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string name="UNIT_TXT_ELF_APPRENTICE">Apprentices of the temple of nature often accompany experienced druids and wizards when more hands are needed on the job. Their magical aptitude extends to simple bolt and disabling spells.</string>
<string name="UNIT_TXT_ELF_FROST_ARCHER">Elves are known to rarely inhabit forests in colder areas, where the affinity to the element of ice is strong. These archers can be summoned to halt enemy advances.</string>
<string name="UNIT_TXT_ELF_COMPOSITE_ARCHER">Some archers prefer the feel of a composite bow, formed from the enchanted wood of many species of trees. These bows have slightly less range but fare better in power.</string>
<string name="UNIT_TXT_ELF_HIPPOCAMPUS">The hippocampi are the endemic species of the great oceans allying with the elves. It is the elves’ preferred transport method across bodies of water when impatience disfavors the transport ship.</string>
<string name="UNIT_TXT_ELF_DEER">The deer is the iconic animal found in any forest, especially in the enchanted forests of the elves. These deer are easier to control than the more powerful unicorns and are usually given to inexperienced elven archers.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_HAND_CROSSBOWMAN">The one-handed crossbow is generally easier to manufacture in dwarven workshops and easier to use than standard two-handed ones. In a pinch, soldiers are given this crossbow as a self-defence weapon, becoming hand crossbowmen.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_HAND_CROSSBOWMAN_1">Some dwarves turn out to perform better with a one-handed crossbow than with two. These soldiers are promoted into hardy hand crossbowmen, whose expertise with their weapon greatly assists in battle.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_HAND_CROSSBOWMAN_2">It strikes many as strange to use the best materials on a weapon generally reserved for emergencies. Even then, the dwarves know to be better safe than sorry.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_GUNSLINGER">A magnificent invention of the dwarves is the hand cannon, a miniaturized gunpowder cannon that can be held in one’s hand, singular. Dwarves are often trained in using these guns from birth with replicas, and their destructive power translates well into real battles.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_GUNSLINGER_1">Surviving years of duelling with hand cannons and risking their lives every day forge common Dwarven citizens into renowned elite gunslingers.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_GUNSLINGER_2">Only ones who have become true with their guns are enlisted into the fabled Grand Gunslingers.</string>
<string name="UNIT_TXT_DWARF_DEFENDER_MAMMOTH_RIFLEMAN">Combining the destructive earth-shattering strength of the mammoth with the deadly force and accuracy of an enhanced rifle make these defenders both feared and respected.</string>
<string name="UNIT_TXT_BUILDING_DWARF_DEFENDER_HALL">In times of dire need for dwarves, they say their prayers to the defenders, an elite organization of soldiers heralding weapons of technological superiority and might.</string>
<string name="UNIT_TXT_DWARF_SERGEANT">Dwarf sergeants are blessed with magically-enhanced armor and axe to command their soldiers. With good knowledge on fundamental battle formations, they are key in deciding whether dwarven battles are won or lost.</string>
<string name="UNIT_TXT_DWARF_SERGEANT_1">Over years of experience, Sergeants that survive their tenure can be promoted into lieutenants. They have greater command over their subordinates, with stronger enchantments that resist most magical attacks in an area.</string>
<string name="UNIT_TXT_DWARF_SERGEANT_2">Captains are the most experienced members of the dwarven military. They are given the strongest enchanted armor and runes, providing a magical defensive aura around any close-bys.</string>
<string name="UNIT_TXT_DWARF_MOUNTED_CLERIC">Clerics prefer the domesticated ram as their riding animal. While not necessarily as wild as a boar, the ram is still a feared charging force.</string>
<string name="UNIT_TXT_DWARF_MOUNTED_CLERIC_1">The only thing worse than a ram charging at full speed is a ram with steel armor charging at full speed. And a stout man with a giant club and priest robes.</string>
