en_GB - en to en_GB translation catalogue (194 entries)

note: [terrain_type]: id=deep_water_gray
en: Gray Deep Water
en_GB: Grey Deep Water

note: [terrain_type]: id=gray_tropical_water
en: Gray Shallow Water
en_GB: Grey Shallow Water

note: [terrain_type]: id=ford
en: When a river happens to be extremely shallow, passing over it is a trivial matter for land based units. Moreover, any creature best adapted to swimming has full mobility even at such places in the river. As far as gameplay is concerned, a river ford is treated as either grassland or shallow water, choosing whichever one offers the best defensive and movement bonuses for the unit on it.
en_GB: When a river happens to be extremely shallow, passing over it is a trivial matter for land-based units. Moreover, any creature best adapted to swimming has full mobility even at such places in the river. As far as gameplay is concerned, a river ford is treated as either grassland or shallow water, choosing whichever one offers the best defensive and movement bonuses for the unit on it.

note: [terrain_type]: id=gray_reef
en: Gray Coastal Reef
en_GB: Grey Coastal Reef

note: [terrain_type]: id=road
en: <italic>text='Roads'</italic> are beaten paths of dirt, formed by many travelers passing over them. As far as gameplay is concerned, roads behave as flat terrain.
en_GB: <italic>text='Roads'</italic> are beaten paths of dirt, formed by many travellers passing over them. As far as gameplay is concerned, roads behave as flat terrain.

note: [terrain_type]: id=road_clean
en: Clean Gray Cobbles
en_GB: Clean Grey Cobbles

note: [terrain_type]: id=desert
en: <italic>text='Deserts'</italic> have a somewhat different composition than small sand pits or beaches, however for gameplay purposes they are identical. See <ref>dst='..terrain_sand' text='sand'</ref>.
en_GB: <italic>text='Deserts'</italic> have a somewhat different composition than small sand pits or beaches, however for game-play purposes they are identical. See <ref>dst='..terrain_sand' text='sand'</ref>.

note: [terrain_type]: id=sand_beach [terrain_type]: id=sand
en: The instability of <italic>text='sand'</italic> makes it harder for most units to cross, and leaves them wide open to attack. In contrast, the wide feet or snakelike bodies of the reptilian races make sand much easier for them to navigate.
    
    Most units receive 20 to 40% defense in sand.
en_GB: The instability of <italic>text='sand'</italic> makes it harder for most units to cross, and leaves them wide open to attack. In contrast, the wide feet or snakelike bodies of the reptilian races make sand much easier for them to navigate.
    
    Most units receive 20 to 40% defence in sand.

note: [terrain_type]: id=oasis
en: A welcome sight to any traveler, an oasis allows units to heal as if stationed in a village, but provides no income or defensive advantage.
en_GB: A welcome sight to any traveller, an oasis allows units to heal as if stationed in a village, but provides no income or defensive advantage.

note: [terrain_type]: id=campfire
en: Campfire
en_GB: Camp Fire

note: [terrain_type]: id=detritus_trash
en: Trash
en_GB: Rubbish

note: [terrain_type]: id=rocky_cave
en: <italic>text='Rockbound cave'</italic> terrain is formed by the action of water and wind, carrying erosive particles that carve the rock. It resembles a scraggy underground cavern which shoulders defense, but is hard for most units to traverse. Only settlers of caves, such as dwarves and trolls, are fully capable of navigating such topography.
    
    Most units have about 50% defense in rocky caves, whereas cavalry are limited to 40%. Dwarves, by dint of their small size, enjoy 60% defense in rockbound caves.
    
    Occasionally caves are <italic>text='illuminated'</italic>.
en_GB: <italic>text='Rockbound cave'</italic> terrain is formed by the action of water and wind, carrying erosive particles that carve the rock. It resembles a scraggy underground cavern which shoulders defence, but is hard for most units to traverse. Only settlers of caves, such as dwarves and trolls, are fully capable of navigating such topography.
    
    Most units have about 50% defence in rocky caves, whereas cavalry are limited to 40%. Dwarves, by dint of their small size, enjoy 60% defence in rockbound caves.
    
