## Tooltip string table for the UI.

TT_FREEPRISONER
<BEGIN>
Free the prisoner.
<END>

TT_KILLPRISONER
<BEGIN>
Kill the prisoner.
<END>

TT_SENDPRISONER
<BEGIN>
Send the prisoner to an interrogation device.
<END>

TT_ENTITYPANE_HENCHMANLIFE
<BEGIN>
One of these turns red each time your henchman loses a life.
<END>

TT_ENTITYPANE_CLOSEWINDOW
<BEGIN>
Close Window
<END>

TT_ENTITYPANE_GLOSSARY
<BEGIN>
Glossary Information
<END>

TT_ENTITYPANE_IGNORETAG
<BEGIN>
IGNORE This Character
<END>

TT_ENTITYPANE_CAPTURETAG
<BEGIN>
CAPTURE This Character
<END>

TT_ENTITYPANE_WEAKENTAG
<BEGIN>
WEAKEN This Character
<END>

TT_ENTITYPANE_KILLTAG
<BEGIN>
KILL This Character
<END>

TT_ENTITYPANE_CREW
<BEGIN>
Adjust the staff required in this room
<END>

TT_TAGCONTEXT_FINDWORKERFORTAG
<BEGIN>
Who's assigned to this tag?
<END>

TT_ENTITYPANE_MOVEOBJECT
<BEGIN>
Move this object
<END>

TT_ENTITYPANE_DELETEOBJECT
<BEGIN>
Delete this object
<END>

TT_REMOVE_BODY_BAG
<BEGIN>
Remove a body bag from this rack.
<END>

## %d is a decimal number

TT_ENTITYPANE_SPECIALABILITY_NEEDEP_FMT
<BEGIN>
%d evil points required
<END>

TT_BUILD_MORE_CONTROL_PANELS
<BEGIN>
Build and man %i more control panels to breach this region's secrecy.
<END>

TT_ENTITYPANE_SPECIALABILITY_BUY_FMT
<BEGIN>
Spend %d evil points on this special ability
<END>

TT_ENTITYPANE_SPECIALABILITY_ACTIVATE
<BEGIN>
Activate this special ability
<END>

TT_ENTITYPANE_SPECIALABILITY_RECHARGING
<BEGIN>
Recharging
<END>

TT_ENTITYPANE_SCALEHEALTH
<BEGIN>
Health
<END>

TT_ENTITYPANE_SCALELOYALTY
<BEGIN>
Loyalty
<END>

TT_ENTITYPANE_SCALESMARTS
<BEGIN>
Smarts
<END>

TT_ENTITYPANE_SCALEATTENTION
<BEGIN>
Attention
<END>

TT_ENTITYPANE_SCALEENDURANCE
<BEGIN>
Endurance
<END>

TT_ROOMCONSTRUCTION_FORWARD
<BEGIN>
Go to room menu
<END>

TT_ROOMCONSTRUCTION_CANCEL
<BEGIN>
Cancel this room
<END>

TT_ROOMCONTEXT_BUILDOBJECTS
<BEGIN>
Place objects
<END>

TT_ROOMCONTEXT_BUILDSENSORS
<BEGIN>
Place sensors
<END>

TT_ROOMCONTEXT_BUILDTRAPS
<BEGIN>
Place traps
<END>

TT_ROOMCONTEXT_STARTCONSTRUCTION
<BEGIN>
Start building this room
<END>

TT_ROOMCONTEXT_PAUSECONSTRUCTION
<BEGIN>
Pause building this room
<END>

TT_ROOMCONTEXT_CANCELCONSTRUCTION
<BEGIN>
Cancel this room
<END>

TT_ROOMCONTEXT_REVISEFLOORPLAN
<BEGIN>
Revise room floor plan
<END>

TT_ROOMCONTEXT_DELETEROOM
<BEGIN>
Demolish this room
<END>

TT_ROOMCONTEXT_CANCELROOMDELETION
<BEGIN>
Cancel room demolition
<END>

TT_OBJECTCONTEXT_FINDWORKER
<BEGIN>
Who is assigned to this object?
<END>

TT_OBJECTCONTEXT_RETURN
<BEGIN>
Return to the focused object
<END>

TT_SECURITYCONTEXT_PREVOBJECT
<BEGIN>
View previous item in this security group
<END>

TT_SECURITYCONTEXT_NEXTOBJECT
<BEGIN>
View next item in this security group
<END>

TT_SECURITYCONTEXT_GOTODESK
<BEGIN>
View the desk controlling this group
<END>

TT_TAGCONTEXT_RETURN
<BEGIN>
Return to the focused tag
<END>

## Empire Stats Tool Tips

TT_PIECHART
<BEGIN>
See at a glance what proportion of your minion workforce are construction workers, military, social or science
<END>