<string name="UNIT_TXT_DWARF_MOUNTED_CLERIC_2">The only thing worse than a ram charging at full speed with steel armor is a ram charging at full speed with full mithril and golden gear. And a stout man with a bigger club.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_BOAR_CROSSBOWMAN">The crossbow’s ease of use is ideal for boar riders, for a standard bow would be too difficult to adjust and aim while riding.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_BOAR_CROSSBOWMAN_1">Boar crossbowmen equipped with heavy armor are more resilient and powerful than generic brethren. The heavier arrows certainly dent bone easier.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_BOAR_CROSSBOWMAN_2">Decked out in extravagant armor and weapons, even the boars themselves are plated in elite gear. The crossbows on these riders are the strongest of all.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_HOPLITE">Dwarven hoplites are specially assigned to defend buildings and infantrymen against the treading of knights.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_HOPLITE_1">After a short tenure guarding barracks and halls, hardy hoplites are worthy to hold the front lines.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_HOPLITE_2">Grand hoplites are the most experienced out of their kind and are known to guard the great mountain capitals of the dwarves.</string>
<string name="UNIT_TXT_BUILDING_DWARF_CROSSBOW_TOWER">The crossbow tower is one of the simpler dwarven defences that can be constructed. It contains a wide berth of space and an automated bolt launching system to snipe intruders.</string>
<string name="UNIT_TXT_BUILDING_DWARF_DWARVEN_CORRAL">The corral is a space for domesticated boars to be tamed and assigned to riders. The boars can also be eaten as food, although this has never been observed.</string>
<string name="UNIT_TXT_BUILDING_DWARF_DWARVEN_PIER">The pier is where dwarves are trained in a revolutionary form of naval engineering. It is here that steamships and other vessels are outfitted and assembled.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_HEAVY_CANNON">The mobile cannon is a unique invention by the dwarves. Pulled along by wheels and rope, firing this cannon creates a massive dent in any structure, as well as the hearing of its operator.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_HEAVY_CANNON_1">Outfitting iron bands around the barrel is claimed to make the projectile “more aerodynamic”, according to the engineers in the workshops.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_HEAVY_CANNON_2">Somehow slapping rings around rings of gold onto these heavy cannons do not make them any harder to move around. A solid gold core inside the cannonballs also helps it inflict more damage on its targets.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_LIGHT_CANNON">Sometimes, the heavy cannon isn’t cheap enough for the dwarves to produce in times of crisis. The workshop is then commissioned to create lighter models, taking up less steel but having less of a punch.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_LIGHT_CANNON_1">For some reason, light cannons are incompatible with recycling and melting processes, so whenever upgrades are needed the engineers simply attach metal fittings to strengthen it.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_LIGHT_CANNON_2">Even your weaker cannon models should be dripped out in the finest gold.</string>
<string name="UNIT_TXT_BUILDING_DWARF_MINE">Mining is the pillar that holds up the society of the dwarves. The mine is thus populated with hundreds of workers ready to make a living in peace, as well as independent folk seeking out riches.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_ARBALEST">The arbalest is a special version of the standard dwarven crossbow. While heavier and costing more to build, its penetrating projectiles are no laughing matter.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_ARBALEST_1">Strengthening the arbalest using steel reinforces its durability and expresses its dominance with greater efficiency.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_ARBALEST_2">With such a massive and extravagant arbalest, one might think these grand wielders are holding entire archer divisions in their arms.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_BOWSLINGER">Not every dwarf prefers the ease of use that comes with a crossbow. These are especially potent in the eternal battle between the dwarves and the mountain kin.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_BOWSLINGER_1">Not every dwarf prefers the ease of use that comes with a crossbow. These are especially potent in the eternal battle between the dwarves and the mountain kin, doubly so when paired with strong armor.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_BOWSLINGER_2">Groups of grand bowslingers can easily annihilate most towering creatures with ease.</string>
<string name="UNIT_TXT_DWARF_WAR_ZEPPELIN">The ingenuity of the dwarves knows no bounds, as they have somehow enhanced the already legendary status of the Battle Zeppelin. The War Zeppelin uses a set of twin cannons instead of the singular cannon on its sister ship, as well as having carrying space to hold a small number of deployable crew.</string>
<string name="UNIT_TXT_DWARF_DEFENDER_MOUNTED_RIFLEMAN">Mounted riflemen are the keepers of law around the mountains, punishing misfits with a fistful of gunpowder and steel balls. Adding a massive mammoth to the mix makes them all the more respected.</string>
<string name="UNIT_TXT_DWARF_DEFENDER_KNIGHT">The Defender Chevalier rides the mythical mountain rhino, and is able to ram into entire armies without a scratch on its skin.</string>