    Occasionally caves are <italic>text='illuminated'</italic>.

note: [terrain_type]: id=mermen-village
en: <italic>text='Submerged villages'</italic> are the homes of merfolk and nagas. While water-dwelling creatures are at home here, land-dwellers have a hard time navigating and defending these villages. However, like any village, the facilities are available to all creatures which allow units to tend to their wounds. Any unit stationed in a village can heal eight hitpoints each turn, or be cured of poison.
    
    Merfolk and nagas have 60% defense in submerged villages, whereas land based units usually have a low defense.
en_GB: <italic>text='Submerged villages'</italic> are the homes of merfolk and nagas. While water-dwelling creatures are at home here, land-dwellers have a hard time navigating and defending these villages. However, like any village, the facilities are available to all creatures which allow units to tend to their wounds. Any unit stationed in a village can heal eight hit-points each turn, or be cured of poison.
    
    Merfolk and nagas have 60% defence in submerged villages, whereas land based units usually have a low defence.

note: [terrain_type]: id=fungus
en: <italic>text='Mushroom groves'</italic> are vast underground forests of giant mushrooms,
    which thrive in the damp darkness. Most units have trouble negotiating the spongy floor of smaller fungi, but they have plenty of cover behind the larger stalks. Mounted units, however, become completely mired and lack proper freedom of movement in combat. Undead units have a natural affinity for decay and function quite well in mushroom forests.
    
    Most units receive 50% to 60% defense in mushroom groves, whereas cavalry receive only 20%.
en_GB: <italic>text='Mushroom groves'</italic> are vast underground forests of giant mushrooms,
    which thrive in the damp darkness. Most units have trouble negotiating the spongy floor of smaller fungi, but they have plenty of cover behind the larger stalks. Mounted units, however, become completely mired and lack proper freedom of movement in combat. Undead units have a natural affinity for decay and function quite well in mushroom forests.
    
    Most units receive 50% to 60% defence in mushroom groves, whereas cavalry receive only 20%.

note: [terrain_type]: id=cave
en: <italic>text='Cave'</italic> terrain represents any underground cavern with enough room for a unit to pass.
    Most units are wholly unfamiliar with the terrain, and thus are both slowed down and hindered in defense. Dwarves and trolls, who make their homes in caves, both have a relatively easy time navigating this terrain, especially dwarves, who by dint of their small size can navigate many obstacles that other races cannot. Occasionally caves are <italic>text='illuminated'</italic>.
    
    Rare patches of the underground world are illuminated by light from the surface shining down into the gloomy darkness. This provides an attack bonus for lawful units and removes the attack bonus from chaotic units. In all other regards this terrain is functionally identical to normal cave terrains.
    
    Most units receive 20 to 40% defense in caves, whereas dwarves have 50%.
en_GB: <italic>text='Cave'</italic> terrain represents any underground cavern with enough room for a unit to pass.
    Most units are wholly unfamiliar with the terrain, and thus are both slowed down and hindered in defence. Dwarves and trolls, who make their homes in caves, both have a relatively easy time navigating this terrain, especially dwarves, who by dint of their small size can navigate many obstacles that other races cannot. Occasionally caves are <italic>text='illuminated'</italic>.
    
    Rare patches of the underground world are illuminated by light from the surface shining down into the gloomy darkness. This provides an attack bonus for lawful units and removes the attack bonus from chaotic units. In all other regards this terrain is functionally identical to normal cave terrains.
    
    Most units receive 20 to 40% defence in caves, whereas dwarves have 50%.

note: [terrain_type]: id=reef
en: <italic>text='Coastal reefs'</italic> are shallows formed by stone, coral and sand.
    This provides most land units with a more steady footing and defensive positions than wading in shallow water normally would and also grants most water-dwelling races an exceptionally high defense.
    
    Merfolk and Naga both receive 70% defense on coastal reefs.
en_GB: <italic>text='Coastal reefs'</italic> are shallows formed by stone, coral and sand.
    This provides most land units with a more steady footing and defensive positions than wading in shallow water normally would and also grants most water-dwelling races an exceptionally high defence.
    