TT_AVERAGEHEALTH
<BEGIN>
Current average minion health
<END>

TT_AVERAGELOYALTY
<BEGIN>
Current average minion loyalty
<END>

TT_AVERAGESMARTS
<BEGIN>
Current average minion smarts
<END>

TT_AVERAGEATTENTION
<BEGIN>
Current average minion attention
<END>

TT_AVERAGEENDURANCE
<BEGIN>
Current average minion endurance
<END>

TT_FRIENDLY
<BEGIN>
Number of allies currently on the island, including minions, henchmen and other friendly characters
<END>

TT_FOE
<BEGIN>
Number of enemy characters currently on the island
<END>

TT_LOOT
<BEGIN>
Number of loot objects currently on the island
<END>

TT_SHORTTERM
<BEGIN>
View the distribution of minion activity in the short term
<END>

TT_MEDIUMTERM
<BEGIN>
View the distribution of minion activity in the medium term
<END>

TT_LONGTERM
<BEGIN>
View the distribution of minion activity in the long term
<END>

TT_ONISLANDMINIONS_MILITARY
<BEGIN>
Number of military minions on the island
<END>

TT_ONWORLDMAPMINIONS_MILITARY
<BEGIN>
Number of military minions on the world map
<END>

TT_ONISLANDMINIONS_SCIENCE
<BEGIN>
Number of scientific minions on the island
<END>

TT_ONWORLDMAPMINIONS_SCIENCE
<BEGIN>
Number of scientific minions on the world map
<END>

TT_ONISLANDMINIONS_SOCIAL
<BEGIN>
Number of social minions on the island
<END>

TT_ONWORLDMAPMINIONS_SOCIAL
<BEGIN>
Number of social minions on the world map
<END>

TT_ONISLANDMINIONS_BASICANDHENCHMAN
<BEGIN>
Number of basic minions and henchmen on the island
<END>

TT_ONWORLDMAPMINIONS_BASICANDHENCHMAN
<BEGIN>
Number of basic minions and henchmen on the world map
<END>

TT_GRAPH
<BEGIN>
View the current distribution of minion activity, and recent changes in this distribution
<END>

TT_TOGGLE_BORED
<BEGIN>
Bored minions
<END>

TT_TOGGLE_BUILDING
<BEGIN>
Minions building
<END>

TT_TOGGLE_COMBAT
<BEGIN>
Minions in combat
<END>

TT_TOGGLE_WORKING
<BEGIN>
Minions working
<END>

TT_TOGGLE_WORLD
<BEGIN>
Minions performing world domination duties
<END>

TT_TOGGLE_REPLENISH
<BEGIN>
Minions replenishing their stats
<END>

TT_TOGGLE_TRAINING
<BEGIN>
Minions training
<END>

TT_MINIONSLOST
<BEGIN>
Total number of minions killed since the start of the campaign
<END>

TT_AGENTSKILLED
<BEGIN>
Total number of agents killed since the start of the campaign
<END>

TT_TOURISTSKILLED
<BEGIN>
Total number of innocent tourists killed since the start of the campaign
<END>

TT_AGENTSPRISON
<BEGIN>
Total number of agents imprisoned since the start of the campaign
<END>

TT_TOURISTPRISON
<BEGIN>
Total number of innocent tourists imprisoned since the start of the campaign
<END>

TT_INTERROGATION
<BEGIN>
Total number of interrogations carried out since the start of the campaign
<END>

TT_INCOME_CURRENT
<BEGIN>
Current level of income generated by world domination activities (Stealing)
<END>

TT_INCOME_ACQUIRED
<BEGIN>
Total amount of money generated since the start of the campaign
<END>

TT_INCOME_SPENT
<BEGIN>
Total amount of money spent since the start of the campaign
<END>

## World Domination Tool Tips

TT_HEAT
<BEGIN>
Heat shows how much of a threat you are seen as. The higher your heat with an alliance, the more dangerous the agents they send will be. Heat is increased by activities both on and off the island.
<END>

TT_NOTORIETY
<BEGIN>
Notoriety shows your level of global renown. Breaching certain notoriety thresholds will make new objectives and henchmen available. Notoriety is primarily increased by performing Acts of Infamy.
<END>

TT_RANKING
<BEGIN>
Your current ranking and Notoriety score (out of 500) - aim to become an Evil Genius!
<END>

TT_CASH_POTENTIAL
<BEGIN>
The Region's Cash Potential: How much cash can be looted from this region (on a scale of 0 - 9).
<END>

TT_JUSTICE_PRESENCE
<BEGIN>
The Region's Justice Rating: How likely the local police force is to detect and counter your activities (on a scale of 0 - 9).
<END>