<string name="UNIT_TXT_DWARF_DEFENDER_BILLMAN">The Defender Billman is capable of holding its ground against thousands of mountain beasts, with a powerful halberd and elite armor.</string>
<string name="UNIT_TXT_DWARF_DEFENDER_HOPLITE">Defender Hoplites are masters of the halberd, keeping the mountain cities safe from the outside world.</string>
<string name="UNIT_TXT_DWARF_CART_GOLD_POOR">Carts are used by the dwarves to transport masses of valuables and materials across any distance. This cart is waiting patiently for a greater filling of gold to deliver.</string>
<string name="UNIT_TXT_DWARF_CART_GOLD_RICH">Carts are used by the dwarves to transport masses of valuables and materials across any distance. This cart has enough gold in it to boost the production of buildings, but can always appreciate more valuables in it.</string>
<string name="UNIT_TXT_DWARF_CART_GOLD_WEALTHY">Carts are used by the dwarves to transport masses of valuables and materials across any distance. This cart is filled to the brim with gold, and is a frequent target of looters.</string>
<string name="UNIT_TXT_DWARF_CART_COAL_POOR">Carts are used by the dwarves to transport masses of valuables and materials across any distance. This cart is waiting patiently for a greater filling of construction coal.</string>
<string name="UNIT_TXT_DWARF_CART_COAL_RICH">Carts are used by the dwarves to transport masses of valuables and materials across any distance. This cart is filled to the brim with coal, and will fuel the furnaces for days to come.</string>
<string name="UNIT_TXT_DWARF_CART_SULFUR">Carts are used by the dwarves to transport masses of valuables and materials across any distance. Volatile sulfur lies within, and it can implode on itself if handled outside of a weapon’s gunpowder chamber.</string>
<string name="UNIT_TXT_DWARF_CART_JEWEL">Carts are used by the dwarves to transport masses of valuables and materials across any distance. These carts ship around enchanted jewels that can be used by the dwarves.</string>
<string name="UNIT_TXT_DWARF_CART_GEMS">Carts are used by the dwarves to transport masses of valuables and materials across any distance. This cart is filled with precious gems that boost production.</string>
<string name="UNIT_TXT_DWARF_CART_GOLD_POOR_SUMMON">Carts are used by the dwarves to transport masses of valuables and materials across any distance. This cart is waiting patiently for its filling of gold to deliver.</string>
<string name="UNIT_TXT_BUILDING_DWARF_GEMSTONE_MINE">A rare node in the earth possesses a seemingly endless supply of precious gemstones. They are what drives the dwarven economy alongside gold.</string>
<string name="UNIT_TXT_BUILDING_DWARF_ABANDONED_MINE">Some mysterious psychological aura actively wards any living being from venturing into this abandoned mine. Was it a beast that slaughtered thousands of poor miners just trying to make ends meet, or a freak accident from a structural failure that did the same thing?</string>
<string name="UNIT_TXT_BUILDING_DWARF_EMBASSY">Technological progress is how the dwarven society dictates over others. If a particular group wishes to access this technology, or if the dwarves are in danger, they can be diplomatically recruited to help.</string>
<string name="UNIT_TXT_BUILDING_DWARF_MUSKET_TOWER">By attaching an automated aiming system to a tower, these great structures become powerhouses of defence.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_HEAVY_CANNON_GRAPESHOT">The dwarven cannon’s standard projectile is not very effective against infantrymen. Using grapeshot cannons, this issue is solved, but its destructive power against buildings is sacrificed.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_HEAVY_CANNON_GRAPESHOT_2">Making the grapeshot heavier using lead cores makes its power against both man and buildings stronger.</string>
<string name="UNIT_TXT_DWARF_DWARVEN_HEAVY_CANNON_GRAPESHOT_1">This grapeshot cannon has so many gold bands it will never repay its value in efficiency no matter what. But hey, more gunpowder is always a good thing.</string>
<string name="TECH_TXT_HUMAN_WARFELL_YELLOW_CRYSTAL">The yellow-tinted crystal is known to empower one’s stamina and agility. Many Warfellians use the crystal in their footwear to dash away from sticky situations.</string>
<string name="TECH_TXT_HUMAN_WARFELL_WHITE_CRYSTAL">The pristine white crystal is known to channel the purest essence of holy magic into its owners, cleansing them of sins. Warfellians use these crystals to rid themselves of any crippling ailments inflicted by the more sinister of foes.</string>
<string name="TECH_TXT_HUMAN_WARFELL_BLUE_CRYSTAL">The blue-tinted crystal is known to enhance one’s connection with magic. Warfellians use this crystal to power up their special abilities, turning the tides of the fight.</string>
<string name="TECH_TXT_HUMAN_WARFELL_GREEN_CRYSTAL">The green-tinted crystal is known to strengthen the mental faculties of those who witness it. Warfellians tend to use these crystals as a sort of painkiller when situations become overwhelming.</string>