    Merfolk and Naga both receive 70% defence on coastal reefs.

note: [terrain_type]: id=hills
en: <italic>text='Hills'</italic> represent any reasonably rough terrain,
    with enough dips and rises in the ground to provide some cover. Hills are difficult for most troops to navigate. Dwarves, trolls, and orcs have enough familiarity with the terrain that they can pass through it without being slowed down. Cavalry have enough trouble navigating the terrain that any defensive aid lent by cover is negated.
    
    Most units have about 50% defense in hills, whereas cavalry are limited to 40%. Dwarves enjoy 60% defense in hills.
en_GB: <italic>text='Hills'</italic> represent any reasonably rough terrain,
    with enough dips and rises in the ground to provide some cover. Hills are difficult for most troops to navigate. Dwarves, trolls, and orcs have enough familiarity with the terrain that they can pass through it without being slowed down. Cavalry have enough trouble navigating the terrain that any defensive aid lent by cover is negated.
    
    Most units have about 50% defence in hills, whereas cavalry are limited to 40%. Dwarves enjoy 60% defence in hills.

note: [terrain_type]: id=swamp_water
en: <italic>text='Swamps'</italic> represent any sort of wetlands.
    Swamps slow down nearly everyone, and inhibit their ability to defend themselves. An exception to this is any race bodily skilled in navigating water; these receive both full movement and a defensive bonus. Those that make their living in the wetlands are also adept at using this terrain for cover.
    
    Most units make do with 30% defense in swamps. Merfolk, naga, and saurians all generally enjoy 60%.
en_GB: <italic>text='Swamps'</italic> represent any sort of wetlands.
    Swamps slow down nearly everyone, and inhibit their ability to defend themselves. An exception to this is any race bodily skilled in navigating water; these receive both full movement and a defensive bonus. Those that make their living in the wetlands are also adept at using this terrain for cover.
    
    Most units make do with 30% defence in swamps. Merfolk, naga, and saurians all generally enjoy 60%.

note: [terrain_type]: id=shallow_water
en: <italic>text='Shallow water'</italic> represents any body of water deep enough to come up to roughly a man’s waist. This is enough to slow down nearly anyone and leave them wide open to attack. Dwarves, given that the water reaches up almost to their heads, have an extremely hard time of this. The exception is any race whose bodies naturally lend themselves to swimming, for which they receive a considerable defensive bonus and full movement.
    
    Most units make do with 20 to 30% defense in shallow water, whereas both naga and merfolk enjoy 60%.
en_GB: <italic>text='Shallow water'</italic> represents any body of water deep enough to come up to roughly a man’s waist. This is enough to slow down nearly anyone and leave them wide open to attack. Dwarves, given that the water reaches up almost to their heads, have an extremely hard time of this. The exception is any race whose bodies naturally lend themselves to swimming, for which they receive a considerable defensive bonus and full movement.
    
    Most units make do with 20 to 30% defence in shallow water, whereas both naga and merfolk enjoy 60%.

note: [terrain_type]: id=castle
en: <italic>text='Castles'</italic> are any sort of permanent fortification.
    Nearly all units receive a considerable bonus to their defense by being stationed in a castle, and most units receive full movement in a castle. Stationing units in a castle represents its defensive capability. Without a unit in each wall hex, an enemy can simply sneak into the castle unchallenged, gaining the same defensive bonus as everyone inside.
    
    Most units have about 60% defense in a castle.
en_GB: <italic>text='Castles'</italic> are any sort of permanent fortification.
    Nearly all units receive a considerable bonus to their defence by being stationed in a castle, and most units receive full movement in a castle. Stationing units in a castle represents its defensive capability. Without a unit in each wall hex, an enemy can simply sneak into the castle unchallenged, gaining the same defensive bonus as everyone inside.
    
    Most units have about 60% defence in a castle.

note: [terrain_type]: id=mountains
en: <italic>text='Mountains'</italic> are steep enough that units often have to climb over obstacles to move.
    By this nature, they provide a considerable defensive bonus for most troops, but they also severely impede any passage through them. Most cavalry simply cannot enter mountainous terrain; however, elvish cavalry is an exception to this, as are the goblin wolf riders. Both dwarves and trolls are native to mountainous terrain, and have a very easy time getting around.
    