TT_TOGGLE_MINION
<BEGIN>
Toggles minion markers.
<END>

TT_TOGGLE_QUICKINFO
<BEGIN>
Toggles Region Information.
<END>

TT_TOGGLE_AOI
<BEGIN>
Toggles Acts of Infamy.
<END>

TT_REGIONNAME
<BEGIN>
This is the name of the currently selected region. Each alliance is divided into four regions.
<END>

TT_ALLIANCENAME
<BEGIN>
This is the name of the currently selected alliance. The world is divided into five alliances.
<END>

TT_VIEWWORLD
<BEGIN>
Return to the main global view
<END>

TT_AOI_BLIP
<BEGIN>
Click on a blip to zoom directly to the Act of Infamy it represents (unused).
<END>

TT_AOI_MODEL
<BEGIN>
The regional view displays the reward offered by each Act of Infamy. Click to zoom to the Act (unused).
<END>

TT_AOI_RISK
<BEGIN>
Risk indicates how risky this act is, on a scale of 0-9. 0 is safe as houses, 9 is safe as skydiving into an aligator pit. On fire.
<END>

TT_AOI_TIME
<BEGIN>
How long the Act of Infamy will take to complete.
<END>

TT_AOI_HEAT
<BEGIN>
How much heat will be gained if the Act of Infamy is completed.
<END>

TT_AOI_NOTORIETY
<BEGIN>
How much notoriety will be gained if the Act of Infamy is completed.
<END>

TT_AOI_GO
<BEGIN>
Once the required resources are in the region, click this to begin the Act of Infamy.
<END>

TT_AOI_ABORT
<BEGIN>
Click this to abort an Act of Infamy in progress.
<END>

TT_AOI_REQUIREMENT1
<BEGIN>
Each Act of Infamy has a different minion requirement. The specified number and type of minions must be in the region before the Act can be started.
<END>

TT_AOI_REQUIREMENT2
<BEGIN>
Minions currently in the region.
<END>

TT_REGION_INFO
<BEGIN>
Information levels about a region are increased by control room equipment. When the information threshold of a region is breached, additional Act of Infamy information is revealed. Regions with their information revealed are marked as 'Complete' - this bar fills up as the region's Acts of Infamy are completed.
<END>

TT_REGION_JUSTICE
<BEGIN>
Each region has a different justice presence level. The higher the justice presence, the more heat each minion's presence will generate. High heat will attract agents to the region, causing minion attrition.
<END>

TT_REGION_CASH
<BEGIN>
Each region has a different cash potential. The higher the level on the bar, the nearer you are to fully exploiting the region's cash potential. Once the bar has filled, the maximum cash per theft level has been reached.
<END>

TT_REGION_CASH_UNAVAILABLE
<BEGIN>
Information levels about a region are increased by control room equipment. To uncover the cash available in this region you must build more control consoles in your control room.
<END>

TT_MINIONS_ISLAND
<BEGIN>
Minions currently on the island. Send minions to the currently selected region by clicking on them.
<END>

TT_MINIONS_REGION
<BEGIN>
Minions currently in the region. Send minions back to the island by clicking on them. The smaller numbers underneath represent queued minions who have yet to arrive.
<END>

TT_PLOTTING
<BEGIN>
When minions are ordered to plot, they gradually uncover the different Acts of Infamy in the region. Science minions are the best at Plotting.
<END>

TT_STEALING
<BEGIN>
When minions are ordered to steal, they siphon money from the region and periodically bring their spoils back to the island. Military minions are the best at Stealing.
<END>

TT_HIDING
<BEGIN>
When minions are ordered to hide, they are not affected by attrition but they cannot steal, plot or go on acts of infamy either. Minions instructed to hide will automatically return to their previous task after a short time.
<END>

## Main Interface

TT_OPTIONSBUTTON
<BEGIN>
Return to the main menu screen
<END>

TT_MINIMAP
<BEGIN>
Mini-map. Hostile characters are red
<END>

TT_POWER_GENERATED
<BEGIN>
Power generated. The background will change to yellow, then red, to warn of a power deficit
<END>

TT_POWER_DRAINED
<BEGIN>
Power drained. The background will change to red to warn of a blackout
<END>