<string name="TECH_TXT_HUMAN_WARFELL_ORANGE_CRYSTAL">The orange-tinted crystal is known to provide a great burst of energy when touched, improving productivity of its bearers. Warfellians activate these crystals when there needs to be a bit more done in the day.</string>
<string name="TECH_TXT_HUMAN_WARFELL_PURPLE_CRYSTAL">The purple-tinted crystal is known to be unstable and violent, severely deteriorating the health of those around it. Warfellians use these crystals like makeshift explosives in case they get overwhelmed by small fry foes.</string>
<string name="TECH_TXT_WISP_SUMMONING_TREE">This technology allows the great tree to accumulate magical energy into wisps.</string>
<string name="TECH_TXT_WISP_SUMMONING_TRAINING">The ancient writings of the elders speak of wisps, accumulations of magical energy that can be channelled to enhance training and summoning. With this special training, the temples of nature can harness these wisps.</string>
<string name="TECH_TXT_ORC_MINOTAUR_CLANS">Though orcs are poor managers of diplomacy, one of the few allies that can be summoned by chieftains are the minotaur clans native to the mountain ranges. These minotaurs are experts in conducting guerilla warfare on rocky terrain.</string>
<string name="TECH_TXT_ORC_GOBLIN_GRENADE_LAUNCHER">Training cannoneers to light their “ammunition” on fire enhances their power.</string>
<string name="TECH_TXT_ELF_ENTS_ELDERS">The elves, in times of destruction, can recruit the great sentient ents of the forests, to bring justice upon those who have wronged nature.</string>
<string name="TECH_TXT_ELF_MOUNTING_UNICORN">By harnessing the blessings of the unicorn, the elves can get around the forest much, much quicker on horseback.</string>
<string name="TECH_TXT_ORC_SCAVENGERS_TRAINING">Scavenging is one of the key quirks that goblins are naturally adept at, long suppressed by their occupation under the orcs. Allowing reforms to encourage this scavenging in long-gone battlefields may help the economy out, although in a not-very-clean manner.</string>
<string name="TECH_TXT_ORC_UPGRADE_UNIT_SHAMAN_ELITE">Enables the more advanced shamanic arts to be taught to the orcs.</string>
<string name="TECH_TXT_ORC_UPGRADE_UNIT_SHAMAN_MASTER">Allows shamans to access the most advanced forms of their magic.</string>
<string name="TECH_TXT_ORC_UPGRADE_UNIT_WARLOCK_ELITE">Enables warlocks to become more resilient fighters.</string>
<string name="TECH_TXT_ORC_UPGRADE_UNIT_WARLOCK_MASTER">Enables warlocks to become even more resilient fighters, as well as enhancing spellcasting talents.</string>
<string name="TECH_TXT_ELF_KEEPERS_OF_THE_FOREST">Command the embassy to form a negotiation with the ancient Glade Wardens, the primordial custodians of all reaches of nature.</string>
<string name="TECH_TXT_ORC_LOOTING">Advanced looting allows goblins to rob corpses on the spot, greatly helping out production in the camps.</string>
<string name="TECH_TXT_DWARF_UPGRADE_UNIT_INFANTRY_1">Upgrades the equipment of infantrymen to turn them into hardy fighters.</string>
<string name="TECH_TXT_DWARF_UPGRADE_UNIT_INFANTRY_2">Further enhances the equipment of infantrymen to turn them into grand soldiers.</string>
<string name="TECH_TXT_ORC_TROLL_MOUNTAIN_KIN">Forces the chieftains in the embassy to bond with the great and ancient mountain kin, the overgrown trolls that inhabit the highest reaches of the mountain ranges.</string>
<string name="TECH_TXT_ELF_MOUNTING_EAGLE">The giant eagles have the capability to be mounted, allowing the elves to soar the domain of the skies.</string>
<string name="TECH_TXT_ELF_MOUNTING_HIPPOCAMPUS">The waters fuel life, but can claim it in its abyssal depths. The hippocampus is one of the ways that elves can safely cross the aquatic boundaries.</string>
<string name="TECH_TXT_ELF_MOUNTING_DEER">Allows the elves to mount deer as riding animals.</string>
<string name="TECH_TXT_DWARF_RUNE_AGILITY">The rune of agility is used by ancient scouts to run at superhuman speeds.</string>
<string name="TECH_TXT_DWARF_RUNE_CHARGING">The rune of charging is used by ancient riders to enhance their charging speed, enough to barge through solid stone.</string>
<string name="TECH_TXT_DWARF_RUNE_CHILLING_STEEL">The rune of chilling steel is used by ancient fighters to channel the crippling cold into adversaries.</string>
<string name="TECH_TXT_DWARF_RUNE_CLEANSING">The rune of cleansing is used by ancient priests to rid their patients of all sins and ailments.</string>
<string name="TECH_TXT_DWARF_RUNE_EARTHQUAKE">The earthquake rune is used by the ancient demolitionists to level entire civilisations with one strike of their hammer.</string>
<string name="TECH_TXT_DWARF_RUNE_HEALING">The rune of healing is used by ancient clerics to repair the injuries of the wounded.</string>
<string name="TECH_TXT_DWARF_RUNE_LIVING_FIRE">The rune of living fire turns a small fire into a living nightmare that sticks to its victims and consumes entire cities. It was often applied onto dwarven weapons in ancient days.</string>