    Most units receive about 60% defense in mountains, whereas Dwarves enjoy 70%.
en_GB: <italic>text='Mountains'</italic> are steep enough that units often have to climb over obstacles to move.
    By this nature, they provide a considerable defensive bonus for most troops, but they also severely impede any passage through them. Most cavalry simply cannot enter mountainous terrain; however, elvish cavalry is an exception to this, as are the goblin wolf riders. Both dwarves and trolls are native to mountainous terrain, and have a very easy time getting around.
    
    Most units receive about 60% defence in mountains, whereas Dwarves enjoy 70%.

note: [terrain_type]: id=deep_water
en: <italic>text='Deep water'</italic> represents any body of water deep enough to cover a man’s head.
    Most units cannot enter deep water: it is the domain of units which can either fly, or are exceptionally strong swimmers.
    
    Merfolk and naga both receive 50% defense in deep water, with full movement.
en_GB: <italic>text='Deep water'</italic> represents any body of water deep enough to cover a man’s head.
    Most units cannot enter deep water: it is the domain of units which can either fly, or are exceptionally strong swimmers.
    
    Merfolk and naga both receive 50% defence in deep water, with full movement.

note: [terrain_type]: id=flat
en: <italic>text='Grassland'</italic> represents open plains, whether cultivated, cut back for grazing, or wild.
    Being open ground, grassland is both very easy to move across, but is also difficult to defend oneself in. Typically, those units that perform best on grassland are either cavalry, or very agile units which take advantage of the open space.
    
    Most units have defense of 30 to 40% on grassland.
en_GB: <italic>text='Grassland'</italic> represents open plains, whether cultivated, cut back for grazing, or wild.
    Being open ground, grassland is both very easy to move across, but is also difficult to defend oneself in. Typically, those units that perform best on grassland are either cavalry, or very agile units which take advantage of the open space.
    
    Most units have defence of 30 to 40% on grassland.

note: [terrain_type]: id=forest
en: <italic>text='Forests'</italic> represent any woodland with significant undergrowth, enough to hinder passage. Though they slow nearly everyone down, forests do offer better defense to most units than open ground. Cavalry, however, have so much trouble navigating them that any benefit gained by stealth is negated. Elves are an exception to this general rule for forests. Not only do they possess full movement in forests, but they also gain a considerable defensive bonus. Dwarves are another exception to this rule; though they are able to plow through the forests without much loss of speed, their utter unfamiliarity with the terrain causes them to receive no defensive bonus.
    
    Most units have 50% defense in forests, but cavalry are limited to 30%. Elves, on the other hand, enjoy 60 to 70% defense, even their mounted units. Dwarves generally receive only 30% defense in forests.
en_GB: <italic>text='Forests'</italic> represent any woodland with significant undergrowth, enough to hinder passage. Though they slow nearly everyone down, forests do offer better defence to most units than open ground. Cavalry, however, have so much trouble navigating them that any benefit gained by stealth is negated. Elves are an exception to this general rule for forests. Not only do they possess full movement in forests, but they also gain a considerable defensive bonus. Dwarves are another exception to this rule; though they are able to plough through the forests without much loss of speed, their utter unfamiliarity with the terrain causes them to receive no defensive bonus.
    
    Most units have 50% defence in forests, but cavalry are limited to 30%. Elves, on the other hand, enjoy 60 to 70% defence, even their mounted units. Dwarves generally receive only 30% defence in forests.

note: [terrain_type]: id=frozen
en: <italic>text='Frozen'</italic> terrain represents any flat area that is covered by snow or ice.
    Most units are slowed down on it, and have a harder time defending themselves. Note that swimming units, even those who can breathe underwater, cannot swim underneath ice.
    
    Most units have 20 to 40% defense in frozen terrain.
en_GB: <italic>text='Frozen'</italic> terrain represents any flat area that is covered by snow or ice.
    Most units are slowed down on it, and have a harder time defending themselves. Note that swimming units, even those who can breathe underwater, cannot swim underneath ice.
    