TT_OBJECTIVES
<BEGIN>
Objectives screen
<END>

TT_EMPIRESTATS
<BEGIN>
Empire statistics screen
<END>

TT_FUNDS
<BEGIN>
Current funds
<END>

TT_MINIONNUMBER
<BEGIN>
Number of minions currently employed
<END>

TT_HENCHMANNUMBER
<BEGIN>
Number of henchmen currently employed
<END>

TT_SHOWMESSAGELOG
<BEGIN>
Message history
<END>

TT_MESSAGEBAR
<BEGIN>
Message bar
<END>

TT_CYCLEHENCHMEN
<BEGIN>
Cycle through your henchmen
<END>

TT_FINDGENIUS
<BEGIN>
Move to your Evil Genius
<END>

TT_MINIONMANAGEMENT
<BEGIN>
Minion management screen
<END>

TT_RESEARCH
<BEGIN>
Research screen
<END>

TT_RESEARCH_UNAVAILABLE
<BEGIN>
Research screen. To perform research you must build a research machine, a databank and a piece of research apparatus.
<END>

TT_REDALERT
<BEGIN>
Set the base to red alert. Minions will arm themselves and shoot on sight
<END>

TT_YELLOWALERT
<BEGIN>
Set the base to yellow alert. Minions will arm themselves
<END>

TT_GREENALERT
<BEGIN>
Take the base off alert
<END>

TT_WORLDMAP
<BEGIN>
World domination screen
<END>

TT_GLOSSARYBUTTON
<BEGIN>
Glossary & Hint Videos
<END>

## 3D tool tips

TT_ADD_MINIONS
<BEGIN>
Increase the number of minions of this type.
<END>

TT_REMOVE_MINIONS
<BEGIN>
Decrease the number of minions of this type.
<END>

TT_RECRUITMENT_SLIDER
<BEGIN>
Move the slider to determine the speed of recruitment.
<END>

TT_EMPTY_TOYBOX
<BEGIN>
Find and interogate trainers to unlock extra minion types.
<END>

TT_CURRENT_MINIONS
<BEGIN>
This is the number of minions of this type that are currently in your base.
<END>

TT_TARGET_MINIONS
<BEGIN>
This is the number of minions you want in your base.
<END>

TT_ACCESSLEVEL1
<BEGIN>
Anyone can use this door.
<END>

TT_ACCESSLEVEL2
<BEGIN>
Only your minions and henchmen can use this door.
<END>

TT_ACCESSLEVEL3
<BEGIN>
Only your evil self can use this door.
<END>

TT_ACCESSLEVEL4
<BEGIN>
Only your evil self can use this door and you want it guarded to be sure.
<END>

TT_GLOSSARY_GO_TO_VIDEO_HINTS
<BEGIN>
Hint Videos
<END>

TT_GLOSSARY_GO_TO_ASSOCIATED_VIDEO_HINT
<BEGIN>
View the hint video for this page
<END>

TT_GLOSSARY_HISTORY_BACK
<BEGIN>
Go to the previous page in the history
<END>

TT_GLOSSARY_HISTORY_FORWARD
<BEGIN>
Go to the next page in the history
<END>

TT_TRAINING_REQUIREMENT_100
<BEGIN>
Construction workers are automatically recruited. You can change the rate they are recruited at with the recruitment slider.
<END>

## in the following tooltips the object names should match the names given in the entity name table

TT_TRAINING_REQUIREMENT_101
<BEGIN>
You need a rifle range and a marksman on the island to train more marksmen.
<END>

TT_TRAINING_REQUIREMENT_102
<BEGIN>
You need a school desk and a valet (or more advanced social minion) on the island to train more valets.
<END>

TT_TRAINING_REQUIREMENT_103
<BEGIN>
You need a laboratory worktop and a technician (or more advanced science minion) on the island to train more technicians.
<END>

TT_TRAINING_REQUIREMENT_104
<BEGIN>
You need a training punchbag and a guard (or more advanced military minion) on the island to train more guards.
<END>

TT_TRAINING_REQUIREMENT_105
<BEGIN>
You need a biochemical training worktop and a biochemist on the island to train more biochemists.
<END>

TT_TRAINING_REQUIREMENT_106
<BEGIN>
You need a chalk board and a scientist (or more advanced science minion) on the island to train more scientists.
<END>

TT_TRAINING_REQUIREMENT_107
<BEGIN>
You need a TV studio and a spindoctor (or more advanced social minion) on the island to train more spindoctors.
<END>

TT_TRAINING_REQUIREMENT_108
<BEGIN>
You need a heavy machine gun range and a mercenary (or more advanced military minion) on the island to train more mercenaries.
<END>

TT_TRAINING_REQUIREMENT_109
<BEGIN>
You need a diplomat trainer and a diplomat on the island to train more diplomats.
<END>

TT_TRAINING_REQUIREMENT_110
<BEGIN>
You need a playboy trainer and a playboy on the island to train more playboys.
<END>

TT_TRAINING_REQUIREMENT_111
<BEGIN>
You need a dojo and a martial artist on the island to train more martial artists.
<END>

TT_TRAINING_REQUIREMENT_112
<BEGIN>
You need an electron microscope and a quantum physicist on the island to train more quantum physicists.
<END>