<string name="TECH_TXT_DWARF_RUNE_MIGHT">The rune of might is used by ancient champions to crush their enemies with pure physical might.</string>
<string name="TECH_TXT_DWARF_RUNE_TIMELY_COUNTER">The rune of timely counter is used by ancient hunters to enhance their perception and ready their weapons for a devastating strike.</string>
<string name="TECH_TXT_DWARF_DEFENDER_RUNE_BLADES">The rune of blades comes from the ancestors of the defenders, blessed upon the warriors of the present to perfect their combat technique.</string>
<string name="TECH_TXT_DWARF_DEFENDER_RUNE_CATACLYSM">The rune of cataclysm comes from the ancestors of the defenders, blessed upon the warriors of the present to tremble the very earth itself and eviscerate those that harm it.</string>
<string name="TECH_TXT_DWARF_DEFENDER_RUNE_INVIOLABILITY">The rune of inviolability comes from the ancestors of the defenders, blessed upon the warriors of the present to summon a great protective aura, guarding against all evils.</string>
<string name="TECH_TXT_DWARF_DEFENDER_RUNE_RESONANCE">The rune of resonance comes from the ancestors of the defenders, blessed upon the warriors of the present to resonate with the earth itself, powering one’s agility.</string>
<string name="TECH_TXT_DWARF_DEFENDER_RUNE_STONE_FORM">The rune of stone form comes from the ancestors of the defenders, blessed upon the warriors of the present to use the power of stone itself in times of grave danger.</string>
<string name="TECH_TXT_SCALEDFOLK_AMBUSH_TACTICS">Ambush tactics are the prime driving factor that makes scaledfolk the respected race they are. Allowing fighters to conceal into foliage makes them unpredictable and holds an illusion of omnipresence. </string>
<string name="TECH_TXT_SCALEDFOLK_TRAP_BUILDING">Trap building is the fundamental aspect of guerilla warfare that allowed the scaledfolk to survive for millennia. Even the most basic traps can cause panic and disorder across any enemy army.</string>
<string name="TECH_TXT_ORC_UPGRADE_UNIT_ELITE_INFANTRY">Enhances infantry training to improve the might of all orcish soldiers.</string>
<string name="TECH_TXT_ORC_UPGRADE_UNIT_MASTER_INFANTRY">Further enhances infantry training to perfect the strength of orcish soldiers.</string>
<string name="TECH_TXT_DWARF_HASTENED_MINING_1">Outfitting mines with enhanced tools allow for more frequent gold shipments, improving the dwarven economy.</string>
<string name="TECH_TXT_DWARF_HASTENED_MINING_2">Training miners in advanced mining techniques allow for even more gold shipments, overclocking the economy of the dwarves.</string>
<string name="TECH_TXT_HUMAN_WARFELL_BROWN_CRYSTAL">The brown-tinted crystal directly alters the physical composition of its beholders, greatly strengthening their physique. This effect also strengthens inanimate objects, which the Warfellians use to great effect.</string>
<string name="TECH_TXT_HUMAN_WARFELL_CYAN_CRYSTAL">The cyan-tinted crystal sharpens the perception skills of its beholders, and enhances their reaction speed. Duelists often use these crystals to enhance their hand-to-hand combat skills, and prevent any counter-attacks from their opponent.</string>
<string name="TECH_TXT_HUMAN_WARFELL_EMBER_CRYSTAL">The crystal forged in concentrated embers is unusually hot to the touch and brimming with volatile flames. These are a common sight amongst the legendary Warbringer ships, who use it to immolate other vessels in an engulfing sea of raw fire.</string>
<string name="TECH_TXT_HUMAN_WARFELL_GRAY_CRYSTAL">The grey-tinted crystal is filled to the brim with an unholy, rage-inducing essence that pushes its beholders into defensive aggression. Warfellian defenders use it as a last-ditch move, enhancing their retaliatory strikes.</string>
<string name="TECH_TXT_DWARF_CANNONEERING">Research into the many uses of gunpowder allows the development of heavy cannons of all types.</string>
<string name="TECH_TXT_ELF_GLADE_MOUNTING_UNICORN">The glade warriors do not have the natural ability to mount animals, unlike the common elf. As a result, a program is needed to train deployed glade warriors in the art of riding.</string>
<string name="TECH_TXT_ELF_GLADE_MOUNTING_TIGER">As the glade warriors hail from the denser jungles, with more apex predators, they tend to bring tigers whenever called to assist the elves. These cats can be trained as riding animals to form the most dedicated force of the forests.</string>
<string name="TECH_TXT_DWARF_MIGHTY_DEFENDERS">Summon the ancient Mighty Defenders to aid the dwarves in their quest.</string>
<string name="TECH_TXT_SCALEDFOLK_DRAGON_KIN">Through many sacrifices and offerings, the scaledfolk can ally with their fellow cousins, the dragon kin, to help in their plight.</string>
<string name="TECH_TXT_UND_KNIGHTS_OF_THE_APOCALYPSE">The Embassy is capable of forming a temporary contract with the forbidden Knights of the Apocalypse, legendary heroes corrupted into widely-feared bringers of the great pestilence itself.</string>