    Most units have 20 to 40% defence in frozen terrain.

note: [terrain_type]: id=village
en: <italic>text='Villages'</italic> represent any group of buildings, human or otherwise.
    Almost all units, even cavalry, have an easy time navigating villages, and most units gain a defensive bonus from being stationed in a village. Villages allow units the resources to clean and tend to their wounds, which allows any unit stationed therein to heal eight hitpoints each turn, or to be cured of poison.
    
    Most units have 50 to 60% defense in villages, whereas cavalry receive only 40%.
en_GB: <italic>text='Villages'</italic> represent any group of buildings, human or otherwise.
    Almost all units, even cavalry, have an easy time navigating villages, and most units gain a defensive bonus from being stationed in a village. Villages allow units the resources to clean and tend to their wounds, which allows any unit stationed therein to heal eight hit-points each turn, or to be cured of poison.
    
    Most units have 50 to 60% defence in villages, whereas cavalry receive only 40%.

note: [terrain_type]: id=impassable
en: Obstacles that not even the most determined traveler may overcome include solid walls of stone and mountains so tall and steep that they are constantly wreathed in cloud. Even flying creatures cannot navigate the jagged peaks at such rarefied heights, and not even the fiercest troll can smash through thick walls of stone.
en_GB: Obstacles that not even the most determined traveller may overcome include solid walls of stone and mountains so tall and steep that they are constantly wreathed in cloud. Even flying creatures cannot navigate the jagged peaks at such rarefied heights, and not even the fiercest troll can smash through thick walls of stone.

note: [label]
en: date^Uploaded:
en_GB: Uploaded:

note: [label]
en: date^Updated:
en_GB: Updated:

note: #-#-#-#-#  wesnoth-lib.wml.pot (PACKAGE VERSION)  #-#-#-#-# [label]: id=dependencies
en: addon_dependencies^None
en_GB: None

note: #-#-#-#-#  wesnoth-lib.wml.pot (PACKAGE VERSION)  #-#-#-#-# [label]: id=translations
en: translations^None
en_GB: None

note: [label]: id=url_none
en: url^None
en_GB: None

note: [button]: id=url_copy
en: url^Copy
en_GB: Copy

note: [button]: id=url_go
en: url^Go
en_GB: Go

note: [text_box]: id=filter
en: Filters on addon description, version, type or author.
en_GB: Filters on add-on description, version, type or author.

note: #-#-#-#-#  wesnoth-lib.wml.pot (PACKAGE VERSION)  #-#-#-#-# [button]: id=details_toggle
en: Addon Details
en_GB: Add-on Details

en: Nearest Neighbor
en_GB: Nearest Neighbour

en: Nearest Neighbor scaling (fastest)
en_GB: Nearest Neighbour scaling (fastest)

en: xBRZ followed by Nearest Neighbor (recommended)
en_GB: xBRZ followed by Nearest Neighbour (recommended)

note: [button]: id=copy
en: clipboard^Copy
en_GB: Copy

note: [button]: id=copy_ [button]: id=copy
en: filesystem^Copy
en_GB: Copy

note: [button]: id=browse_ [button]: id=browse
en: filesystem^Browse
en_GB: Browse

note: [label]
en: Color
en_GB: Colour

note: #-#-#-#-#  wesnoth-lib.wml.pot (PACKAGE VERSION)  #-#-#-#-# [row]
en: controller^Human
en_GB: Human

note: [row]
en: controller^AI only
en_GB: AI only

note: [row]
en: controller^None
en_GB: None

note: [row]
en: vision^All
en_GB: All

note: [row]
en: vision^Shroud
en_GB: Shroud

note: [row]
en: vision^None
en_GB: None

note: [label]
en: New width:
en_GB: New Width:

note: [label]
en: Old width:
en_GB: Old Width:

note: [label]
en: New height:
en_GB: New Height:

note: [label]
en: Old height:
en_GB: Old Height:

note: [button]: id=clean
en: cache^Clean
en_GB: Clean

note: [button]: id=purge
en: cache^Purge
en_GB: Purge

note: [label]
en: library^Name
en_GB: Name

note: [label]
en: library^Build version
en_GB: Build version

note: [label]
en: library^Runtime version
en_GB: Runtime version

note: [button]: id=copy_all
en: page^Copy
en_GB: Copy

note: [label]
en: Press desired hotkey (Esc cancels)
en_GB: Press desired hot-key (Esc cancels)

note: [label]
en: Random Faction Matchups:
en_GB: Random Faction Match-ups:

note: [label]
en: Allow for mirror matchups when random factions are chosen.
en_GB: Allow for mirror match-ups when random factions are chosen.

