Report. Click on "
"it again or press ESC to close it. "
msgstr ""

# data/resource/help.res:10
msgid "Economy Report"
msgstr ""

# data/resource/help.res:11
msgid ""
"Click on this scroll or press F3 to bring up the Economy Report. Click on it "
"again or press ESC to close it. "
msgstr ""

# data/resource/help.res:14
msgid "Trade Report"
msgstr ""

# data/resource/help.res:15
msgid ""
"Click on this scroll or press F4 to bring up the Trade Report. Click on it "
"again or press ESC to close it. "
msgstr ""

# data/resource/help.res:18
msgid "Military Report"
msgstr ""

# data/resource/help.res:19
msgid ""
"Click on this scroll or press F5 to bring up the Military Report. Click on "
"it again or press ESC to close it. "
msgstr ""

# data/resource/help.res:22
msgid "Technology Report"
msgstr ""

# data/resource/help.res:23
msgid ""
"Click on this scroll or press F6 to bring up the Technology Report. Click on "
"it again or press ESC to close it. "
msgstr ""

# data/resource/help.res:26
msgid "Espionage Report"
msgstr ""

# data/resource/help.res:27
msgid ""
"Click on this scroll or press F7 to bring up the Espionage Report. Click on "
"it again or press ESC to close it. "
msgstr ""

# data/resource/help.res:30
msgid "Ranking Report"
msgstr ""

# data/resource/help.res:31
msgid ""
"Click on this scroll or press F8 to bring up the Ranking Report. Click on it "
"again or press ESC to close it. "
msgstr ""

# data/resource/help.res:34
msgid "Food"
msgstr ""

# data/resource/help.res:35
msgid "This shows the store of food in your kingdom. "
msgstr ""

# data/resource/help.res:39
msgid "This shows the amount of treasure in your kingdom. "
msgstr ""

# data/resource/help.res:42
msgid "Date"
msgstr ""

# data/RESOURCE/HELP.RES:43
msgid "This shows the current Date. "
msgstr ""

# data/resource/help.res:47
msgid "This shows your kingdom's reputation. "
msgstr ""

# data/resource/help.res:50
msgid "Terrain Map"
msgstr ""

# data/RESOURCE/HELP.RES:51
msgid ""
"This map shows the world's natural features and the location of villages and "
"units. "
msgstr ""

# data/resource/help.res:54
msgid "Kingdom Power Map"
msgstr ""

# data/resource/help.res:55
msgid ""
"This map shows the political boundaries of every kingdom and the location of "
"villages and units. "
msgstr ""

# data/resource/help.res:58
msgid "Villages and Units Map"
msgstr ""

# data/RESOURCE/HELP.RES:59
msgid "This map shows the location of villages and units. "
msgstr ""

# data/resource/help.res:181
msgid "Offer Bribe"
msgstr ""

# data/RESOURCE/HELP.RES:63
msgid ""
"Make a bribe with the selected spy. This takes you to a menu where you can "
"choose the amount of the bribe to offer to the selected foreign unit. "
msgstr ""

# data/resource/help.res:66
msgid "Build"
msgstr ""

# data/RESOURCE/HELP.RES:67
msgid ""
"This enables you to choose a structure to build. If you do not have enough "
"money to build a structure, this tile is disabled. "
msgstr ""

# data/RESOURCE/HELP.RES:71
msgid "This cancels your present action. "
msgstr ""

# data/resource/help.res:74
msgid "Capture"
msgstr ""

# data/RESOURCE/HELP.RES:75
msgid "This captures the selected structure for your kingdom. "
msgstr ""

# data/resource/help.res:78
msgid "Change Production"
msgstr ""

# data/RESOURCE/HELP.RES:79
msgid ""
"This toggles production in this factory between iron, copper, and clay "
"products. "
msgstr ""

# data/resource/help.res:82
msgid "Collect Tax"
msgstr ""

# data/RESOURCE/HELP.RES:83
msgid ""
"This collects tax from the selected village. If you right-click, you will be "
"able to set a maximum loyalty level to tax your villagers automatically. "
msgstr ""

# #-#-#-#-#  7kaa.res.pot  #-#-#-#-#
# data/resource/help.res:86
msgid "Continue"
msgstr ""

# data/resource/help.res:89
msgid "At Ease"
msgstr ""

# data/resource/help.res:90
msgid "This orders your troops to remain in the fort even when attacked. "
msgstr ""

# data/resource/help.res:93
msgid "Alert"
msgstr ""

# data/resource/help.res:94
msgid ""
"This orders your troops to sortie whenever the fort or linked structures are "
"attacked. "
msgstr ""

# data/resource/help.res:97
msgid "Demote Unit"
msgstr ""

# data/RESOURCE/HELP.RES:98
msgid "This demotes the selected General to a common soldier. "
msgstr ""

# #-#-#-#-#  -  #-#-#-#-#
# data/resource/help.res:101
# #-#-#-#-#  -  #-#-#-#-#
# data/resource/help.res:105
msgid "Grant"
msgstr ""

# data/RESOURCE/HELP.RES:102
msgid ""
"This grants money to the selected village. If you right-click, you will be "
"able to set a loyalty level to grant money automatically. "
msgstr ""

# data/RESOURCE/HELP.RES:106
msgid ""
"This grants money to the selected village to lower the villagers' loyalty or "
"resistance. "
msgstr ""

# data/resource/help.res:109
msgid "Hire Caravan"
msgstr ""

# data/RESOURCE/HELP.RES:110
msgid ""
"This hires a caravan from this market so that you can conduct trade and move "
"goods. It is disabled if you have too few villagers to support any more "
"caravans. 10 villagers are needed to support each caravan. "
msgstr ""

# data/RESOURCE/HELP.RES:113
msgid "Hire Mercenary"
msgstr ""

# data/RESOURCE/HELP.RES:114
msgid "This hires the selected mercenary to be in your service. "
msgstr ""

# data/resource/help.res:117
msgid "Invoke Greater Being"
msgstr ""

# data/RESOURCE/HELP.RES:118
msgid ""
"This invokes a Greater Being who will then appear over your Seat of Power. "
"This tile is disabled until you have enough praying points to make "
"invocation possible. "
msgstr ""

# data/resource/help.res:121
msgid "Build a Ship"
msgstr ""

# data/resource/help.res:122
msgid ""
"This takes you to a menu where you can select ships to build in this harbor. "
msgstr ""