<string name="UNIT_TXT_BUILDING_SCALEDFOLK_DRACONIAN_DWELLINGS">The dragon kin have different living conditions to regular scaledfolk, and thus require a special dwelling to keep themselves rested.</string>
<string name="UNIT_TXT_BUILDING_SCALEDFOLK_KOBOLD_HUT">The kobold hut is the basic dwelling that all kobolds share and train in.</string>
<string name="UNIT_TXT_BUILDING_SCALEDFOLK_SAURIAN_DEN">The saurian den is an artificial nest for the Saurians, where they reproduce and train.</string>
<string name="UNIT_TXT_BUILDING_SCALEDFOLK_WEAPONS_SMITH">The scaledfolk weapons smith enhances the blades and scales of kobolds, lizards and dragons alike. </string>
<string name="UNIT_TXT_BUILDING_SCALEDFOLK_PUNJI_PIT">Punji pits are the most basic of traps, consisting of little more than a spiked pit and a camouflaged cover.</string>
<string name="UNIT_TXT_SCALEDFOLK_KOBOLD_EXUVIAEWALKER">Tales of the exuviaewalker, its true pronunciation unknown, strike fear into those who walk into swamps. These kobolds are the most experienced in ambush and guerilla tactics.</string>
<string name="UNIT_TXT_SCALEDFOLK_KOBOLD_WITCHDOCTOR">Witch doctors are in charge of maintaining the health of the scaledfolk. Their occult practices and ability to channel the strength of dragons make them popular among warriors.</string>
<string name="UNIT_TXT_SCALEDFOLK_DRACONIAN_CUACHIC">The Cuachics are the most respected across all draconians, with their famous shaved heads and unfaltering defiance in the face of fear.</string>
<string name="UNIT_TXT_SCALEDFOLK_DRACONIAN_PAPALOTL">The Papalotl are highly respected draconian fighters, marked by their signature spear. Several captures of high-ranking targets allow one lowly fighter to be promoted into this veteran group.</string>
<string name="UNIT_TXT_SCALEDFOLK_DRACONIAN_TEMPLE_GUARD">Temple Guards are a special division of the draconian armies responsible for nearly all defensive operations, including defending temples. Their scaly shields are able to deflect many blows from swords and shields.</string>
<string name="UNIT_TXT_SCALEDFOLK_DRACONIAN_TLACOCHCALCATL">The Tlacochcalatl are the overseers of draconian military operations, flying over the chaos of the battlefield to command their underlings.</string>
<string name="UNIT_TXT_SCALEDFOLK_DRACONIAN_VISERATOR">The Viseraters are the shock troops in aerial battles, expected to tear apart the frontlines of ground armies and hunt down dragons allied to other races.</string>
<string name="UNIT_TXT_SCALEDFOLK_KOBOLD_GHOST">The Ghost Warrior is part of a secretive militia of the kobolds in charge of defending scaledfolk towns. With a rudimentary knowledge of traps and guerilla tactics, they can quickly transform an innocent swamp into a nightmarish minefield.</string>
<string name="UNIT_TXT_SCALEDFOLK_KOBOLD_SAVAGE">The Kobold Savage uses a crude but effective axe to level trees and intruders alike. The immense pain that a blow from their weapon can cause make infantrymen flat-out refuse trekking in swamps</string>
<string name="UNIT_TXT_SCALEDFOLK_KOBOLD_SPEAR_HUNTER">The spear is one of the most effective hunting weapons for its simplicity, and is fantastic when facing beasts. Kobolds assign these hunters to get food, fish and defend towns against rampaging horses.</string>
<string name="UNIT_TXT_SCALEDFOLK_KOBOLD_TLAMANIH">The Tlamanih are the basic and lowest-ranking fighter of the scaledfolk armies. One can be promoted to this position if, by some strange means, they take a prisoner of another race captive.</string>
<string name="UNIT_TXT_SCALEDFOLK_LIZARDMAN_BROODGUARD">The brood guard is in charge of defending lizardman nests, with a detachable scaly shield that grows from their body. The ability to throw spears allows them to be more stealthy when blending into the swamp.</string>
<string name="UNIT_TXT_SCALEDFOLK_LIZARDMAN_CUEXTECATL">Lizardmen that capture several enemies are promoted to Cuextecatl, wielding scale shields and a sharp sword to lead armies.</string>
<string name="UNIT_TXT_SCALEDFOLK_LIZARDMAN_TLAHUIZTLI">Lizardmen that have captured any prisoners are allowed to possess a Tlahuztli, an indicator of their status and rank as a warrior. These lizardmen have captured enough to become commanders of others, improving morale.</string>
<string name="UNIT_TXT_SCALEDFOLK_SAURIAN_SKYHUNTER">The Saurians have a substantial advantage in flight that can be used to outpace and kill off straddling riders.</string>
<string name="UNIT_TXT_SCALEDFOLK_SAURIAN_SKYSLASHER">The unnatural speed of a saurian wielding a shield can cause enough blunt force trauma to permanently cripple its victims.</string>
<string name="UNIT_TXT_SCALEDFOLK_CARNOTAUR_LANCER">The carnotaur is a sickly fleshy beast native to the scaledfolk’s swamps. It is notoriously fast, and a silent devourer of fellow beasts with the help of a spear hunter.</string>
<string name="UNIT_TXT_SCALEDFOLK_DRACOTAUR_LANCER">Dracotaur lancers are already larger than even the toughest of horses. Placing a spear into its claws makes them the greatest anti-horse option.</string>