note: [menu_button]: id=side_color
en: This side’s color
en_GB: This side’s colour

note: [widget]: id=label
en: Hotkeys
en_GB: Hot-keys

note: [text_box]: id=filter
en: Filters on hotkey description.
en_GB: Filters on hot-key description.

note: [toggle_button]: id=sort_1
en: Hotkey
en_GB: Hot-key

note: #-#-#-#-#  wesnoth-lib.wml.pot (PACKAGE VERSION)  #-#-#-#-# [toggle_button]: id=sort_2 Translate G as the initial letter for Game
en: game_hotkeys^G
en_GB: G

note: #-#-#-#-#  wesnoth-lib.wml.pot (PACKAGE VERSION)  #-#-#-#-# [toggle_button]: id=sort_3 Translate E as the initial letter for Editor
en: editor_hotkeys^E
en_GB: E

note: #-#-#-#-#  wesnoth-lib.wml.pot (PACKAGE VERSION)  #-#-#-#-# [toggle_button]: id=sort_4 Translate T as the initial letter for Title Screen
en: titlescreen_hotkeys^T
en_GB: T

note: [button]: id=btn_add_hotkey
en: Add Hotkey
en_GB: Add Hot-key

note: [button]: id=btn_clear_hotkey
en: Clear Hotkey
en_GB: Clear Hot-key

note: [toggle_button]: id=show_ellipses
en: Show team colors
en_GB: Show team colours

note: [toggle_button]: id=show_ellipses
en: Show a colored circle around the base of each unit to show which side it is on
en_GB: Show a coloured circle around the base of each unit to show which side it is on

note: [toggle_button]: id=chat_timestamps
en: Chat timestamping
en_GB: Chat time-stamping

note: [button]: id=open
en: filesystem^Open
en_GB: Open

note: [label]
en: Choose Orb/Minimap Colors
en_GB: Choose Orb/Mini-Map Colours

note: [label]
en: Center
en_GB: Centre

en: feature^JPEG screenshots
en_GB: JPEG screenshots

en: feature^Lua console completion
en_GB: Lua console completion

en: feature^Legacy bidirectional rendering
en_GB: Legacy bidirectional rendering

en: feature^D-Bus notifications back end
en_GB: D-Bus notifications back-end

en: feature^Win32 notifications back end
en_GB: Win32 notifications back-end

en: feature^Cocoa notifications back end
en_GB: Cocoa notifications back-end

en: filesystem_path_system^Volumes
en_GB: Volumes

en: filesystem_path_game^Game executables
en_GB: Game executables

en: filesystem_path_game^Game data
en_GB: Game data

en: filesystem_path_game^User data
en_GB: User data

en: filesystem_path_game^User preferences
en_GB: User preferences

en: filesystem_path_system^Home
en_GB: Home

en: filesystem_path_system^Root
en_GB: Root

en: operating_system^<unknown>
en_GB: <unknown>

en: The text contains invalid Pango markup:
en_GB: The text contains invalid Pango mark-up:

note: TRANSLATORS: Formats a two-element conjunctive list.
en: conjunct pair^$first and $second
en_GB: $first and $second

note: TRANSLATORS: Formats the first two elements of a conjunctive list.
en: conjunct start^$first, $second
en_GB: $first, $second

note: TRANSLATORS: Formats successive elements of a conjunctive list.
en: conjunct mid^$prefix, $next
en_GB: $prefix, $next

note: TRANSLATORS: Formats the final element of a conjunctive list.
en: conjunct end^$prefix, and $last
en_GB: $prefix, and $last

note: TRANSLATORS: Formats a two-element disjunctive list.
en: disjunct pair^$first or $second
en_GB: $first or $second

note: TRANSLATORS: Formats the first two elements of a disjunctive list.
en: disjunct start^$first, $second
en_GB: $first, $second

note: TRANSLATORS: Formats successive elements of a disjunctive list.
en: disjunct mid^$prefix, $next
en_GB: $prefix, $next

note: TRANSLATORS: Formats the final element of a disjunctive list.
en: disjunct end^$prefix, or $last
en_GB: $prefix, or $last

en: timespan^expired
en_GB: expired

en: timespan^$num year
en_GB: $num year

en: timespan^$num years
en_GB: $num years

en: timespan^$num month
en_GB: $num month

en: timespan^$num months
en_GB: $num months

en: timespan^$num week
en_GB: $num week

en: timespan^$num weeks
en_GB: $num weeks

en: timespan^$num day
en_GB: $num day

en: timespan^$num days
en_GB: $num days

en: timespan^$num hour
en_GB: $num hour

en: timespan^$num hours
en_GB: $num hours

en: timespan^$num minute
en_GB: $num minute

en: timespan^$num minutes
en_GB: $num minutes

en: timespan^$num second
en_GB: $num second

en: timespan^$num seconds
en_GB: $num seconds

en: addons_view^All Add-ons
en_GB: All Add-ons

en: addons_view^Installed
en_GB: Installed

en: addons_view^Upgradable
en_GB: Upgrade Available

en: addons_view^Publishable
en_GB: Ready to Publish

en: addons_view^Not Installed
en_GB: Not Installed

en: addons_of_type^Campaigns
en_GB: Campaigns

en: addons_of_type^Scenarios
en_GB: Scenarios

en: addons_of_type^SP/MP campaigns
en_GB: SP/MP campaigns

en: addons_of_type^MP campaigns
en_GB: MP campaigns

en: addons_of_type^MP scenarios
en_GB: MP scenarios

en: addons_of_type^MP map-packs
en_GB: MP map-packs

en: addons_of_type^MP eras
en_GB: MP eras

en: addons_of_type^MP factions
en_GB: MP factions

en: addons_of_type^Modifications
en_GB: Modifications

en: addons_of_type^Cores
en_GB: Cores

en: addons_of_type^Resources
en_GB: Resources

en: addons_of_type^Other
en_GB: Other

en: addons_of_type^Unknown
en_GB: Unknown

en: addons_order^Name ($order)
en_GB: Name ($order)

en: addons_order^Author ($order)
en_GB: Author ($order)

en: addons_order^Size ($order)
en_GB: Size ($order)

en: addons_order^Downloads ($order)
en_GB: Downloads ($order)

en: addons_order^Type ($order)
en_GB: Type ($order)

en: addons_order^Last updated ($datelike_order)
en_GB: Last updated ($datelike_order)

en: addons_order^First uploaded ($datelike_order)
en_GB: First uploaded ($datelike_order)

en: addon_state^Not installed
en_GB: Not installed

en: addon_state^Published, not installed
en_GB: Published, not installed

en: addon_state^Installed
en_GB: Installed

en: addon_state^Published
en_GB: Published

en: addon_state^Installed, not tracking local version
en_GB: Installed, not tracking local version

en: addon_state^Published, not tracking local version
en_GB: Published, not tracking local version

en: addon_state^Installed ($local_version|), upgradable
en_GB: Installed ($local_version|), upgrade available

en: addon_state^Published ($local_version| installed), upgradable
en_GB: Published ($local_version| installed), upgrade available

en: addon_state^Installed ($local_version|), outdated on server
en_GB: Installed ($local_version|), outdated on server

en: addon_state^Published ($local_version| installed), outdated on server
en_GB: Published ($local_version| installed), outdated on server

en: addon_state^Installed, not ready to publish
en_GB: Installed, not ready to publish

en: addon_state^Ready to publish
en_GB: Ready to publish

en: addon_state^Installed, broken
en_GB: Installed, broken

en: addon_state^Published, broken
en_GB: Published, broken

en: addon_state^Unknown
en_GB: Unknown

en: addons^Back to List
en_GB: Back to List

en: active_modifications^None
en_GB: None

en: dir_size^Unknown
en_GB: Unknown

en: unit_byte^B
en_GB: B

en: controller^AI
en_GB: AI

en: controller^Idle
en_GB: Idle

en: version^N/A
en_GB: N/A

en: Incompatible User-made Content.
en_GB: Incompatible User-Made Content.