<string name="UNIT_TXT_SCALEDFOLK_DRACOTAUR">Dracotaurs are special breeds of draconian that are more suited for terrestrial movement. Many misfortunate folks that encounter one never see the light of day again.</string>
<string name="UNIT_TXT_SCALEDFOLK_LIZARDMAN_KOMODO_RIDER">Komodo Riders are renowned for taming the vicious komodo dragon. With such a powerful beast on its side, the scaledfolk have few troubles against intruders in the swamp.</string>
<string name="UNIT_TXT_SCALEDFOLK_MONITOR_LANCER">Overgrown monitor lizards are the scaledfolk’s favourite riding animal and companion. With unmatched stamina, speed and fighting power, they tend to outshadow standard horses when brawling in their swampy homeland.</string>
<string name="UNIT_TXT_SCALEDFOLK_SPIKED_TURTLEMAN">When a spiky tortoise is crossed with a giant and occult magic, the spiked turtleman is the result: a mutant beast whose shell impales anything that gets close.</string>
<string name="UNIT_TXT_SCALEDFOLK_DRACONIAN_DARTER">The physiological traits of a draconian make it unable to wield a bow at its greatest potential. Instead, portable and deadly darts are used for ranged support in draconian battles.</string>
<string name="UNIT_TXT_SCALEDFOLK_KOBOLD_DARTER">Bows are rarely taken up by scaledfolk, as they prefer the dart blower, with much more power and without the hassles of stringing or maintenance.</string>
<string name="UNIT_TXT_SCALEDFOLK_LIZARDMAN_ARCHER">Lizardmen are some of the only scaledfolk that can properly wield a bow with great skill. The greater range makes it useful in open areas and in water, where getting close to an enemy is difficult..</string>
<string name="UNIT_TXT_SCALEDFOLK_LIZARDMAN_DARTER">Most lizardmen use a set of darts and a blower for firing at a distance. It is much quicker to use and delivers a more potent blow against its targets.</string>
<string name="UNIT_TXT_SCALEDFOLK_KOBOLD_SLINGER">Slings take slightly more skill to use for a scaledfolk than the typical dart set-up, but one cannot underestimate taking a flying pebble to the skull.</string>
<string name="UNIT_TXT_SCALEDFOLK_KOBOLD_STALKER">The stalkers lie hidden in the foliage of the swamps, using a unique boomerang weapon to deliver concussive blows.</string>
<string name="UNIT_TXT_SCALEDFOLK_LIZARDMAN_TROPHY_HUNTER">Trophy hunters place the heads of each captive and game animals onto boards in their huts. Archer heads are the most valuable to these brutes, and their special throwing spears are designed to kill as many as they can.</string>
<string name="UNIT_TXT_SCALEDFOLK_SALAMANDER_FIRESLINGER">Salamanders have a strong affinity to the draconians’ mastery of fire, and have caused many foreign settlements to turn into wet ash.</string>
<string name="UNIT_TXT_SCALEDFOLK_SAURIAN_AMBUSHER">The most effective hunting tactic that Saurians use is to ambush their prey by sweeping down with assistance from the entangling bolas to keep them in place. To be entangled into an inescapable binding from foes in the air is enough of a deterrent to keep most warriors away from the Saurian dens.</string>
<string name="UNIT_TXT_SCALEDFOLK_KOBOLD_WELP">Kobold whelps are not mature enough to fight in the swamps, and are instead charged with maintaining the dwellings of the scaledfolk.</string>
<string name="UNIT_TXT_SCALEDFOLK_HYDRA_1">A mere fragment of the legendary hydra. Even in its miserable state, its mutated regeneration abilities may still activate…</string>
<string name="UNIT_TXT_SCALEDFOLK_HYDRA_2">A severely damaged remnant of a “slain” hydra. It is wise to dispose of the weakened creature before its regeneration kicks in.</string>
<string name="UNIT_TXT_SCALEDFOLK_HYDRA_3">A mostly-intact remnant of a partially damaged hydra. Slay it quickly, or else it’s five heads all over again…</string>
<string name="UNIT_TXT_SCALEDFOLK_LIZARDMAN_TLACOTIN">Lizardmen not part of the military are assigned as Tlacotin, the lowest-ranking members of their society serving as slave labor.</string>
<string name="UNIT_TXT_SCALEDFOLK_KOBOLD_POLOLU_HUNTER">The Pololu is an oversized spear given to higher-ranked kobold spearmen. The hundreds of sharp spikes on it can inflict grievous bleeding wounds onto its targets.</string>
<string name="UNIT_TXT_SCALEDFOLK_KOBOLD_ATLATL_HUNTER">The Atlatl is used by kobolds shooting javelins when they want more power into their shots. The special shape of the mechanism allows more energy to be put into the projectile, although a heavy javelin’s weight does not let it travel as far as a dart.</string>
<string name="UNIT_TXT_SCALEDFOLK_LIZARDMAN_AXE_HUNTER">Handheld axes can be very potent against both men and buildings. Lizardmen axe hunters use these gruesome weapons to hunt down their targets.</string>
<string name="UNIT_TXT_SCALEDFOLK_SAURIAN_PELTER">The Saurian pelt is especially effective against giants, so much so that forces of pelting units are always the first to be summoned whenever stray mountain kin wanders into the swamp.</string>
<string name="UNIT_TXT_SCALEDFOLK_SAURIAN_DARTER">Saurians with darts are capable of delivering a rain of death across wide areas.</string>
<string name="UNIT_TXT_SCALEDFOLK_DRACONIAN_DRAGON_GUARD">The dragon guard is the most experienced of all defending draconians, in charge of maintaining the nests of the great dragons. </string>
<string name="UNIT_TXT_SCALEDFOLK_DRACONIAN_POLOLU_GUARD">The draconian Pololu guard use their great spears to fantastic effect, combining brute strength, inflicting mortal wounds and the power of fire to deliver pain against trespassers of the draconic temples.</string>
<string name="UNIT_TXT_SCALEDFOLK_MONITOR_RIDER">Overgrown monitor lizards are the scaledfolk’s favourite riding animal and companion. With unmatched stamina, speed and fighting power, they can keep up the chase against cowardly soldiers.</string>
<string name="UNIT_TXT_BUILDING_SCALEDFOLK_PALISADE_GATE">Pallisade gates, while very easy to build, provide as much protection as a wooden door.</string>
<string name="UNIT_TXT_SCALEDFOLK_DRACOTAUR_ATLATL">If a javelin from a beast with the strength and savagery of a dragon had the enhancement that an atlatl provided, it could penetrate the divine barrier between magic and the normal world.</string>
<string name="UNIT_TXT_SCALEDFOLK_DRACONID_HERALD">The herald is the king of all dragon kin, and the one with the greatest connection to the fire dragons. It is essentially a great demigod all on its own.</string>
<string name="UNIT_TXT_BUILDING_SCALEDFOLK_EMBASSY">The Altar of the Ancients is a site with a natural attunement to the fabled dragons in scaledfolk lore. Offering thousands of sacrifices to this holy site will attract the attention of the dragons’ close relatives, the dragon kin.</string>
<string name="UNIT_TXT_HUMAN_WARFELL_ALICORN_COMMANDER">Alicorn commanders ride on mighty alicorns to survey the battlefield and intervene with great blades of reinforced mithril.</string>
<string name="UNIT_TXT_HUMAN_WARFELL_ARCANE_FLAMER">The Warfellian’s expertise in the arcane is demonstrated with the flamers, a special group that can spit the breath of dragons from a miniaturized tube. The bones of the undead and the elders of the elves tremble at the devastation it can cause.</string>
<string name="UNIT_TXT_HUMAN_WARFELL_BOLT_SCORPION_MOBILE">Modelled after the deadly sting of a scorpion, these special crossbow fighters can change stance into a feared defensive bastion all on their own.</string>
<string name="UNIT_TXT_UND_PHANTOM_HOPLITE">The Phantom Hoplite is an extremely resilient set of possessed armor, with a shield and spear that can withstand a thousand hooves of horses.</string>
<string name="UNIT_TXT_DEAD_PHANTOM_ARCHER">The fallen corpse of a Phantom Archer. Its soul has yet to leave its cold, steel grasp...</string>
<string name="UNIT_TXT_DEAD_PHANTOM_HALBERD">The fallen corpse of a Phantom Halberdier. Its soul has yet to leave its cold, steel grasp...</string>
<string name="UNIT_TXT_DEAD_PHANTOM_HOPLITE">The fallen corpse of a Phantom Hoplite. Its soul has yet to leave its cold, steel grasp...</string>
<string name="UNIT_TXT_DEAD_PHANTOM_ARCHER_1">The fallen corpse of a Phantom Archer. Its soul has yet to leave its cold, steel grasp...</string>
<string name="UNIT_TXT_DEAD_PHANTOM_HALBERD_1">The fallen corpse of a Phantom Halberdier. Its soul has yet to leave its cold, steel grasp...</string>
<string name="UNIT_TXT_DEAD_PHANTOM_HOPLITE_1">The fallen corpse of a Phantom Hoplite. Its soul has yet to leave its cold, steel grasp...</string>
<string name="UNIT_TXT_UND_FEL_KNIGHT">Fel Knights hail from a land unknown to even the most knowledgeable of Liches. Wherever this location may be, it has granted the knights supernatural strength, a deformed and powerful steed and the ability to absorb slain souls, enhancing their arcane attacks.</string>
<string name="UNIT_TXT_UND_BUILDING_CURSED_TEMPLE">The Cursed Temple is the most treasured structure of the undead, for it is the place that the Knights of the Apocalypse can be called and tethered to the world.</string>
<string name="UNIT_TXT_UND_SKELETON_DENEZIN">Civilians are never spared in the mindless conquest of the undead. Any necromancer or lich that enters a town leaves it full of skeleton denizens, armed with only the most rudimentary tools.</string>
<string name="UNIT_TXT_UND_SKELETON_DENEZIN_ARMORED">If an undead fortress is on its last rungs of stability, the assorted denizens are given rudimentary armor to defend the grounds.</string>
<string name="UNIT_TXT_UND_SKELETON_DENEZIN_GOLDEN">Rich citizens caught in the devastating waves of the undead are reanimated as golden denizens, serving no purpose other than sacrifices for the scourge machine as a punishment for their hubris.</string>
<string name="UNIT_TXT_UND_SKELETON_MONSTER_DENEZIN">To make even the most useless of living citizens productive to the undead, the butchers make a bolas-like weapon out of skulls and tendons, giving them to monster denizens as their preferred weapon.</string>
Started on the missing texts.