en: Missing User-made Content.
en_GB: Missing User-Made Content.

en: This game requires one or more user-made addons to be installed or updated in order to join.
    Do you want to try to install them?
en_GB: This game requires one or more user-made add-ons to be installed or updated in order to join.
    Do you want to try to install them?

en: era_or_mod^not installed
en_GB: not installed

en: Something is wrong with the addon version check database supporting the multiplayer lobby. Please report this at https://bugs.wesnoth.org.
en_GB: Something is wrong with the add-on version, check database supporting the multiplayer lobby. Please report this at https://bugs.wesnoth.org.

en: Singleplayer Campaigns
en_GB: Single-Player Campaigns

en: number of players^$min to $max
en_GB: $min to $max

en: No username specified
en_GB: No user name specified

en: No hotkey selected
en_GB: No hot-key selected

en: “<b>$hotkey_sequence|</b>” is in use by “<b>$old_hotkey_action|</b>”.
    Do you wish to reassign it to “<b>$new_hotkey_action|</b>”?
en_GB: ‘<b>$hotkey_sequence|</b>’ is in use by ‘<b>$old_hotkey_action|</b>’.
    Do you wish to re-assign it to ‘<b>$new_hotkey_action|</b>’?

en: Reassign Hotkey
en_GB: Re-assign Hot-key

en: All hotkeys have been reset to their default values.
en_GB: All hot-keys have been reset to their default values.

en: Hotkeys Reset
en_GB: Hot-keys Reset

en: addon_state^Installed, upgradable
en_GB: Installed, upgrade available

en: addon_state^Published, upgradable
en_GB: Published, upgrade available

en: addon_state^Installed, outdated on server
en_GB: Installed, outdated on server

en: addon_state^Published, outdated on server
en_GB: Published, outdated on server

en: Room <i>“$name”</i> joined
en_GB: Room <i>‘$name’</i> joined

en: Whisper session with <i>“$name”</i> started. If you do not want to receive messages from this user, type <i>/ignore $name</i>
en_GB: Whisper session with <i>‘$name’</i> started. If you do not want to receive messages from this user, type <i>/ignore $name</i>

en: multimenu^All Selected
en_GB: All Selected

en: multimenu^$excess other | $excess others
en_GB[0]: $excess other
en_GB[1]: $excess others

en: multimenu^None Selected
en_GB: None Selected

note: TRANSLATORS: whiteboard menu entry: toggle planning mode
en: whiteboard^Planning Mode
en_GB: Planning Mode

note: TRANSLATORS: whiteboard menu entry: execute planned action
en: whiteboard^Execute Action
en_GB: Execute Action

note: TRANSLATORS: whiteboard menu entry: execute all planned actions
en: whiteboard^Execute All Actions
en_GB: Execute All Actions

note: TRANSLATORS: whiteboard menu entry: delete planned action
en: whiteboard^Delete Action
en_GB: Delete Action

note: TRANSLATORS: whiteboard menu entry: move planned action up queue
en: whiteboard^Move Action Up
en_GB: Move Action Up

note: TRANSLATORS: whiteboard menu entry: move planned action down queue
en: whiteboard^Move Action Down
en_GB: Move Action Down

note: TRANSLATORS: whiteboard menu entry: plan as though the chosen unit were dead
en: whiteboard^Suppose Dead
en_GB: Suppose Dead

en: Rotate Clipboard Counter-Clockwise
en_GB: Rotate Clipboard Anticlockwise

en: Show Helptip
en_GB: Show Help Tip

note: TRANSLATORS: This is the language code which will be used to store and fetch localized non-textual resources, such as images, when they exist. Normally it is just the code of the PO file itself, e.g. "de" of de.po for German. But it can also be a comma-separated list of language codes by priority, w
en: language code for localized resources^en_US
en_GB: en_GB
